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Between man and healslime there must be a distinction. DQIV Superplay.

Lokii

(He/Him)
Staff member
Moderator
I've been in a certain kind of mood of late. You know how it is: you're living your life, happy as a slime, when out of nowhere you get that urge to quest. To grind up some exp, to interrogate some NPCs, to reorganize your bag, and—most importantly—to quest for some dang dragons! There's simply nothing to be done. You have to go on a dragon quest.

I picked IV for this go-around because it's been almost fifteen years since I last spent any real time with it, plus it's a game I've wanted to dissect at length. It's such an innovative, classic game and I want to take a close, detailed look at it. Hence the thread. I don't imagine this like a Let's Play with blow-by-blow commentary. Instead I envision something along the lines of Drac's RPG write-ups or Felix's wonderful Final Fantasy thread: a collection of observations and reflections; half notes, half analysis; casual, but detailed. For lack of a better (or more appealing) term, let's call it a Superplay.

Feel free to join along if you want! I'm going with the mobile version because you gotta have that savory party chat, but I'm going to talking about the game in all its permutations. No need to focus on a single version. Also, I claim no expertise on any of this stuff, I'm just posting what I observe, so please be kind with your ums and actuallys.

With all that out of the way, let's get d'questing!

 

Lokii

(He/Him)
Staff member
Moderator
Prologue

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In the remakes, the game opens with a (very) brief prologue. I don't know why this is here. I guess it introduces us to the hero right out of the bat, but is this necessary? In the original you put in your character's name, pick a gender, and then are immediately thrown in with Ragnar. The game keeps your choices in anticipation for hours and hours until the big chapter 5 reveal. All that is lost by moving the hero's introduction to the beginning. What does it add? We learn the hero's town is secluded, that they've been trained to fight a little, and that they might one day take a long journey. That's not much and none of it essential. There's also a bit of business with the hero's friend Eliza disguising herself as a talking frog, which establishes a fairy tale feel to things, but again this is something better saved for later with the discovery of the talaria.

Ah, well, the prologue is a bit of tat, but it's over quick.
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For the hero I went with a lady named Quatre. Shut up, I think it sounds cool. I know it's a masculine noun but I find the male MC's design for this game to be the least appealing out of all the DQ protagonists. Meanwhile the lady's is cool and unique. It's a shame she lost most of her pants but I love that poofy green hairdo.

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Speaking of good changes in the remakes:

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I'm glad they found a place for this essential accessory even if it's not in the game itself.
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Good hair; good bling.
 

Lokii

(He/Him)
Staff member
Moderator
Chapter 1 - Ragnar McRyan and the Mystery of the Missing Children


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Burland Castletown

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Dragon Quest IV is known for being an innovative game, introducing new ideas like the chapter structure, AI companions, mini medals, casinos, the wagon, etc. But its biggest and most pervasive innovation largely goes unrecognized.

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Scripted sprite movement events.

This seems quaint by today's standards, almost invisible, but in Dragon Quests (all RPGs?) prior to this there were very few instances where NPC sprite movement was used for specific purpose. NPCs largely stood in one spot or wandered randomly. Action had to be described through text or implied by circumstance. By the time of IV's development access to larger amounts of memory allowed the development team to implement many, many more movement events. This might seem innocuous, but the ability to direct the specific movement of sprites allows for pantomime and performance. NPCs can now display emotion or motivation without having to speak it through exposition. Tonal moments, action sequences, story beats, jokes, cut scenes and more can all be realized by simply moving sprites.

It's hard to understate the importance of this innovation. It's like when sound or color was added to film: a whole new tool for creating story, believability, richness of setting, texture. In many ways Dragon Quest IV is a showcase for movement events, and the rich variety of effects that can be achieved with them.

