Party Chat: Difference between revisions

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I will write the article on Richard Honeywood and his involvement in the series as soon as I am able to.
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(I will write the article on Richard Honeywood and his involvement in the series as soon as I am able to.)
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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. 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 ''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.
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.


==Development==
==Development==
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==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.
''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. 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.


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.
 
''<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>''
 
 
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.


==={{DQ5}}===
==={{DQ5}}===
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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 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.


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 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.  


==={{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}}===
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''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 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.  


{{Game_Mechanics}}
==References==
<references/>
 
{{Series_mechanics}}
[[Category:Recurring elements]]
[[Category:Recurring elements]]
[[Category:Game mechanics]]
[[Category:Game mechanics]]