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'''Party Chat''' is a feature of the series first introduced in the seventh title. It allows the player to speak with members of the party to get their opinions and insight on current circumstances at the press of a button after a cutscene or speaking with an NPC. This allows for the personalities of playable characters to be greatly fleshed out at the player's own pace without the risk of lengthy dialogue scenes bogging down the flow of the game. Quirks, idiosyncrasies, and the hidden sides of characters are revealed smoothly through party chat.
'''Party Chat''' is a feature of the series first introduced in the seventh title. It allows the player to speak with members of the [[party]] to get their opinions and insight on current circumstances at the press of a button after a cutscene or speaking with an {{NPC}}.


Since the original implementation in 2000, the feature has been incorporated into remakes of past games (save for ''II'' & ''III'') and all successive titles, receiving near universal praise for adding significant depth to older entries. Through reaffirming the excellent quality of writing Dragon Quest is known for and presenting it through an innovative method at the player's leisure, party chat has become a highly esteemed and indispensable part of the series.
This allows for the personalities of playable characters to be greatly fleshed out at the player's own pace without the risk of lengthy dialogue scenes bogging down the flow of the game. Quirks, idiosyncrasies, and the hidden sides of characters are revealed smoothly through party chat.
 
Since the original implementation in 2000, the feature has been incorporated into remakes of past games (save for the [[Erdrick trilogy]]) and all successive titles, receiving near universal praise for adding significant depth to older entries. Through reaffirming the excellent quality of writing {{Main Series}} is known for and presenting it through an innovative method at the player's leisure, party chat has become a highly esteemed and indispensable part of the series. The feature has also gained fame for the sheer text volume it brings to each title: the English localization for the party chat of {{Dragon Quest VI}} alone totals at 251,770 words.


==Development==
==Development==
During the lengthy development cycle of ''VII'' [[Yuji Horii]] began playing the pc game [https://www.diablowiki.net/Diablo_I| Diablo] in 1998. Horii became impressed with the multi-player features of the action rpg, and enjoyed being able to communicate with his friends through only the game itself to work towards their shared goals. Furthermore, he was impressed that NPCs were given multiple lines of dialogue through the [https://www.diablowiki.net/Gossip| gossip] feature.
During the lengthy development cycle of {{VII}} in 1997, [[Yuji Horii]] began playing the PC game [https://www.diablowiki.net/Diablo_I| Diablo]. Horii became impressed with the multiplayer features of the action RPG, and enjoyed being able to communicate with his friends through the game itself to work towards their shared goals. Furthermore, he was impressed that {{NPC}}s were given multiple lines of dialogue through the [https://www.diablowiki.net/Gossip gossip] feature, many of which did not pertain to the game's plot and were simply there to enrich the game's world.


Taking these inspirations and considering the tremendous storage capacity of the original [[Playstation]] discs over the [[SNES]]'s cartridges, it was decided to implement a similar system into the then-upcoming title to benefit the series during the first boom of multi-player rpgs in the late 90's.
Taking these inspirations and considering the tremendous storage capacity of the original [[Sony PlayStation]] CD-ROM discs over the {{SFC}}'s cartridges, it was decided to implement a similar system into the then-upcoming ''Dragon Quest'' title to benefit the series during the first boom of multi-player RPGs in the late 90s<ref>— 『VI』では自分捜しの旅でしたが、『VII』ではどんな旅に?
堀井: 仲間が重要になってきます。
富田: おー、仲間ですか?
堀井: 仲間をより仲間らしく。パソコンゲームの『ディアブロ』など、通信で生身の人たちと遊ぶゲームが、最近人気ありますよね。その感覚を出せないモノかなって思ってるんですよ。
富田: 生きてる相手とコミュニケーションをとるようなゲームですか? 楽しそうですね。
堀井: 実際に人間といっしょに旅をしてるんだっていう感覚。オンラインじゃないので、どこまで実現できるかわからないですけど、そのためにいろいろシステムを考えて、膨大な量のデータを用意してるんです。でも、やっぱり容量的にも時間的にも限りがありますからね(笑)。
富田: どんなゲームになりそうですか?
堀井: エンディングを見て「いい話だったなあ」って言うゲームよりも、やってるときが楽しいゲームにしたいんですよね。ストーリー重視だと早く終わらせようとするけど、「まだ終わりたくない、ずっと遊んでいたい」というゲームにしたいですね。March 6, 1998 issue of Famitsu</ref>.


