3 Matching Annotations
- Nov 2022
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shmuplations.com shmuplations.com
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We write the endings so that everything wraps up tidily in the end, you see. The choices make a small impact—maybe making things a little easier, or a little harder. However, there is one really big choice to make. We did our best to make it as big as possible. (laughs) I think it will get players' chests pounding.
Explaining that although Dragon Quest VI has many choices, almost none of the in-game choices affect the ending or the ultimate course of the main story.
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We had just ported DQI&II to the SFC, and for the first time in quite awhile, I got to play DQII again. I thought it was fun how many different places you have access to. That's why, for DQVI I suggested we craft a world that, while still retaining a dramatic story, allowed higher degree of player freedom and let you do things in the order you wanted.
On creating a game with player choice and input and a well-defined dramatic story.
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trying to avoid contradictions with these two opposing goals was tough.
This line from Yuji Horii, the producer of Dragon Quest VI, references the tension between creating a game which gives the player freedom of action and creating a game with a well-defined dramatic story.
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