Posted February 23, 2021
I've actually never played DQ/DW 1-3. I have 4-8 on DS/3DS and now 11 on Switch but I haven't played through all of them yet. I know they're remakes but it was more convenient for me to have them portable and I snapped them up to avoid paying eBay prices later on.
That segues into a good point you bring up though. Time and game length. As a kid I was allowed 1 hour of screens (tv, games, computer) a day and that was it. TMNT was 30 minutes so that cut it down to 30 minutes for games. I played a lot more Mega Man and Contra instead of RPGs back then. Now I'm an adult and I have job/school/relationship that takes up the majority of my time. I could bang out SNES era RPGs over two weeks maybe since most are around 20-30 hours. I can't fathom 80+ hour games that are the BASE game but I've been told that's what DQ11 is. I hope I make it through but I don't anticipate multiple playthroughs.
That got me wondering, how much does length play into our definition of "bad"? I mentioned Final Fight earlier. It was a hit in arcades where you played for a few minutes. It sold on consoles where it was $60 or something for 6 or 7 levels(I don't recall). If it had 200 levels would we feel it's badly designed because of the repetitive structure and lack of depth across those 200 levels? People tend to use the word "grind" in a negative way but I feel like with enough variation it can actually be wonderful by focusing on the strongest aspects of the games design. Darkest Dungeon has no real exploration and focuses heavily on it's battle system, but there are so many variables it doesn't feel terrible to me. I think tilting to far into repetitive or "it does EVERYTHING" can make a game bad for not using my time in a way that's entertaining. I don't want to spend 100 hours fighting the same 10 enemies and I also don't want to spend 100 hours feeling like I'm doing a list of chores (collect herbs/ fetch quests/find hidden doodads).
That segues into a good point you bring up though. Time and game length. As a kid I was allowed 1 hour of screens (tv, games, computer) a day and that was it. TMNT was 30 minutes so that cut it down to 30 minutes for games. I played a lot more Mega Man and Contra instead of RPGs back then. Now I'm an adult and I have job/school/relationship that takes up the majority of my time. I could bang out SNES era RPGs over two weeks maybe since most are around 20-30 hours. I can't fathom 80+ hour games that are the BASE game but I've been told that's what DQ11 is. I hope I make it through but I don't anticipate multiple playthroughs.
That got me wondering, how much does length play into our definition of "bad"? I mentioned Final Fight earlier. It was a hit in arcades where you played for a few minutes. It sold on consoles where it was $60 or something for 6 or 7 levels(I don't recall). If it had 200 levels would we feel it's badly designed because of the repetitive structure and lack of depth across those 200 levels? People tend to use the word "grind" in a negative way but I feel like with enough variation it can actually be wonderful by focusing on the strongest aspects of the games design. Darkest Dungeon has no real exploration and focuses heavily on it's battle system, but there are so many variables it doesn't feel terrible to me. I think tilting to far into repetitive or "it does EVERYTHING" can make a game bad for not using my time in a way that's entertaining. I don't want to spend 100 hours fighting the same 10 enemies and I also don't want to spend 100 hours feeling like I'm doing a list of chores (collect herbs/ fetch quests/find hidden doodads).