Home  | Login  | Register  | Help  | Play 

Frustrations with Book 3

 
Logged in as: Guest
  Printable Version
All Forums >> [Artix Entertainment Games] >> [DragonFable] >> DragonFable General Discussion >> Frustrations with Book 3
Forum Login
Message << Older Topic   Newer Topic >>
12/14/2025 4:33:29   
dethhollow
Member

I feel like I just want to voice my feelings about the story right now and hopefully hear other people's takes on things so far. To give some context, I'm a returning player. I used to follow pretty much every AE game growing up. I never really got anywhere in Book 3 when I ended up dropping things before. I remember at the time the change in setting felt weird to me, although that was really my problem and not the game's. So, since I've matured a lot since then, I was really excited to start over with a new character, re-buy Dragon Amulet, and reexperience things with fresh eyes.

Book 1 feels like it flew by and was honestly a way more enjoyable experience than I remember. I wasn't aware of the patches to old quests, so it's hard to say how much of what I liked is the more streamlined updates vs the original game. The opening quests have a nice thread tying everything together, and all the dragon customization was extremely appreciated! I even named my dragon after my girlfriend and got her to customize it, which was nice! (This will lead to frustration later on)

After finishing off the saga, I moved on to Book 2, where I was genuinely kind of blown away. I'm not sure who worked on that arc, but I feel like the characters ended up being more nuanced, the themes were genuinely fascinating, and I ended up really vibing with it. I remember not really liking it as a kid and being confused by things. Now, it feels like it might be some of my favorite writing from these games!

Then I got to Book 3.....

SO. Here's my immediate take.

Every questline I've played so far in Book 3 feels bad. And I know that has its place in art, I know that there's value in stories that make people feel uncomfortable. But it feels like the writing really went too hard on making the post-timeskip quests just feel bleak and miserable to make Book 3 feel like a way darker and more serious storyline. So, from here on out, I'm going to go into spoilers just in case.

spoiler:

The game opens on the hero finally thawing as they're attacked by The Rose, a new organization/movement ruled by Jaania that's taken over Oaklore. Okay, cool. Good start. It is genuinely surreal to see a bunch of faceless Rose enforcers taking over such an iconic location. Their banners drape the halls as the player walks through familiar scenes being controlled by a malicious outside force. Now, for clarity, I haven't actually finished Book 3 yet, so there is a chance we get rid of their presence here eventually. But, in the moment, you know this is how the zone is now. There's already a weird vibe in the air just knowing that this area's been drastically changed, and it'll probably never go back to the way it was.

After that, I wanted to get the most out of Soulweaver, so I did the next arc of that class's arc, the Tomix Saga, and I feel like this is where my problems actually start. This arc is great, I honestly like it a lot. The idea of getting things together to create a ship to sail the Void is fantastic. I really love the new cast they introduced for the journey, and I honestly love the lore revealed with Pandora. It adds a lot of humanity to the arc's villain, Envy, and even retroactively changes the implications behind Greeed's motivations into being born from the grief of a dying mother who just wished her child could live as a normal human. This is great stuff! Annddd then you get to the war, and to get to Greed, the heroes have to murder fully conscious innocent people to undo the locks on the doors.

And it's like... this... what are we doing here...? This feels pretty far. It honestly feels too far. This is the same game where you save the world with the power of elemental bacon created from a chickencalf messing up a chickencow wizard's spell. And now we just have to be okay with our ally killing a woman screaming for her life. It's a real downer detail, especially since the monsters we've been fighting are already just innocent beings that were made to follow Envy under the threat of death. So I get the idea of sacrifice being an important part of the arc; Tomix has to die. Envy is basically sustaining his life, so Tomix knows he will be sacrificing his life to stop them, no matter what happens. There's a clear theme here, but it does feel like this idea could have been hammered home in a way that was less edgy. But sure, it's just one 'feel bad' quest. But at least Ridane managed to have a kid named after Tomix, symbolizing how there's still hope for the future.

Then I went into the questline from Robina- I mean, this mysterious Rose spy. And OH BOY, this one... so the hero goes back to the Sandsea and learn about The Rose, and here's the thing... I don't like The Rose. I REALLY do not like The Rose. I think it's kind of fascinating just how much I dislike The Rose. Because the point of the Rose, on paper, is that they're a flawed, nuanced organization full of people with good intentions who work towards an amoral cause of safety over the creativity and self-expression of the masses. The problem I have is that, in reality, they end up being an authoritarian evil empire that gets openly embraced by various towns at the expense of the magical population, which is enslaved and forced out until there will eventually be no place for these magical refugees to live. It feels like it really doesn't take that much to realize that would be the inevitable end-goal, right? Just like real movements based on fear and bigotry, the end point of Thee Rose's mission is always going to be the death of culture and the beginning of a genocide of magical races in this universe. And the only thing standing in the way of that inevitable conclusion and these groups is the fact that they have enough military might to fight The Rose off while their members in the majority of human towns are progressively discriminated against and forced out as The Rose slowly gains influence via. fear of the unknown.

Now, it's important to note two things here. First, I don't want to imply any shade or ill will towards the writers. I respect the work they've done, and they should be proud of making something this beloved. But, second, is that I'm basically a minority myself. As a bisexual Transfem, I'm going to naturally have a different perspective on the world than I assume the people making the game might. I feel like this is fairly important context for the criticisms I'm going to levy towards the writing here. Because when I look at a story that might not be approaching things from that angle about bigotry and oppression that was made in a very different climate than we have now, it's probably fair to say that we're going to come to very different conclusions about things.

So when the big takeaway for a lot of The Rose's storyline is that 'it's complicated' and 'there are good people doing these horrible things for a fascist organization', it probably lands WAY differently for me than it would for other people. This makes parts of this Saga genuinely weird to play through because I, as a player, am extremely anti-Rose. But when Sek Dat says to destroy his materials so The Rose can't use them, that's not my priority. The guy also says that Zhoom is being held by Thee Rose. So my thought would be to try to save Zhoom first instead of doing what the manipulative litch mummy wants. This creates a weird problem where the story has to do one thing, but the actions of my character are not the actions I'd want to take as a player. So my character, The Hero, obeys Seek Duat and ends up causing them to be empowered again as they drain the literal life essence out of my dragon.

