The designated space for Cantlin, the first area of the game, is relatively tight, at least without spilling out into the “wild” where monsters roam. Sure, the game says all you need a two-block high structure standing on its own, but where’s the fun in that? It’s almost an inevitability that you’ll want to start crafting more ambitious structures, especially given the handy look up and down functions that let you easily hit blocks or place items above or below you, which can be handy for making roofs. If you’re like me, the temptation to go beyond making single rooms - or even just a series of interconnected spaces that happen to share the larger space of a ground floor base - is irresistible. That shouldn’t and likely won’t stop you from thinking outside the box (mainly because your buildings won’t even be boxes). You don’t even need a roof over your head. In many ways Builders is not at all traditional. This actually replaces personal level gaining and grinding. In terms of complexity, though, that’s all the game really requires in order to award you the points you’ll need in order to level up your base. You can add specialty crafting stations to make the room into, say, a kitchen or a workshop, or add signs and bedding to creating a private bedroom. The classifications get more complex than that, of course. By incentivizing the creation of bigger and more sophisticated things - bringing the series’s signature RPG elements into play as a way to furthering that process rather than the other way around - it flips genre conventions and also flips the reason you keep playing on its head.Īs dictated by the game’s design, buildings are essentially any structure that’s two blocks high, containing a door and a light source essentially they’re single rooms. Dragon Quest Builders is great at motivating you toward construction.
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