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Do you think the games lenght is way to long or it's good?


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It's different.  At least each section has some larger purpose, or a wholly unique storyline.  The only major query I would have with developers is why the lack of 1) past Zoom lists, 2) Zoom location in the present day after visiting the past version, since it's on the exact same spot in the past as in the present.  I get for places unique to the present day, but even the past-maps have the islands and locations in their same identical spots in both.

 

I would say a fair portion of complaints cover having to get back on the ship each time, and sail to the new areas.  The only time the game forces having to proceed to the new area to proceed through the present-day events, is for Ballymolloy and Emberdale.  After that, it's for Fragment hunting only, and to explore/collect Zoom points.  So beyond Emberdale, it's tedious, and gives the feeling of dragging the story further than it needs to be, and slows the pacing down substantially in continuing this methodology.  Had they provided Zoom locations from the start, and on top of towns, added in major dungeons, would have cut down on the main complaints...likely killing any sense of extended gameplay.

 

Going through each scenario, I've noticed it's another 10 minutes to 1 hour spend in the present, where usually 50%, but sometimes as much as 80% is traveling time both to the new area, and to the new dungeons and finding the overworld treasures.

 

Nevermind the lack of padfoot or vanish to help curb enemy spawn rates.  Sure your levels are lower, but it would cut down on the excessive amount of time spent in certain dungeons on the 3DS.  Whereas the PSX is known for having the lowest spawn rate of any DQ ever created.  Hell, it's a relatively common occurrence, in the PSX version, to meet not one single enemy on a dungeon floor.  Even for expansive dungeon floors.  Sure there are points where this can occur in the 3DS, but it seems more like a spawning bug, forcing an excessive delay, and it's so exceedingly rare, most people never experience it or if they do, it's quickly forgotten in the intensity of trying to do the impossible; skirt around usually oversized enemies in cramped corridors.  This adds in a considerable amount of excessive padding, and almost negates the point of Whistle.

 

I think that 95+% of all length complaints would die off in the 3DS had these two elements been fully thought through.

 

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So in essence, I LOVE the number of small storylines.  I really enjoy going through each town and speaking to as many people as possible, seeing again and again the party responses (which sadly is bugged as a fair portion don't show up without repeatedly speaking to certain NPC's and repeatedly spamming the party chat button...even then sometimes it won't show up in one playthrough, shows up in another...so it would be awesome to see a fully ripped script so I, and other people, can see what party chat moments are missing).

 

I actually thoroughly enjoy the padding.  I love how DQ7 has like 8 to sometimes as many as 50 unique conversations between story points, with sometimes micro-story bits that only occur mid-major story, at specific intervals, and if I miss them in that small window, I miss them...sometimes adding on extra party chat or extra npc conversations related to that minor events.

 

It's really neat seeing the volume of content thrown in here and there.  The minor details specific to each town, and how consistent each scenario's text is to that particular place and time.

 

Nevermind the class system.  While a bit daunting, it certainly adds a lot of options for replays.

Edited by ignasia7
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I don't mind the length of the game based on story progression or number of islands. Iggy kinda hit it on the head with his points. Those would've helped. A couple times when I had to walk for 10 minutes back and forth and back and forth were annoying.

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It's neat,but too long.And not enough Orgodemir.With that game lenght,he should be dateable battleable like, 4 or 5 times.

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It's neat,but too long.And not enough Orgodemir.With that game lenght,he should be dateable battleable like, 4 or 5 times.

Nah, I don't think he's up for that many fights.
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It's neat,but too long.And not enough Orgodemir.With that game lenght,he should be dateable battleable like, 4 or 5 times.

Nah, I don't think he's up for that many fights.

 

Why?)

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It's neat,but too long.And not enough Orgodemir.With that game lenght,he should be dateable battleable like, 4 or 5 times.

Nah, I don't think he's up for that many fights.

Why?)
Seems frail. I mean, defeated by a fisherman's kid?
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It's neat,but too long.And not enough Orgodemir.With that game lenght,he should be dateable battleable like, 4 or 5 times.

Nah, I don't think he's up for that many fights.
Why?)
Seems frail. I mean, defeated by a fisherman's kid?

 

But he beat God.It takes a marysue to defeat marysue)

Besides,he is a lover,not a fighter ^^

Edited by Mefista
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Interesting thought....