==Appearances==
==Appearances==
==={{DQ4}}===
==={{DQ4}}===
''IV'' was the first remake to receive party chat, and is slightly different from subsequent versions. Namely, the [[Solo|Hero]] does not need to be alive or present in the party for a conversation to begin. This can occasionally lead to small goofs when a character references them, but does allow for the feature to be used in dungeons where the [[Wagon]] is not allowed and the protagonist was left outside. Party chat can be used in all chapters.
<center><small>Main article: [[Dragon_Quest_IV_Transcript#b0500000|Dragon Quest IV Transcript]]</small></center>
{{IV}} was the first remake to receive Party Chat, and is slightly different from subsequent versions. Namely, the {{Hero 4}} does not need to be alive or present in the {{Party 4}} for a conversation to begin. This can occasionally lead to small goofs when a character references them, but does allow for the feature to be used in dungeons where the [[Wagon]] is not allowed and the protagonist was left outside. Interestingly, {{Meena}}'s obsession with caves, crypts, and underground structures was first established in the {{PSX}} remake's party chat--in no prior media did she ever display an interest in such things.
 
Party Chat can be used in all chapters. The international release of the the {{DS}} version in 2008 lacked the party chat feature, which then-localization director [[Richard Honeywood]] elaborated upon in an interview with 8-4, ltd.  Even short-lived party member's who stay out of combat will have some dialogue.
 
''<center>"With the party chat we really wanted to put it in there--that's why we fought really hard for it in {{V}}, but it was just a budgetary thing. They (square enix) weren't sure how well {{IV}} would sell on the {{DS}} in America, they wanted to cut costs somehow...it's two-thirds of the game's script. The cartridges didn't allow much profit...it's not like the {{PS2}} levels of profitability, so just to be careful they cut costs where they could. We (the localization team) fought very hard for the feature to remain because that's where a lot of the fun and humor comes from."<ref>http://8-4.jp/blog/?p=381&lang=en</ref></center>''


Interestingly, [[Meena]]'s obsession with caves, crypts, and underground structures was first established in the PSX remake's party chat--in no prior media did she ever display an interest in such things.
When the game was released to [[Cell phone|mobile]] devices in 2014, the past success of the title justified the localization of the feature to the budget managers at square enix, with all dialogue being fully translated and made available upon launch.


==={{DQ5}}===
==={{DQ5}}===
''V'' would return to the standards set in ''VII'', in that the [[Madason|Hero]] must be present for conversations to begin. Human characters benefit from lengthy party chart, but [[Monster recruitment|monsters]] have only two lines of dialogue--one for the overworld and one for indoors. This has lead to some mild criticism over the years, but does allow for players to project personalities onto their beastly buddies as they see fit.
<center><small>Main article: [[Dragon Quest V Party Chat]]</small></center>
{{V}} would return to the standards set in {{VII}}, in that the {{Hero 5}} must be present for conversations to begin. [[Human]] characters benefit from lengthy party chart, but [[Monster recruitment|monsters]] have only two lines of dialogue—one for the overworld and one for indoors. This has lead to some mild criticism over the years, but does allow for players to project personalities onto their beastly buddies as they see fit.


Humorously, ''V'' would begin the trend of party chat completely changing the fan perception of certain characters, namely [[Tuppence]]. Assumed to be a serious, stoic soldier of [[Gotha]] through his few lines in the original SNES version, he reveals himself to be emotional, lustful, and comically over-ambitious in the remakes.
Humorously, {{V}} would begin the trend of Party Chat completely changing the fan perception of certain characters, namely [[Tuppence]]. Assumed to be a serious, stoic soldier of [[Gotha]] through his few lines in the original {{SFC}} version, he reveals himself to be emotional, lustful, and comically over-ambitious in the remakes.