Of course, the writers have no way of knowing that it'd be a bit hard to watch the character stand in for the love of my life, being basically tortured? But sure, whatever. It feels pretty bad, but your dragon recovers pretty quickly, and you beat Sek Duat. The bigger issue is that the Rose enforcer in charge of this area then proceeds to chastize The Hero, YOUR CHARACTER, for messing up in a decision you never actually made and had zero control over. And that's also really frustrating in a more tangible way, right? Because being told you failed for doing something you disagreed with as a player feels REALLY BAD, and it just felt worse to me because the entire narrative point of this decision is to prove that The Rose is right here. Your character did walk in, untrusting of them, and ready to believe the worst, and they did kick off another near-disaster because of it. It's trying to add nuance when, ultimately, the player's distrust of The Rose is completely justified, but the decision The Hero makes is very much not where people would normally go with things. This means that my takeaway wasn't "The Rose really cares about people and is doing their best", it was "The Rose is being unfairly elevated by the writing to avoid the real issues behind them".

And then, after that, I got to the thing that really made me frustrated with this Book. The Caamity Saga. You can probably already imagine why, based on my existing problems here.

It starts off pretty well; the cultists create Valtrith, and he just flies straight at the player out of nowhere. This is a really fun introduction of the villain! It feels a bit fanfiction-y with how they pool all these specific, recognizable items together to summon him, but it's a really cheesy start and I'm excited to fight this over the top force of nature villain that will stop at nothing just to fight you. But, eventually, that feeling changes hard as Valtrith kidnaps Serenity and holds her hostage. Then, with no way to stop him, we're forced to watch as Valtrith slowly murders her, fuses a Doom Weapon with her body, and creates a new villain that puppets her corpse around like a zombie as they straight-up tell you, the player, that her soul has been actively destroyed.
This is one of those moves that I feel like HAD to be controversial at the time. I mean, Serenity has been around since Book 1. This game came out in 2006, and I believe Falconreach and the Inn were around basically by the start of things. This is a character I've got some 19 years of nostalgia for, that I really liked. But nope, she's dead now. Feel bad. Your Hero fails to save a pretty iconic NPC that got completely blindsided out of nowhere. Never did anything reckless, she never made a mistake, and, if anything, the backstory she gets makes her out to be an even bigger victim than we thought. So just FEEL BAD about the thing the writing DECIDED to do to her. 

Of course, I'm not against NPCs dying. We've had plenty of side characters go out in battle or die for the plot, and I love how the game handled the death of Tomix. But the fact that there's so little reverence for this character just feels really wrong to me. She doesn't even get a funeral, which is also very odd, right? I mean, even Warlic got a funeral for his fake death. It's like, the plot is telling me that some of these named characters are notably more important than others, but it's still expecting me to care a lot about a 'less important' character when they meet what feels like a way worse fate. where she couldn't even go out on her own terms.

So yeah, pretty rough. After that, I went to chill out a bit with Aegis's quest. And it's pretty quirky, he finally gets a human body and we're just going to keep correcting him... and his big day is bookended with him remembering the trauma of his death.... and....... oh, I guess Isaac got infected with Void Madness and Ridane's having to take care of baby Tomix on her own while dealing with the daily struggles of watching her husband slowly lose his mind until he presumably becomes too far gone to justify keeping alive........ Wowww..... All of that feels bad. It feels REALLY bad.... What happened to balancing out levity with darker moments when all these quests just kind of feel really bad with really downer notes all over the place now?

At this point, I was just determined to get through the rest of the Calamity Saga. New quests, I have to play as Serenity's possessed corpse as it goes around gaining power completely unchecked, as our characters do nothing to stop it. And I just don't like it. Playing at a constant reminder of the horrible thing that happened just does not feel good; it feels really bad. But whatever, at least this can't get worse, right?

Okay, so. Quests are already bumming me out. All these questlines feel really bad to play through. And then Caitiff takes things even harder by corrupting The Hero's dragon, YOUR dragon, and turning it into a weapon to be used against everyone on the planet. Wow, that feels really bad to go through! Personally, this hit hard because, as I mentioned, pretty specific circumstances make me feel way worse about bad things happening to this specific character. But even outside of that, they're the one companion a player is going to be attached to more than anyone else, right? They're an adorable small animal, and now the story is asking me to stick around and watch as the big bad beats the crap out of them and makes them the new big edgy threat. And BOY, does the plot really take its time getting everyone in position, as you have to sit back and watch the horrific corpse of a beloved NPC use them to do pretty vile things.

I'm not against either dealing with The Hero's failure or with a plot where your dragon becomes a big threat. But dealing with both feels like WAY too much, and doing all of these quests basically back to back is a good way to really wear a player down. Especially when it feels like MOST of the arcs in Book 3 are just real downer adventures with big moments designed to make the player feel bad for playing over anything else. At this point, I basically checked out of things and stopped trying to really engage with the plot, because the story felt like it was showing its hand way too hard. But yeah, eventually you go through a whole war, and you save your dragon... only for them to stay corrupted as the game forces you to watch them twitching in pain on the ground as you're completely powerless to help them.

By this point, I wasn't even mad anymore. I was just sitting in front of my laptop in disbelief that the story was this determined to make the player feel as bad as physically possible, seemingly just for the sake of selling how dark and mature it is. I mean, I get it, this is to set up another character, but I mean... really....? Was this the best way to show off their abilities after everything else? In a quest saga where we needed an easy win harder than any storyline I've ever seen from any of these games before? I'm just thinking back to Book 2, where horrible things were happening, but the game still had the time to stop and talk about the Atrean culture and have drinks with the people you helped save. And again, I get it, you are meant to feel overwhelmed and deal with the depression your character feels. But also, at the same time, it feels like there are limits here. Otherwise, it feels like it'd be really easy for people to just leave and do something else that isn't super depressing, instead, right?