Take a look at all the uses of scripted movement about Burland:
  • The king walks into the audience chamber to address his guard in royal fashion.
  • After he's done the better part of the guards leave on their quest to find the missing children.
  • A distraught mother rushes to Ragnar to plead for his help, then turgidly returns to her husband in another room, weighed down by the loss of her child.
  • A lazy soldier leaves the meeting deliberately slow (maybe he's pragmatic instead of lazy, there are monsters out there after all).
  • Guards at the gate march in an synchronized parade and at night a lone watchman patrols the halls.
  • An old man asks to join your party ("Hoots! I can!? Then let's away!") but hobbles along slowly and must be abandoned. (This is a great bit that invites player roleplay. You can talk to the old man and let him come to the realization he's in over his head or you can simply peace out of town as he struggles to catch up.)
  • The item shop owner leaves from conversation with his wife to man the counter as you approach (a detail sadly lost in the remakes).
All this adds life and movement to the town and fills it with specific detail. NPCs have personality and uniqueness, further defining them as actors rather than simple signboards. The world feels more believable, like this is a place where a story is happening rather than a construct for the player's benefit. It's amazing how much can be conveyed through simple movement. The sprites themselves haven't become more expressive, they're still 8-bit caricatures who's only animation is a two-frame walk cycle, but they're able to seem like much more when they move with intentionality.

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Another way that the game personalizes NPCs is by contextualizing game information. Rather than simply say that there are stronger encounters at night, here the merchant is spooked and concerned, which also establishes information about the state of the world (things are getting more fraught) and provides justification for random battles. Or there's a man who mentions the king is good because he keeps taxes low but that this affects the quality of the economy, justifying why this specific town only carries low level equipment.

Contextualizing NPC dialog isn't new, but we can see a trend of increased sophistication throughout the NES titles as the technique was developed. A real effort was made to give almost every NPC a context and craft the illusion these are actors in a story rather than walking hint-dispensers.

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I though this was a neat example. The line about progress might be a small joke about how kings used to track experience. Now the king does nothing but urge you along. It's only when you talk to his minster are you told that you should now head to the church if you want to save. Necessary, as players coming from III would obviously check-in with the king through habit.

Contextualized dialog also allows story information to be conveyed through exploration. III is a goat and all but it still has more of a premise than an active story. IV is much more interested in portraying an evolving plot that occurs as the game progresses. It does this through a number of techniques, but a major one is teasing a mystery regarding events outside of immediate concerns. I think it's no mistake that the first chapter makes you into a detective. Ragnar has to talk to NPCs to learn relevant clues and then put them together to discover the missing children. In the process he hears rumors about other events, hinting at and investing the player into the game's larger concerns. There are two in fact before you even leave the castle:

An old man mentions he came across sinister reference to a "Lord of the Underworld" in one of his books, but can find no further information despite his searching.

Burland was founded by Roburt the Burruce, who defended the region with the use of a shield he was gifted from the sky. This is a reference to Robert the Bruce, a national hero who lead Scotland to independence in the early 14th century. That his in-game proxy was known for his magic shield should tell us something about the importance of this armament.
 

WildcatJF

Let's Pock (Art @szk_tencho)
(he / his / him)
I loved DQIV when I played it on the DS a few years ago, and I am already excited about this thread :) And yes, Sofia is where it's at
 

MCBanjoMike

Sudden chomper
(He/him)
Your point about NPC sprite movement is right on the money. In my case, the first RPG that I played to feature it heavily was Final Fantasy IV, and at the time I thought it really added to the experience. DQIV came out a year earlier, so it definitely deserves the credit, though of course it lacks the "spin around and jump" technology that only the Super Nintendo could provide.
 

FelixSH

(He/Him)
I'm not sure, if I'm ready to play along, but I will certainly read your reports. Haven't played the game way too long, so I don't know much about it anymore, at least regarding the details. So I probably can't add much to this thread.

Anyway, nice first post, Ragnar-slime is adorable.
 

Kazin

did i do all of that?
(he/him)
There's a somewhat difficult to setup mod for the DS version that inserts the party chat from the mobile ports, but honestly I just recommend playing the mobile port at this point since there are compromises with the DS version with party chat inserted (it's a mod of the Japanese version of DQIV, so some of the lovely localization isn't present, namely in character names and item names).
 

Lokii

(He/Him)
Staff member
Moderator
Your point about NPC sprite movement is right on the money. In my case, the first RPG that I played to feature it heavily was Final Fantasy IV, and at the time I thought it really added to the experience. DQIV came out a year earlier, so it definitely deserves the credit, though of course it lacks the "spin around and jump" technology that only the Super Nintendo could provide.