==={{DQ6}}===
==={{DQ6}}===
The sixth game in the series benefited immensely from the feature, gaining the most party chat since the original version of ''VII''. Every line of dialogue spoken by an NPC, even the barking of dogs, will elicit a unique response from at least one character. [[Carver]] and [[Milly]]'s original assumption of the former being gruff and the latter wistful were changed with the muscle man being mellow and the mysterious waif having a well-defined sense of humor and knack for jokes, but the most profound change in fan perception belongs to [[Lizzie]].
<center><small>Main article: [[Dragon Quest VI Party Chat]]</small></center>
Originally though of as a dumb monster following a certain blue swordsman out of a sense of honor, she was revealed to be a sensitive, girly being with a absurd crush and a child-like way of viewing the world.
The sixth game in the series benefited immensely from the feature, gaining the most Party Chat since the original version of {{VII}}. Every line of dialogue spoken by an {{NPC}}, even the barking of dogs, will elicit a unique response from at least one character. The original perception of [[Carver]] and [[Milly]] being gruff and wistful were changed with the muscle man being mellow and the mysterious waif having a well-defined sense of humor and knack for jokes, but the most profound change in fan perception belongs to [[Lizzie]].
Originally though of as a dumb {{MFamilies}} following a certain blue swordsman out of a sense of honor, she was revealed to be a sensitive, girly being with a absurd crush and a child-like way of viewing the world.


Due to the three dialogue-storing spells being deleted for the [[DS]] version, party chat was written so as to guide players in the right direction to advance the game without revealing too much.  
Due to the three dialogue-storing spells being deleted for the [[Nintendo DS]] version, Party Chat was written so as to guide players in the right direction to advance the game without revealing too much.  


==={{DQ7}}===
==={{DQ7}}===
The first game to feature party chat set a profound precedent for the series, allowing players to spend hours reading reaction dialogue and contributing significantly to the game's infamous reputation for being lengthy.
The first game to feature Party Chat set a profound precedent for the series with Yuji Horii and his staff writing no less than 3,000 [https://papersizes.io/a/a4 A4-sized] pages of party chat and in-battle dialogue <ref>戦闘の見どころは?
 
— 戦闘の見どころを教えてもらえますか?
「『VII』の大きな特徴のひとつが戦闘ですね。戦闘はモンスターがすごく動きます。ひとつの行動についてひとつのアクションを持っているくらいですから、見ていてあきないですね。それでいてテンポをよくしました。すごく気持ちのいい戦いができるように設定しています。(※5) それから、これがいちばん大きなウリなんですけど、実は戦闘中も仲間と話ができるんです。たとえば〝オレは弱っているからホイミをかけてくれ!"とか。実際に友だちといっしょに戦っているような感じがあると思います。(※6)
実はですね、『VI』のシナリオは、紙にして全部で4000ページぶんくらいあったんです。で、『VII』のシナリオは1万6000ページあって、そのうち3000ページが仲間のセリフなんですね。(※7) 仲間のセリフだけで『VI』全体の4分の3に相当する量なんです。これ、言っちゃっていいのかな(笑)。そういう、ぼう大なゲームです」[[V Jump]] March 2000 interview</ref>, allowing players to spend hours reading reaction dialogue. This is nearly double the page total of author [https://en.wikipedia.org/wiki/J._R._R._Tolkien J. R. R. Tolkien's] ''The Hobbit'', ''Lord of the Rings'' trilogy, and ''The Silmarillion'' combined, going off of the original UK first editions.


During the development process it was decided that characters should be as distinct as possible to create interesting lines--[[Maribel Mayde]] was not originally part of the game but written in specifically for this purpose. This is also reflected in the other characters' origins, being a [[Ruff|wolf turned human]], a [[Sir Mervyn|crusader]], and [[Aishe|traveling dancer turned rebellious swords-woman]], with none of them being "average" enough to respond with boring and plain dialogue.
During the development process it was decided that characters should be as distinct as possible to create interesting lines―[[Maribel Mayde]] was not originally part of the game but written-in specifically for this purpose. This is also reflected in the other characters' origins, being a [[Ruff|wolf cub turned human]], a [[Sir Mervyn|veteran crusader favored by God]], and a [[Aishe|traveling dancer turned rebellious swordswoman]], with none of them being "average" enough to respond with boring and plain dialogue.


