Why is combat in Dragon Quest so boring? Every enemy feels identical...

Why is combat in Dragon Quest so boring? Every enemy feels identical, and every fight just requires you to repeat one of the exact same 3 strategies. If there are a few regular enemies, hit them twice with basic attacks and they die. If there are a bunch of regular enemies, hit them twice with your strongest multi-target spell and they die. If there's a boss, keep hitting it with your strongest single-target spell until it dies. This is like, barely a step up from cookie clicker. Why do millions of people pay 60 dollars for this? Are they all just braindead, or am I the one that has something wrong with me?

Attached: dragonquest.jpg (1200x675, 147.94K)

>hit the enemy until it dies
woah

BBBBUT its a classic game formula.
YOU CANT CHANGE IT!

Don't worry it gets good 20 hours in.

Yes, all combat ultimately boils down to that, but in, for example, Divinity: Original sin, you have to think about tactical positioning, environmental hazards/obstacles, enemies with varying strengths and weaknesses, etc. In DQ and most JRPGs I've played there's none of that. It literally is just hitting the enemy until it dies.

In a western RPG, when an enemy can cast healing magic, you have to figure out how to get past the tanky melee enemies it's healing to reach it, or use archery/spells to hit it from a distance, but you also have to worry about protecting your archers and spellcasters because they're fragile and suck at close combat. In a JRPG, when an enemy can cast healing magic, you just move the cursor onto its name and hit it first simple as that, and it dies in 2 hits.

When you start having buffs/debuffs it gets a bit better but more bothersome to keep playing, that's when everyone quits

this
you know what you're signing up for

you have buffs/debuffs and status effects and other shit like pep powers and the buffs that those bring which add to the equation plus different weapons and skills and party members, all which you conviently left out of your shitty disingenuous explanation of the combat. There are tons of tools available for you to make fights never go exactly the same and to be as fun as possible and it IS ENTIRELY YOUR FAULT if you choose to make it as boring as possible for yourself and then complain like a retard.

JRPGs almost never have good combat. It is, at best, elemental rock-paper-scissors. At worst, it is picking one of the 3 enemies in front of you, clicking "attack" every turn and waiting for them to die.
Literally the only exception I can think of is Fire Emblem, but Xcom does a similar style of combat way better.

DQ has always had the most boring gameplay but extending it to most JRPGs is retarded.

Yeah, and you never need them, because every enemy except bosses dies in 2 hits.

This is why I stopped playing Genshin pretty quickly. The combat was cool until it really became rock paper scissors.
I was willing to look past the gacha but then the core game was shit

You're comparing a "4 niggas in a row" game with a "tactical rpg" with unit positioning.
In traditional JRPGs the tacticity is less prevalent, but it's still there, specially by lategame. It's more necessary if you use the "enemies are stronger" and "can't overgrind" challenge options.
It would be a fairer to compare divinity original sin with games like final fantasy tactics or disgaea.

Okay, yeah, that's fair. The only non-DQ JRPGs I've played are the Mario RPGs, which are so different from other JRPGs they effectively qualify as their own subgenre, and a very small amount of the DS remake of FF3. I still have no idea why this is the most popular JRPG series, though.

Sadly most jrpgs are based off of DQ. They have very similar combat to DQ, unless its a tactical rpg

The combat is boring to you but not the main audience of kids that have made the games popular for decades.
>Why do millions of people pay 60 dollars for this? Are they all just braindead
The largest demographic is literal children.

Okay, but that's the problem. JRPGs take out the tactial strategy game elements turn-based western RPGs have and replace them with nothing. If combat is still the meat and potatoes of your game, and you're taking out the main thing that gives combat depth, you need to add something else to it so it isn't boring. combat in Dragon Quest is like combat in Planescape: Torment, except Planescape: Torment was developed by a small studio without much budget and rushed out the door before it could be perfected, and Dragon Quest is an ongoing mega-franchise made by one of the biggest game studios in Japan.

Name a better combat system in RPG.
But it's true. If it 's not broken, why fix it.
"le outdated mechanic" it's just a zoomer meme.

Mario and Zelda are primarily aimed at children too, and yet those games are challenging enough to be enjoyable for people with double-digit ages and triple-digit IQs.

DQ will have millions of kids begging their parents to buy them the latest game. Fuck all people actually want to play Torment as much as they want to use it as a rhetorical device in internet arguments. This is a pretty significant difference.

Do you Nintendo manchildren actually believe that garbage?

Was this before or after stronger monsters filtered you?

turn based is trash TRASH

Yeah I feel like this is a problem with JRPGS in general, like last year I was playing FF-X2 and I remember lots of people praised the combat bit it's literally the same old shit, people talk about the auto battle in FF-XIII but it's functionally the same when you just spam attack or a single ability for 99% of fights, I think the positioning and timing was only relevant for a single fight for a snake superbugs thing in the creature creator, and that's what I find most glaring about all this, JRPGS generally have a super fight or two that actually push the combat system but what is even the fucking point? You have a 60-80+ hour game filled with brain dead shit only to have one worthwhile fight in the entire game? I feel like this is a big issue with JRPGS in general, however one exception I found is Radiant Historia, that game's combat is actually fun and engaging all the way through even with the trash mob fights cause you have to do almost like a tetris sorta thing with your ability to reposition the enemies to damage them all in one go, I think there are some worthwhile combat systems in JRPGS out there but they're the niche stuff, the popular shit like DQ, FF, Persona, etc is braindead to the point of boredom

I felt this with DQ11 but didn't with Chrono Trigger. I felt that in CT enemies were varied enough depending on the area, had their own strength/weaknesses and unique interactions with each other that you had to mind when fighting them. If does Japan insist on using the same dated DQ1 formula from 1980?

Because no one (sane) gives a shit about the combat being some grueling masochismfest where each of the hundreds of random encounter that you will encounter in a game is a ten minute battle of wits.

Maybe he is playing on easy mode and none of that shit matters. You only have to plan out your actions when you increase monster difficulty and cap your levels.

counterpoint - it’s a 35ish year old series with a healthy number of spin-offs while planescape was one of 5 infinity engine games, all of which released in a five year window and subsequently killed turn based combat in major commercial games for well over a decade. whatever DQ does wrong, people like it and given the innovation in other jrpgs it hasn’t really held things back except for itself.

JRPG combat sucks outside of boss battles since you're rarely required to put in that much effort to kill random mobs.

Although I still really enjoy the concept behind FF12, I think we'll start to see slightly more automation going forward as newer gamers don't have the patience to manually press attack every single turn with every character

and by killing turn based i only mean replaced it with chaos rtwp which has always and will forever be trash.

lol look at that enemy, HE'S PICKLE RICK!!!!!

Divinity: Original Sin, which I mentioned earlier, Paper Mario, Pillars of Eternity, the Shadowrun games, Bard's Tale 4, Banner Saga, hell, even WRPGs that are known for having bad combat like Arcanum and the first 2 Fallout games have better combat than the most popular series in the JRPG genre.

Yeah, and millions of people watched The Big Bang Theory, doesn't make it not crap.

>argumentum ad populum

In Japan, it's a casual game. Like Candy Crush.