3 reasons Dragon’s Dogma is a triumph of design over Skyrim

Robsavillo
Wednesday, June 20, 2012

Sometimes when I play Western-styled role-playing games -- in particular, those of the faux-Tolkien variety -- at some point a sensation of boredom permeates every cell in my body.

The seemingly needlessly contrarian nature of that statement is only compounded by the fact that I have trouble describing the feeling. The best I can offer: Do you recall those mediocre Nintendo Entertainment System titles that provided no more than a meager 30-second chiptune loop that never ended, never changed, and never interrupted itself? I’d play those games for hours, inexplicably, and that soundtrack would dig into my mind, eradicating any trace of my soul. I’d experience such tedium that my body screamed silently in monotonous agony.

This unfortunate mood becomes overwhelming at times when I play WRPGs that can’t seem to move beyond elves and dwarves and orcs and goblins. I last played the much lauded Elder Scrolls V: Skyrim from Maryland’s own Bethesda Softworks. My first foray into this series was with its previous entry, Oblivion, which started feeling all too similar in its environments and characters after a short while. Skyrim initiated such boredom after even less time in its world.

Dragon’s Dogma, a new game from Capcom on PlayStation 3 and Xbox 360, plays to the same fantasy tropes, but I’ve never felt such disengagement as I have with Bethesda’s virtual worlds. Here’s why.

 

Fighting in Dragon’s Dogma is inherently interesting and rewarding. But, you say, Skyrim isn’t about fighting...it’s about options! To which I reply, well no, you’re not quite paying attention. When a majority of quests devolve into killing something, when walking through the world necessitates murder, when the only way to complete the main story quest is to smash through with an iron fist, the game you’re playing is about combat. You can’t just sweet talk your way to victory a la Fallout (and I don’t mean Bethesda’s Fallout 3). You’re going to be taking up arms and getting a little (but mostly a lot) dirty.

Do you play Hexen anymore? No, you say? Well, I’m sorry to inform you of the bad news, but if you play Skyrim, you do. Bethesda’s contests of swords and sorcery are mostly tests of patience as you glide back and forth while holding down the left mouse button and shouting the occasional Dragonborn gibberish. This is just about as interesting as it was almost two decades ago, which is to say that it’s not that interesting at all.

Dragon’s Dogma -- despite my misgivings over Capcom’s chosen control schemes -- clearly borrows heavily from the Monster Hunter pedigree, where weapon types are more than just about which kinds of stat buffs are available to your character.

The difference between swords or warhammers isn’t a false choice of doing lesser damage faster or greater damage slower (which probably evens out at some point, you know, in the name of "balance"); they’re about completely different attack animations, and each have their own combo chains and movesets in the form of swappable skills. And that means you’ll be learning and mastering a combat style that you can successfully apply to a variety of situations and enemy types.

Beyond that, though, you have to consider your party configuration, which consists of you and three other A.I.-controlled "pawns." Dragon's Dogma supports nine distinct-yet-interrelated classes, which means you'll have many interesting options to mull over. The Fighter class, for instance, can use a shield as a launching board to rocket allies skyward, which is really helpful in grabbing onto high-flying monsters. Mages, Sorcerers, and Mystic Knights can cast weapon and status buffs to aid in battle. Warriors can tank damage, keeping your more fragile members safe. Striders, Rangers, and Assassins provide support roles by attacking from a distance and using stealth tactics.

You decide the progression of your main character and pawn, and you can browse through the hundreds of player-created companions to round out your party in any way you choose. This dynamic is incredibly rewarding as a result.

Dialogue in Dragon’s Dogma is brief, informative, and of consequence. If I hear one more animatron in Skyrim interject himself in my business as we pass one another on a stony walkway, I’m joining the murderers guild. Seriously, man, I’m not the least bit interested in your unsolicited blacksmithing tips as I’m heading out the castle gates. Maybe if we were both actually present at a craftsman’s establishment and I specifically inquired about such matters, we would be in good shape. Unfortunately, this is about as good as it gets in Skyrim.

Everyone I talk to is an open book filled with unnecessary, bland background information. I don’t really care about any of this, but my mind -- trained on years of playing RPGs with purposeful dialogue -- can't shake the sensation that these non-player characters might actually have something of importance to say. And they do, sometimes, which makes sitting through their bullshit all the more insufferable.