In the original PSX version players could speak to party members in the midst of battle, with dialogue even reflecting specific circumstances such as Ruff being hit with kasnooze or Maribel being utterly disgusted by the presence of an [[Ulcer]]. Enemies would get the drop on the party if they spent too much time chewing the fat, with a 67% chance to pounce after being used twice and a 100% chance on the third turn. This feature was removed in the [[3DS]] remake.
In the original {{PSX}} version players could speak to {{Party 7}} members in the midst of battle, with dialogue even reflecting specific circumstances such as [[Ruff]] being hit with [[Kasnooze]] or {{Maribel}} being utterly disgusted by the presence of an [[ulcer]]. Enemies would get the drop on the {{Party 7}} if they spent too much time chewing the fat, with a 67% chance to pounce after being used twice and a 100% chance on the third turn. This feature was not brought forward in the [[Nintendo 3DS]] remake nor {{DQ7R}}.  


==={{DQ8}}===
==={{DQ8}}===
The first truly three dimensional game slightly alters the party chat formula, having a separate menu pop up to allow players to speak with specific characters when they desire. The [[Battle Records]] screen will also elicit quips from king [[Trode]], bestowing titles and comemnts based on the player's performance. If the player never once speaks to their companions, the cursed king will mumble about the group being dysfunctional.
The first truly three dimensional game slightly alters the Party Chat formula, having a separate menu pop up to allow players to speak with specific characters when they desire. The [[Battle Records]] screen will also elicit quips from King [[Trode]], bestowing titles and comments based on the player's performance. If the player never once speaks to their companions, the cursed king will mumble about the group being dysfunctional.


==={{DQ9}}===
==={{DQ9}}===
The return to player-made characters by way of [[Patty]] prevents standard party chat form being used, but [[Stella]] is more than happy to speak her mind on the battle records screen whether players want her to or not. She will not react to every spoken line of dialogue as past companions have, but she does have something to say about all story events.
The return to player-made characters by way of [[Patty]] prevents standard Party Chat form being used, but [[Stella]] is more than happy to speak her mind on the battle records screen whether players want her to or not. She will not react to every spoken line of dialogue as past companions have, but she does have something to say about all story events.


==={{DQ10}}===
==={{DQ10}}===
Due to the tenth game's nature as an MMORPG, party chat cannot function as normal.
Due to the tenth game's nature as an MMORPG, Party Chat cannot function as normal.


==={{DQ11}}===
==={{DQ11}}===
''XI'' has two version of party chat--one with a separate menu similar to ''VIII'' for the HD edition, and one similar to 4~7 for the 3DS release.  
{{XI}} has two versions of Party Chat--one with a separate menu similar to {{VIII}} for the HD edition, and one similar to 4~7 for the {{3DS}} release.
 
==References==
<references/>
{{clear}}


{{Series_mechanics}}
{{Series_mechanics}}
[[Category:Recurring elements]]
[[Category:Recurring elements]]
[[Category:Game mechanics]]
[[Category:Game mechanics]]

Latest revision as of 23:27, 20 December 2025

Party Chat is a feature of the series first introduced in the seventh title. It allows the player to speak with members of the party to get their opinions and insight on current circumstances at the press of a button after a cutscene or speaking with an NPC.

This allows for the personalities of playable characters to be greatly fleshed out at the player's own pace without the risk of lengthy dialogue scenes bogging down the flow of the game. Quirks, idiosyncrasies, and the hidden sides of characters are revealed smoothly through party chat.

Since the original implementation in 2000, the feature has been incorporated into remakes of past games (save for the Erdrick trilogy) and all successive titles, receiving near universal praise for adding significant depth to older entries. Through reaffirming the excellent quality of writing Dragon Quest is known for and presenting it through an innovative method at the player's leisure, party chat has become a highly esteemed and indispensable part of the series. The feature has also gained fame for the sheer text volume it brings to each title: the English localization for the party chat of Dragon Quest VI alone totals at 251,770 words.