Final Fantasy was always the more showy one. I think it's impressive DQ kept emotiveless-sprites all the way up to VII. The style works because dialog and sprite movements is all you really need.
 

SpoonyBard

Threat Rhyme
(He/Him)
Lady DQ4 heroine (I think is canonically called Sofia, as far as that could be considered canon?) is one of the best simply due to that poofy hair. Biggest mistake made when bringing Hero to smash was using the putzy guy and not her as a costume.
 

Beowulf

Son of The Answer Man
(He/Him)
Is the scanned artwork from the manual, or another source? I didn't play this until college when I could emulate it; I've never seen an actual NES cart in the wild and certainly haven't seen the manual.
 
Very interesting observation about the sprite movements. I agree that with good dialog and just one other thing, it's enough to tell a good story. Could be sprite movement or a character portrait with a few different expressions.

I wish actually that Octopath Traveller and Triangle Strategy had taken more of a lesson from this. They could use a little more visual storytelling.
 

Lokii

(He/Him)
Staff member
Moderator
Burland Environs and Strathbaile Burrow

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Chapter 1's hero is Ragnar McRyan, the dapper knight errant/sherlock holmes tasked with solving the Mystery of the Missing Moppets. A great detail is that IV's cast as designed as class archetypes from DQIII. As such, Ragnar is the classic Warrior, although one gifted with the merchant's moustache. I love how the necessity of the NES color pallet led to the red colored warrior which transforms into Ragnar's pink armor here.

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Ragnar has the energy of medieval pro wrestler, all bulky build and flamboyant presence. His job is to hit hard and be hit hard. The first spot in the party order is the most exposed and it is where Ragnar will set up his home. To compliment his role as tank he has access to heavy weapons and armor. However, getting slapped around is all the dumb meathead is good for. He learns no spells and it wouldn't be until VI that non-magical abilities were granted to physical classes. For want of utility, Ragnar can find serve as a backup healer later in the game when casting from items, but his low speed will keep him from excelling at it.

I like my Dragon Quests difficult and I typically don't use stat seeds. However, IV doesn't have any other character building mechanics so I might want to play with them to tweak builds. Ragnar could use some extra agility for sure, but I want to wait until chapter 5 before I start messing around with the characters' archetypes. For now, seeds will collect dust and lint in the bag's far depths.

Viewing the game's structure, it makes sense that Ragnar is the introductory character. He's got few battle options so the player has an opportunity to get familiar with the basics before having to worry about magic and such, but low complexity also builds a sense of progression into the game. The way IV is structured essentially means you play the first act of five RPGs in a row, but each one is more mechanically complex and so there is a feeling of moving forward rather than stagnant repetition. We feel like we're making progress despite still working with low numbers.

Ragnar's chapter is also a kind of platonic DQ quest in miniature. It establishes the baseline form that the game will build and iterate on, and it introduces the town-dungeon-town heartbeat. Appropriately, focusing on a strict fight-command hero who adventures on his own echoes Dragon Quest I and the beginning hours of II.


Can't talk about Ragnar without mentioning his wonderful theme. Upbeat yet gentile it gives Ragnar a kind dignity, especially in the remake arrangement which slows the tempo and adds a somber character. A+ best overworld theme in the series.


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Outside of Burland is a taster of overworld before Strathbaile Burrow, a small bit of connecting tissue between the two landmasses that define the chapter. One reason I want to do this deep dive look at the game is because I'm interested in how it presents as a series of dungeons. Dungeons, along with dragons, are a fundamental piece of gaming DNA. The idea of an isolated gameplay chunk imbedded within the larger gameworld is a useful tool for all sorts of design, but is especially key in JRPGs where it takes center stage. DQII saw Hori and co. starting to contextualize the dungeons within the setting through visual design, a technique they refined further in III, and here in IV we find it used in high style.

At first glance Strathbaile Burrow is less than impressive. It has a couple dead ends (one obvious, one obscured), a branching path that meets itself, and the same encounter table as the overworld. Truly, baby's first dungeon. It serves some functionality as a tutorial in that it introduces the idea of dungeons in general (branching paths, chests, etc.) but this isn't anything that couldn't be presented in a more robust fashion. It can act as a competency check of sorts. A first level attempt with no herbs contains a potentiality of a game over, especially in the NES version where the dungeon is larger and encounters more frequent. For a true greenhorn, it might teach that you should explore a little to gain levels and herbs, but for any player remotely familiar with JRPGs its almost a non-event.