 

I think the length is great, the player just has to know what he or she is getting into when they start the game. This isn't the type of game to try and play in a quick, linear fashion. It's a game that plays well when the time is taken to appreciate its size and depth. If the player starts the game, and take the time to appreciate all it has to offer (talk to people, enjoy each town, hunt mini-medals, goof around in the casinos, and collect monsters) he or she will have a great freaking time.

 

On the flip side, if he or she plays the game simply to get to the end and beat the final boss, it will seem slow and tedious.

 

I guess it depends on the likes and dislikes of the player, and what type of experience they're looking for....

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  • 1 month later...

I think it's fine honestly.

 

Ever since becoming a dad I've found that I often have to put games down and sometimes for days or weeks at a time.  I still haven't beaten VII on the 3DS because of this.  However with the game being broken up into bite sized bits?  It just works great for me.  I can put the game down for a couple of weeks, pick it up and BAM I'm on to a new story quickly enough that I just don't get lost.

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I think the length of the story itself it fine. What makes the game tedious are all the small things in the game that Iggy mentioned.

 

 

 

 

It's neat,but too long.And not enough Orgodemir.With that game lenght,he should be dateable battleable like, 4 or 5 times.

Nah, I don't think he's up for that many fights.
Why?)
Seems frail. I mean, defeated by a fisherman's kid?

 

Rolfster vs Edgodemir, featuring Kedfier and Mareddbel and Kevyn as the Camera Man (circa long time ago, colourized)

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I don't get it, but anyway, lol and +1.

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  • 2 weeks later...

It's not long enough.  Needs an extra 100 hours of post-game story padding and mid-game extras.  Monster arena, an alchemy pot that works as a bonus system (chances to get +1/2/3...up to +10 to any one weapon and armour, and with it something is bolstered).  Also a way to bring in Kiefer, and with him Lala, but it requires a third bonus dungeon that's accessible mid-way through the game, and requires a complex series of mini-quests going back from the Roamer's scenario, and ends up with one or two special bonus tablets.

 

If you get Kiefer to join, he has special dialog when he helps himself in the special scenario.

 

Another story scenario that takes you further in the past to Mervyn's childhood, and the first monster/s he fought that led to his becoming a knight.  How he became the champion for God, and links to the history of the demon lord.  This opens up a second series of special tablet dungeons that put the player on a scavenger hunt, leading to the start of Sharkeye, and how the party helps make him the man he is to become, and assure he meets with Alise.  Ah, paradoxes be damned!

 

Next up is the origin of evil.  One can actually enter a final bonus dungeon that requires all the extra stuff completed, and requires a special key made, and a special wish from God...that leads to a super dungeon where all the most evil beings from Dragon Quest's history are located.  The final battle nets a 10% chance at the ultimate accessory that doubles any damage (Lord's Bracer).  With the Lord's Bracer, The Almighty unlocks his full potential, realizing you're capable of facing the fullness of his wrath.  Completing the dungeon three times over triggers the release of all evil energy from there into Orgodemir, making him into a super form of himself...complete with 20k HP per form, and +20% all stats but Defense, which is powered up to about +50%.  His resistances are increased substantially, but he's not rendered invincible.

 

Due to being a 7, and to poke fun at Final Fantasy, this final form of Orgodemir is fight solo, Hero versus Orgodemir, for the best ending, and a special prize for the next New Game+, that can only be won once per NG+ restart...so beating Orgodemir's full power won't net the same item until you replay the game again in said NG+.  This accessory allows the player a random set of effects, including a 20% double attack rate that triggers on ALL physical-based skills, 75% resistance to death, -30 to all elements, and immunity to confusion.  It also reduces battle counts by 1/2, and can only be equipped by the Hero.  Oh, and it allows critical damage to be affected by Oomph and Focus/Muster.  Focus/Muster are also changed to a fixed 2.1x damage range, but can last forever, and can be stacked unto itself up to 3x, with a 2.1, 3.5, and 5x multiplier for 1, 2, and 3 rounds of usage respectively.  Focus Strength also affects ALL hits, but beyond the first, it's a tapering effect of a 1.8x, 1.5x, 1.3x, and 1.2x for all additional hits.  It also comes with a 1% chance of triggering Blade of Ultimate Power at the end of any attack it works on, though it DOES cost MP, and will not work if MP is below 20.  Will factor in MP cost reductions.

 

...yeah, that would fill up the void of extra time in my life, really make this game just long enough to satisfy ;)

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The length is fine but like ignasia said, some of the more redundant elements should have been fixed. 

