In Dragon Quest 7, most of the story comes from the sub-plots on each
island. This means that some NPCs on these islands have as much development as
the main characters. It also means that the game can tackle a bunch of
different stories with varied themes and presentation. The main problem with
these is the same as other aspects of the game: Quantity over quality. Trying
to fit over 20(!) stories into one game means none of the characters you meet
get enough time to make an impact, even if This Game is 100 Hours Long.
As much as I disliked the wait for classes and completely eviscerated
the Rashers and Stripes fight, that segment was one of the game's best points,
writing-wise. It’s an interesting set-up with some twists along the way and a
satisfying conclusion. Though the focus is as always on NPCs, we get some with
visible personalities and drama that comes from how their characters interact. Apart
from the dull dungeons and awful boss fight, I was fairly engaged.
But even this high point in the narrative still serves the argument I’m
making. One of the reasons it’s a better part of the story is because it lasts
longer, giving the characters time to grow. And then once this quest is over?
Those interesting side characters limply trail off into oblivion, never to be
heard from again. You never go back. Never hear what became of them afterwards.
They’re from the past, so they don’t even get a late-game cameo. For all
intents and purposes, they had zero effect on the world, the plot, or the main
characters.
They
had an ENRAGING effect, but only out-of-character.
These islands introduce neat concepts but never do anything worthwhile
with them. As an example of this, I would like to take a moment* to talk about
the capital city of wasted potential: El Ciclo.
*Or a Rashers and Stripes sized
rant.
(Warning: SPOILERS for El Ciclo.)
Stopped Clock, Rushed Story
El Ciclo is the most interesting chapter in the game, which is also why
it’s the most frustrating. Midway through our seventh quest containing dragons,
we come across a rather peculiar town…
DQ7: Welcome to El Ciclo!
This town features strange statues and buildings, built by an eccentric genius
architect whose creations may bend the fabric of reality itself!
Me: Wow, that’s a pretty
cool hook. I can’t wait to see how –
DQ7: But wait, there’s more!
It’s hinted through interactions with the town doctor that the famous architect
had an illegitimate child, and that it’s none other than the bumbling, unassuming
maid working at the town inn!
Me: Ooh, that’s neat. Brings
a nice human element to the story. So I guess she’ll –
DQ7: But WAIT, there’s
MORE! When you stay at the inn you wake
up to the events of yesterday repeating themselves, as the town is caught in a Groundhog
Day style time loop!
Me: Sheesh, that’s pretty
crazy. Things are getting a little cluttered, but I’m excited about the time
loop! Other games have proven you can do interesting stuff with that
mechanically so –
DQ7: BUT WAIT THERE’S MORE!
The clock tower in the middle of town was built by the eccentric architect, and
when you go inside and turn it off time stops for everyone outside!
Me: So we’re travelling back
in time, to a town caught in a stable time loop, where we use a magical clock
to stop time? This is cool and all, but it’s getting a little overwhe –
DQ7: BUTWAITTHERESMORE! The
mad architect also made a magical painting and when time stops it becomes a
portal into another dimension where space is warped and twisted in an endless
void and there are time-manipulating monsters and –
Me: STOP! Stop it Dragon
Quest 7, this is too much, just slow down for a moment!
DQ7: You know, it’s very
rude to interrupt people.
Me: Oh, um, sorry.
DQ7: Anyway, that was the
last part. I’m done.
Me: Oh good. Wow, so many
questions to ask. Alright, let’s start off with gameplay. What kind of new
mechanics do you use for all this stuff?
DQ7: New mechanics?
Me: Yeah, you know. Like new
ways of interacting with the game. I’m guessing you can go to bed to start the
day over, and have to use foreknowledge of events to do something?
DQ7: No, why would you start
the day over? You already know about the repeating thing, no need to do it a
second time.
Me: Wait, you’re saying we
don’t loop time again? But isn’t the whole point of time loops to come back to
previous events knowing what happens?
DQ7: Oh yeah, we have that.
So there’s this guy.
Me: Uh-huh.
DQ7: And he’s standing near
a statue.
Me: Mm-hm.