Annndddd then the Rose gets the spotlight again in the epilogue. The village was destroyed. The Rose barely helped. Everything is awful, and they did nothing. We get to see Jaania struggle with the fact that she's hated, but here's the thing. One person in the crowd basically says, "I'm a magical race, you'd kick me out of town".

That one line feels like it's basically the end of any dialogue about nuance you could really have here, right? Because he's correct. There is no world where magical races can live if The Rose gets their way. Imagine how hard it has to be to be an elf in this world, just watching The Rose slowly take over city after city as it pushes all the magical races away into more and more desperate migrant cities. Just being powerless to do anything as this force that doesn't want you to exist slowly gets closer and closer to your doorstep, to the point where you would be kicked out of your home and thrown into a cold and unforgiving world full of evil sorcerers that want to use you for experiments and towns full of zealots that hate your very existence. It is an EXTREMELY dark situation to be in and one that I relate to way too hard as a Trans person that's forced to watch our own world struggle to keep from becoming an increasingly cruel and inhospitable place for me and others like me.

The game looks at this and has the crowd ask your character what to do with The Rose.

I look at this, and I want them gone forever. But the crowd keeps arguing for The Rose anyway in the name of nuance. Who cares if they're ineffective? Who cares if they're targeting minorities? At least the fascists just want to do the right thing.

I have zero sympathy for Jaania and her organization. The writing has my character leave it up to the people when I want to tell The Rose off more than anything else, especially after how unhelpful they were in the entirety of this Saga so far. Just leave it up to the people to have a majority vote in a town where the majority is human and, thus, have no concrete reason to care about the minority groups outside of basic human empathy.

Personally, I REALLY hate this scene. The character I relate to the most in this moment is whoever threw the rock at Jaania's face. These enforcers could have all been knights. They could have become Guardians. They could have each set out on a million different adventures, saving a million different lives. Instead, they exist to serve humans at the cost of everyone else. And the writing desperately wants me to see that it's a complicated issue full of greys when I just can't believe in any world where the outcasting of the most vulnerable populations is the price for the unfounded idea of safety.

Sorry if I'm taking things a bit far, but I just REALLY did not like where this scene landed. But at least we get a somber note where we see Serinity's ghost. The ghost that shouldn't exist because it was devoured. And she just says she wants to die, and we shouldn't try to save her soul. And that also feels bad. But it's okay, because we came through and things turned out all right.

Let's just stop for a second.

The town is destroyed. You, Serenity, are dead. My dragon was tortured. And between the others that died in the multiple wars and the follow-up quest about the aftermath of the mask (where another character keeps calling you out for failing to stop the Sun from disappearing, by the way, because of course it has to make you feel bad), we ended up in a situation where the lives of every magical creature in Falconreach came down to an impromptu democratic decision that might have lead to the deaths of even more innocents in The Rose's bid for power.

I feel like things did not 'turn out okay'. Things turned out bad. They turned out REALLY BAD. I'm just so far from where the writing wants me to be in this situation, and it feels wild to me that even this scene isn't really comforting. It's just more frustration that puts things even harder on The Hero's shoulders, even after they have a complete breakdown, as the mob keeps demanding them to make a decision.

Just....

At some point, I don't even really understand why, you know? And I want to get caught up and keep up with this game, but I just really don't want the rest of Book 3 to be like this, even though I know it probably will. Even if it is, I really don't want Book 4 to be like this, either. I mean, times are tough. Everyone's stressed. And the approach of real-world fascism is more dire than ever. Maybe we shouldn't have so many quests built around just how much we can make the player feel bad about what's happening? Like, just some little wins every now and then go a long way, you know?

I wasn't around when these quests came out, and I don't know what the general vibe of the players was at the time or how these events were being received by the community. But I genuinely want to know if other people had the experience I did, or if other players maybe had a different take, where they saw way more positives here than I did. Because I don't know what the current playerbase is like, but I HAVE to imagine all of this was extremely divisive and there are people who love all these quests I'm talking about for their own specific reasons.
AQ DF MQ  Post #: 1
12/14/2025 11:45:13   
TFS
Helpful!


I'm not gonna lie, when I clicked on this thread I did not expect someone to say they didn't like the two most popular storylines in the game.

I understand your frustration with how The Rose has been handled - Book 3 has changed writers and been retconned/re-written many times, and each writer has had a different version for what the Rose should be. Keep in mind that they will be treated more and more sympathetically as the game goes on. Another fascist faction will also be introduced later on, and they will be treated even more sympathetically than The Rose. If you aren't comfortable with this, you likely will not enjoy the main storyline (the blue one on the timeline) past a certain point.

However, I doubt many people will agree with your take on Void Ship and Calamity. As is common in storytelling, the sorrows, challenges, and high stakes the hero has to face over the course of the story makes the ending feel more cathartic once it is resolved. As a result, these storylines are generally considered by fans to be the best in the game. Outside of the First Weaver storyline (the black one on the timeline), the game will never get this dark or uncomfortable again.

Even if you aren't enjoying Book 3, there's still plenty of reason to stick around - Books 1 and 2 also get monthly updates.

< Message edited by TFS -- 12/14/2025 13:13:34 >
DF  Post #: 2
12/14/2025 12:43:22   
  Verlyrus
DragonFable Boxcat


Hi! I'm the uh, current co-lead developer, programmer, and lead writer for DragonFable.

I appreciate that you took the time to express your frustrations with the story. I'll try to address things, but everyone's experiences are their own, and your experience is valid. I would not want to suggest that you feel wrong for how you feel.

Regarding how some things were received, a lot of people actually really like Book 3 Tomix saga and Calamity's second half. These were not written by me, but I think people enjoyed the emotions of the Tomix saga and then for Calamity, being able to take down something truly evil (for once?). The rock thrown at Jaania was very important. I don't think it was meant to make you feel bad for Jaania— at the time of its release, most players hated Jaania with a passion in every respect. I want to say that was a nod from Dove (the other co-lead, and lead artist/animator) that we understood the players' frustrations. This was around right after we took over, and were still following scripts left-behind.

