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>> No.10763331 [View]
File: 844 KB, 606x680, Believe_Dragonquest.png [View same] [iqdb] [saucenao] [google]
10763331

>>10763156
>>10763249
>Some people have done it at lvl 17 too
>when you'll probably reach endgame at Level 14
Stop watching RNG manipulated speedruns you dumbshoe. Where you are literally watching 1/200 of the actual output, and the runners is going to reset at ALL failure points.
Where you are literally going for names with intentional optimal stat spreads.

DQ is popular because there is no twist: You get told to go and shank the final boss, and you can see the final dungeon from the first world map screen.
There is no question on what you are doing, the question is HOW you are doing it. And very few games come close.
Then it gets a sequel where the basic combat is improved a lot.
And it then gets another sequel where you get really fancy party building.
And another one with a really wacky multi part story.

>> No.9219932 [View]
File: 844 KB, 606x680, Believe_Dragonquest.png [View same] [iqdb] [saucenao] [google]
9219932

>>9218839
1 is unironically a good starting point.
Because its simple, but there is enough of the mechanics that it could pass for a modern indie game.
The only archaic thing about it, is that it has a command menu system instead of a action button for overworld interaction, which basically got changed into just that with the later ports.
The reason to recommend DQ1 is that you get the goal of the game at the start: Defeat the Dragonlord, but how you do that is the entire adventure of grinding, finding gear, and finding out how to access the final dungeon that is in plain view of the starting town.

As for which port?
SNES got animated sprites + good SNES graphics, Switch port got a weird mix of higher res sprites + mixels. Original version allows you to instantkill metal slimes with holy water, and the GBC version exists with all its charm.

>> No.8956813 [View]
File: 844 KB, 606x680, Believe_Dragonquest.png [View same] [iqdb] [saucenao] [google]
8956813

>>8952406
Isn't that the point?
Its short, but its very consistent, and is good at what it does consistently.

And as you go further into the series, you see that the consistency was the core concept that was expanded upon.
One example is that in DQ1, the small stat upgrades you get per level matter a lot since its basically a resource simulator where you don't know the operating costs of new areas. In the following games the same is true, where getting a level unlocks new shiny stats or new shiny spells for the magic users. Thats true even for DQ5-6, where monsters are more stat block dependant and far bulkier than the humans.

>> No.7736789 [View]
File: 844 KB, 606x680, Belivie_Dragonquest.png [View same] [iqdb] [saucenao] [google]
7736789

>>7734806
DQ1 is kinda unique in that its a very straight beeline to the goal.
-Rescue princess
-Get geared up with Loto gear
-Make a rainbow bridge
-Beat the shit out of the final boss
Sure you bumble alound a lot trying to find out where to go and how to get the next set of gear, but the goal is in sight from level 1.
Its not like any later JRPG where you have no idea what the end goal is, or what the final boss will be like. Most JRPGs are like books, where there are hints or allusions to what the final chapter could be, but its not obvious until its ink on paper once you get there.

>> No.6223908 [View]
File: 844 KB, 606x680, Belivie_Dragonquest.png [View same] [iqdb] [saucenao] [google]
6223908

>>6222780
Primitive? Yes.
Many popular 2D games these days are not more mechanically complex than simple NES games. Most just up the GFX, since its not longer a constraint for 2D.

But that isn't the issue. The key issue is that early NES games has far less polish than what you can do with modern games.
FF1 would fly just fine, so long its a smooth ride. Its arguably a smooth ride on the NES, aiming for a large enough scope to be amazing.
If in doubt: remember that FF1 is contemporary with DragonQuest1

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