But my Dragon’s Dogma pawns get right to the point...even if they can’t keep quiet about a particular piece of relevant information. Like Celest, my current mage-for-hire, who likes to remind me that goblins are scared of fire at every encounter of the little beasts. Or Valkyrie, the amazing warrior woman who wields a sword as long as she is tall, who’s always on cue to tell me that I should cut off the Saurians’ tails first whenever we face these stalking lizard men. But, hey, I can live with that because everything they tell me is important.

This is especially evident during active quests. Since pawns in Dragon’s Dogma are shared player-creations, they each retain all the knowledge that they have learned in their travels. They remember any location they’ve visited or enemy they’ve encountered with other masters, which means that they’ll pipe up with a helpful -- and usually incredibly specific -- hint to conquering any task familiar to them.

For instance, the Duke of Gran Soren asked me to check out a suspected cult known as Salvation. The soldier relaying this information said to seek out a man named Mason, but the marked location on my map is deserted. So I turn to Valkyrie, who told me to check out the slums. Lo and behold, there stood Mason against a dank stone wall.

 
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Comments (27)
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June 20, 2012

Not sure why you needed to praise one game while bashing another. I, like many people, LOVED skyrim. So when i read a review like this i automatically take offense.  I would love to read a positive review of Dragon's Dogma (since most of the reviews i have read have been unflattering). . . but just not in this form.

Robsavillo
June 20, 2012

Odd comment. I always find compare and contrast useful critical tools. Considering the speed of your reply, I have to doubt whether you actually read the article.

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June 20, 2012

David, first off, this isn't a review. It's a critical analysis of key components of both games.

Second, if similarities exist, then it's incumbent upon Rob (or any other critic) to point them out. Personally, I despised Skyrim, and if Dragon's Dogma differentiates itself from the former as Rob describes, then I may give it a try.

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June 20, 2012

I did read the article. . . a compare and contrast article works when it isn't completely one sided. In this case it was primarily used to bolster ONE side.

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June 20, 2012

Jason: Ok . . . the word review was inccorectly used (it was the only word i could think of at the time).

I agree with your second point if you hated skyrim, but what does it do for a person who liked the game?  

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June 20, 2012

Games journalists (or anyone for that matter) aren't required to "like" Skyrim or "give it a fair shake" or assume that their readers like it. If you agree with his reasoning, then you might be persuaded to check out Dragon's Dogma. And Rob never even said he "hated" it (I did).

Beyond that, I can think of any number of reasons this article might provide value to the average reader:

1) Hearing alternative points of view is always beneficial

2) Reading intelligent criticism makes one more informed

3) Good writing is always fun to read

Even if you loved Skyrim, this article could potentially convince you (or other prospective readers) that Dragon's Dogma does certain things better.

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June 20, 2012

I know that you said you hated it. . . that is why i directed the question to you.    Here is my issue. . . If i disagree with his impressions of skyrim (which were all negative as far as i can tell), why would i think i would agree with his other impressions?  My main point is that if the premise of the article is -skyrim is boring- and i don't agree with that premise, why should i continue reading?

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June 22, 2012

So your calling this an article. We call it a forum troll rant where i come from there cup cake. I say this on behalf of gamer girls everywhere. Dont quit your day job!...lol

Avi2
June 20, 2012

I read the whole thing, since we're justifying ourselves now, but find this article 'slightly' skewed to only mark its best traits, while ignoring the crappy ones that are undeniably associated with it.

1) Interesting combat: While that's true for big fights, the scripted nature of it becomes real boring real fast. In fact, I was personally done with it well before the end mark (only to be satisfied by the glorious end battle). Yes, the game and its classes alleviate this, but once that push over a certain level is attained, even slaying the toughest of chimeras or what-have-you is a matter of just pushing the favored button over and over. 

2) Speech relevance: That's just not true after a few times. Cutting off Saurian tails is now embedded in my DNA, I heard it so much. Once that info is reached, its relevance is minor and the droning of pawns is incessant until altered. Yes, there is 'some' wisdom, but most of it is trite and annoying, not to mention neverending. The same goes for the story, which is one fragment after another with no logical wire or consequence whatsoever.

3) Exploration is just as repetitive as the encoded battles, making it yet another chore, certainly given the story's way of yoyo'ing the party back and forth to the main hub. Again, once known this become routinous with no surprises left. Anyone that played the game for a good twenty hour can now probably reach Witchwood in their sleep. At least Skyrim has the occassional Dragon that comes to mess up your day. It makes progress slower than it should be and pushes the player away by disconnecting their sense of adventure. If you can ready a bow 20 seconds before your pawn shouts "Harpies" for the seventeenth time, it hardly feels like a memorable adventure; it becomes more of a complex imput to get to the next event.

