Dragon Quest-ions Answered: Fujimoto-san Talks Dragon Quest Builders

Hi hi, everyone! Theresa from Treehouse here. Hope you’re still having fun saving the world of Alefgard, and keeping it out of the Dragonlord’s clutches.

With all of these sconces and braziers, you could say I have a thing for fire…

The Dragon Quest series is a powerful force in the world of Japanese RPGs, and Square Enix has quite literally rebuilt the experience from the ground up, creating something exciting for fans and newcomers alike. As for me, I’ve had the wonderful opportunity of working with them leading into the launch of Dragon Quest Builders on Nintendo Switch, and as a fan of the game myself, I took a moment to ask the game’s producer some burning questions…

Theresa:



This game takes place in the world of Alefgard—the setting of the very first game in the Dragon Quest series. Why did your team decide to return to this important location in the Dragon Quest franchise?

Fujimoto-san:

We felt the objectives and setting of the game would be intuitive if the world from the first Dragon Quest had fallen into ruin, and you were tasked with recreating it as you saw fit.

The final boss of the first Dragon Quest, Dragonlord, has a famous line, “I give thee now a chance to share this world and to rule half of it if thou will now stand beside me.”

If you answered “Yes,” the world would fall into darkness. Game over. But Dragon Quest Builders takes that world clad in darkness and allows you to rebuild it as you see fit. This game challenged us to create an alternative, hypothetical world, one that progressed differently in important ways.

Also, we used graph paper when we were creating the 2D pixel tiles of Alefgard’s geography in the original Dragon Quest game. So, in a way, Dragon Quest Builders revives the original game world with both 2D and 3D blocks, and we hope everyone will play this reborn vision of Dragon Quest.

It’s difficult to pull off that look and look regal in an evil throne room.

Theresa:

The cities you rebuild, like Cantlin, are from the first Dragon Quest game as well. How did the development team go about choosing which specific cities players would get to rebuild?

Fujimoto-san:

We had an idea to reverse the order in which players visited cities throughout the original Dragon Quest story. The flow we ultimately chose starts the player out near the Dragonlord’s castle, sending them off to rebuild surrounding cities and finally revive Tantegel Castle, the starting area of Dragon Quest, only to return to the Dragonlord’s castle across the sea.

Theresa:

On the subject of building, this is a pretty significant step away from Dragon Quest’s traditional gameplay style. Why did you decide to reimagine an established RPG franchise as a building game?

Fujimoto-san:

The Dragon Quest numbered series continues to be created in the tradition of classic RPGs in which the hero saves the kingdom. While we use those traditional RPG elements as the focal point for non-numbered Dragon Quest games as well, we also use those titles to experiment with other ways to play in the Dragon Quest world.

With Dragon Quest Builders, we sought to create a play experience that had never been accomplished before—a marriage of Dragon Quest RPG elements and sandbox elements that lets you freely create things.

Sandbox-style games are not something that most Japanese players are deeply familiar with, and we developed Dragon Quest Builders with this in mind.

My immediate reaction to anything that was once dead and comes back to life. *insert repeated attack button presses*

Theresa:

Looking at this game, some people might think that it’s simply a building experience, but there’s actually a really engaging story here too. Can you please tell us more about how this story was developed, and how the building elements were integrated into it?

Fujimoto-san:

From the very beginning, we decided that the overall story would be about getting caught up in the Dragonlord’s trap at the end of the first Dragon Quest game, having the world fall to ruin, and then reconstructing the world. But we knew that charting out the plot and the building gameplay elements simultaneously would result in a half-baked, non-cohesive game. So, instead, we focused on designing the gameplay first, basing the mechanics on what we wanted the user to create at various points and what tools they would use to accomplish these builds. That way, even just the simple act of playing is fun and highly motivating. Finally, we then thought up details of the plot that would work well with these mechanics as we fine-tuned the gameplay.

The goddess has spoke-eth—I shall rebuild this land and claim it my own! …Err, fine, I’ll claim it for the people, I guess.

Theresa:

Since the game’s original release, how have you seen new players, as well as Dragon Quest fans, react to this “classic RPG-meets-builder" style of gameplay?

Fujimoto-san:

It feels like we’ve allowed Dragon Quest fans who haven’t played a sandbox style of game to easily discover the fun of this play style through this carefully crafted mix of RPG and sandbox elements.

This is the same type of reaction we received when the first Dragon Quest game expanded the appeal of the RPG genre in Japan 30 years ago.

Theresa:

Since Dragon Quest is such a long-running series, there was a lot of deep lore for the development team to draw upon while working on this game. What is your favorite surprise or Easter egg hidden away for fans to find?

Fujimoto-san:

There’s a lamp that you’ll need certain building material to craft. If you make this lamp and place it in a room, some sort of change will happen to the villagers. In Dragon Quest, this is a household element and one minor, fun item.

The Slime with the little beanie hat is my personal favorite throwback in this room. Super cute!