DQ7: And when he touches the
statue the arm breaks off.
Me: …and?
DQ7: And the same thing
happens again the next day.
Me: How does that affect the
rest of the game?
DQ7: Huh?
Me: Never mind…Okay well,
what about the time stop? Maybe you can thwart a villain by stopping time, setting
a trap and starting it again?
DQ7: No, nothing like that.
Me: Oh. Well then do you
need to stop time to, I dunno, sneak past someone to get hidden info or –
DQ7: You can’t do anything
while time is stopped. That would be silly, no one can talk while frozen!
When
I think of what magnificent stories could be told about a magical tower that
stops time, my first thought is definitely "opening a dungeon entrance and
nothing else".
Me: That’s not what I meant,
I was asking if…ugh, forget it. What about the painting?
DQ7: You can go inside when
time stops.
Me: Why?
DQ7: I'unno. Quest triggers.
Me: Yeah, that's…par for the
course. What’s it like inside?
DQ7: It’s a dungeon.
Me: Yeah?
DQ7: Yeah, y’know. Dungeon,
noun: Big maze of thin passages with enemies in em.
Me: How is it different from
other dungeons?
DQ7: ‘sgot a big swirly
purple background with floatin junk in it.
Me: That’s, uh, a start. I
meant the gameplay.
DQ7: Oh! Yeah, we did
something for that. We made a teleport maze!
Me: …a teleport maze.
DQ7: It’s like, a maze, only
you walk onto these spots that tele –
Me: I know what a teleport
maze is! That’s your big puzzle for
the magical painting area? You could’ve done anything you wanted! Why a
teleport maze?!
DQ7: You don’t like teleport
mazes?
Me: NOBODY likes teleport
mazes!
DQ7: Well then why are there
so many, wise guy?
Me: Because they’re the
easiest thing in the world to make yet not quite
annoying enough that people will complain!
DQ7: Actually yeah, that
checks out.
Me: What about story? What
happens with that illegitimate daughter plot?
DQ7: Well after you beat the
monster in the painting and stop the time loop, the town has a festival to
celebrate the new bridge they’ve built.
Me: Okay.
DQ7: Off to the side, the
architect and the doctor talk about the daughter.
Me: Alright.
DQ7: He decides not to tell
her.
Me: …that’s it? What’s the
rest of that conversation like?
DQ7: That’s more or less it.
Me: Huh. Can you tell her?
DQ7: Of course not.
Me: Does that affect
anything in the future?
DQ7: Not really.
Me: But then what’s the
point of the sub-plot? It’s not a sad conclusion, there’s just no conclusion!
DQ7: Sure there is! The
conclusion is that you came to a town, went through a dungeon and beat a
monster, and now the town is saved.
Me: But how does it all fit
together? Where’s the consequences? The character development? The pathos?!
Stories aren’t just a series of events, and games aren’t just the same inputs
in different backgrounds! Things need to change.
You start up all these crazy ideas, but you never expand on them. You never
FINISH ANY!
DQ7: Well yeah, we don’t
have time for that! This is just one island after all. Do you have any clue how
long this game is?
Me: I’ve got an idea.
So El Ciclo is a disappointing waste of potential, a common theme in
Dragon Quest 7. But by now you’re so sick of me spewing bile that you’re
following along at home. Before we move on from writing and into the final
chapter of this wyvern adventure saga, let me talk about something in the
narrative I genuinely enjoy.
The Pun is Mightier than the Sword
Dragon Quest 7 is charming.
There’s a lot I didn’t like about this story. It’s frequently cliché,
flat and predictable. It moves slower than a crippled turtle in a pit of syrup
and glue. Its emotional moments are subdued, and always concern characters you
just met who will vanish forever in half an hour. But for all its flaws, I
never had the heart to grow angry with it. Well okay, you’ve read the last
twelve thousand words, I grew angry in retrospect.
But not in the moment. Because Dragon Quest 7 may be a lot of things, but it’s
also refreshingly genuine and endearing.
