Like Monkey Island, Dragon Quest was so beloved because everyone could play and eventually beat it. I wouldn't consider them 'old school', even if they're now old in 2021. Dragon Quest was to RPGs as Secret of Monkey Island was to adventure games. Originally posted by Type0:and sorry I always forget to check a game's guide section, also a lot of games came with manual inclusively Dragon Quest 2 which had a mini walkthrough in it and that was in 1988 or whatever. These game design elements are only attractive to nerds interested in experimentation and problem solving, the kinds of people that society needs more of in important positions rather than the sociopaths and non-nerds we do have in such positions. Like that belt mentioned previously would attract monsters whenever you camp out in the wilderness.īasically, if the above does not sound like a good time, it would be best to be wary of anything tagged as 'old school' in the future. If the title has the text space to permit it, some of these older RPGs will include an 'identify' function that will more accurately describe the item. Like you could find a mysterious belt, and without knowing what it does, you put it on and go the rest of the game not knowing the true nature of the belt. It's left up to you to try it out and experiment. In older RPGs, when you find an item, it does not tell you what it does. It's nothing more than a short puff of nostalgia.Īs for why. But honestly, I also don't think the game benefited from this sort of old school RPG mechanic being treated so casually. It's not as problematic as the one reviewer who only played for 90 minutes would suggest I could guess what 90% of them would do by the name itself and at no point are you meant to grind for 'x' item in the shop. I'm under the assumption the shop is more like the player wishing for 'x' and then finding out what their wish gets them from an ambiguous being of immense power.
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