All credit to my friend Queelez for this rant. And, honestly, quite a few of the rants that I’ve done in the past. The guy’s a great source of topic ideas. Cheers, mate!
...Now finish that guest rant you promised me! You can’t reveal to me a whole new fascinating perspective on an RPG I played decades ago and then NOT follow through with a rant about it!
You may have noticed that I don’t have a lot of good things to say about the Dragon Quest series as a whole.* DQ games tend to be generic to an extreme, feature a cast utterly devoid of defining characteristics, and be engaged in a fierce competition with Suikoden 4, Rune Factory 1, and Ricky Gervais over who’s the most potent sedative. You know how I can be sure that the conspiracy theorists are wrong, and the government’s reason for putting fluoride in our water isn’t to make its citizens docile and complacent? Because if Uncle Sam really were trying to do that, he’d get serious, ditch the fluoride, and slip some Dragon Quest 6 into our pipelines.
Some of the cause for this problem in the DQ series comes from its overall goal and premise, that being that Dragon Quest seeks to be a ‘traditional’ RPG, maintaining a ‘classic’ feel like it had in its beginnings back on the NES. This shouldn’t actually be a problem, of course, except that someone at Enix and now SquareEnix apparently thinks that part of that tradition should be a bland plot with characters who have more in common intellectually and emotionally with a tree stump than they do human beings.**
With all of that said...there is 1 aspect of Dragon Quest that’s pretty forward-thinking. In fact, in this regard, the series has been ahead of its genre for over 20 years: the Heal All menu option.
Allow me to explain, for those amongst you possessing enough luck or sense not to have played a Dragon Quest before. So, you’re in a random battle, right? During the course of the battle, your foes manage to get in some good licks on a few of your characters, so when you finally emerge from the fight victorious, your party needs some healing before continuing. Standard stuff, right? Of course. So you open your menu, select your party’s healer, and either have to heal every party member 1 by 1, or spend probably more MP than was necessary for the convenience of a party-wide healing spell, assuming you have that option to begin with. Mildly annoying to have to do frequently, but it comes with the RPG territory, right? We put up with it as players because we have to.
Except that we don’t have to. Not in Dragon Quest, at least.
Since early in the series--I couldn’t say when, exactly, having never played anything before DQ4, but Queelez reports that the option is present at least as early as DQ3--there has been an option in the menu of Dragon Quest games called Heal All, which just does all that crap for you. You select Heal All, and the game automatically has whatever members of your party are capable of casting healing spells bring everyone in the party back to full health (or as close to it as possible, if your MP is running out). As far as my experience goes, most of the DQ games I’ve played are even fairly economical about the process, too, not usually wasting MP on larger spells if smaller ones will do the trick, at least as far as I’ve noticed. Then again, when I’m doing the healing myself, I’m usually lazy enough to just select the biggest all-healing spell I can get and be done with it, so what seems efficient to me might not seem that way to you. Nonetheless, it’s not as wasteful and lazy as I am, so, y’know, that’s a plus for me, at least.
Needless to say, this is a fantastically convenient and useful little gameplay feature, and regardless of my feelings for the series as a whole, I give it and its developers full credit for coming up with it. Heal All may not seem like that big a deal in the long run, saving only seconds at a time, but think about just how many damn times you wind up going through the process of after-battle healing in an RPG. Especially a Dragon Quest game, whose traditional difficulty level means a higher than average frequency of post-battle boo-boo bandaging. At Hour 39 of the game, after your 1245th random encounter, those seconds saved from each healing session thanks to Heal All are probably going to have accumulated close to half an hour altogether! And let’s face it, folks--can anyone really argue that being able to press a single button rather than navigating 5 extra menu options every damn time you want to take care of the most basic gameplay process of an RPG is a bad thing? I love Heal All for the convenience alone, let alone the time and admittedly tiny effort it saves.
The question I have is, why the hell hasn’t the rest of the RPG world caught up with this damn concept? This isn’t a new feature for Dragon Quest! Like I said, this hearkens back to some of the series’s earliest titles! What, the mighty NES could handle the lines of code for the feature, but a fucking Playstation 4 can’t? Were the early guys at Enix some sort of coding savants, incapable of writing a genuinely interesting plot twist or convincing line of dialogue but able to create some master healing logarithm that the entire rest of the gaming industry can’t hope to recreate? Did Enix take a patent out on this single menu option? I want to know, RPG industry, what’s the hold-up on this convenient, useful, seemingly-obvious-on-a-common-sense-level feature being a standard for menu-based games?
Sorry, but the situation just kind of annoys me. It would be nice if I didn’t have to reluctantly admit that a series I don’t like made by a company that I can’t stand is STILL, after over 2 decades, ahead of practically every competitor in terms of such a patently obvious gameplay feature. A series that takes pride in having its head shoved up the ass of its own history, for that matter. This is like if your mentally unstable grandpappy, who still thinks he’s flying a B-52 under the command of General Lee against the Visigoths, had invented a can opener back when he was 12 and is STILL the only person on the face of the planet who recognizes its utility. I mean, I’ve played close to 300 RPGs now. While obviously I can’t claim to value my time all that highly, especially since some of those 300 were Quest 64 and the Golden Sun series, I still feel a certain righteous annoyance when I think about how many hours of my life could have been saved, ultimately, if I’d had a Heal All option in the majority of those games. When is the damn industry as a whole going to catch up on this issue?
So, in the end, I say kudos to you, Dragon Quest. I gotta hand it to you--you’ve had a legitimately good gameplay idea, and it has been yours and yours alone. I may criticize you for being hella dumb, but in this regard, every other game, series, and company in the industry, at least that I can recall, is apparently much, much dumber.
* Except DQ8. I still have no idea how such a solid RPG came about from this dull as dirt series.
** The rest of the problem, of course, is probably just overall incompetence being the official business plan for Enix and SquareEnix’s writing staff.