56. Dragon Quest 2
Chunsoft, 1987: NES Points: 276 Votes: 8
We discussed previously how Final Fantasy II’s reputation masks many foundational elements that would become central to the series’ identity and appeal. Dragon Quest II is in much the same boat, but to a significantly larger degree. Its innovations didn’t just contribute to Dragon Quest the series’ development but would introduce underlying design approaches that would serve as the template for the entire genre.
The primary thrust of the Dragon Quest I project was to take the computer RPG and streamline it for consoles, which proved to be a massive hit and fruitful ground for further experimentation. But while the game was appropriate for the Famicom’s limited range of control inputs and clear enough to engage with a wide audience, it was far simpler and shallower than the mechanical experiences offered on home PCs. With Dragon Quest II Yuji Horii wanted to restore some of that complexity and depth. Considering that Dragon Quest II was developed in a severe eight months, it's astounding what a conceptual and mechanical leap it is from the original, even if that time crunch meant that the expression of those leaps is notably unrefined and unbalanced.
Dragon Quest II’s innovations—from multi-character battles to world and dungeon design, pacing and progression, even scope and position as a sequel—are far too numerous to detail thoroughly. Let it be sufficient to say that the form that Horii and Chunsoft molded would become one adopted and iterated on by nearly all JRPGs moving forward. If Dragon Quest I is the genre’s nucleotides, II is its DNA.
One particularly noteworthy feature is the game’s enactment of story. Dragon Quest 1 was still more premise than narrative, though it did dramatize a few key moments such as the rescue and return of Princess Gwaelin to Tantegel Castle or the rejection by the hero of the Dragon Lord’s villainous offer. Dragon Quest II can’t be said to really offer more or a deeper story, but it incorporates its story into the play-experience in a novel way, and again, one that would become fundamental to JRPGs as a whole.
Horii was cognizant of the fact that Dragon Quest II would be the first RPG for many players, and so, just as Dragon Quest I was designed not to alienate or confuse neophytes, Dragon Quest II, even though it would be far more complex and mechanically sophisticated than its predecessor, would also need to share its inviting qualities. So it was decided that Dragon Quest II would start with a solo protagonist who would battle on their own until the other party members were found and the multi-character battle system would come into its full expression. This fact shouldn’t be dismissed, as the search for the other party members turns the story from one of premise to one of dramatic enactment. The player enacts the same actions as the fictional character, with the same motivations. And while the player enacted the search for Gwaelin with the same motivations as DQ I’s character, that action did not significantly change the flow of the game or the shape of its story. By contrast, finding the other party members in DQ II not only rewards the player mechanically with new options, choices, strategies, and complexity but also changes the direction of the plot. Beforehand, the story of DQ II is about finding your friends, afterwards it is about that group of friends discovering the means to defeat the game’s antagonist. There is a narrative beat here, a reorientation of the direction of the story, and one that is achieved through the mechanics and structure of the medium; not via the elements of other story media like text or film, but on its own terms and with medium-specific rewards not offered by those older story forms.
By medium-specific rewards I don’t just mean things like increased inventory space, strategic options in battle, or even the addition of a new cute little sprite following the main character. I mean there’s an emotional response felt that incorporates these mechanical expansions, and the satisfying movement of a narrative beat, and something further: a kind of emotional catharsis that occurs when the player’s felt experience lines up with the fictional character’s imagined experience and the boundaries between real and fiction dissolve in a fashion that might be labeled empathic alignment.
This can be clearly demonstrated in the moment when the player finds the first party member and the overworld music changes. Overworld music is one of the most primary contributors to a game’s identity and often serves as something of a “main theme” or sets the “main emotional tone” for the game’s expressive experience. Dragon Quest II begins with overworld music that is haunting and wistful, its melody speaking of a yearning and its harmonies of melancholy. It’s not unheroic or dour in a way that Final Fantasy II’s overworld theme is. Rather, it paints a noble quest, but one defined by loneliness. But after the first party companion is found, the player is surprised when stepping on the overworld and instead of the expected music they’re met with a triumphant, joyous theme. Dragon Quest II is from a time when replacing the overworld music was virtually unheard of, and it's stunning that not only does DQ II enact this maneuver in the first place, but that it uses it to indicate an emotional change. The tone of the quest transforms from one of lonely searching to one of joyous gratitude and potential. Likewise, the player feels the mechanical expansion represented by the addition of the new character, and the fictional main character’s imagined loneliness is relieved by finding a friend, and the plot moves from one phase to another allowing for a sense that the story has advanced. All these happen at the same moment. The player feels an emotional response and empathetic alignment that is both poignant and is evoked via avenues unique to the JRPG medium.
This is just one example. There are many more ways Dragon Quest II manifests its story and constructs its experience. Some are more prominent than others, not all of them are new or innovative, but all of them contribute together to a style of “storytelling” that would be adopted, reenacted, revised, and responded to by practically every JRPG that followed.