There’s something very…sensible about it all. There aren’t many bizarre
plot points. There’s only one real twist and it’s pretty well-telegraphed. Most
people act reasonably and have clear motivations. There’s not a lot of
compelling drama, true, but there’s also a complete absence of melodrama.
You’ll never see anyone in DQ7 make a pointless sacrifice.
You won’t shout “This guy is acting so stupid!”, or “This plan makes no sense!”
There were a couple places I found exasperating*, but it never frustrated me
like many other JRPGs have. Being more emotionally stable means less love, but
also less hate.
*Like that time where a robot
shoveling soup into a skeleton for all eternity is seen as a happy ending.
C’mon guys, even if we accept that this machine suddenly has human emotions, a
human in this situation would IMMEDIATELY see a psychiatrist.
The characters of DQ7 are also very pleasant. The main party is innocent and altruistic down to the core. The absolute worst among them is a
good person who whines a lot. NPCs are almost all friendly and polite, and when
they're malicious it’s fairly tame*. Villains are goofy-looking monsters out of
Saturday morning cartoons, evil for the sake of it and quickly defeated. Everyone
and everywhere is named after a pun, most of which are terrible. All this keeps
the game from offering much moral complexity, but also makes for an easygoing
adventure free of angst.
*Okay, thinking back there was
one NPC who stole people’s souls to save himself. That guy was kind of a dick. But
even then, there's a lack of suffering or gray morality in the prose that makes
it hard to take things personally, for better or worse.
Any
writer who can survive the shame of putting this to the page is clearly not
concerned with serious drama.
Though they can be wonderful experiences when they draw you in,
sometimes you wish JRPGs would take themselves a little less seriously. This
game begins with kids who just want to go out into the world and have
adventures. In any other story, this would lead to some grand coming-of-age arc
where the characters come back changed from the experience. Here they…don’t.
And though the lack of drama disappoints, there’s a certain satisfaction that
the end points of the story are “Let’s go on an adventure!” and “That adventure
was fun and we helped a bunch of people!”
I wouldn't call the writing in Dragon Quest 7 good. But I would call it
likeable. And sometimes, that might be enough.
This is normally where we'd transition into the final Big Problem with
DQ7. However, there was something that bothered me that I couldn't find a spot
for anywhere else in these articles. So like all great* writers I decided to cram
it in at a random point near the end and then lampshade that I was doing so.
*Lazy
Let's talk about Monster Meadows.
Meadon’t Bother
Catching monsters is a popular feature in RPGs, and it’s easy to see
why. Collection quests are simple to make and inherently satisfying. What
better place to create that collection than the digitized dragons themselves?
That way the quest is connected to the combat you spend so much time on and it makes
you pay more attention to your assembly of adversaries. Some games handle
monster catching so well the entire game is based around it. So how does Dragon Quest 7 handle it? Well, let me put it
this way.
Fill in the blank:
1, 2, 3. A, B, C. Beginning, middle, end. DQ7 sucks, DQ7 sucks again,
DQ7 ________.
Monster Meadows is one of the major side quests in Dragon Quest 7, the
only side quest in the original pre-credits. So stands to reason that it’s
introduced early, at a mere 60 HOURS IN.
It’s only about a dozen hours before you acquire the item that lets you catch
monsters. But you can’t actually see the results for 60 hours, and the whole
thing is terribly explained. Some of this could be forgiven if catching
monsters was fun. But…
Here’s how catching monsters works: When you hold the right item and
defeat a monster, there is a tiny chance that the monster becomes friendly and
dashes off to the meadows. There is a single skill for a single class, Animal
Magnetism, which increases the chance monsters become friendly. You’re never
told this skill exists and it doesn’t explain how it affects your chances
(sources online say +20%). What we have is just another drop rate, which you
can manipulate in a single poorly explained way. But the method of making
monsters move to the meadow isn’t even the problem. The long wait for the
feature is…definitely a problem. But it’s not the worst problem.
