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

Thursday, May 27, 2021

Why did Dragon Warrior 2 get so hard?

By the time I reached the Sea Cave, I was already accustomed to clearing dungeons across two or three trips. Resources are scarce and safety nets few in Dragon Warrior 2, so dungeon delving was typically a slow, cautious process. I’d stretch my MP and Herbs as far as I could, always hoping to map out just one more hallway so that I could ignore it on my next run. The eternal question was when to decide I had pushed my luck far enough and make my way back to town.


The Sea Cave usually made that call for me. Most of my visits ended in death, when fortune either killed off poor Prince Cannock (his “Outside” spell my quickest and safest means of egress), wiped out my spellcasters’ MP stores with strange jigs, or simply overwhelmed and destroyed my party. The most structurally complex dungeon yet, the Sea Cave’s hidden basement culminated in a non-Euclidean stairway maze with damaging lava floors. All told, it took me six or seven visits to chart the upper corridors, navigate the magmatic labyrinth below, and claim the Eye of Malroth from the heart of the cavern. I died so many times that by my last visit I could barely afford the cost of reviving my dead comrades after wiping out. The next dungeon, the Cave to Rhone, proved only longer, deadlier, and lousier with mazes, dead ends and guessing games.

This part of the game was really hard, but why? What feeling or experience could Dragon Warrior 2 have been trying to effect by ramping up the difficulty so sharply at this late stage of the game? It felt incongruous at first. Until this point DW2, like Dragon Warrior 1 before it, felt refreshingly transparent and clear-thinking with its design language. DW1 employed RPG staples in ways that struck me as eye-openingly purposeful: its world map, its random encounters, experience points and equipment… And DW2 had so far been no less thoughtful. So what purpose could this difficulty spike have been meant to serve?

There’s nothing unusual about an RPG becoming more difficult as it goes. My fear at this unusually steep jump in difficulty is that it’s an accident, the product of thoughtlessness or “outdated” game design sensibility, and that the best (and maybe even intended) solution is to grind. This worry mounted as I embarked on trek after doomed trek into the Cave to Rhone, growing preemptively resentful of what seemed like an inevitable training detour in my near future. Generally speaking, I don’t mind grinding that much (in fact, I unambiguously enjoyed it in DW1). But the threat of having to upset my journey’s pacing and sink my time into reaching an arbitrary power threshold in order to advance made me feel like I had foolishly misjudged the game, which I felt had demonstrated all game long that grinding was not among its expectations of me. Statistical power requirements for progress had virtually always been satisfied in the natural course of exploring the world; if confronted with danger truly beyond my means to resist, I had been able to find somewhere else to go more suitable to my level (my habit in the open-ended “boat part” of the game). But at this late point in the game, all of the boat part’s many quest threads were converging on the singular path of the Sea Cave, and my current power level wasn’t enough to let me fight my way through my problems like I was used to. After I was able, with some persistence (and more frustration), to squeak through the Sea Cave and the Cave to Rhone, I was rewarded with the still deadlier environment of the Rhone region overworld. Was it time to finally face the inevitable and commit my next couple play sessions to grinding out levels for the final dungeon?


Years of playing RPGs have made grinding an instinctual response when I feel underpowered, but I think to indulge that instinct here would have been to misunderstand DW2’s communication, applying genre logic that the game was not actually operating on. Still hoping to see my trust in the game born out (and to escape unnecessary gruntwork), I began to consider: What if I’m just supposed to run from everything? By making dungeons prohibitively long and costly to win every fight in, maybe DW2 was inviting me to stretch my resources further by escaping from combat. That was, after all, how I got through the final sections of the first game. If my hunch was right, I should then have had a chance of beating DW2 at my current levels by avoiding combat as much as possible, making a mad dash for the boss(es) and preserving as much HP and MP as I can along the way. If I could do this, I could consider the game’s communication with me to have been clear and consistent.

This theory wasn’t born of wishfulness alone; there were two observations that led me to believe running might have been the best option.

First, the difficulty of the Sea Cave shifted my cost-benefit calculus in favor of fleeing. Prior to then, my habit had been to fight each battle I encountered, as long as I thought I could win. In the Sea Cave I could no longer afford to maintain this policy. While I could still survive most individual battles, the collective strain on my resources was just too great (even when I was lucky enough to avoid enemies’ strange jigs). Graver still, individual party members would die more frequently and unpredictably than ever before. With very limited means to revive fallen comrades in the field, they tended to stay dead for the duration of the run. With one or two party members dead, the others were not liable to last much longer. When everyone died, in addition to my progress I would lose half my gold, and since this happened frequently my savings evaporated faster than I could recoup them in battle. Before long I went broke - leaving me with nothing to lose. (Note that I had visited every shop in the world by this point; anything I might have wanted to save up for, I had already bought.)

