It feels weird for me to post on this because I only have 3 published works to date. But I write constantly and analyze published and digital media. Lately, in the DragonQuest Builders 2 subreddit, I’ve been exposing my views on this game’s story. I’m a massive fan of Dragon Quest in pretty much all its forms, so I was eventually going to play through this.
It’s not a huge secret several of us find that the Moonbrooke Chapter of the game as the worst portion because of how you are railroaded into what happens. Now, I admit. Writing is hard; like I said, I’ve only got 3 published works, and 2 of them are smutty. But even I know you shouldn’t railroad your player when you have better options.
So, the story is this. You’re building up an island of colorful characters, and the evil organization hates this and wants to wreck your island. They worship destruction for destruction’s sake. So, at one point, you and your best buddy, who has been traveling with you from almost literally the start of the game, get captured, escape, and then return to your island. You determine you need soldiers, for whatever reason, since by this point, you’ve escaped from monster jail and beaten 2 of the big baddies of the ultimate villain without these guys, and then go to this war-torn frozen hell that is Moonbrooke.
Now what should be mentioned at this point is that your character is the only one who can build. So it’s sort of a significant point in the story that your character can build walls, rooms, armor, traps, and what have you. So when you arrive at Moonbrooke, you are greeted by some people, one of which is the King. You set about helping them to win the war against the folks who were attacking your island. Now, your buddy loves to brawl and fight. He’s basically a barbarian or an orc. Good guy, but you don’t wanna get on the wrong end of his club. Your buddy also can’t create, it’s crucial for the story that he can’t, and he’s jealous of his friend. His zealous ways of fighting frighten the Moonbrooke soldiers and causes them to mistrust them.
As the story progresses, there is talk about a traitor in their midsts messing up the fortification and stuff. For reasons, your buddy is one of those that will be tested first. You don’t test yourself, which I think would be fair since you are testing your good buddy, and the purpose of this is to give the soldiers some peace of mind that he’s not a bad guy. Your buddy was with you when you got this magic item that will reveal proper forms; nothing reflects back in the mirror when you hold it up to him. So weird but not necessarily a sign he’s a traitor. But your buddy doesn’t like it, and frankly, I’d feel the same way. So you use the magic item on the general populace, kill the spies and then get going. Only, that’s not all. They want you to create a jail for a traitor that’s still not uncovered. Ok. Sure, you can do that. You’re a builder, and building a prison is as easy as a wall. So you get to it, make the dungeon, and then boom, they throw your buddy into the jail.
Full stop. You’ve thrown my buddy, who has been with me, through jail, through a fight with a giant monkey and a creature that can turn people into stone. You washed up on a beach after a shipwreck, and this guy was right there willing to travel with you and has been with you through a lot of misadventures. So this is how the story is written, that you throw your buddy in jail. And in the story, they don’t let you talk to him until you need him to face a giant. So now it looks like your buddy has been abounded by their friend.
This pissed me off enough that I almost put the game down. I went down and was turned away, talked to the King, and was told it was only temporary. But for some reason, you, the builder, don’t come to a screeching stop. Instead, go to sit down by your buddy and wait for them to pull their heads out of their asses. See, the story needs you to imprison your buddy Malaroth, so he’ll grow angry and lash out at things. He will feel betrayed and want to burn all his bridges in a fit of rage.
Do you know what’s better? Letting Malaroth burn the world down by his own accord. See, this is a chaotic battle, and we’ve already established that the enemy can shapeshift into ordinary people. Furthermore, we know later that Mal is being tortured in his mind and has to attack his buddies. So why not have that happen in Moonbrooke?
Let your good friend get captured by the enemy. In a battle, have it scripted that you get knocked out, and the soldiers choose to grab you and not Mal. They know Mal’s fearsome reputation and lust for battle, so they think he’ll hold out just a bit longer why the more fragile builder, the one who can build weapons to win the war, is hauled back to the med tent. In the meantime, Mal is swarmed and captured. The soldiers rush back to help Mal, but the army has retreated and taken with them the guy who inspires fear in both friend and foe. So, they decide to wait for the builder to recover. While the builder is healing, you now have Mal in a situation where you can start working on his mind.
Mal is captured, and then you start sending in monsters that are pretending to be his friends. Talking about how much they dislike him, trying to attack him. Make it evident that it’s people trying to break his mind. And while this is happening, the builder is desperately trying to build a plan to save their buddy. So by the time that Mal is freed by the actual builder, he will attack his allies. When he realizes that they’re real, he’ll be distraught, earlier we’ve seen he feels terrible for getting some troops who followed him killed. But, and here’s the critical part, the builder will forgive him. Your character is pretty good, and Mal will feel even more conflicted because he knows he wouldn’t forgive as quickly as his friend would. Now, you can have the real traitor rear his ugly head and strike out at Mal. Again, causing Mal to question who and what he knows. See, he’s being told by a voice in his head that he’s the master of destruction and that everything is an illusion.