Serenity's death was very controversial, since it definitely was/felt like a punishment from one of the developers at the time. It was incredibly cruel, and soured a lot of people toward things, understandably so.

Finally, I would also say most people aren't the most enthusiastic about early Rose things, either, though maybe for different reasons. You'll probably find people saying that "it's better now", because we spent time doing a cleanup/rewrite of early Book 3 things, the majority of which, I think you've yet to reach. I don't think I should go into all the details, but you can read the old scripts on the forum's pedia, if you're morbidly interested.

As for continuing on:
Things do get more complicated. Things do get more frustrating, though not as suffering as Calamity and Tomix Saga (for the most part, you still have a side story or two that go places).

A big theme of early Book 3's main story is how/why people would end up supporting The Rose. In today's political climate, and from your perspective, however, I can understand how frustrating this can be. It's very scary to see, and the "well, The Rose is doing good things/isn't as bad over here quests" can definitely feel like forced nuance when viewed through that lens.

I don't know if I did a good job re-contextualizing these matters with the rewrites. Originally, I expect these stories were intended to show "nuance". However, with what I've written/rewritten, the inconsistencies and evils are more a result of Jaania's
spoiler:

incompetence, passivity, and naivety
. That is absolutely not to say that she is "right" in any way— My stance is that The Rose doing "good things" is a result of good people wanting to do good, not of the organization.

While I don't know if you would enjoy all of it, I'm curious how you'd find the rest of Book 3.

You'll either love or hate the Maleurous saga (post-Calamity stuff), although I thiiiink you might like it.

I don't know how you'll feel about the main story. I don't know if you can set aside the strong feelings and frustrations that what you've played already has instilled in you, and there is a matter of powerlessness against evil that does continue.

If there is any hope, you probably enjoyed Book 2 more because it was partially re-written. By me! (and we're still working on the latter half of that!) So, if you enjoyed that, then you may enjoy the later parts of Book 3, as well as Maleurous, after I took over writing.

This is definitely an interesting discussion to have. If you follow the timeline as presented, as you have, playing through the quest lines as they appear, without breaks to return to the main story, you really do just run into suffering, suffering and "maybe The Rose isn't so bad".
I can totally see how that can feel awful back to back. I'm not sure what the best way to deal with that is. The stories are arranged thus on the timeline in order for the story to make sense, but it can absolutely get overwhelming when taken all at once.

Thanks again for your feedback, it's very important to me that I understand how the game and its story affects players.

< Message edited by Verlyrus -- 12/14/2025 12:45:30 >
AQ MQ  Post #: 3
12/14/2025 14:11:27   
GodJank
Member

I'm ngl I thought this was gonna end up being another rant thread about how bad DF feels right now so I was bracing myself for something entirely different

I think Void Ship, First Weaver and Calamity end up being the most interesting stories being told, because the writers are willing to go the distance. I only have a few nit picks with Calamity specifically (Valtrith is a joke of a character, Caitiff felt a bit weaksauce and I don't really care that much about Serenity), but otherwise I thoroughly enjoyed these story arcs.

Book 3 is fully finished though, so I don't really think it's possible at all to do major rewrites just to make stories have more feel-good moments.
Post #: 4
12/14/2025 19:48:37   
dethhollow
Member

quote:

However, I doubt many people will agree with your take on Void Ship and Calamity. As is common in storytelling, the sorrows, challenges, and high stakes the hero has to face over the course of the story makes the ending feel more cathartic once it is resolved


It's a bit surprising that so many people thought I hated the Void Ship, although it's honestly 100% my fault. I talked a lot about my biggest issue with it because it ties into my wider frustrations. But it honestly didn't really bug me outside of 'the door scene,' so I ended up enjoying it a lot. And I feel like the big difference, to me, is that the Void Ship saga felt like it earned the darker moments more and had them way more focused into where it felt the most appropriate. I still don't really get the point of going as far as it did, but at least 'the door scene' is over pretty quickly, so it gets the point across without overstaying its welcome while helping to characterize the crew more. Meanwhile, Tomix's sacrifice feels like it was handled really well; it managed to feel extremely necessary to the story to the point where I was feeling the things the game wanted me to feel instead of emotionally turning against the writing. Hopefully, that makes sense to people because it feels hard to specifically explain.

Really, the bigger problem is that it's systemic of a wider issue I've been having with Book 3, where it feels like every quest line is trying to be just as sad and moving, if not, more-so.

quote:

The rock thrown at Jaania was very important. I don't think it was meant to make you feel bad for Jaania— at the time of its release, most players hated Jaania with a passion in every respect. I want to say that was a nod from Dove (the other co-lead, and lead artist/animator) that we understood the players' frustrations. This was around right after we took over, and were still following scripts left-behind.


That's honestly super interesting to hear, and it sounds like it was a good note to take. Playing through things, I could tell the writing changed after Book 1, and I assumed it was because of writers being shuffled around during the development of the other games. I'm not sure if that tracks with how things played out, but based on what I'm hearing, it sounds pretty plausible. I don't know where I'd even go to find info on this, but it'd be really fascinating to know which person was the lead on which quest line, because I feel like I can pick out some stuff that was probably made by the same lead writer for sure.

quote:

Serenity's death was very controversial, since it definitely was/felt like a punishment from one of the developers at the time. It was incredibly cruel, and soured a lot of people toward things, understandably so.


This I'm REALLY curious about. I don't want to push the issue just in-case, but it sonds like there's definitely a story here behind the scenes that would probably explain a lot about the direction here. When I was talking about the Calamity Saga with my girlfriend, she said it seemed like the writer was going through things. So this feels like that might not be as far off as I expected.

Apologies if it's a bit of a sensitive topic for one reason or another.

quote:

While I don't know if you would enjoy all of it, I'm curious how you'd find the rest of Book 3.


