How Dragon's Dogma Does Open-World Right (and Wrong)

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A review/critique/analysis/retrospective of Dragon's Dogma (2012), taking an in-depth look at its open-world design, and what makes it such a great open-world hack-and-slash action-adventure-role-playing-game. With the sequel, Dragon's Dogma 2 coming out soon, I wanted to go back and re-examine one of my favorite games in this genre and figure out what makes Dragon's Dogma 1's open-world so compelling to me. It has a lot of great and interesting things going on in this department that set it apart from other, similar types of games, but it does have some notable flaws that could've been done better, which I'm hoping will be addressed in the sequel.

00:00 - Intro/Overview
01:39 - What it does right
13:45 - What it does wrong
20:10 - Other positives
22:09 - Outro/Conclusion

Dragon's Dogma is an open-world hack-n-slash action-adventure role-playing-game from 2012, developed by the same team at Capcom that had previously worked on games in the Resident Evil and Devil May Cry series. Dragon's Dogma takes inspirational elements from both of those series, with its take on more western-styled fantasy-RPGs blending some of the darker, more survival-horror elements of Resident Evil with the highly physical intensity of Devil May Cry's more stylish combat. Those are both fun enough qualities that make Dragon's Dogma stand out from some of its competition, but one of the things *I* really like about it is how it handles its open-world design.

I'm fond of open-world games in general because I'm an avid explorer in pretty much every genre of game, and open-world games obviously emphasize that aspect with abundant opportunity; but I also enjoy that greater feeling of agency that comes with having the freedom to choose your own path through the game world and how you'll engage with all of the game's content, which makes every person's experience feel somewhat unique since no two players will ever go to the same places and do the same things in the same order. And yet I find that some open-world games are a little too big and spread out for their own good, or else fill their world with too much shallow, repetitive content, which can make me lose interest and start to feel bored after a while. In some cases, it turns an ordinarily compelling gameplay experience into a dull exercise in time-wasting tedium.

Dragon's Dogma doesn't fully escape from some of the pitfalls of open-world design, and in fact it has some notable flaws that I'll get into later, but it does some really unique things that you don't often see in other open-world games, and certainly not in this combination, which makes the open world of Dragon's Dogma one of the more engaging ones that I've ever experienced, and certainly one of my personal favorites.

#dragonsdogma

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