r/dragonquest • u/TheAbominableHoman • 21m ago
General How (non)linear are the Dragon Quest games?
Hey there, newcomer who has only played DQ11. I've been learning Japanese for some years now (DQ11 was one of my first games I played in the language!) and I'm part of a community of learners that regularly runs clubs for books, manga, etc. Increasingly lately we've been adding in videogame clubs and there's a very successful full (main) series Final Fantasy club going.
I've been wanting to properly explore the Dragon Quest games from the beginning so I'm planning to hopefully start up a club of my own to play all of these with a group. Generally the much preferred format is to keep everyone together with prescribed stopping points per week, but I have heard earlier Dragon Quest games might be somewhat open ended in their progression?
Basically, what I want to know is if I play the game a little ahead and try to make a plan for group progression, should I expect a lot of issues in some games? Full linearity obviously helps me a lot which is how much of DQ11 felt. Technically open progression but a pretty clear increasing difficulty order is probably not too much trouble either as long as I can work out the way to tackle it and tell people which way to go to stay together. But if it's fully open I'm worried it'll make it hard on us and I don't want to overly restrict people's playthroughs in a game where some freedom of progression is meant to be part of the fun! It's why, as much as I personally adore SaGa for example and wish I could introduce people to it this way, that whole series is built on every playthrough being so different that it just won't fit in this type of club format. Hoping I can make Dragon Quest work and finally have a really good reason to make myself get into the series for real.