I'll be sure to talk about my experience with it at some point, then. There's definitely a lot of interesting stuff going on, and it'd be great if my feedback could help, even just a little bit.

quote:

I think Void Ship, First Weaver and Calamity end up being the most interesting stories being told, because the writers are willing to go the distance. I only have a few nit picks with Calamity specifically (Valtrith is a joke of a character, Caitiff felt a bit weaksauce and I don't really care that much about Serenity), but otherwise I thoroughly enjoyed these story arcs.


To be honest, I didn't really care much for either of them as characters, which probably contributed to things. Valtrith is fun at first, and I think he pulls off being a pure force of nature type of villain way more, but at the end of the day, it never felt like there was much to him. He was practically born a monster, and that's just his entire deal. But Caitiff feels like they get it way worse as a character because they don't even really have a reason to be this way; they're just evil because they're an evil weapon.

I'm thinking this over, and while it wouldn't really 'fix' my issues, it feels like it would do a lot for Caitiff's character if part of why they're so unrelenting was because they were just trapped in a random box in the attic for so long. You could have a whole thing where they're so unrelenting because they were abandoned as a weapon. The world was never sympathetic or kind to them, so now they're extra determined to take their own pain out on everyone around them. I mean, at the end of the day, they are a Doom Weapon; they'd be evil no matter what. But it'd at least be a point of intrigue for them that could give players more to think about as all these other horrible things are happening. But yeah, I don't expect everyone to agree with me on this idea.

quote:

Book 3 is fully finished though, so I don't really think it's possible at all to do major rewrites just to make stories have more feel-good moments.


Honestly, I don't think you would actually need to do that much to make things work better. I think it would honestly help a ton just to have more moments of humanity across things, right? Like the writing wants the player to really feel things, and I believe there's a lot of power in just having an NPC just showing concern for The Hero in the face of something they're powerless to stop. From a writing perspective, you basically have a free pass to take any character that's in the room and make them look so good super easily. But, more importantly, having little moments of empathy like that could do a ton to take some stress off the player without actually compromising The Hero's character arc because, to them, there still wouldn't be anything they could do about the situation. I feel like it'd be really easy to even just throw in someone telling The Hero, "It's not your fault," just for them to say "But I should have done more" or something.

Like, I'm genuinely not expecting rewrites anytime soon, but I think there are absolutely little tweaks that could be made that could have a pretty big positive effect on the feel of the story overall.

EDIT: You know, actually, thinking about it, it'd be really easy to use the dragon for something like that. You could have your dragon tell The Hero it's not their fault because, of course, they'd be worried as your partner. So it'd ease the pressure a bit and make the player feel closer to them. But then, they'd get corrupted, and it'd actually help a lot with making the player feel more focused on saving them, no matter the cost.

That shouldn't be too difficult of a thing to add, but it feels like some stuff like that could probably actually improve the questline a lot. But that's just my personal opinion.

< Message edited by dethhollow -- 12/14/2025 20:24:46 >
AQ DF MQ  Post #: 5
12/14/2025 20:39:08   
GodJank
Member

If you want a quest where the Hero (and the player) feels empathy for characters, with a sweet ending, then maybe you should check out Unigedd. You might like this one. Also Myshka, which you preferably do as soon as you're done with Void Ship.
Post #: 6
12/15/2025 11:24:52   
Dratomos
Helpful!


Gotta say, I was a bit confused about this post. I don't think it's generally good idea to ask rewrites to a story you haven't even played to completion. Maybe first play Book 3 and all it's sagas? And then just saying "it's not that lot of work, so just do it because I want more feel good moments" feels a bit selfish don't you think? Especially if you haven't played this Book until completion?

Rose is generally more complex enemy than Seppy. That doesn't make it more right, but Hero being gone for so long, it rose (tee-hee) to power easily, especially after what SMUDD and Wargoth did.

It is based more on idealogy than just random undead army. It doesn't mean you should agree with them, but it's also good to recognize how we ended up there and why you can't just scream and beat every Rose soldier snd call it a day. That doesn't mean you should agree with Jaania or even like her. But it's not like everything came out of nowhere.




DF AQW  Post #: 7
12/15/2025 14:05:30   
TFS
Helpful!


quote:

This I'm REALLY curious about. I don't want to push the issue just in-case, but it sonds like there's definitely a story here behind the scenes that would probably explain a lot about the direction here. When I was talking about the Calamity Saga with my girlfriend, she said it seemed like the writer was going through things. So this feels like that might not be as far off as I expected.

As someone who remained in contact with the former developer behind the Serenity war, I can (uniquely?) answer this one! There's a lot of meta-narrative behind it that doesn't really make sense with just the content in the game, and wasn't ever explained in any official capacity.

This was never told to players, but the idea was that Serenity was always going to die and be turned into Caitiff. Players strongly disliked Baron Valtrith at the time, considering him an incredibly weak villain, and the writer wanted to raise the stakes behind the conflict with him by permanently killing off a character (instead of, you know, just making Valtrith a more compelling character). Serenity was chosen because she was a familiar presence players would miss, was very inconsequential to the game's overall story, and already had a past connection to the Doom Weapons.

The way this story beat was presented to players was that Serenity was killed because they had failed to sufficiently participate in the war minigame that led up to the release. Predictably, this angered players who felt they were being collectively punished for something no individual player had any control over, but even worse was that it wasn't even true. The developers obviously were not going to rewrite entire plotlines and reanimate entire cutscenes based on the outcome of a minigame almost entirely determined by developer intervention in the first place. Even if players had won the 'Serenity Before the Storm' war, the planned story beat was that Serenity was just going to willingly join the cultists and sacrifice herself to become Caitiff anyway. So, the way this was presented upset players a lot and as a result the release was very controversial.
It also didn't help that Serenity's connection to the Doom Weapons didn't make sense to most players, as the storyline behind the Falconreach Innkeepers had been removed from the game for nearly a decade at that point (nearly two decades now!) so to a lot of people it just came off as needlessly cruel for no reason. And it definitely didn't help that the developer behind this was very, very active here on the forums and often surly towards players in a way that did seem like pointed cruelty (though, to be fair, I would also lose it if I had to deal with the mid-2010s AE Forums all day). Another (insane) idea for a war loss punishment he threw out there was inflicting a permanent Bonus debuff upon the player for every single battle in the game, regardless of where they were in the story, until the playerbase collectively managed to win the next Valtrith war. And, finally, it didn't help that Valtrith and his storyline just sucked - he had an incredibly contrived introduction and concept, had terribly cringe-inducing dialogue, was defeated far too easily multiple times, and the 'Friday the 13th Again' war that induced all this was just copypasted 2006 content that hadn't even been animated.
So, to sum up: players had been told they were being punished over poor turnout for content that wasn't compelling to play, in a way that seemed incredibly cruel and didn't make a lot of sense, by a developer players viewed as vindictive, for something no individual player had any control over, when the minigame outcomes are set by the developers from the start - with a story beat that was going to happen anyway. Hence, controversy.