Ugh,
more puns and pointless dialogue. Well, at least it'll be worth putting up with
for this side quest's reward…
Do you know what your reward is for painstakingly recruiting an army of
hundreds? When you visit the meadow, one of each type of monster you’ve caught
is standing around. You can talk to them, at which point they will give you a
line of flavor text. That. Is. It*. Absolutely zero practical benefit. No monster
battling, no monster summons, no monster hearts, no monster buffs, no monster
items, no monster money, no monster anything! It would have been so incredibly trivial to give something for the work put into this.
*In the remake, you can get
tablets to optional dungeons through tamed monsters. Tablet dungeons are randomly
generated mishmashes of existing dungeon rooms populated only by the
corresponding monsters, so it's a pretty crummy reward. But it has SOME effect
on gameplay, which is more than you can say for the original.
Let me remind you that prior to the remake, this was the only real side
quest. For some reason. It’s a wonder it was the only one in a game this size,
but…you know, it’s time we talk about that. It’s time we faced that shadow
lurking at the edge of vision. It’s time we talk about the through-line
connecting every miserable issue and mismanaged feature. It’s time to get to
the point. What, at the end of the
day, was my single greatest problem with Dragon Quest 7?
This Game Is 100 Hours Long
Since the olden days of the medium, games have been praised on how much
time you can wring out of them. They would proudly proclaim on their box how
many slices of life you could shave away in front of their comfortable glow,
and no genre was prouder of these numbers than RPGs. But in recent years,
there’s been a growing backlash over this once revered metric. Gaming’s
audience is expanding, the types of games are ballooning, the number of titles
is exploding, and the cost of entry is plummeting. The result is gamers taking
up a new mantra: Games should never be longer than they need to be.
RPGs are feeling this backlash. In an era where you can buy games for
less than a fast food meal and have them delivered at the speed of your
internet connection, why should you care if a game is short? It’s more
important that it’s fun. Promising hours
of content not only lacks the weight it used to, but sometimes actively harms a
games reputation. People look upon these staggering numbers and react not with
joy, but suspicion. “Why are they bragging?” they think. “What are they hiding?
What are they really stuffing all
those hours with?” Then they’ll decide it’s not worth the time investment and
move on to greener pastures. I know this process. I’ve experienced it firsthand.
I
don't know about these days, but in the late 1990s and early 2000s I'm pretty sure
it was RPG law to list your run-time as a bullet point. These were all just haphazardly
grabbed from the results of a single google image search.
And yet…I like long games. I
think that there are certain things you can only accomplish with a longer,
slower-burning experience. Things like exploring complex character arcs,
delving into detailed settings, experiencing long term gameplay progression, or
showing domino chains of cause and effect that let a player feel true ownership
of a world and what happens in it. I want to establish this up top, these
articles aren’t an indictment of long games. There are advantages to long
games. But by this point, it’s probably clear what I’ll say next:
Dragon Quest 7 is terrible at
all these things.
Character arcs are nonexistent, the closest thing we get are miniature
ones with certain NPCs. These NPCs are restricted to their own couple-hour
stories, and thus don’t require a long game. The setting barely exists. Each
island has its own disconnected culture, most of which come down to accents or
plot-relevant ceremonies. There’s no detailed creation myth or warring
dynasties. No explanation where magic or monsters come from. The game doesn’t
do lore unless it’s specifically relevant to the subplot happening right this
second.
Gameplay progression exists, but takes forever. I ended this 100 hour
RPG at level 40 and most of that leveling felt pretty uneven, with some levels
hours apart. Getting satisfaction from leveling is like trying to quench your
thirst with a dripping faucet. The classes take less time, but you have no idea
what you’re getting each rank so you rarely feel like you’re working towards a
specific purpose. Equipment is also spread thin, and when it is upgraded it’s
in a very standard, numbers-go-up sort of way with few interesting choices. In
short, the progression system is average at best and would only improve if
everything took half the time.
Dragon
Quest has these enemies called Metal Slimes that give insane experience if they
don't run away in time. So when I was in a dungeon with those, leveling felt
like it happened pretty fast. Everywhere else, it was unbearably slow.