 

I also recall after completing the islands that things became much more confusing and fast paced. Kinda like they were rushing to finish the game.

 

Some of the late game characters didn't feel like they got the devlopment they deserved and I felt more at lost on what to do to the point that I looked up on what I should do next. Does anyone else feel the same way? If you do, could you phrase what I'm trying to say better? 

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The better stories and islands were frontloaded (looking at you Falrod)? Could be, or it could be at hour 70 we're just not as emotionally invested in npc #256 as we were at hour 7 with npc #10. Interesting thought.

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I also recall after completing the islands that things became much more confusing and fast paced. Kinda like they were rushing to finish the game.

 

Some of the late game characters didn't feel like they got the devlopment they deserved and I felt more at lost on what to do to the point that I looked up on what I should do next. Does anyone else feel the same way? If you do, could you phrase what I'm trying to say better? 

 

It's a bit of a mixed bag, even unto the end.  However there are elements that do seem rushed.  For instance, Providence feels very short and uninspired for such an important scenario given the statue and the significance of it for the town.  However a few like Mardra/Hubble were relatively long winded and complex.  Though there weren't many elements to the scenario, just a lot of walking back and forth, and it did feel like the amount of text for backstory on things like the special historical spell were lacking and could have been fleshed out more to really expand on the nature of the spell itself.  Though to be fair, they did spend a fair portion of time on the King's history in relation to why he became so crazed about the ultimate magic, so as to assure his kingdom would never be defeated and no harm could come to those he cared about.

 

Given the Hubble history though, and even with the king's backstory, it did feel like they spent less time on such a complex scenario than earlier scenarios.  Less emphasis on the various complex bits.  Falrod/Faraday works as a solid comparison, as per Platty's post.  There isn't as much to work with regarding Autonomous, but they really emphasis the whole Ellie bit, and spend more time with seemingly meaningless dialogue on an arguably shorter and overall less complicated storyline than what we find with Hubble.

 

Even Coastal/Buccanham feels a little rushed.  Nevermind the present-day Vogograd scenario.  So much to work with, and so little time spent on it.  Like by that point Horii wanted to finish off the scenario and just get to the meat of each scene, rather than really expand on it.  One can say this holds especially true for the trio of Providence, Nottagen, and Hubble, where only Nottagen seems to get any serious Present-day extras, and only in lieu of its constant looming threats that leave it destroyed once more.  Providence is treated as nothing more than a stop-over to clean up the rest of what was missing from the Past event (opening the Priest's chest), while Hubble is only to showcase itself for the future event, but has almost no interaction or purpose until much later.  It just feels like most of the later game present-day scenarios were just that...present and accounted for, and never expand into anything.  The soul exception to this is Buccanham given its significance, and that it becomes land-locked later on.  Probably because it was the final scenario?  So Horii could spend a little extra time on the present-day events..even then, it's only to open up the casino, and give a purpose to climbing the Lighthouse without actually being relevant to history.  So yes, I agree, there's definitely a sense the whole team wanted to get the rest of the storyline done and over with by that point.

 

In the remake, it feels like they should have made an additional 20 story tablets to finalize things...

 

One of the interesting bits is the amount of changes mid-way through the game.  Kiefer was clearly intended to stick around given he can equip almost everything in the original game, all the way through to the end (including the Gigant Armour)...and the Roamer's map is after Alltrade's in the code, plus the enemy layout makes a little more sense in terms of difficulty if Alltrades is immediately after Greenthumb, and with Kiefer in tow.

 

I think even in the process of remaking this game, the team was overworked due to the sheer volume of stuff to convert from all those folders, all over again to computer code...or maybe from the PSX code to the 3DS.  Tieal had a link once to an interview covering the 3DS development, where they discussed having to reconvert everything over to the general SE database servers first, before they could even work on reconfiguring the game for the 3DS.  So I'm sure the scope of the project was well beyond what they expected...leading to less time spent reworking the code or filling in story gaps, or adding in extra story tablets (perhaps one of the reasons why the Mervyn-related tablet was never altered, and the only way they could think of to give Kiefer any real relevance beyond his limited scope and time, was via his super Kiefer stat growth hidden element, his ability to equip most of the DLC gear, and the sole DLC story tablet devoted to him).

 

Though the funny thing is noting that if they ever remake this game again, it will be MUCH easier this time around given the 3DS/Mobile code is now in their databases.  So who knows, maybe we might see some gaps in the next remake in 2025 ;).

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