The developer in question ended up leaving the game shortly afterward for unrelated reasons. The Valtrith Tomb through Doomed were then written by the game's former lead, and instead focused on fleshing out Valtrith as a character (him being a big insecure lame-o was now by design) while developing Caitiff as a villain and giving Serenity a backstory that retroactively explained what had happened. As one might expect, players suddenly became a lot more receptive to the storyline once the writing was actually good! Black Winter was then written by Dove, the game's current co-lead, and focused on the protagonist's fear, frustration, and sorrow - not coincidentally voicing how the players themselves had felt about the incredibly dark plotline thus far. This is generally considered to be the best arc of the game, and Calamity is very beloved as a result, despite its rocky first half.

So, long story short, it's not as much that 'the writer was going through things' as much as it was 'extremely bad communication with the playerbase.'

< Message edited by TFS -- 12/15/2025 15:07:18 >
DF  Post #: 8
12/15/2025 17:26:00   
dethhollow
Member

quote:

Maybe first play Book 3 and all it's sagas?


I normally would, but after Calamity, my motivation to keep going was pretty low. It felt better to talk about my thoughts while they're fresh instead of forcing myself to power through multiple other questlines. If I just kept going, I'm sure my frustration with things would have just soured my experience even more. But, honestly, everyone's been incredibly respectful and understanding of things, and getting more context has helped me come to terms with things a lot. I'm sure I'll get through the rest in time, but I still had the experience I did, and I feel like there are still valid thoughts and criticisms I can make from what I've played so far.

quote:

And then just saying "it's not that lot of work, so just do it because I want more feel good moments" feels a bit selfish don't you think?


Not really. Like I've said, these are just my thoughts and opinions, and I was thinking off the cuff in response to someone saying it's too late for a full rewrite. Because, ultimately, I don't think you'd really need a full rewrite to address the issues I had with things. I'm not really expecting things to change purely around my tastes or something, but I don't think hearing other perspectives could really hurt things, either. I mean, if these are criticisms I have as a new/returning player going through the quests like this, then it's not unreasonable to think other people could have a similar experience to mine.

quote:

Rose is generally more complex enemy than Seppy. That doesn't make it more right, but Hero being gone for so long, it rose (tee-hee) to power easily, especially after what SMUDD and Wargoth did.

It is based more on idealogy than just random undead army. It doesn't mean you should agree with them, but it's also good to recognize how we ended up there and why you can't just scream and beat every Rose soldier snd call it a day. That doesn't mean you should agree with Jaania or even like her. But it's not like everything came out of nowhere.


I know I don't know where The Rose's plotline goes, but I've got so many thoughts already. Sure, they're more complicated, but I feel like that also means there's more stuff that can be read wrong, especially when we're dealing with social allegories that run the risk of ageing over time. The climate of the discussions around bigotry and oppression is just so different now than it was in the 2010s, and it feels very possible that that's also influencing my opinions here to some extent. But I do respect that they took the risk of doing a faction like this, even if I've got issues with the implementation so far.

I could probably get deeper into things, but unlike the Calamity Saga, this is definitely an evolving topic that could change a lot throughout the game. But I feel like I've made my thoughts clear for now, and it seems like the frustrations I have are things the writers past this point were able to notice and probably address. So it'd probably be better to talk about that more later as I get through the saga, I think.

It probably is pretty fair to say it does come pretty out of nowhere, though. And that's not really a bad thing, but it is a pretty huge change to the world of the game. So I think the early impressions are arguably even more important than they would be normally, and I just hope the story manages to account for that well going forward.

-

quote:

As someone who remained in contact with the former developer behind the Serenity war, I can (uniquely?) answer this one! There's a lot of meta-narrative behind it that doesn't really make sense with just the content in the game, and wasn't ever explained in any official capacity.

This was never told to players, but the idea was that Serenity was always going to die and be turned into Caitiff. Players strongly disliked Baron Valtrith at the time, considering him an incredibly weak villain, and the writer wanted to raise the stakes behind the conflict with him by permanently killing off a character (instead of, you know, just making Valtrith a more compelling character). Serenity was chosen because she was a familiar presence players would miss, was very inconsequential to the game's overall story, and already had a past connection to the Doom Weapons.

The way this story beat was presented to players was that Serenity was killed because they had failed to sufficiently participate in the war minigame that led up to the release. Predictably, this angered players who felt they were being collectively punished for something no individual player had any control over, but even worse was that it wasn't even true. The developers obviously were not going to rewrite entire plotlines and reanimate entire cutscenes based on the outcome of a minigame almost entirely determined by developer intervention in the first place. Even if players had won the 'Serenity Before the Storm' war, the planned story beat was that Serenity was just going to willingly join the cultists and sacrifice herself to become Caitiff anyway. So, the way this was presented upset players a lot and as a result the release was very controversial.
It also didn't help that Serenity's connection to the Doom Weapons didn't make sense to most players, as the storyline behind the Falconreach Innkeepers had been removed from the game for nearly a decade at that point (nearly two decades now!) so to a lot of people it just came off as needlessly cruel for no reason. And it definitely didn't help that the developer behind this was very, very active here on the forums and often surly towards players in a way that did seem like pointed cruelty (though, to be fair, I would also lose it if I had to deal with the mid-2010s AE Forums all day). Another (insane) idea for a war loss punishment he threw out there was inflicting a permanent Bonus debuff upon the player for every single battle in the game, regardless of where they were in the story, until the playerbase collectively managed to win the next Valtrith war. And, finally, it didn't help that Valtrith and his storyline just sucked - he had an incredibly contrived introduction and concept, had terribly cringe-inducing dialogue, was defeated far too easily multiple times, and the 'Friday the 13th Again' war that induced all was just copypasted 2006 content that hadn't even been animated.
So, to sum up: players had been told they were being punished over poor turnout for content that wasn't compelling to play, in a way that seemed incredibly cruel and didn't make a lot of sense, by a developer players viewed as vindictive, for something no individual player had any control over, when the minigame outcomes are set by the developers from the start - with a story beat that was going to happen anyway. Hence, controversy.