Theresa:

While knowing Dragon Quest lore certainly adds to the experience, players don’t need to have played previous Dragon Quest games in order to follow what’s going on and enjoy it. How did the development team ensure that this game would be so accessible for new players?

Fujimoto-san:

For Dragon Quest itself, the game designer, Mr. Horii, always chooses mechanics that the player can instinctively understand, and puts his heart into creating something that anyone can relax and play without having to look at the manual. When Mr. Horii playtests a game still under development, he always plays it as if he was a brand-new player. Then we revise all the stumbling points.

Dragon Quest Builders was developed with similar tests in mind, ensuring that even those with no knowledge of the Dragon Quest series can freely enjoy the game.

Theresa:

It’s an interesting design choice to have the player start each chapter from what is essentially square one, as they teleport to the next town with the most basic equipment and no access to their previous materials and constructions. What made the development team decide to structure the game in this way?

Fujimoto-san:

Actually, the initial plan was not to split the game into standalone chapters, but rather to have everything connect in one overarching flow. But during the development process, the director, Mr. Niinou, suggested that we make a big shift in this plan. He proposed that we split the story into more distinct chapters to address a problem that occurred when all of the pieces of the narrative were more interconnected.

To illustrate this problem, imagine that you’ve just rebuilt the town of Cantlin and moved on to the next area. If you’re still able to access the location you’ve completed, then collecting the resources you need for the work ahead will be a very simple task. And there goes the challenge of the game! We realized that it would be too easy of an exploit to harvest new materials by continuing to build up Cantlin throughout the game. For this reason, we changed direction and split the story experience into chapters, so that the player would be able to create each area with a refreshed outlook.

In making this change, there was a concern that you wouldn’t be able to revisit your experiences from chapters you already played*. So, we designed it so that, as the chapters unfold, some sort of progression occurs. It’s a spoiler, so I won’t say any more than that… (laughs).

*Spoiler-Free Note from Theresa: Discovering fun details in Story Mode is really fulfilling! Normally, sleeping in a game is a simple act to restore health, but in this game, there’s something more to uncover. Also, after completing a chapter in Story Mode, you’re able to unlock similar areas within Terra Incognita, so you can gather and build things that you’ve encountered previously.

There’s a satisfying feeling in creating so many things, and that over time, you’re able to build better and more complex creations. And in doing so, you feel this nice progression for your skills in the game, which sets you up for the ultimate challenge near the end.

I hear the next town’s gonna be a real fixer upper…

Theresa:

Fair enough! (laughs) Let’s change topics, then… This game features music from a wide selection of Dragon Quest games. How did the team decide which tracks to include?

Fujimoto-san:

Well, to start, since the game is set in the world of Alefgard from the original Dragon Quest, we created arrangements of all of that title’s music. From there, since the game was developed with creation at its core, we pulled in songs from the numbered series that are relaxing. And for the emotional story scenes, we used stirring music from across the series.

Theresa:

What was the thought process behind adding the Great Sabrecub and Dragon Quest Game Pak as exclusives for the Nintendo Switch version?

Fujimoto-san:

Terra Incognita (free-build mode) is a vast land, so we thought it would be fun to enhance the player’s ability to move about quickly, take down monsters, and gather materials. That’s where the Great Sabrecub mount came in.

In Dragon Quest, the Great Sabrecat often appears as a mount, but in Dragon Quest Builders, its head didn’t look quite right, so we decided to use the cute Great Sabrecub for the first time.

We also have completely recreated the look of the original Dragon Quest game’s cartridge on the Famicom. We had an idea of placing it in the land of Dragon Quest Builders, and from there, thought about the possibility of creating retro Dragon Quest themed blocks and objects.

Pouncy! Pouncy! Pouncy!

Theresa:

As a follow-up question, can you tell us more about why the development team decided to make this exclusive content only accessible in Terra Incognita?

Fujimoto-san:

If you use them in the story mode, it breaks the balance of the game. Since strange blocks and objects exist in the landscape of Terra Incognita, we made sure the exclusive content was only usable there.

Theresa:

Thank you so much for your time today! As we wrap up here, do you have anything else you’d like to say to the fans?

Fujimoto-san:

We’d love it if you used the in-game feature to upload the cities and landscapes you’ve created in Terra Incognita. We are very interested in seeing what sort of world you have created in Dragon Quest Builders. I’m sure there are those who have beautifully revived the cities, or others who’ve completely destroyed their world’s mountains and cities and everything… (laughs)

We are working hard to develop Dragon Quest Builders 2, so we hope you are looking forward to it.

Also, for those of you who haven’t played Dragon Quest Builders yet, please go try the demo.

Ever feel like your day is just taking you around in circles?

Theresa:

Thank you so much to Fujimoto-san and the rest of the team at Square Enix for providing us some of the gritty details behind the development of Dragon Quest Builders. For me, this game has been a great intro piece to the Dragon Quest franchise and a comfortable gateway into building-style games. I hope you all get to experience it and share your stories—as well as your building masterpieces!

That’s it from me for now. Tune in next time, fellow gamers! ^^

—Theresa A.