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The protagonist investigates the demonic events there and continues to work towards stopping Nelgel for good. The CGI opening was handled by Square Enix's CGI department Visual Works. A core part of the initial plan was that the game would have a pre-planned ten-year lifespan with continual content updates. The first was hardware related, as the Wii had a limited lifespan as a viable console; the second was the requirement of a subscription, a necessity to make the game profitable; and the third was a natural reticence against playing an online-only title. While this was seen as an impressive debut for an MMORPG in Japan, it was the worst sales debut of a mainline Dragon Quest game in recent years. Regardless of its online approach, the opening of the game was designed as an offline introductory experience. It is written by Yuuki Nakashima with supervision by Horii, and published by Shueisha. He finished the preview by calling Dragon Quest X "surprisingly backwards in its execution despite its sometimes inspired ideas and low entry bar". This caused technical issues for the developers: online game processing was divided between online servers and the hardware, while the opening relied entirely on the hardware, resulting in slowdown issues that needed addressing. Fujisawa wanted to implement the classic battle system, but was opposed by Horii and other staff members, who successfully pushed for a real-time combat system.

Humans populate multiple settlements across Astoltia. Another related problem was the initial premise of an unseen force as paypal switch threat, which was unusual within the form.

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The solution was "Kid's Time", which despite the name was intended as a means for people of all ages to have free access to the game. After fighting Razban, a demon bent on bringing Nelgel to life, the protagonist forges a friendship with a young boy who knew the secret to using the Ark of the Heavens. On top of this, the staff needed to evaluate what would work for an MMORPG in the unpredictable Japanese gaming market, which unlike other parts of the world was not a major consumer of MMORPGs. A different gameplay challenge was presented by the move from turn-based to real-time battles, which went against the traditions of the Dragon Quest series. Later updates added further jobs, such as the Beast Tamer and Dancer. The jobs in the initial launch were Warrior, Priest, Mage, Martial Artist, Thief, and Minstrel. The protagonist then travels years into the past, where the Ark of the Heavens was last used in recorded history. Guilds will forge new gear, weapons and items for a combined fee of money and materials salvaged from the game world. Both expansions require the original release to function. The beta environment gave players access to multiple bosses and a limited amount of the early story. It was for this reason that the loaning of player characters as NPC party members was incorporated. This fails, and he decides to separate the protagonist's soul from their body in a desperate attempt to try another method. Elements of that battle system, such as the ability to halt enemy momentum as a battle mechanic, proved extremely challenging for the developers. They also praised the gameplay and its openness to accept novice players, despite the reviewer noting that it seemed to take longer to level up a character compared to offline Dragon Quest entries. This proves to be successful, as the protagonist then meets the body's original owner. His main criticisms were the Chat systems, which were clumsy and difficult to use even with the right hardware peripheral, and the overly high amount of experience grinding he needed to do. He concluded his preview by calling the game "a solid, enjoyable JRPG experience that has promise to be enjoyable for years to come". The protagonist's mission is made clear when they realize that a sacred vessel called the Ark of the Heavens is the only thing that can penetrate Nelgel's defenses. In addition to the standard release, a Wii bundle was released. The Wii had been chosen as the game's platform due to its large install base and popularity in Japan, but it would inevitably be left behind for newer consoles, so it was decided to create future versions of Dragon Quest X for other viable platforms. Under the guidance of a sage, the protagonist travels to Astoltia searching for sacred emblems with which to reach Nelgel's lair. During these earlier phases, it was still undecided whether to make the game a mainline title, and there was even doubt as to whether it could be an MMORPG rather than just an online multiplayer game. Players can form a three-strong party to fight monsters, explore and battle alone, or loan non-active player characters of a similar or lower experience level for a fee, which are then controlled in battle by the game's artificial intelligence. An issue he pointed out with exploration and battle was that early sections required either a high level or a party for easy progression, but this eased up later into the game, in addition to enjoying the story and battle system. During the end credits, the protagonist is greeted by the sage from before, who informs them that despite Nelgel's defeat, the seal he had on the central continent was still active. The negative feedback caused Square Enix to temporarily stop shipments so they could fix the issues. After collecting six out of ten emblems, the sage attempts to form a bridge to Nelgel's laier. Each Trade skill requires materials gathered from the overworld, which are then used to create a specific type of equipment unique to the gathered materials and Trade. This raised some contention among the staff including Fujisawa due to the Dragon Quest series' established convention of a human as the main protagonist, but Fujisawa and Horii decided to have the player character be a human first and later become one of the five tribes. One reviewer praised the presentation "from the warmly familiar world to the story that has a tendency to wrap you up in it". Due to this, work had to be scrapped on a PlayStation Vita version of Nier. Also found in towns are vendors where excess items can be stored, merchants which buy and sell various items, and tailor's establishments where the player character can gain new outfits. Part of the story's initial drama came from the player character growing accustomed to their new form. The beta test began on March 5. In the second expansion, the protagonist travels to Rendashia, the central continent of Astoltia where Nelgel's seal was created. At the end of battle, players are granted experience points , which raise their experience level and boost their maximum health and statistics, in addition to in-game currency. Battles take place in a themed arena, using a version of the Active Time Battle system: each side is given a turn in which to perform an action such as attacking. The peace is shattered when Nelgel, the Lord of Hell, attacks the village. Any character can be loaned to three different people, and the loaned character keeps the experience points and gold that they have earned. Each side can also interrupt an opponent's action, prolonging their waiting time. As to the graphics, which suffered a slowdown in areas with multiple players, he was impressed by the amount of textures and environmental effects when compared to other Wii titles. These restrictions were temporary removed for a few weeks in , but returned. Several features featured in earlier entries, such as the Casino and Coliseum, needed to be kept back for a later time. Beta testers received a beta disk, USB memory stick and gameplay manual. Fujisawa rationalized it into a kind of "common sense" related to the interaction between player community and necessary events within the game world that worked against accepted principles of MMORPG gameplay, which resulted in multiple staff members raising doubts as to whether the game could work. The Sleeping Hero and the Guided Allies Online. The Wii U version reached 6 with sales of 71, units. The concept of a non-human character was introduced by Horii as he saw an inherent contradiction in the idea of a human saving the other tribes. Two of the other reviewers pointed out issues with messaging, and a lack of guidance about which enemies were too strong for a player character's current level. These doubts, held by Saito, were assuaged by Fujisawa's confidence in the project. The second major issue was what types of environments to include or discard, and for this Fujisawa was prepared due to his long experience with the franchise. It was initially worked on by a very small team, who worked together on the groundwork for some time. Returning to the present, the protagonist entered Nelgel's lair, and after a long battle, emerged successful. Mobile port co-developed with NTT DoCoMo and Ubitus. Despite sales being low when compared to other entries, it succeeded in tripling sales for its console to 41, after a significant decline. The protagonist's soul is transported to a shrine and placed within the body of a member of the five non-human tribes, while their sibling is transported to the past to protect her from Nelgel. Their main object for comparison was World of Warcraft , which by that time had 12 million players worldwide but only had a small holding in Japan. After Cavia closed in , Saito formed his own company Orca, which was chosen by Square Enix to support the development of Dragon Quest X. The first major developmental issue was the need in an MMORPG to have a full customizable character. While this appeared discouraging, there had not been many titles of similar scale and success within the country, so there was both space for and detractions against an equivalent MMORPG experience. Once work had finished on Dragon Quest IX, Dragon Quest X took full priority. During an earlier development phase, the UI featured a large amount of information showing the various player statuses, but seeking to streamline and simplify the game, they removed most of the display. A major disadvantage was that Fujisawa was inexperienced with working on MMORPGs.