Yesterday, I posted a snide little editorial concerning Arte Piazza's handling of the Dragon Quest IV: Chapters Of The Chosen remake for the Nintendo DS. At the time, I was about 31 hours into the game, and right at the final boss of the main content (this remake includes additional content after the game's conclusion, which I believe was also the case in the PSone remake from years ago). To be fair, the letter was a result of my attempts to beat the last boss -- dude went through like, a million transformations, and by the time he finally killed me, I was a little exasperated. So I was grinding and grinding for levels, and at a certain point on Sunday evening I had just about had it. What better way to vent out my frustrations than to put finger to keyboard and type out an overreaction?
In truth, I do enjoy the game. At least, now I do. I completed the main content yesterday and am going to go about finishing the epilogue before Thursday. For anyone who's been listening to the podcasts, or picking up my dropped hints from previous blogs, I took slight issue with its old-school tenets -- the most frustrating ones being the need to grind and the overly simple battle system. Fortunately, the better spells -- the types of spells that give plain-jane RPG battles in general that slight, extra tactical feel -- become unlocked as long as you persist with the grinding. It still wasn't all roses, but I fully recognized that -- as someone who's traditionally enjoyed old-school jRPG'ing -- my issues were simply a result of (a) me wanting to finish the game ASAP so I could play more titles and (2) my ever-dwindling free time. (Hence why I haven't posted a blog in 93 years.)
However, the issues I cited in the "letter" are ones I believe should be rectified for any old-school remake or any original game created with old-school philosophy in mind. The touch-screen quibbles would probably only be applied to games where action is almost non-existent -- you know, menu-based role-playing games and point-and-click adventure titles -- but a few of the other interface concerns apply everywhere. The letter wasn't actually an affront to DQIV; I just targeted DQIV because I happen to be playing it currently, and it's a prime example of some of the small things that should be tweaked for the better. Ameotoko pretty much summed it up when he commented, "I think there needs to be some kind of line drawn for all these remakes. Sure, nostalgia is a huge selling factor here, but developers really need to sit down and think of what really needs to change with the times." This is the crux of two big things, of which DQIV is an example and of which my letter snarkily complains about, that I think are important to consider when doing an old-school remake / reissue or something new with old-school trappings.
The Touch Screen Thang
What's funny about Dragon Quest IV is that the in-battle menu commands (Attack, Item, Magic, etc) are all laid out in these huge boxes on the bottom screen. The enemies, too, are drawn as big, beautiful (not to mention well-animated) sprites. The same applies for the world map sub-menu and your characters' inventories. Your characters' spell menus aren't broken out in the same way, but the text for each spell is spread out so far apart that the designers really could have separated them into big boxes as well, with no detriment to screen layout. This all comes together to give you the impression that, yes, you could probably touch these menu items if you wanted to.
Perhaps this was an overreaction, but I was almost agape when I touched the screen and found out that this did nothing at all. Now, for many, touch-screen gaming isn't ideal. People are used to pressing buttons. Hell, I'm used to pressing buttons. In addition, forcing stupid touch-screen gameplay into a game that doesn't need it is, well, just that: stupid. However, when you come across a game such as Dragon Quest IV, where adding in the option to use the touch screen for simple commands really wouldn't take anything away from the rest of the experience, it's a no-brainer: include the touch screen.
Let's look at the Ace Attorney series. The game could easily be played with the d-pad and buttons. In fact, save for Apollo Justice, all of these games originated on the Gameboy Advance -- a portable sans touch-screen. Yet, including the touch-screen controls resulted in more options for how the player wanted to play the game. Sometimes, you're sitting at a table and you just want to lean your head in your off hand while you eat (given that you don't have to use a knife), read, and -- yes -- play a videogame. Or, you're lying in bed and it's more comfortable for your palms to cradle the DS in one hand and tap the screen with the other (instead of holding it the traditional way; try it some time). Or, you're just one of those people whose hands cramp up if you hold a portable system the same way for too long, and you wish you could change up your hand position every so often without sacrificing the ability to play the game.
