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CIS 487 Game Design

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Title: CIS 487 Game Design


1
  • CIS 487 Game Design
  • Game Review Presentation
  • Michael Berryman
  • Fall 06

2
Basic Information
  • Title Dragon Quest VIII Journey of the Cursed
    King
  • Company Square-Enix
  • Developer Level 5 Studios
  • Genre Role Playing
  • Players 1
  • Release Date Nov. 15, 2005
  • Price Originally 50, now 20
  • Hardware Playstation 2

3
Game Summary
  • A sinister wizard named Dhoulmagus has broken
    into the castle of Trodain and broken the seal
    that held a powerful magic staff at bay. Using
    this staff, he cursed the castle and froze time
    for everyone within except the king and princess,
    choosing instead to change their forms into a
    toad-like monster and a horse respectively...

Dhoulmagus
4
Game Summary Cont.
  • but miraculously, you seemed to have survived
    the curse. No one is really sure how, but as a
    royal guard, you have taken it upon yourself to
    help break the curse on the king, princess and
    everyone within the castle. And so, your journey
    with the cursed king and princess in pursuit of
    Dhoulmagus begins.

The Hero (You!)
5
Overview
  • As an RPG, Dragon Quest VIII is a one player
    game the relies heavily on the storyline to
    capture the players interest. Dragon Quest VIII
    has a precedent that it can fall back on, being
    part of a series of games not unlike the Final
    Fantasy series. Fans are already predisposed to
    buying the game, and certain elements of it
    (gameplay, monsters, equipment, main character,
    etc.) dont have to be reinvented.

Fans of the series will recognize the famous
slime-type monsters from the previous seven games
6
Overview (cont.)
  • Obviously gameplay for an RPG can pretty much be
    summed up into Fight Monsters, Level Up and Get
    Better Equipment to Fight Stronger Monsters,
    Level Up More,and Get Even Better Equipment to
    Fight Even Stronger Monsters etc, with slight
    deviations from game to game. Given this type of
    formula, skill isnt anywhere near as important
    to an RPG as it is in say a First Person Shooter.
    Therefore games such as this tend to have
    extraordinary challenges beyond merely beating
    the main story, as well as secrets here and there
    in the game. Some games even go so far as to
    introduce quite clever ways to perform otherwise
    mundane tasks. DQ8 falls prey to the
    repetitiveness of this system, although it does
    do its best to alleviate the boredom associated.
    Having never played a Dragon Quest game before,
    but being a big fan of RPGs, it was interesting
    to see how DQ8 tackled these common pitfalls

7
The Manual
  • Opens with an overview of the system setup and
    controls, then proceeds to the story and short
    bios for the main characters.
  • Presents general gameplay mechanics, such as
    movement on the overworld screen, accessing menus
    and saving the game.
  • Glossary for character status ailments,
    statistics and character AI styles.
  • After these introductions, then the manual begins
    presenting the combat system, side
    points-of-interest within the game and new
    features of DQ8.
  • Finally, the manual has a fairly comprehensive
    listing of battle skills/magic for reference
    purposes.

8
Game Play
  • Gameplay for DQ8 is standard for most RPGs in
    that you run around the world completing quests,
    entering dungeons and fighting monsters in an
    effort to accomplish some (generally) heroic
    task. DQ8 takes a light, almost comical approach
    to the RPG formula, as is reflected in a the
    female PCs special abilities (stemming from her
    Sex Appeal skill) and the style of game
    animation (comical anime).

One of the playable characters, Jessica, uses a
sexy attack.
9
Game Play (cont.)
  • The Menu screen interface isnt the best Ive
    ever seen, but it isnt the worst either. Item
    management can be a pain in DQ8, since you start
    accumulating seemingly worthless items that for
    good reason, you dont want to get rid of, and
    each character can only hold so many items
    (including their equipment). Accessing
    out-of-battle magic is slightly annoying,
    although not terribly difficult. My biggest
    gripe with the menu system is the character
    attributes section. Whenever a character gets a
    new skill, it cant be viewed unless the player
    goes through layers of menu screens. A second
    thing I find terribly irritating that stems from
    the menu screen is the system configuration
    options, or lack thereof. I did not like the
    default controller set-up, but was stuck with it
    since there is no option to change it.

10
(No Transcript)
11
Combat System
  • Being an RPG, gameplay is heavily
    combat-oriented, as thats the only way to truly
    advance through the game. DQ8 is turn-based,
    meaning that everyone in the battle (monsters and
    party members) take turns performing actions. At
    the beginning of each round, you input your
    commands (either for just the hero or your entire
    party depending if you have AI set up for the
    other characters) and then let that round of
    battle commence. The party as a whole can choose
    to either attack, intimidate, flee or change
    battle tactics.

12
Combat System (cont.)
  • Fight Choosing the fight command allows the
    player to input choices for combat. The Player
    can decide on actions for just the hero, or up to
    everyone in the party, depending on the tactics
    the other party members are assigned. This
    command will be the most common, as it accesses
    all the battle skills, item usage, magic, and
    other standard RPG battle commands. Its the
    only way the party can get experience points,
    too. The character can also Psyche-Up
    themselves, skipping a turn to cause greater
    damage next turn.
  • Intimidate The party can attempt to intimidate
    the opposing monsters into running away. This
    works better if the party is higher levels than
    the monsters.
  • Flee The party attempts to run from battle.
  • Tactics You can change the AI for each party
    member (to options such as heal, be defensive,
    attack all out, etc.) or put them under your
    control for battle. Personally, I like having
    control of my party members.