Now, you don’t have to have Mal thrown in jail, and you’re working on the mental aspect that everything he sees is an illusion. From the builder’s point of view, you’re working towards ending this war and getting your buddy back. When Mal gets back to your island home, he’ll go off to contemplate what’s going on in his life. If the story has been written correctly, he’ll conclude that everything is just a dream, and he’s the only real thing. This causes him to turn into his ultimate form and start destroying the realm, which shows that he was right. It is an illusion to him. Until he sees his friend. He strikes his friend, and they’re ok. Hurt, but ok. And the builder gets up, with a look of determination in their eye, and says, “Remember when you said that if you went kooky, you wanted me to wallop you? Yeah, it’s that time.” And now you hit your buddy deep in the feels. Causing a split between his evil side and his good side. Builder and Good Mal fight against the evil side, showing that Mal can choose his reality.
And now that Mal has vanquished his demons, he can now, with the builder, construct his own world. Which is what happens in the game. The only thing you’ve done is remove your character seeming weak and unable to make a decision or pushed around. You’ve now given Mal his tremendous character growth of an arc. You’ve shown that he’s someone who will do the right thing, that he’ll stumble but that he can grow.
When I’ve outlined this on the subreddit, I’ve gotten several people asking me why this wasn’t the plot for the DQ Builders 2 game. And I have to say, cause I don’t work for Square/Enix. I’ve wanted to work with them since Final Fantasy 8’s horrible glaring “We forgot cause we used Espers.” You can’t have a plot-specific theme like that and not have it popping up through gameplay. If using this ability and later revealing it’s wiped the memories of their childhood, you have to show that happening subtly. Like Squall forgets names, forgets locations, little things. You can play it off as it is the character is forgetful. But then, as you go on, you start finding others who have forgotten little things, and you start wondering why. And then you reveal that the Espers eat your memories or whatever so you can have the big reveal that everyone knew each other since they were little squirts and forgot.
But this is an example of a logical conclusion. You ask yourself, you have this twist, how is that going to impact your story? You want to make XYZ angry so that he becomes evil. Why does he have to be mad and angry at his friends for supposed betrayal when it’s literally shown you’ll come back to rescue him. Why not have him mad at himself? Sickened with the things he did to people who thought they were friends but weren’t. Angry that the friends, because of the traitor, actually attacked him. Angry because he’s hurt his best friend? Is that not a better arc? To see this guy go from a happy-go-lucky berserk type character to one who questions everything he sees and feels.
In Final Fantasy 7, Sephiroth goes mad when he realizes that he’s probably a clone and that everything he knew was a lie. Why not have this happen with Mal? Is it because it’s following the second dragon quest video game? Why should that matter? We’ve already seen this as an alternate path. The path where Mal wasn’t killed by the heroes and retreated to create a world to heal up and come back to kill the heroes. You splitting evil from good doesn’t impact the outcome of the original game. DQ2 will still have the villains die, and they will continue on. When Mal splits from his evil side, he realizes he doesn’t need to keep all the darkness he had. He doesn’t have to be the lord of destruction anymore. He can be whatever he wants to be with his buddy and makes a world to reflect that.
Or is it more likely that the writer was not aware of how badly this would be taken? I think it’s the latter. The writer made the story, the editor or whomever just gave it a thumbs up, and the game was pushed into production. Now, my inclusion in the script would have probably dragged the game out another few hours, but isn’t that a good thing for a game developer? It means you’re getting the people vested in the game for longer. And based on the amount of hate seen on the DQBuilders 2 subreddit, it’s perhaps the weakest portion of the game. The part where everyone rushes through to get it done with, to put up with the soldiers and the spineless King who betrayed your friend and ultimately for exposing how shiftless and gutless the main character is. Because there is no option to be like, “I’m taking my friend and going home.” There is no logical conclusion here for how a regular character would have progressed.
If we had a morality system, we could forgive the builder for this, but always in the game, you are building and helping people. So it makes no sense that once your character realizes what that jail is being used for, they don’t stop and refuse to help further.
Just my two cents that the story wasn’t as well thought out and didn’t take logical conclusion to the paths that the story would expose as it’s played through. So, now given this lengthy explanation, you can see where I feel about how stories should naturally work to build and be logical.