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I've been playing Dragon's Dogma 2 and while I'd love to talk about gameplay or interesting moments, the game's found itself something of a cultural lightning rod. It is a game with many friction points arising in a cultural moment where gamers are, perhaps more than ever, convinced that "consumers" are kings.

Dragon's Dogma 2 is not readily "solvable" and you can't min-max it. You will make mistakes. You will be scraped and bruised and scarred. Pain is sometimes the only bridge that can take us wher ewe need to go. And gaming culture, fed the lie of mastery and player importance, does not understand that scars can be beautiful. I love this game. I think it's a miracle it came out at all.

I also think in spite of the success it's found... that 2024 might be the worst possible year for it to have released.

Let's ramble about it..

It's easy to feel like Hideaki Itsuno and his team miscalculated the amount of friction that players are willing to endure and while I don't think that's true (he didn't miscalculate moreso stick to his particular vision) it certainly appears that we've reached a point in gaming where players, glutted on convenience, don't really know what to do when robbed of it. I've heard folks complain that they can't sprint everywhere or else balk learning that ferrystones required for fast travel cost 10,000 gold as if these shatter DD2 into pieces. I'm vaguely sympathetic to these concerns but at the same time they seem to spring entirely from a lack of understanding of the game's design goals. Much like how folks demanding a traditionally structured RPG narrative from an Octopath game misunderstand what that team is trying to do, players asking to sprint through the world or teleport with ease fundamentally misunderstand what Dragon's Dogma wants. The world is not a wrapper for a story. It is the story. Dragon's Dogma is a story factory whose various textures create unprecedented triumphs and memorable failure. a fair few

It is crucial to the experience to allow both of those to occur and live with whatever follows.

I'm always cautious of talking like this because it can come off as smug or superior but I think ultimately that's the truth of the matter here. This was not a well-played franchise before now and even if it's a AAA title, there's a way in which this game is meant to elide most AAA open world trends. You are expected to traverse. If you want relatively cheap and faster travel, you're meant to find an oxcart and pay the (quite modest) fee to move between trade hubs much like you would pay for a silt strider in Morrowind. Even if you do this, you could be ambushed on the road and in the worst case the ox pulling the cart can be killed. Something being "possible" in a game doesn't always mean it is intentional but Dragon's Dogma continually undercuts the player's ability to avoid long treks. Portcrystals, which act as fast travel destinations, are limited and ferry stones (while not prohibitively expensive compared to weapons and armor) are juuust expensive enough that you need to consider if the expense is worthwhile. Once is happenstance. Multiple times is a pattern. And the pattern in Dragon's Dogma is to disincentivize easy travel. It screams of intent.

Something I could not have imagined playing games growing up is the ways in which even a decade (or two) could lead to radically different attitudes on what games should provide. That's an audience issue to an extent but it's also something games have brought upon themselves. The "language" of an open world game has been solidified through years climbable towers, mini-map marked caves, and options to zip around worlds. When a game deviates from that language, the change is more noticeable than ever.

Hell, even Elden Ring (perhaps the closest modern relative to Dragon's Dogma) allows you to warp between bonfires and gives you a steed to ride. But that's also a much larger game! DD2 is not a large game and the story is not long. Yes, you can spend untold hours wandering about into nooks and crannies but a trek from one end of the world to another is still significantly shorter than bounding through most open worlds and a run through the critical path reveals a speedy game. Not as speedy as the first but brisk by genre standards.

exploration is the glue that binds the combat and progression system in place. Upgrading armor and weapons requires seeking out specific materials and fighting certain monsters. Gathering the funds for big purchases in shops mostly comes from selling your excess monster parts. The entire game hinges on the idea of long expeditions where you accrue materials and supplies on the road and then invest that horde one way or another once you return to town. It's not simply a matter of mood and tone for you to trek throughout the world without ease. The gameplay loop is built around it.

There's another complicating factor that I'm less interested in diving into and it's the presence of certain microtransactions at launch. Principally I'm against MTX in single players games, particularly conveniences of which most of DD2's microtransactions are. But I also think there's been a fundamental misunderstanding of what many of these are. Among the biggest things I've heard (repeatedly!) is that you can pay real life money for fast travel but that's not true. You can buy a single portcrystal offering you one more potential location to warp to. It's a one-time purchase and the only travel convenience offered. This has transformed, partly because of people's lack of familiarity with Dragon's Dogma's mechanics, into a claim that you can pay over and over to teleport around. I think that assumption reveals more about the general audience than anything else.

I think it is worth entertaining a question: does the existence of this extra port crystal signify a compromising of the game's goals regarding travel? That's not a discussion that folks seem to be interested in having—instead opting for more emotional and reactionary panicking—but it is the most interesting question. On face the answer is yes and that raises the follow up question of whether or not the developers had knowledge this convenience (though one-off) would be offered to players. If so, did that knowledge affect how they designed the game? Even slightly? It seems rather clear to me that these purchases are a publisher decision; there's nothing in the game's design that suggest the dev team wants players to have access to an extra portcrystal. As we've established it's quite the opposite!