DevelopmentEdit

During the lengthy development cycle of VII in 1997, Yuji Horii began playing the PC game Diablo. Horii became impressed with the multiplayer features of the action RPG, and enjoyed being able to communicate with his friends through the game itself to work towards their shared goals. Furthermore, he was impressed that NPCs were given multiple lines of dialogue through the gossip feature, many of which did not pertain to the game's plot and were simply there to enrich the game's world.

Taking these inspirations and considering the tremendous storage capacity of the original Sony PlayStation CD-ROM discs over the SFC's cartridges, it was decided to implement a similar system into the then-upcoming Dragon Quest title to benefit the series during the first boom of multi-player RPGs in the late 90s[1].

AppearancesEdit

Dragon Quest IV: Chapters of the ChosenEdit

Main article: Dragon Quest IV Transcript

IV was the first remake to receive Party Chat, and is slightly different from subsequent versions. Namely, the Hero does not need to be alive or present in the party for a conversation to begin. This can occasionally lead to small goofs when a character references them, but does allow for the feature to be used in dungeons where the Wagon is not allowed and the protagonist was left outside. Interestingly, Meena's obsession with caves, crypts, and underground structures was first established in the PSX remake's party chat--in no prior media did she ever display an interest in such things.

Party Chat can be used in all chapters. The international release of the the DS version in 2008 lacked the party chat feature, which then-localization director Richard Honeywood elaborated upon in an interview with 8-4, ltd. Even short-lived party member's who stay out of combat will have some dialogue.

"With the party chat we really wanted to put it in there--that's why we fought really hard for it in V, but it was just a budgetary thing. They (square enix) weren't sure how well IV would sell on the DS in America, they wanted to cut costs somehow...it's two-thirds of the game's script. The cartridges didn't allow much profit...it's not like the PS2 levels of profitability, so just to be careful they cut costs where they could. We (the localization team) fought very hard for the feature to remain because that's where a lot of the fun and humor comes from."[2]

When the game was released to mobile devices in 2014, the past success of the title justified the localization of the feature to the budget managers at square enix, with all dialogue being fully translated and made available upon launch.

Dragon Quest V: Hand of the Heavenly BrideEdit

Main article: Dragon Quest V Party Chat

V would return to the standards set in VII, in that the Hero must be present for conversations to begin. Human characters benefit from lengthy party chart, but monsters have only two lines of dialogue—one for the overworld and one for indoors. This has lead to some mild criticism over the years, but does allow for players to project personalities onto their beastly buddies as they see fit.

Humorously, V would begin the trend of Party Chat completely changing the fan perception of certain characters, namely Tuppence. Assumed to be a serious, stoic soldier of Gotha through his few lines in the original SFC version, he reveals himself to be emotional, lustful, and comically over-ambitious in the remakes.

Dragon Quest VI: Realms of RevelationEdit

Main article: Dragon Quest VI Party Chat

The sixth game in the series benefited immensely from the feature, gaining the most Party Chat since the original version of VII. Every line of dialogue spoken by an NPC, even the barking of dogs, will elicit a unique response from at least one character. The original perception of Carver and Milly being gruff and wistful were changed with the muscle man being mellow and the mysterious waif having a well-defined sense of humor and knack for jokes, but the most profound change in fan perception belongs to Lizzie. Originally though of as a dumb monster following a certain blue swordsman out of a sense of honor, she was revealed to be a sensitive, girly being with a absurd crush and a child-like way of viewing the world.

Due to the three dialogue-storing spells being deleted for the Nintendo DS version, Party Chat was written so as to guide players in the right direction to advance the game without revealing too much.

Dragon Quest VII: Fragments of the Forgotten PastEdit

The first game to feature Party Chat set a profound precedent for the series with Yuji Horii and his staff writing no less than 3,000 A4-sized pages of party chat and in-battle dialogue [3], allowing players to spend hours reading reaction dialogue. This is nearly double the page total of author J. R. R. Tolkien's The Hobbit, Lord of the Rings trilogy, and The Silmarillion combined, going off of the original UK first editions.