Why does the game ask you to traverse this speedbump of a dungeon and not simply let you walk to Strathbaile on the world map? It's because the dungeon is serving as a story/experience element rather than a gameplay challenge. Again, from a modern perspective this seems obvious as to be invisible but are there any examples in earlier RPGs? I'm having trouble coming up with any.

Dungeons and towns move us from the macro to the micro. As we move from the wide vista of the word map into specific locations we move in to get a close look just as we might peer at a painting in a gallery, stepping in to gather details. With this transition the unit of measurement changes. Tiles on the world map represent an implied wide span of space, perhaps miles. In the close up perspective of dungeons and towns a tile is measured in a distance of feet. Therefore, though the speed which Ragnar moves on the screen never changes, we fly swiftly across the overworld while in close-up we must trudge at a soldier's pace.

Strathbaile Burrow literally slows us down. Instead of fleet overworld travel we have to crawl through this damp tunnel just to move the equivalent of five tiles on the worldmap. By expanding this part of the journey, even though it isn't any more mechanically threatening than moving over the landscape, it creates a beat in the story-experience. It is an event, and makes up part of Ragnar's story. "First, he squeezed through a slimy tunnel and fought a worm." It makes the journey feel it bigger. If the walk to Strathbaile was simply to move from town to town it would feel like a bit of a let-down. And that's partly because we're so used to the town-dungeon-town heartbeat. Two tums without an intervening tump would feel off, perhaps a bit sickly. Burland-Burrow-Strathbail establishes the heartbeat the game will use as its metronome.

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The burrow also introduces another new idea: NPCs in dungeons.

Every dungeon in Ragnar's chapter features some NPC interaction, like this soldier who Ragnar catches up with. This is another tool with which the game can contextualize and bring story into dungeons. Not only does this soldier's presence create a story beat, it also helps create a sense of temporality.

DQIV is a static game, nothing happens in it unless the player makes it happen, except for NPCs shuffling back and forth I guess. However, it goes out of its way to create the illusion that time is moving and that events occur outside the player's immediate perspective, such as these soldiers who Ragnar keeps meeting at different stages of their own investigations. Plus temporality allows for jokes, like this soldier who, to justify his presence during your return trip, becomes lost even though this dungeon could be solved by a goldfish on Twitch.

So yeah, on closer examination Strathbail Burrow plays an essential role and is of considered design, even though it feels like something of an amuse-bouche before the full dungeon buffet.


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One thing I like about Dragon Quest is how each title has a different set of starting monsters that largely doesn't show up in other mainline games (other than the esteemed slime, of course). Each D'Quest has its own bespoke beginning bestiary that helps gives it a unique identity. II has ants, III anteaters, and so on. IV's theme is vermin apparently, which I guess makes sense as Ragnar's first act is to climb down a hole under a creek. I have to admit a worm with a toothy grin is a genius idea in a sick sort of way, but the clear winner here is the air rat. I wonder if flying mice in Mother 3 are a homage? None of these guys are interesting mechanically, but I will say that grinding up your first level on slimes at 1 exp a pop is one of life's simple pleasures.
 

Lokii

(He/Him)
Staff member
Moderator
Is the scanned artwork from the manual, or another source? I didn't play this until college when I could emulate it; I've never seen an actual NES cart in the wild and certainly haven't seen the manual.

Not sure exactly. Most of it comes from the Japanese manual I think. The US manual gives us gems like:

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Torzelbaum

????? LV 13 HP 292/ 292
(he, him, his)

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Ragnar has the energy of medieval pro wrestler, all bulky build and flamboyant presence.
And yet he looks oddly skinny (but I think the oversized armor pieces are to blame for that).

Ragnar's chapter is also a kind of platonic DQ quest in miniature. It establishes the baseline form that the game will build and iterate on, and it introduces the town-dungeon-town heartbeat. Appropriately, focusing on a strict fight-command hero who adventures on his own echoes Dragon Quest I and the beginning hours of II.
And also the very, very start of 3 but 3 quickly changes that by giving you immediate access to other party members and then giving the hero magic at level 2.
 
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