As for cause and effect, there’s no player choice. The story is linear
and outcomes are set in stone. But more damning is the fact that this game
doesn’t even show cause and effect along its linear railroad. The islands and
their stories are completely self-contained. I can count on my hands the number
of times a plot point is introduced and not resolved in under two hours. The
last third of the game involves re-visiting previous islands, but this is
hardly cause and effect. It’s more like entirely new plot elements* are
introduced and now oh what a coincidence we find them at locations we can
recycle.
*More like plot element-als, am I
right? Am I right?! I, uh…I am. I’m right. You look for elementals. *Cough*.
In short, I’m not ragging on Dragon Quest 7 just because This Game Is
100 Hours Long. It’s because This Game Is 100 Hours Long and they have no idea
how to make that work for them. I’ve full-cleared plenty of RPGs, sunk many a
night into repetitive open worlds, and logged more hours into World of Warcraft
than I will ever be comfortable sharing with the internet. Yet DQ7,
particularly the middle third, was an absolute slog for me. Rarely have I felt
so fatigued at the prospect of finishing entertainment. Optional content,
non-linear sandboxes, and MMOs are all things built towards sustaining long
hours of play time. Dragon Quest 7…is not.
You
may be thinking "Wow, what a huge world! Who knows if I'll find the time
to explore it all!" Never fear! You will whether you want to or not.
Speaking of optional content, all twenty islands in DQ7 are mandatory. Why?! Every island is completely
self-contained. It's the perfect set-up for making side quests! The game isn't
tightly balanced in my experience, it's not like it needs your party to be
leveled just so. If they took the exact same content, made half of it optional,
and gave you rewards for the optional bits, it would be a massive improvement!
Suddenly it's not a linear game with terrible pacing, but a game that put
unusual effort into a huge amount of side stories. DQ7 would still have plenty
of problems, but this fix is so seemingly designed for the game that I find its
exclusion baffling.
Let's be honest here. In hours 5 through 65, how many events are
important to the main story? Two introductions, a wandering tribe, a farewell,
and a symbol on a hand. I don't care what your standards for writing are, that
is pretty abysmal conservation of detail. And there's plenty of plot, just none
that matters. A slow story is worse than a sparse story. If I had my way at
least a third of these islands would be cut outright, because that's time that
could be spent improving the best islands or expanding the main story. But if
we absolutely need to have all twenty story arcs, the least they could do is
make some optional. They didn't. The result?
Dragon Quest 7 is the single worst-paced game I've ever played.
A Long Slime Coming
This has been a strange series to write. I started playing Dragon Quest
7 on Christmas 2016, and started making these articles over six months ago. Writing
this dragged on even more than the game itself. Unlike the game, I found it
quite enjoyable to do. It's just that real life, procrastination and other distractions kept the project in limbo. As a result, I have a sea of rambling rants and
disconnected diatribes bubbling in a word document somewhere. Enough words to
form an article all their own.
But if this series has taught me one thing, it's that sometimes less is
more. It's sort of a shame, but most points were the same. It's safe to say you
get the idea. So if the slightest smidgeon of baby is thrown out with that
bathwater, I can live with it. We already have a sufficient percentage of baby
here. We might as well move on before we spoil the existing baby. My point is
never ask me to babysit.
"Awww,
did you miss mommy and da – OH MY GOD HE'S MISSING A TOE!"
"What?!
I kept at him MOSTLY intact, like at least 88%. That's a solid B+!"
To those who read all fifteen thousand words of this, you have my
thanks. I know the people who would be interested enough to read are likely
already fans of the game. To keep doing so in the face of my endless walls of
wailing shows some impressive fortitude. That's the kind of dedication the
internet puts towards writing hatred, not reading it.
Though I'll say once more, despite all the meticulous teardowns and
hyperbolic outrage, I don't hate Dragon Quest 7. I may even give another game
in the series a try one day. At least, after a long, long hiatus. After all, there was potential in DQ7. If there wasn't,
it wouldn't be worth all this deconstruction. What I experienced with the game
wasn't hatred. It was just small amounts of boredom and frustration, amplified
over a really long period of time. Who knows exactly how long. Not sure how we
would measure that.
In the end, it just made me Dragon Stressed.
Yup, after all this, that's the note I'm going out on. I
admit it’s not my Dragon Best.
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