During the development process it was decided that characters should be as distinct as possible to create interesting lines―Maribel Mayde was not originally part of the game but written-in specifically for this purpose. This is also reflected in the other characters' origins, being a wolf cub turned human, a veteran crusader favored by God, and a traveling dancer turned rebellious swordswoman, with none of them being "average" enough to respond with boring and plain dialogue.

In the original PSX version players could speak to party members in the midst of battle, with dialogue even reflecting specific circumstances such as Ruff being hit with Kasnooze or Maribel being utterly disgusted by the presence of an ulcer. Enemies would get the drop on the party if they spent too much time chewing the fat, with a 67% chance to pounce after being used twice and a 100% chance on the third turn. This feature was not brought forward in the Nintendo 3DS remake nor Dragon Quest VII Reimagined.

Dragon Quest VIII: Journey of the Cursed KingEdit

The first truly three dimensional game slightly alters the Party Chat formula, having a separate menu pop up to allow players to speak with specific characters when they desire. The Battle Records screen will also elicit quips from King Trode, bestowing titles and comments based on the player's performance. If the player never once speaks to their companions, the cursed king will mumble about the group being dysfunctional.

Dragon Quest IX: Sentinels of the Starry SkiesEdit

The return to player-made characters by way of Patty prevents standard Party Chat form being used, but Stella is more than happy to speak her mind on the battle records screen whether players want her to or not. She will not react to every spoken line of dialogue as past companions have, but she does have something to say about all story events.

Dragon Quest XEdit

Due to the tenth game's nature as an MMORPG, Party Chat cannot function as normal.

Dragon Quest XI: Echoes of an Elusive AgeEdit

XI has two versions of Party Chat--one with a separate menu similar to VIII for the HD edition, and one similar to 4~7 for the 3DS release.

ReferencesEdit

  1. — 『VI』では自分捜しの旅でしたが、『VII』ではどんな旅に? 堀井: 仲間が重要になってきます。 富田: おー、仲間ですか? 堀井: 仲間をより仲間らしく。パソコンゲームの『ディアブロ』など、通信で生身の人たちと遊ぶゲームが、最近人気ありますよね。その感覚を出せないモノかなって思ってるんですよ。 富田: 生きてる相手とコミュニケーションをとるようなゲームですか? 楽しそうですね。 堀井: 実際に人間といっしょに旅をしてるんだっていう感覚。オンラインじゃないので、どこまで実現できるかわからないですけど、そのためにいろいろシステムを考えて、膨大な量のデータを用意してるんです。でも、やっぱり容量的にも時間的にも限りがありますからね(笑)。 富田: どんなゲームになりそうですか? 堀井: エンディングを見て「いい話だったなあ」って言うゲームよりも、やってるときが楽しいゲームにしたいんですよね。ストーリー重視だと早く終わらせようとするけど、「まだ終わりたくない、ずっと遊んでいたい」というゲームにしたいですね。March 6, 1998 issue of Famitsu
  2. http://8-4.jp/blog/?p=381&lang=en
  3. 戦闘の見どころは? — 戦闘の見どころを教えてもらえますか? 「『VII』の大きな特徴のひとつが戦闘ですね。戦闘はモンスターがすごく動きます。ひとつの行動についてひとつのアクションを持っているくらいですから、見ていてあきないですね。それでいてテンポをよくしました。すごく気持ちのいい戦いができるように設定しています。(※5) それから、これがいちばん大きなウリなんですけど、実は戦闘中も仲間と話ができるんです。たとえば〝オレは弱っているからホイミをかけてくれ!"とか。実際に友だちといっしょに戦っているような感じがあると思います。(※6) 実はですね、『VI』のシナリオは、紙にして全部で4000ページぶんくらいあったんです。で、『VII』のシナリオは1万6000ページあって、そのうち3000ページが仲間のセリフなんですね。(※7) 仲間のセリフだけで『VI』全体の4分の3に相当する量なんです。これ、言っちゃっていいのかな(笑)。そういう、ぼう大なゲームです」V Jump March 2000 interview