The developer in question ended up leaving the game shortly afterward for unrelated reasons. The Valtrith Tomb through Doomed were then written by the game's former lead, and instead focused on fleshing out Valtrith as a character (him being a big insecure lame-o was now by design) while developing Caitiff as a villain and giving Serenity a backstory that retroactively explained what had happened. As one might expect, players suddenly became a lot more receptive to the storyline once the writing was actually good! Black Winter was then written by Dove, the game's current co-lead, and focused on the protagonist's fear, frustration, and sorrow - not coincidentally voicing how the players themselves had felt about the incredibly dark plotline thus far. This is generally considered to be the best arc of the game, and Calamity is very beloved as a result, despite its rocky first half.

So, long story short, it's not as much that 'the writer was going through things' as much as it was 'extremely bad communication with the playerbase.'


Okay, huge thanks for the context TFS, because this explains A LOT! Because, yeah, as a new player for this quest, it was super confusing that nobody really messed up, but Serenity still dies without any real setup. The Hero doesn't really do anything wrong that would make sense for a failure like this, like being reckless or full of themself. So it was a super jarring plot point for me, especially since it feels like it takes so long before the story really acknowledges the impact this should have on The Hero. Hearing that Dove took over makes so much sense because the way the plot treats the main character's trauma seemed to change a ton halfway through.

Same for Valtrith, too, because it did feel really weird that we just defeated him after the pretty forced feeling villain item hunt. I'm still not even sure how he got Sek Duat's mask, isn't that supposed to be locked down by The Rose at the time...? But he was still a big deal, so he kind of HAD to be a thing off to the side. And then we randomly got the Serina backstory, and it's like... no wonder it felt like this should have happened before she died. Because it technically did get revealed earlier, but because the quest wasn't available anymore, the writing had to play catch-up after the fact. Which is somehow even weirder out of context because it's a reveal that goes literally nowhere and (probably) never gets brought up after this arc.

This also explains something else that felt odd to me. There's a fight where you fight both Valtrith and Caitiff at the same time, but if you beat Caitiff first, then Valtrith just keeps healing and shielding himself, making the fight basically impossible (although I'm sure someone's managed to do it). For me, I hated Caitiff more, so I went after them first. But, in context, it probably made a lot more sense because the vibe was that people were done with Valtrith. So the fight was probably made with the assumption people would go for him, instead. I'm not sure how intentional it was with the meta context, but it feels a lot more appropriate to me now.

It feels so cathartic to know a lot of the issues I had are actually pretty common complaints, with a lot of them having a real reason for why these decisions feel as odd as they do. I feel like the biggest distinction here is that players at the time had a lot of room to do other quests and let things settle in before the finale. Meanwhile, I just did it all back to back, so everything pre-Dove just soured me hard on the actual final stretch that, admittedly, IS better. But it also leaned into a lot of stuff I didn't have a lot of patience for in the moment, with how fresh the rest of the plot decisions were for me. The level of mean-spiritedness in the other quests I was experiencing at the time just made it all hit so much worse.
AQ DF MQ  Post #: 9
12/15/2025 19:00:23   
GodJank
Member

Rewriting the story would take up a lot of development time, unfortunately.

See, DragonFable only has 3 developers: Verlyrus (co-lead, main writer, main coder), Dove (co-lead, main animator, main artist, sometimes writer) and Dracelix (artist, sometimes animator). So any rewrites done would have to be treated as a weekly release, so it's not really something the developers could just throw in as a bonus update. This would mean a week without a story release, or no monthly Inn fight, or no Book 1 Reimagined release.

quote:

it's not unreasonable to think other people could have a similar experience to mine.

Yeah, but isn't it reasonable to assume that there are a lot of people that are fine with Calamity's latter half, and the darker tone Void Ship sets, and Rose as an antagonistic force? I for one really like the Rose, because I genuinely don't think Jaania is fully unreasonable; she got frozen for at least a decade (likely longer) because of a magical accident, and the first thing she sees when she wakes up are elements in disarray and the entire world literally on fire. Greenguard is governed by a fool and uncontrolled magic has proven multiple times to be a serious threat to the well-being of Lore. She's not anti-magic, she just wants it to be regulated.
Post #: 10
12/16/2025 0:55:57   
dethhollow
Member

quote:

See, DragonFable only has 3 developers: Verlyrus (co-lead, main writer, main coder), Dove (co-lead, main animator, main artist, sometimes writer) and Dracelix (artist, sometimes animator). So any rewrites done would have to be treated as a weekly release, so it's not really something the developers could just throw in as a bonus update. This would mean a week without a story release, or no monthly Inn fight, or no Book 1 Reimagined release.


That's honestly a shame. I assumed they weren't working with a huge team, but I never thought it was basically down to 3 main people. Again, all the respect to the creators, that has to be kind of rough. Still, though, at some point down the line, it does feel like rewrites are a real possibility for some of this stuff. If for no other reason than for consistency issues. A lot of what I've been saying is 100% subjective opinions and personal preferences, but it would make a lot of logical sense for the Caamity Saga to have Valtrith or his cultists mention or hint at Serinity's connection to them beforehand, so the events of the arc and the lore drop don't feel as out of nowhere. Of course, it's not a major priority or anything, but it's something that feels worth pointing out for the future.

quote:

Yeah, but isn't it reasonable to assume that there are a lot of people that are fine with Calamity's latter half, and the darker tone Void Ship sets, and Rose as an antagonistic force?