13
Skill System
  • One of the ways Dragon Quest 8 tries to spice
    the monotonous formula of RPGs up is via its
    skill system. Each character has certain skills
    they can advance in, including 3 weapons skills
    (which vary from character to character), an
    unarmed skill and a special powers skill.
    Whenever a character levels up, they get skill
    points to allocate amongst their skills.
    Reaching a certain level in a skill will grant
    the character special abilities or magic usable
    in battle, or statistics increases. This system
    grants a certain customizability factor to each
    character, and adds a factor of planning into the
    game, as the weapon skills for a character can
    only be used if they are currently equipped with
    the applicable weapon.

14
Alchemy System
  • Dragon Quest VIII introduces an alchemy system
    near the beginning of the game (and then an
    upgraded alchemy system further into the game)
    that allows the player to create their own items
    using other items in their possession.
    Throughout the world are scattered recipes for
    items to be created, but the player can also
    experiment and see what they can make themselves.
    Seemingly useless items can be combined with
    others to make very powerful things, and some of
    the best equipment in the game can only be
    obtained via alchemy.

The Alchemy Pot is how the player combines 2 or
more items into something new.
15
Aesthetics (Art and Sound)
  • Artwork The artwork is of Anime style, which is
    no surprise considering the guy who animated DQ8
    is a famous Anime artist in Japan. The cutscenes
    are not movies in the game, but more scripted
    portions of the gameplay, using all the resources
    available during player-controlled gameplay
    (which has had me on more than one occasion
    standing around waiting for the cutscene to
    continue only to discover I regained control of
    my character). The graphics are crisp and very
    cartoony, which add to the light-hearted path
    this game is trying to take in a usually serious
    genre of games.
  • Sound The sound effects are nothing special,
    with the occasional cartoony sound here an there
    (like a sproing sound for certain jumping
    attacks). Likewise is the voice-acting nothing
    special, which says volumes considering theres
    nothing wrong with it. What stands out
    immediately when playing is the music. It sounds
    exactly like an orchestra was hired to do all
    this music in a truly acoustic orchestra hall,
    and the resulting effect is beautifully
    renditioned and makes exploring the world that
    much more enjoyable

16
What is Good about this Game?
  • Light-Hearted, Comical approach to a generally
    serious genre of RPG.
  • Skill system for character customizability.
  • Alchemy system the leads the player on a
    game-long side quest.
  • New concepts to battle system (Psyche-Up ability
    and Intimidate).
  • Orchestral Music.
  • Recurring concepts for long-time fans of the
    Dragon Quest series.
  • AI option for party members.
  • Quick-Travel Magic
  • Obtaining Levels/Money isnt incredibly easy, and
    therefore getting new gear isnt incredibly easy
    IE its somewhat challenging.

17
What is Bad about this Game?
  • Inability to configure controller buttons.
  • The RPG curse Level/Gear grinding.
  • Not a very deep storyline.
  • Unfamiliarity with the skill system can keep the
    player from getting the best skills/magic unless
    they restart the game.
  • Annoying collection quests to get some of the
    best items.
  • Menu Interface.
  • Hero has no personality (which is supposed to be
    good, supposedly making it easier for the player
    to insert himself into the role of the hero, but
    I dont like it).

18
Comparison
  • Dragon Quest 8 is a good RPG in its own light.
    It has a series of games, of which there are
    seven other predecessors, so it must be doing
    something right. The game itself lends itself to
    a more childish attitude, which is not bad
    considering the other games out there. Other
    RPGs have a much better interface system, in my
    opinion, probably since the game itself is more
    mature and the interface can be more
    complicated. Its obvious that this game is
    aimed towards teenagers to young adults, barring
    some of the blatant comical sexual jokes, with
    the streamlined menu/battle interface, bright
    colors, upbeat music and cartoon/anime artwork.
    What DQ8 does do, it does well. Its an easy
    game to enjoy and laugh at, but lacks the
    seriousness and mature attitude other games such
    as the Final Fantasy series have used to appeal
    to older audiences. Unfortunately, trying to
    compare DQ8 on anything more than a surface level
    to most other RPGs is pointless due to this
    approach in game design. But that doesnt change
    the fact that its still an enjoyable RPG.

19
Conclusion
  • Dragon Quest 8 is a game that is appropriate for
    almost anyone who has the patience to actually
    play an RPG. About the only controversial
    matters in the game are some thinly veiled sexual
    jokes. Keep in mind, though, that it IS a
    light-hearted approaching-comical game, and that
    it still IS an RPG. The game is truly worth its
    price, especially now that its dropped to 20,
    and some of the major flaws of the game (menu
    system, lack of controller configuration) are, if
    not overcome, then relatively easy to overlook
    and rarely hinder actual gameplay. Overall, its
    a game well worth the price already, but if the
    little things such as menu, control configuration
    and the cant-go-back skill system were improved,
    then the game would be an astounding, albeit
    different than what most are used to, RPG.
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