With my party already half dead, I had no hope of making my way deeper in or safely out of the cavern by force, no means to restore my health or teleport out, and less than ever to lose by dying. In these circumstances, the choice to start running from enemies became obvious, giving me a shot of making it a little farther before perishing completely. Surprising me with its high success rate, running quickly became my most relied upon survival tool, ultimately carrying Prince Midenhall through to the heart of the Sea Cave on his own (albeit just barely). Though I would resume my strategy of fighting every battle once I arrived in the Cave to Rhone, the game had given me several incentives to try running, and now I knew that it worked.

Second: shortly after this, Dragon Warrior 2 started telling me not to grind.


When I finally arrived in the Rhone region overworld, I found it rife with enemies hurling instant death spells at frightening rates. Naturally, I died to them a lot. Even with the local monolith offering free recovery and saving between fights, with death so likely to take one or all of my characters each encounter, grinding seemed like a grim prospect. It’s possible that with some persistence it might have become easier, but with little confidence that higher levels would help me resist instant death, I wasn’t eager to try. And because the game had never asked me to grind before, I was especially hesitant to accept that it was asking me to start now. Instead, noticing that the best way to survive was to spend as little time in combat as possible, I wondered if this wasn’t the latest cue to avoid battle.

What I don’t want to get lost in this description is how much acting on this interpretation felt like an act of trust. I went from being dismayed with Dragon Warrior 2, to suddenly optimistic, and the feeling at the heart of it was “maybe the game is trying to tell me something, and I should listen”. Seeing how far I could progress by running felt less like neutral experimentation than like a sort of give-and-take. “Try it and see,” the game said. “Well, you haven’t steered me wrong yet,” I replied.

And so by fleeing aggressively, I arrived at Hargon’s castle in one piece. I quickly learned that the enemies inside were generally weaker than those on the way to the castle, and less likely to hammer me with death magic. Surprising me further, the part of the dungeon with random encounters was fairly brief: just two or three short floors. The boss battles beyond them, up to and including the two-stage final boss fight, were appropriately hard for endgame boss battles, but with a little persistence each victory was attainable. To be sure, I died many times in the process - maybe a dozen, no more than two. But the several hours I spent throwing myself at the wall of Hargon’s castle felt like a better deal than spending the same amount of time grinding for what would have been a marginal advantage in the same process.

When I finished the game without having made a training detour, it felt like the game was saying “thank you for trusting me.” I felt witnessed and vindicated. It might be silly, but I thought “thank you for honoring that trust”.


So it was possible to finish the game in this way, and whether or not this experience was intended by developers, it arose from what felt to me like an ongoing process of communication with the game. If this experience is my answer to “why was the end of the game so hard?”, then another question arises now: why is this the experience that Dragon Warrior 2 wanted me to have? Even supposing that this experience was an intended one, why would anyone want me to have this one over any other? However unfashionable it is to fixate on authorial intent, I have a personal stake in understanding the motivation for unusual design directions; feeling it could be informative for my own game design practice, the next portion of this essay concerns this question.

My most generous answer is that the endgame’s difficulty had dramatic motivations. On the premise that the end of the game should represent its dramatic climax, there’s cause for difficulty to increase over the course of the game and peak in its final sections. The greatest stakes demand the greatest vulnerability; for this, a qualitative change in the experience of difficulty is more emphatic than a quantitative one. As the game went on, difficulty increased and the survival strategies I adopted early in the game were less and less effective. I squeaked by on thinner margins until finally, in the Sea Cave, those margins shrunk to zero, prompting me to adopt new strategies for the final three dungeons - a qualitative change. I can imagine an alternate version of the game in which the margins of my survival shrank on a different timeline and never reached a zero point; in this version, the final three dungeons are still the hardest part, but if the strategies I’ve been using all game long still work, the vulnerability I take on is pretty minor. What kind of ultimate ordeal is Rhone if I can overcome it the exact same way I have everything else?

If this is DW2’s angle, then its stake in discouraging me from grinding in Rhone becomes clearer: in addition to upsetting the dramatic pacing (particularly since grinding had hitherto been so absent from the rhythm of the game), training to a comfortable level before Hargon’s castle would let me maintain my familiar playstyle, avoid vulnerability, and trick myself into a less pointed dramatic arc.