They want you to haul your fucking ass around and get jumped by goblins, buddy.

Which is many words to say that as much as I care about microtransactions from a consumer standpoint, the way in which they undermine Dragon's Dogma 2's goals is a fair reminder of the ways in which they hurt developers. Ultimately, I do think that these purchases are ignorable and in that sense (combined with the misinformation surrounding them) I'm a little burned by the consumer-minded discussion. Doubly so because of the way it feels, at least in part, tied into a certain kind of rhetoric that's been on the rise lately. Instead, I find myself drawn to the question of the damage they do the devs and if more onerous plans actually would force their hands into undercutting portions of their own designs. The shift of many series into live-service chasing suggest so but even as I entertain these thoughts I don't get the sense that Itsuno and his team were forced to reshape their game world to encourage these microtransactions. The world is as they want.

If it wasn't, they wouldn't make it so failing to act quickly in a quest to find a missing kid stolen by wolves could end with you being too late. They wouldn't make it so buying goods from an Elven shop without an interpreter was a hassle. It's present in Every Damn Thing!

More interesting to consider is why this particular game became such a lightning rod of passion when I'm going to assume that most people caught up in the discussion have no particular fealty to the series. The answer is a combination of factors but there's something about the genre that ignites the panic we're seeing as much as the culture moment we're in. When people try to explain that these MTX purchases are not needed, it's confused for approval of their inclusion but that's not something we need to grant. I don't think anyone wants these things here and when they say "you don't need them" they are referring to the more complex thought that the game is better played without them. But this is not heard because the idea that you'd want to opt into friction and discomfort is not something that the general audience is likely to understand. They're wired against it. They crave ease.

not everyone, mind you. DD2's enjoyed a lot of excited reactions (there's tons of folks who like this game as it is and are happily playing it) but it has faced plenty of folks railing against "bad" design choices but the fact remains that those "bad" choices were intentional.

I'm writing about this stuff instead of, say, the wild journey I took solving one of the Sphinx's riddles because the immediately interesting thing about Dragon's Dogma 2 has been what it's become as a cultural object. It is a game suffering from success. Never designed for a general audience or modern standards but thrust into their hands due to Capcom's ongoing renaissance. Dragon's Dogma is a fine game whose cult status is well earned but the reason DD2 garnered this attention (and therefore becomes a hot-topic game) has as much to do with Capcom's ongoing success rate as anything else. In some ways, it actually IS a good time to release a game like Dragon's Dogma 2. There's certainly a curiousity in place. Partly borne of goodwill and also from folks' genuine desire to try something new.

and yet, we're in a odd moment in games. consumer rights lanaguge, having been fundamentally misunderstood and reconfigured by gamers as a rhetoric for justifying their purchase habits (I'm paying the money! why can't the game do exactly as I demand!?) has stifled many people's ability to have imaginative interpretations of gameplay mechanics. they don't ask "what is this thing doing as a storytelling device" (which mechanics are!) and rather default to "what is this thing doing to me and my FUN and my TIME". which are not bad questions but they also misunderstand the possibility space games have to offer. While we can attribute some of the objections that has arisen to players' thoughts about genre itself and the way in which Dragon's Dogma positions friction as a key gameplay pillar, the fact of the matter is that we would not be having such spirited discussion about these things in, say, 2017. not that things were great back then, but I think the audience is worse now in many, many ways. sarcastically? I blame Game Design YouTube.

Even if there were no microtransactions, we'd still be having a degree of Discourse thanks to a key game mechanic: Dragonplague. It is a disease that can afflict your Pawn companions which initially causes them to get mouthy and start to disobey orders. If you notice these signs (alongside ominous glowing eyes) then your Pawn has been infected and you're expected to dismiss them back to the Rift where that infection can spread to another player. The game gives a pop up to the player explaining this the first time they encounter the disease. However, some players have ignored that warning and found a dire consequence: an untreated Pawn can, when the player rests at an inn, go on an overnight rampage that kills the majority of NPCs in whatever settlement they are in. This includes plot-important characters. The reaction's been intense. Reddit always sucks but man... just look...

I understand some of the ire. It's a drastic shift from your pawn being a bit ornery to instantly killing an entire city. On the other hand, the game does warn of potentially dire consequences if a Pawn's sickness is ignored. Players have simply underestimated the scale of that consequence. Surely no major RPG would mass murder important characters and break questlines! We're in post Oblivion/Skyrim world. Important NPCs are essential and cannot be killed, right? Well, wrong and this is another way in which Dragon's Dogma chases after the legacy of a game like Morrowind more than than it adapts current open world trends. This is a world where things can break and the developers have decided that they are okay with it breaking in a very drastic way. It's hard to think of anything comparable in a contemporary game. We don't really do this kind of thing anymore.

