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Noriyoshi Fujimoto On Why Dragon Quest Builders Is Not Another Minecraft

AnastasiaKong499 2025.12.16 19:38 조회 수 : 0

Having been introduced to the world of Dragon Quest when Nintendo Power included the NES copy of Dragon Warrior with a subscription, it should surprise no one that one of the upcoming games I am anticipating is Dragon Quest Builders. Taking gameplay elements from Minecraft and mixing them with story driven adventure led to the creation of a unique experience within the world of Dragon Quest. After spending some time playing the demo, I sat down with producer Noriyoshi Fujimoto to discuss the upcoming game. In addition to learning about Dragon Quest Builders, I also learned that Mr. Fujimoto and I share a common love of inflicting unspeakable horrors unto The Sims.

There's probably a good reason people build dungeons. At first it seems like a great plan to construct a subterranean labyrinth, because maybe the kingdom needs a place to store its surplus supplies or random undesirable people. Why build a giant construct from wood and rock when there's so much unused space underfoot, other than mining being crazy-hard to get right. The point is, eventually all that space attracts things. Big, mean, hungry things that no society can function around. Zombies and skeletons are only the start of the problem, and it doesn't take long for an evil overlord to come along and put this undead labor to use devastating the countryside. Dungeons are an archaeological trap, useful right up to the point they're the base for the downfall of the realm, and the ones in Minecraft Dungeons are a perfect illustration of how it all goes horribly wrong.

Even better, indie games can afford to lose. They are often low cost, low maintenance, high concept works that don't rely on reaching a certain figure to be considered viable, and as such they can throw caution to the wind and take some big risks while still making a profit off of even the most modest sales. That means they can also afford to remain loyal to a system like an undertaker with a debt to the don, as while they might want the money that can come with being a multi-platform release, what they need is the backing and spiritual support of a major company like Sony, Microsoft, or Nintendo to get their games out there. A backing that is no longer lip service and is becoming very, very real.

If you’re a gamer and you haven’t read Reality Is Broken by Jane McGonigal (you might have seen her on The Colbert Report ), head on over to Amazon and check it out. It’s a fascinating look into how video games are making the world a better place, but also how we look at games overall. In the first chapter, she illustrates four main components of any game, one of which being the "goal", that important drive that gives gamers incentive to continue. It’s essential to any kind of game because without it, the game doesn’t have a meaning. It’s generally pointless to play, and therefore, a gamer won’t play.

The big semi-mystery of Minecraft Dungeons, though, is what this has to do with Minecraft. It's a fun, light action-RPG, sure, and the world needs more games parents can play with their kids, but Minecraft is a skin draped over the action rather than having any real effect on the game's design. Everything looks right but that's as far as it goes. Not a single block in the game is breakable and there's nothing to build. This could just as easily have been My First Diablo as anything else, and the minecraft Crafting guide license ends up feeling like a check box filled in on the marketing list.

Ellegard (for me) and Gabriel begin conversing in hopes that he would regain his memory and in doing so, mentions something about Lukas' jacket, saying that he has seen others wearing it inside of the Witherstorm. With this comes Jessie's first big decision, either allowing Lukas to leave in hopes of finding his friends or make him stay to help in your fight. This is only the first of many heartrending decisions that need to be made throughout the entirety of this episode. While most of these decisions are among the toughest in any of the episodes, they help dictate how the game will end and who will be standing next to Jessie when it does. This episode lets you customize your decisions a little bit more, allowing you to decide which weapon you want to create for the final battle, which armor you would like to wear, and even in what manner you will enter the Witherstorm. It isn't much, but that's far more customization than most Telltale games allow. While it is important to be careful with your decisions, it's more important to learn who your real allies are and dictate how you want your destiny to unfold in your fight towards saving this blocky humanity.

Now Minecraft has no overarching objective, so it instantly challenges McGonigal’s claim that a goal is required in a game. But actually, Minecraft ’s main goal is composed of multiple smaller goals. It doesn’t have a "grand" objective, but it has smaller objectives, little bite-size incentives that replace each other over time and take the role of a larger objective. First you collect resources, then you build a house, then you survive the night, then you wake up and continue, but each with steadier and steadier increases in scope and scale. Even better, there’s no one direction to go. Being able to explore in multiple regions and build whatever you feel is satisfactory is open-ended. You are given tools and no direction, yet you are still creating. You’re making the direction. This is a massive undertaking, one that changes everything that anyone knew about videogames before, and it’s a bigger embodiment of the "sandbox" mentality than Grand Theft Auto has even been.

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