The request for vulnerability here doesn’t just facilitate a dramatic experience but also serves the game’s vision of heroism. Heroic fantasy has frequently, in my experience, been concerned with the willingness of the hero to overcome situations of great vulnerability. Something important about the strategy of running away, which depends on luck, is that committing to it meant accepting failure, probably multiple failures, as a much more central part of the process than in the strategy of fighting every battle. Running greatly improved my odds in Rhone, but it didn’t guarantee my survival (this is the death magic zone, remember), and it didn’t help me at all when I was fighting the bosses in Hargon’s castle. It was perseverance as much as flight that saw me to the end of the game. The willingness not just to face likely death, but to do so over and over, resolved not to give up until you win despite the odds - that’s heroism! Or at least, that’s the trope. Whatever your own definition, acting out this kind of unshakeable determination certainly paints a more vivid picture of fantasy heroism than toiling for stat gains until you can steamroll the ultimate evil with a stacked deck.


Of course, that's all interpretation. It doesn't prove anything about game's intent, which, despite my speculation, may always be a mystery. This is where I have to admit my limitations: I don't have good language for what I'm trying to do here. I'm not yet comfortable with the language of personal interpretation. Ascribing my own meaning to my experience is one thing, but the sense I need to make is of why the game is like this. It almost isn't even a question of authorial intent, because that only represents the conscious portion of motivation, and there are so many decisions that go into a design process that they can't all be conscious ones. Add to this the chaos of team development and technical limitations and localization (damn it all, the Rhone monolith doesn't even revive you in the Japanese version!) and suddenly the question of intentions starts to feel completely futile. But there's still an object of curiosity underneath all the chaos, and the only way I feel I can get at it is to try to imagine why I might have made the same decisions if I had made the game myself. This is a kind of after-the-fact rationalization that I'm embarrassed to be caught engaging in. (Why am I so desperate for it to all make sense? Can't I just let this old game be a little flawed and inexplicable?) Well, the rationalizations are bound to continue until I can better understand the tension I'm feeling. Even as I'm wrong, I'm learning.

Sunday, August 2, 2020

an account of space and meaning in dragon quest 1


some feelings of place…

  • wandering to see what areas still new to me are safe to travel
  • wandering to see what old places i’ve overlooked
  • retreading familiar paths to return to the place where i died
  • braving an unfamiliar path in hopes of arriving at new opportunities
  • puttering around an area looking for fights
  • looking for secrets (real or hoped for) hidden in a place
  • reaching a new area on a dangerous path and seeing that safety is within sight (the green plains around cantlin)
  • crossing an invisible boundary and realizing you've entered the danger zone
  • passing through a region where you died a long time ago and comparing your present strength
  • reaching a fork in a safe road and wondering where each path leads
  • reaching a fork in a dangerous road and wondering which path will waste your time and resources
  • realizing your explorations have led you in an unexpected (and perhaps costly) circle
  • passing a conspicuous natural feature or formation and wondering if it will take on new meaning later
  • seeing a pleasing natural feature or formation and enjoying the look of it
  • exploring a new path and realizing you've found a shortcut to a familiar destination
  • exploring an old path and wishing you had gone the other way because you know it's faster
  • leaving the safety of town in tip-top shape and feeling powerful
  • reaching the safety of town in rough shape and feeling relieved
  • reaching a new stretch of coastline and spying a familiar area across the water
  • hearing about a location and wondering how to get there, when you'll go there, and what it's like
  • looking at a nearby location and anticipating danger if you get too close
  • looking at an inaccessible area and wondering when you'll go there
  • looking at a seemingly inaccessible area and realizing that you've already been there, and that where you are now is someplace you've previously seen but could not reach

 

meaning on the map

meaning is a relationship with a space, and relationships do not form in an instant but are constructed as we anticipate a space, exist in it, remember it, anticipate it again, and so on. in my view there are 3 pillars supporting meaning-creation in dragon quest’s spaces.

 

 the first pillar: combat...

... including all of its constituent elements: turn-based fighting, random encounters, stats, levels, equipment, experience points. combat charges the map by adding danger. the threat of death costing time and money (concentrated time) allows random encounters to provoke fear and ease, tension and relief. low walking speeds and frequent random encounters make return trips a lengthy setback, and high equipment prices make every hard-earned gold piece lost on death sting. the threat of death varies with enemy strength and colors the world space on a gradient from safe to hopeless. the threat level is felt in your current location when you ask yourself where you need to go and whether your current resources will suffice to get you there. the tone and confidence of your answers continually tinge the tiles and regions of the map.