All of the above scenarios apply to me, at least, and the Ace Attorney games lent themselves to my quirks. I shouldn't even call them quirks -- I highly doubt I'm the only one who would enjoy being able to lazily play using only one hand at the table, or whose hand muscles start to tire from holding the DS for extended periods of time, or whatnot.
Then we get to the whole drag-and-drop thing. Again, what or how does it hurt to have such an option? In a role-playing game, where you'll inevitably be stuck managing inventory between characters and sorting items of any nature, such a feature -- where it makes sense, of course -- would be a boon for tired thumbs. But hey -- even if you implement a drag-and-drop where it doesn't make sense -- what or how does it hurt? We're not talking about taking away the button inputs, after all.
Final Fantasy IV for DS is a different beast, but some of the things mentioned here still apply. In general, the battles are much faster -- it's based on the first Final Fantasy to use the Active Time Battle system. That is, unless you set the game options to "wait", enemies will attack you no matter how long you take to decide on which attack or spell you wish to execute. Speed to action is much more important here than it would be in DQIV, but Square made a boo-boo here in making the menu items a bit too small for touch-screen gameplay anyway. You can use the touch screen but it's difficult; Square should have included a touch-screen size option to balloon each menu item so that people who wanted to could learn how to navigate the menus just as quickly as they could with the buttons. Even still, you can at least use the stylus to navigate the map if you want, and it works just fine here. During exploration, I could cradle the DS in my palm and tell my party where to go with my index finger. This allowed me to stave off "Space Invaders Thumb" (if you don't watch the Simpsons, that may be lost on you) for just a little while longer.
(This same argument, by the way, also goes for cross-platform ports that refuse to acknowledge platforms' input methods. If you port something to the Wii, you should allow players to use the Wii remote to point and choose menu items. If you port something to the PC, for the love of god, let me use the keyboard to enter my character name instead of using the arrow keys to highlight letters -- Turok 2, I'm looking at you.)
The point is this: The technology exists, and there are at least some places where its implementation makes sense. Let's put it to good use.
True to Old School Interfaces
There's debate out there with regards to whether or not "old school" and "nostalgia" are simply euphemisms for "archaic" and "outdated." Usually this applies to gameplay content: To level-grind, or not to level-grind? Why can't Mega Man shoot at the ceiling? Why does this RPG's battle system have no gimmicks? Lives and continues instead of a save file? So on, so forth, et cetera, yadda. That's certainly a worthy discussion, but the resolution isn't so clear-cut. Sure, I'm willing to give old-school gameplay tenets a pass, probably because I started with Mario Brothers instead of Mario 64.
It's in interface design and usability, though, where I think "old school / nostalgia" should not apply. This is not where "stylistic" choices should be made; making sure you can get to what you need to get to in order to make the content work is a far more objective, right-wrong type of deal.
For example, ShenlongBo, in his glorious return to mingle with us Earthlings, brought up Street Fighter IV as another example of not getting with the times. This makes me recall David Sirlin's editorial on the things that are wrong with SFIV. Specifically, that button config screen sounds like a complete miss on Capcom's part. If you remember nearly every Street Fighter game starting with Street Fighter II for the Super NES, you can reconfig your buttons in a split second just by tapping. This is because the six attacks are laid out: Jab, Strong Fierce, Short, Forward, Roundhouse. When you're at Jab, all you do is simply press the button that you want to apply to the Jab attack. The cursor then automatically moves to the next slot. If you were playing hot-potato versus matches with a bunch of friends (i.e. the loser passes off the controller to the next friend), and someone passed you the SNES pad with a messed up config, you could change it to the default easily: Start and Select to get to the button config, then YXLBAR. Done. In SFIV, apparently you have to go to each command and scroll through what you want the buttons to do -- instead of simply tapping. Small thing? Maybe, but it's still an example of how to do things correctly for efficient usability's sake.
