@mamba219: Thank you for your comment. As a newcomer to the series this might have been the insight I needed to enjoy the game more. The monster of the week idea sounds interesting, but I don't remember a lot of the monsters having interesting plot points that would make me intrigued enough to stop them, it's usually just the mayor of the town saying "hey a dragon is terrorizing the town." It's clearly different strokes for different folks, but yeah for me without having a story to help pull me through, just the act of leveling up to fight a boss that hasn't been revealed yet makes the game feel long.
I also can't imagine in this climate (with all the games being released) how you could slowly drip feed this game. Even if you stopped before the post game. You would have to play around 60-70 hours, and if the game is meant to be played in half hour or hour sittings, that means this game would be a forever game for a lot of people.
By "monster-of-the-week" I didn't really mean literal monsters, I meant more in terms of structure. Usually Dragon Quest games have you visit a town and solve its weird, random issues before moving on to another town and doing the same. They don't feel particularly connected, is what I meant.
Recall, or perhaps imagine yourself as, the true target demographic: people living in Japan. They have stressful work lives that keeps them out at all hours. Most of the time they have to spend playing games is done in short, incremental play sessions on commutes or in the evenings. For this audience, the Dragon Quest formula makes perfect sense. The relaxing, cheerful, and upbeat music is calming and enveloping. The monster designs pop and are clear. The game is designed in such a way as to drag on for many play sessions, but each play session feels important because you are accomplishing small tasks.
That's because many people who play Dragon Quest aren't worried about the "climate" you discuss. They don't really care about all the games being released. They just want their one piece of comfort food to get them through the tedium of the day. To come home to something relaxing and enjoyable that isn't too taxing.
The best-selling games in the franchise in Japan are Dragon Quest III, Dragon Quest VII, and Dragon Quest IX. Just going to tell you now: Dragon Quest VII has far, far less direction than XI does. It is also probably the longest JRPG ever made. You think the 90 hours of Dragon Quest XI are a lot, you haven't seen anything - Dragon Quest VII is easily 150 hours at a normal pace. Yet it sold unbelievably well. IX is similar, and emphasizes multiplayer. Multiplayer! In an RPG! It's hard for many of us who view games as a mainstay of our lives to fathom why a game like this could have such wide appeal, but there it is. They are marathons, not sprints. It sounds like your initial experience with this game was actually pretty much as the developers intended.
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