Not saying the points given are equally valid, as they are, but it's very romanticized as they can't be detached from their negative counterparts. In fact, I'd wager that the downsides mostly outweigh the positive marks on 2 of the 3 reasons.

Robsavillo
June 20, 2012

All right! Thanks for the interesting counterpoints, which I think are completely fair to raise.

I will say that I'm not sure what you mean by scripted fights outside of a mandatory few that move forward the narrative. And the actual combat itself is never scripted (i.e., no QTEs or anything like that).

Fair enough about the repetitiveness of pawn dialogue, which I do mention. But when your pawn knows something you don't (from doing a quest with another player), it's really valuable. And you can sit your pawn down in the Knowledge Chair to stop him or her from talking so much.

As far as exploration, the fact that people who've played the game a lot can probably reach Witchwood in their sleep is a postive thing to me. It's similar to the Souls series, where the world design is so memorable in-and-of-itself that I'm not consantly checking a map (and From Software was confident enough to not even include a map or radar) to make sure I'm going the correct direction.

Avi2
June 20, 2012

Scripted fights: Same monsters, same spots, all the time, EVERY time.

I've hardly ever found them to say anything of use, even with new info. Not to mention that their info is sometimes not even new or very accurate (indicated with red marker). One of those is "Maybe we should ask Jasper's family" well beyond the point this was already done. I know it by memory now, since I heard it a million times. I do mention that you can alter their speech pattern, but that's little consolation, at least in my book, also it's not a complete solution.

I have a different definition towards "memorable" for that. Yes, I remember it, because of the repetition associated with it. I find memorable something 'worth' remembering. This however is not the case in DD. Same wolves on the hill slope, same bandits on the top that toss a boulder, then more bandits and wolves on the downslope, saurians and goblins right to that, later a chimera, etc etc. All these things become embedded because they occur every time, not so much because the scenery is so damned attractive (which it can be however, especially at night).

Robsavillo
June 20, 2012

Well, I still think "scripted" is a bit of a stretch...by that definition, every enemy in Demon's Souls or Dark Souls is "scripted." And that just doesn't make sense to me. When I see something described as scripted, I'm thinking more like Dragon's Lair, where the action is already written and you're just given the task of pressing the right buttons at the right time (hence, QTEs). While enemies in Dragon's Dogma spawn in the same general area every time, those fights can always play out differently (especially as you explore all nine classes for your main character).

Perhaps this just comes down to taste, though.

Avi2
June 20, 2012

Different takes, but fair enough. I think if certain set points are programmed or 'scripted' in to occur the same each time, that is more than enough (so yes, Demon's Souls is scripted). But that's semantics on our given definition, no need to go there, we're both right. High five.

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June 20, 2012

I would also like to think it is a matter of taste. Personally, I find skyrim to be PAINFULLY boring. Not that I dislike the game for it, it just seems like the entire design runs contrary to how my brain wants to receive its entertainment.

I might give Dragon's Dogma a try though, after reading this article. Everyone seems to be saying if Skyrim isn't your taste, but you're looking for an RPG in that vein, DD is it.

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June 22, 2012

Hey Rob, Why arent you responding to all your positive comments your are recieving on your article here: http://venturebeat.com/2012/06/20/3-reasons-dragons-dogma-is-a-triumph-of-design-over-skyrim/

This article is no better than a rant thread. You learn nothing about either game, and now you are defending this crap. Get over is pal, Skyrim is superior in every way shape and form. The fact you have this article on two url's now blows my mind. You need to consider doing something else because video game reporting is not your bag... Sorry

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June 22, 2012

And by following that link, reading your comments and those of others, and noting your overt use of generalizations and parroting of other posts, I have believe YOU should consider doing something else, because commenting on other people's writing is not YOUR bag.

Sorry

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June 22, 2012

So you are saying this a well written article then? Just curious.

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June 22, 2012

Not at all. Personally, I hope he is just trolling (Ftw if that's the case).

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June 22, 2012

He does, however, bring up several valid points, regardless of how crudely he does so.

I too have wondered why fantasy writers do not attempt to create universes not built around the usual "men/elves/dwarves fight to endure tyranny or destruction from an evil dragon/necromancer/god/mage" trope. 

And if fighting/combat is truly the vessel by which writers will move their narrative along, then why must RPGs suffer from mechanics that scream "Combat is an afterthought to the design of this game!"? 