The result has been panic and a spread of information both helpful and hopelessly speculative. Is your game ruined? Well, maybe. There is an item you can find which allows for mass resurrection but that's gonna require some questing. But some players also say that you can wait a while and the game will eventually reset back to the pre-murder status quo. What's true? Hard to know. Dragon's Dogma doesn't show all of its cards and won't always explain itself. We know entire cities can be killed. We know that individual characters can be revived in the city morgue or else the settlement restored (mostly) with a special item. Dragonplague is detectable and the worst case scenario is, to some extent or another, something that the player can ameliorate. Those are facts but they don't really matter.

That's because players issue (panick? hysteria?) with dragonplague is as much to do with what it represents as what it does. Players are used to the notion of game worlds being spaces where they get to determine every state of affair. They are, as I've suggested before, eager to play the tyrant. Eager to enact whatever violences or charities that might strike their fancy. They do this with the expectation that they will be rewarded for the latter but face no consequences for the former. Dragonplague argues otherwise. No, it says, this world is also one that belongs to the developers and they are more than fine with heaping dire consequences on players. Before the dragonplague's consequences were known, players were running around the world killing NPCs in cities because it would stabilize the framerate. They're fine with mass murder on their own terms. they love it!

This is made more clear when we look at how Dragon's Dogma handles saving the game. While there are autosaves between battles, players are expected to rest at inns to save their game. This costs some gold, which is a hassle, but the bigger "issue" is that they only have one save slot. Which means that save scumming is not entirely feasible though not impossible with a bit of planning. What it does mean, however, is that the game is saved when a dragonplague attack happens. you have to rest at an inn for this to trigger. which saves the game. They cannot roll back the clock. The tragedy becomes a fact. It's not the only time Dragon's Dogma does this. For instance, players can come into possession of a special arrow that can slay anything. When used, the game saves. Much like how players are given a warning about dragonplague, they're warned before using this arrow: don't miss.

If you do? that's a real shame. The depth of this consequence is uncommon in today's gaming landscape. Games are mostly frivolous and save data is the amber from which players suck crystallized potentialities. Don't like what happened? No worries. Slide into your files and find the frozen world which suits your proclivities. You are God. In Dragon's Dogma, you are not god. The threads of prophecy can be severed and you must persist in the doomed world that's been created. The mere suggestion is an affront. The fact that Dragon's Dogma has the stones to commit to the bit in 2024 is essentially a miracle.

It's easy to boil everything I'm saying down to "Dragon's Dogma is not afraid to be rude to the player" but that doesn't capture the spirit of the design. It invites players to go on a hike. It makes no attempt to hide that the hike is difficult. But that's the extent of it. It offers little guidance on the path, doesn't check if you're a skilled enough hiker. Your decision to go on the hike is taken as proof of your acceptance of the fact that you might fall down.

This is not unique to Dragon's Dogma. In fact, this is part of the appeal (philosophically) of a game like Elden Ring. The difference being that even FromSofts much-lauded gamer gauntlets (excepting perhaps Sekiro, conincidentally their best work) offer more ways to adjust and fix the world state to the player's liking. Even the darling of difficulty will offering you a hand when you fall. Dragon's Dogma is not so eager to do so. In a decade where convenience is king for video games, that represents both a keen understanding of its lineages and a shocking affront to accepted norms and expectations.

The core of Dragon's Dogma, the very defining characteristics that earned it cult status, are the same things that have caused these modern tensions. It is both a franchise utterly consistent in its design priorities and entirely out of touch with the modern audience. Dragon's Dogma 2 has come into prominence during a time where imaginative interpretation of mechanics is at an all time low and calls for "consumer" gratification are taken as truisms. It is a game entirely at odds with the YouTube ecosystem and the very things that give it allure are the tools that have turned it into a debated object.

This flashpoint of discussion is proof of Dragon Dogma 2's design potency. It's also a sign of the damage that modern design trends have done to games as whole and the ongoing fallout that's come from gamers learning design concepts without really understanding what designing a game entails. And, uh... I dunno respond to that or how to end this. That's both very cool but it also bums me out. Dragon's Dogma 2 is a remarkably confident game but games are long beyond the point of admiring a thing for being honest.

Game is pretty good. Maybe not $70-good but it scratches an itch for game design that is somewhat older in mindset. I found that the gameplay loop is enjoyable enough to make removal of quality of life features a positive thing, the journey from place to place is enjoyable because the combat itself is enjoyable. Repeating journeys isn't a chore if you actually want to do the stuff that is on that journey.

Fast travel exists in games because the part that exists between point A and point B has not been designed to be fun but an artificial extension of playtime. Open world games proliferated in the industry because open worlds could hold audiences longer and thus provide more opportunities to sell shit to audiences. They proliferated however with absolutely no regard for making the parts that extend people's time with the game into a feature of entertainment.

My take is that Dragon's Dogma 2 bucks this trend and actually tries to address problems with the genre. There's a developer-auteur feeling I get from the game that I've only ever really had with Kojima in the past. It has flaws, like optimisation and I definitely just want more of it than there is, but there's something here that is interesting.

That and the community reactions like utterly losing their shit over the dragonsplague have been an art in and of themselves.