Showing posts with label dragon quest. Show all posts
Showing posts with label dragon quest. Show all posts

Thursday, May 3, 2012

Stifling the Medium

Tangentially related to my most recent piece at Nightmare Mode, I recently came into ownership of the Slime-shaped PS2 controller modelled after the iconic enemy of Dragon Quest.
I don’t bring this up in the article but I tend to frown upon the merchandise that surrounds video games. The t-shirts, wrist straps, plushies, and practically everything that’s bundled around a popular video game when it’s released. It’s not because I’m against the idea of advertising, I simply find it concerning so much of video game advertising is focused around the “extras” rather than the main course. If advertising is meant to facilitate interest and engage people with the product, I can’t help but feel we’re missing out on the interactive side of video games when we buy the t-shirt.
I don’t need my Dragon Quest controller, but I do like how its advertising facilitates experiencing the product.

Sunday, April 22, 2012

After Pressing Start: Dragon Quest IV Chapters of the Chosen


Blurgh! Before I forget, I wrote two things this week! I know, right? Busy, busy, busy.

A typical complaint with the Dragon Quest games is that they're all the same. This is a surface level observation. Yes, in terms of genre trappings, Dragon Quest IV is intensely familiar to the ones before it, but it's in the broader details where the differences pop up. Each game is a reaction to the previous one.

Before Dragon Quest IVDragon Quest III introduced flexible, player-defined companion characters. Much like the original Final Fantasy, you built your team from the beginning from whatever class you wanted. You could have a full party of mages if you wanted. All dem' options!

So, Dragon Quest IV took player-defined companions from Dragon Quest III and applied personalities and aspirations to them. You were now playing your companions, and it was their stories that were important.

Dragon Quest V would also go on to do its own thing, but that's a tale for another day....

Sunday, April 1, 2012

The Zoology of Dragon Quest

So, I wrote this thing at nightmaremode....

It started off as a poorly thought out statement trying to talk about the unexplainable reasons we like specific games, but gained shape when I settled on a couple of key monsters and extrapolated on why I liked them. From there it was simply a case of Youtube-hopping through various animal documentaries and faint memories of Biology class.

I had a lot of fun writing this and I'd love to hear your thoughts on it!

Monday, March 12, 2012

Taking The World With You: Dragon Quest


Dragon Quest (Dragon Warrior, if you want to be precise) was a revolution upon release. Today, it garners the respect it deserves for laying the foundation for an entire genre, but that's generally where the appreciation ends. Modern games have refined Dragon Quest's core concepts to the point where its primitive presentation and gameplay are difficult to go back to. But what's been tossed aside alongside the genre's advancements and upheavals and do these morsels deserve better treatment? Far from decrying what's been lost, let's take a look at the more esoteric elements of Dragon Quest that have been gradually chipped away over the years.

Remember drawing maps for video game dungeons? I don't, because I was born far too late to hop on that gravy train, but Dragon Quest practically demands the practice. While the world is an alarmingly small one, Dragon Quest provides you with no map or navigational tools. Towns, cities, and landmarks are all defined by cardinal directions, and dungeons are terrifying gauntlets with no easy way to navigate them. Unlike the illuminated dungeons of The Legend of Zelda, the dungeons in Dragon Quest are pitch black, safe for the four blocks lit up around you. With a Torch in hand, those four lit up spaces become a 3x3 lighting box, allowing easier exploration of a dungeon's labyrinth design. Alas, the high encounter rate inside dungeons provides a more pressing issue to deal with than your limited vision, and dungeons are frequently tackled via multiple trips to and from the nearest Inn. Each trip gradually unlocks more of the dungeon as you travel down new routes but, unless you have a fantastic memory, you'll need to crack out pen and paper to start mapping your progress.

The process of note taking in games has been largely swept aside by modern game developers and replaced with automated maps or helpful signposting. Detractors argue that a game should contain every element of play nestled inside its code, and any external elements are irrelevant. This dismisses what we bring to games by simply playing them, and each stroke of line on a piece of paper designating a dead end represents a hard fought victory, a sinking realisation, or a satisfactory conclusion to our adventure. When people dismiss the simplistic interaction of Dragon Quest, they neglect the exploration and map drawing - exploring the world and familiarising yourself with your surroundings - as a fundamental part of your actions. The turn-based combat is fast and efficient; it's a distraction more than the centre piece of the experience.

No, what's important in Dragon Quest is the hard fought ground you cover each time you set out from the safety of a village. When you emerge from that last dungeon with a veritable tome of knowledge resting on your lap, there's an immense feeling of satisfaction. More than simply having your achievements frozen inside a cartridge, they've claimed an irrefutable permanency beyond an NES chip. A quest, indeed.
Dragon Warrior maps (1)