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June 22, 2012

Okay so now MODS are blocking anyone who does not agree with this article. Alright. Check this out. We are a gaming community of over 200 people. Some of us are gaming writers, some of us actually make these games, and some of us are just fans. Needless to say at least twelve of us have the ability to create articles about this article and the way this company handles people who do not agree. Blocking and modding posts over one very sub par article. Well give us one more reason to fire up the keyboards and talk to the editors cause I have a feeling this is about to get messy...

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June 22, 2012

I frankly don't agree with everything in this article, but atleast I'm aware of that fact that **SHOCKER ALERT**critics offer OPINIONS. And on occasion, I've even seen them go so far as to offer their own opinions. Many of you must be new to the internet. Welcome.

So seriously, quit acting butt-hurt over a string of debatable opinions. I personally put in almost 400 hours into Skyrim and enjoyed it thoroughly. But I also don't feel compelled to mount my keyboard and charge into a group-flaming over an internet writer's opinion. Calling for him to be fired is classy as well, especially considering how many of you can barely string sentences together, much less thoughts.

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June 22, 2012

Lets not get carried away and start calling Rob a writer. This pretty much makes anyone able to chicken peck a keyboard a "writer"

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June 22, 2012

Can we please quit the personal attacks? We don't allow them on Bitmob. It's part of what makes this community so unique.

Avi2
June 22, 2012

Agreed. I also enjoy my mailbox not being spammed with a dozen virtually contentless replies. I have to unsubscribe to this piece now; pity.

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June 22, 2012

The biggest possible point that I feel should be taken from this article, and one I wish the writer had done a much better job of highlighting (instead of bashing away lop-sidedly), is that games like Skyrim are made to entertain and sell many copies, but do little to move forward their genres, be it RPGs or video games in general. As much as I enjoyed Skyrim, it could easily be summed up as "a prettier Oblivion." 

Dragon's Dogma, Kingdoms of Amalur, and other similar titles that have shown us actual joy from RPG combat will not have the kind of following or memorability that Skyrim achieved, of that I am certain. Nor do they achieve anything resembling perfection. But hopefully, just hopefully, it will encourage Bethesda and other developers to offer more entertaining gameplay to match the grand scale, writing, and countless peripheral tasks that they clearly already deliver with many of their releases.

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June 22, 2012

Rob's piece, combined with the collective anxiety attack over it, has convinced me to play Dragon's Dogma. I've never been a fan of the sense of pace in Bethesda's games. If I wanted to be just another dude with little influence on the rest of the world, I'd just stick to my real life.

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June 25, 2012

Cannot say I wholly agree. Yes, the combat is great. Definitely better than Skyrim's, which only had much finesse with the sword & shield approach, in which parrying and such was pretty fun. In DD, the class progression and customization was very fun and interesting. I loved grabbing onto big enemies, and the holding down to get different techniques with your character. It is not as developed as a Devil May Cry 3 SE, Bayonetta, or God Hand - but in an open world RPG it is very impressive (far better than Amalur's).

As for the story / characters, those never grabbed me at all. The pawns are pretty cool at times, but the actual dialogue and world of DD did nothing for me, all of the characters in the story just were like...ok. Skyrim, on the other hand while not having the story of Morrowind or other great RPGs, still interested me at times (even the just alright main quest had its moments) even just the story told by its world, which brings me to the last point. 

Dragon's Dogma, in my humble opinion, has a pointlessly large game world. It feels like a whole lot of nothing, and some of it looks pretty, but yeah. The developers are like "you see that mountain, you can go there!" but what's on that mountain? devs: "...". That pretty much sums it up. In Skyrim, there was just so much littered in the world. You could find some odd cave with a dead sorcerer laying on a platform with light shining through it and take his spoils as your own. You would find under a mountain by a river an alchemist's cottage with notes and finely laid out tools and ingredients for his last project, a small stream that leads down river to an adventurer's outpost with his journal entries by the fire, or stumble upon a daedric shrine that starts speaking to you in some crazed echoed voice, or you know just a ton of f*cking bears, the list goes on. These things, while not extremely consequential add a lot of character to the world that I don't feel Dragon Dogma has. 

Though DD's ending, good lord was that awesome. Don't know why they waited until the end to go there. I'm hoping for a sequel. But right now I'd take DD's combat(with the obvious TES tweaks and tropes baked in), with a deeper convo system (felt it was downplayed in Skyrim) in Skyrim's world any day. Oh and give me a main quest like Morrowind again. 

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