Back to DQIV. Yep -- I'm talking about the priest and the experience points. I count this as interface, as much as you might want to argue against it, because for me this is the dissemination of simple, yet pertinent, information as opposed to being a stylistic choice. In most RPGs, or at least, in any RPG I've personally played -- Japanese, Western, turn-based, real-time, what have you -- there is always a very quick, accessible way to find out how much experience you need to earn in order to level up. Diablo II and Titan Quest have the Experience Bar, which fills up as you down monsters. When it's full, you earn a level. Simple. Final Fantasy requires a trip to the sub-menu to access the character sheet you want to get to, but again, it's simple: CURRENT EXP / NEXT LEVEL shows you numerically, right there, how far you are from hitting the next level. In both cases, you're able to tell how much you need to earn right from where you're standing. As interface designs have improved, later Final Fantasy games have let you simply hit a right or left shoulder button to switch to the next character sheet (i.e. no need to cancel out of one character sheet to navigate to another).
In DQIV, and I imagine in all of its predecessors, you must travel to a town, find a priest, and ask for Divination. The priest will then tell you how much experience every single person in your party needs to get to the next level in a scrolling dialog box.
"Chupon, my child, you require 2397 experience points to get to the next level."
*press A*
"Alena, my child, you require 10402 experience points to get to the next level."
*press A*
"Ragnar, my child, you require 5838 experience points to get to the next level."
*press A*
"Meena, my child, you require 1003 experience points to get to the next level."
You get the picture. This goes on for everyone in your wagon (i.e. in your party but not active in the map or battle fields). A task that would normally take a second or two now takes the time you need to first warp to town, then find the church, then listen to the priest as he blesses you and asks you what you need, then scroll through the text. I'm one of those guys who, while level-grinding, likes to check his EXP FOR NEXT numbers every five or so battles, and this priest business is incredibly frustrating for me. It's a simple piece of information. It's not as if I'm asking for Save-Anywhere, which some people cling to as a challenge enhancer (I'll be willing to concede that). No -- it's simple information that has no impact on how easy or difficult the game content is. What's next -- having to travel to an inn to find out how many hit points my characters have remaining, or traveling to a bank to see how much money my party is currently holding?
But The World Refused To Change...
Ameotoko: ""Dragon Quest games could've benefited ALOT from dragging/dropping items like you said: I'm playing V now and absolutely loath transferring items, and, being new to the series, immensely dislike going to a priest just to see my exp for the next level."
To be fair, Dragon Quest V came out before my pretty little letter will ever reach Arte Piazza's offices. Naturally, I'm not actually intending to send it, at least not in such a rude format. If my instincts serve me correctly, however, Dragon Quest VI for the Nintendo DS will follow suit. Developer sometimes just do things because "that's the way we do it." Does that make Dragon Quest IV (or V for that matter) a "bad game"? Absolutely not. There are enough merits to the game that outweigh whatever interface issues I may have with it. The touch screen "issues" aren't even that -- it's truly my personal frustration that the developers chose not, or forgot, to put the touch screen to use where they could have. It's certainly not necessary, but it would make for a much smoother experience for some players, enough so that it could count as interface design. Again: It's there. Where it makes sense, use it.
This whole thing recalls multiple discussions I listened to that happened on the 1up Yours podcast, back when it was still called 1up Yours. The subject of the discussions was Metal Gear Solid, and how the crab-claw controller scheme was a pain in the butt to learn. One of the Metal Gear Solid defenders said something along the lines of, "Well, that's Metal Gear." As times advance, as you grow older, and as your schedules and patience start to disintegrate almost as quickly as your hairline, "that's how it is" just won't cut it anymore. Perhaps it's time to start calling out these issues more than we have been. Because for everyone who says, "I didn't notice the issues because I was too engrossed in the experience," there's another person who will say, "I didn't notice the experience because I was struggling with these interface issues / my hands were cramped."
Let's advance to a place where no one will ever have to say the latter ever again.
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