 

 

the second pillar: lack of clear direction

i spend hours drifting around the map trying to figure out: where am i meant to go? where, in this dangerous world, can i go? and then finally, having hit the point where the way ahead is so deadly my only hope of survival is to run from every enemy and hope for the best, where must i go? i survey the fringes of continents looking for missed caves and other hotspots. no one tells me where the next place to go is. wandering in search of clues is much of, maybe most of the experience.

no place is safe the first time i can access it. crossing into an area for the first time is always dangerous, and the first priority is finding out how dangerous. can i survive there? for how long? how far will i have to stretch my resources to find out what there is there? how much further will i be able to travel after another level or armor upgrade? exploring new terrain for secrets and rewards is a process of actively testing the water, making sure i’m not in over my head yet. discovery happens only inside this process, never at my leisure, always at my peril.

rpgs sometimes signal the intended direction of progress by presenting differentially survivable combat zones. if you can’t survive here, it means you’re not supposed to come here yet. dragon quest 1 muddies the signal by frequently making the way “forward” too forbidding to take on, not without an impractical amount of grinding. it asks me to plunge into danger beyond what i can resist with my powers of violence. none of the options available to me are "safe", but one of them will be a little safer to push through.

but even where i can push through the danger, what does progress look like? victories seldom yield new leads. every dungeon i clear is hard-fought but never provides me any direction. is the silver harp relevant to my quest? did rescuing gwaelin really change anything? what does the fighter's ring even do? (nothing, it turns out.) to identify my next objective, i return to old dead ends. i test waters that were too deadly for me the last time. and, if i don’t have any better ideas, i grind for another level or the next armor and see what that changes.

grinding, then, feels more like a passport than a key. i grind a lot, but except for at the very end of the game, the goal is not usually to facilitate meeting a specific goal (beat this dungeon, make it to this location); usually i have a couple dead ends on my radar, and grinding answers the open-ended question of which might open up to me with one more level or the next armor upgrade. sometimes the answer isn’t even on my radar. this experience comes on top of the feeling that i never know just what i’m "supposed" to do, so whenever i set about grinding, it feels like maybe it isn’t actually necessary? maybe i've missed something? but it's my own choice to do it. this is how i choose to continue exploring the world, rather than the price i pay to progress along a clear path.

 

 

the third pillar: the structure of the world map itself

the structure of the world map ensures i visit most places multiple times. the map is two-dimensional but its functional shape is largely linear, two main paths leading away from the town, west toward cantlin and east toward rimuldar. i walk these paths many times to revisit old areas (rimuldar is like a secondary base of operations) but i also walk them to visit new ones, because new areas are often farther down the old path, or off a different branch. revisiting areas offers a chance to reflect on how the present circumstances compare to the last time i was there, reinforcing old layers of meaning, or else adding new ones as circumstances change. as i grow in power, the land across the bridge cools from suicidal to cautious to carefree. when that territory loses its threat, each trifling monster that approaches me just to run away is a reminder of how vulnerable i once was. the uncertain direction of progress ensures that i have many chances to reflect on old spaces as i wander them at length in search of clues.

the real story of dragon quest is here on its world map, in the small-scale stories of survival on the expanse, and in the larger-scale stories of evolving relationships to space. crucially, the end state of these relationships doesn’t always look like violent domination: much of the map, as well as the interior of the dragonlord’s castle, remained beyond my ability to conquer with force. the oldest, gentlest areas are pacified with the encounter prevention magic that becomes necessary to cut the tedium of repeated travel. this prevents all the space-relationships from converging on the same end state with time. while i lament that the relationships i form with map spaces are defined in all cases by the violence i commit within them, they nevertheless feel personal, rooted in my own experience, arising organically from the interactions i take with dragon quest’s systems inside these spaces as i return to each one at different points in my journey.

 

conclusions 

one important function of these layered relationships is memory. fantasy worlds want to draw us in, but how do we draw them into us? how do they resist getting their juice sucked out like an orange wedge and discarded when we’re done with them? their ability to resist disposability is their richness: richness of lore, richness of thematic meaning... dragon quest 1 draws another kind of richness from intimacy, found in the multi-textured, evolving relationships i formed with its spaces. in this way it withstands the pull of oblivion, like double and triple knotting a shoelace: time tugs at the memories but they remain fast. it took me three months to find these words and the physical geometry of the map is still vivid in my mind, its emotional landscape still charged.

dragon quest counts on this richness to carry its ending, in which we’re invited to roam the world now completely free of random encounters. what may seem like a waste of time, retreading the map with nothing new to see, is, in another light, an important opportunity. all through dragon quest its spaces are inhabited, reinhabited, revisited - never left behind and forgotten. but the game has to end eventually. if we didn't have a chance to take stock of our relationship to the world map at the point of the relationship’s closure and to reflect on all the ways in which it's evolved, we really would be sucking out the juice out of the orange and throwing it away. the best proof of thoughtful, empathetic, and coherent design in dragon quest 1 is that when it's over, it understands what we need to say goodbye to.