Thursday, July 29, 2010

Gear Up: How Dragon Quest IX Emphasizes Loot

Gear Up: How Dragon Quest IX Emphasizes Loot: "
As should be pretty clear by now, Dragon Quest IX strays from some of the well-worn conventions the franchise has built up over the years.

That much is obvious just by looking at any given party. Not only is every character entirely unique, they all sport a diverse array of weaponry and armor. In many ways, the bling brings to mind MMORPGs and classic dungeon crawlers -- genres that used to be pretty far removed from Dragon Quest.

The side effect is that Dragon Quest IX puts more emphasis on gear than ever before. Yeah, item crafting was a big part of Dragon Quest VIII, but it was also out of sight and out of mind. In Dragon Quest IX, I drop everything if I suddenly find a recipe that I can complete. Not only does it make my characters more powerful, it makes them prettier too, and we humans are vain creatures.

Just the other day, in fact, I was privy to a conversation that centered entirely around the outfits of two party members. That's where we are with Dragon Quest IX. The dress-up aspect is compelling enough that I ended up spending cash at Swinedimple Academy just so my main character could run around in the school uniform (which is regulation, after all).

Apart from the obvious fashion statement though, Dragon Quest IX emphasizes gear in a number of ways. It neatly intertwines with the return of the class system, which encourages players to try everything from boomerangs to hammers, and is further fed by the item synthesis system. But the new online components are what jump out the most as contributing to Dragon Quest IX's newly gear-centric approach.

First, there's the "DQVC," which is the online home shopping network for Dragon Quest fans. The DQVC makes it possible to buy all manner of items, including alchemy ingredients that are otherwise tricky to find and treasure maps. Basically, it keeps players thinking about loot, and more the possibility of more loot to come.

But while the online store is an interesting addition, it pales in comparison to the treasure map feature. The maps essentially represent an infinite number of randomly generated dungeons, each with a treasure and a (very) powerful foe waiting at the bottom. In some ways, it brings to mind the endless dungeon that follows Torchlight's main quest. It may be a mere distraction by comparison, but all those treasure maps add up.

What's really interesting is that the treasure is randomly generated along with the map, which can result in some incredibly rare loot. The Japanese fans learned that in a hurry, with the result being that a wide array of terrific maps quickly entered circulation thanks to Dragon Quest IX's trading feature. It was at that point that the storyline was left behind, and the object became acquiring more and better loot. Not unlike an MMORPG, as I've already mentioned.

Once again, the key is that it's actually possible to see the loot this time around. Infinity + 1 Swords are cool and all, but they're even cooler when it's possible to see them in action. I'll admit, I rarely bother with super rare loot and item synthesis these days unless I can get a firsthand look at my handiwork.

With the incentive to dress-up my character, I'm all the more likely to actually check out treasure maps, mess around with item synthesis and visit the online store. And as it happens, I've done all those things, though the boss waiting at the bottom of the dungeon I explored crushed my party in seconds.

Given Monster Hunter's heavy popularity in Japan and the current trends in RPGs, it's hardly a surprise that Level-5 opted to bring gear to the forefront. But I have to say, it's a perfect fit for Dragon Quest. What other game makes it possible to explore the world wearing a tortoise shell and a slime hat?
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Dave's Take: Ok I might have to get this now.

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