Of course it is, I don't doubt people at all when they say it's a pretty beloved arc. I feel like, if anything, this thread has helped me really start to untangle why it worked for other people and why it didn't work for me. I might feel similarly if I played the Calamity Saga as it came out and had more time for all these elements to settle in. And maybe if I experienced The Rose before realizing I'm Trans or before the allegories became a bit too real, then I'd have a pretty different perspective on them. I don't really get what people see in 'the door scene' from The Void Ship, but people who enjoy it are also completely valid in their tastes and opinions. And I don't really want to discourage that, either, you know? I want to understand other people's perspectives if I can, even if I end up still disagreeing with them. It's just that I felt the way I felt and there's probably value in other people understanding where I'm coming from, too, I think.

quote:

I for one really like the Rose, because I genuinely don't think Jaania is fully unreasonable; she got frozen for at least a decade (likely longer) because of a magical accident, and the first thing she sees when she wakes up are elements in disarray and the entire world literally on fire. Greenguard is governed by a fool and uncontrolled magic has proven multiple times to be a serious threat to the well-being of Lore. She's not anti-magic, she just wants it to be regulated.


I think Jaania's motivations make sense, honestly. I'm not really as sold on how fast it happens, though. In a hypothetical scenario where the story was completely redone, I'd want more time between her being thawed and the end of Book 2 to flesh out her character better. But yeah, we get enough to fill in the gaps even if it didn't work as well for me as I think it could have. I might even change my stance after getting through more of Book 3, but I'll just have to feel it out when I get there.

At the end of the day, as of right now, I feel like I have two specific issues with The Rose overall.

First, it feels like the story really downplays how horrible their actions are a lot from what I've seen. Specifically, it's been brought up a few times that they're displacing magical races in the cities they move into, and we see them pretty actively crusading against magical races. Sure, some of them don't feel good about doing it, but this honestly feels like the type of thing where you really need a scene where someone from The Rose has to sit down and really confront a person who's been affected by their persecution. Maybe it happens in a quest I haven't done yet, but the fact that there are just sapient people in this world being targeted and banished from cities by The Rose feels like it's a way bigger deal. From what I saw of the Amityville questline, it seemed like that story was going for more of the idea that the city losing its magic is like it's losing its soul, everyone's losing the things that made their town special and interesting. And that's a really interesting direction that I feel like the plot could lean into really effectively. But it's also pretty weird to see when it feels like there's a way bigger human rights issue going on centered around this group, you know? The fact that that's a thing feels like it pushes the needle way too far against The Rose for the discussion the plot wants to have about whether or not it's justified to control something tied to people's identities and culture for the greater good. I don't think it's an unrealistic direction for the group to go in, but it currently feels at odds with where the story wants me to be on this group.

The second big issue I have with The Rose right now is something that's WAY easier to fix, to the point where it might already be 'solved' by the later plot, which is that The Rose feels very ineffective to me. Of course, we see they're integrating into cities well, and they have strong members, but I don't remember any cutscenes where The Rose as a group really saves The Hero or where they help with a problem the way the usual group of NPCs would. For example, in the Calamity Saga, when Caitiff is going around gathering power, shouldn't The Rose be trying to monitor this thing and report on its movements? Even if they can't stop it, it does feel like they should be calling people in and being a general nuisance to them, or, really, most of the villains we see. You'd think they'd be out there gathering materials and trying to contact The Hero to inform them about major threats, but they're surprisingly unhelpful. Maybe that's the point, but if the organization isn't actually effective at dealing with magical threats, then where's really the good side to this organization? If it's just the good individuals keeping things going, then it's not much different from just having them be individual knights or adventurers, so what positive is The Rose as an organization even really adding here?

Of course, we do see some stuff; we know they helped defend Oaklore. And they helped get the people of The Sandsea to safety, that's something. But it doesn't really feel like enough to me to outweigh everything else and make this more of a complex moral issue. From my perspective, it just seems like the organization is run by magical racists with some being more well-intentioned than others, so it's less "the group isn't black and white," and it feels more like "rampant fanaticism can corrupt even good people". And I REALLY don't know if that's what the take-away was meant to be or if my thoughts will change further into the plot, but if that's the direction, then it feels very odd that it doesn't seem to have really been framed in that way yet.

But yeah, this is all just my opinions as of right now in the saga, and I don't really expect people to agree with me on The Rose until I'm far enough in to take a more defined stance on the Saga as a whole.
AQ DF MQ  Post #: 11
12/16/2025 2:36:10   
Laeon val Observis
Member
 

It's not just The Rose wherein we'll "downplay" certain organizational atrocities. You will come to realize that once you've dived far into Book 3, you really will have to realize that these words from the Calamity Saga Epilogue will hold true:

The world isn't black and white!

If it sounds too generalized, then perhaps this certain quest objective from an Inn/Arena fight will test your resolve further:

The justifications for actions are many, but in the end who is right?

Unlike Book 1, Book 3 is no longer as simple as cracking down mobs of undead and their necromantic masters. Does calling out evil deeds really warrant the complete obliteration of an organization or system of belief? You will have to develop a bigger picture perspective instead of being so zealous. Otherwise, you really won't have a healthy capacity in appreciating the world building that this Book has.

< Message edited by Laeon val Observis -- 12/16/2025 2:49:09 >
DF AQW  Post #: 12
Page:   [1]
All Forums >> [Artix Entertainment Games] >> [DragonFable] >> DragonFable General Discussion >> Frustrations with Book 3
Jump to:






Icon Legend
New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts




Forum Content Copyright © 2018 Artix Entertainment, LLC.

"AdventureQuest", "DragonFable", "MechQuest", "EpicDuel", "BattleOn.com", "AdventureQuest Worlds", "Artix Entertainment"
and all game character names are either trademarks or registered trademarks of Artix Entertainment, LLC. All rights are reserved.
PRIVACY POLICY


Forum Software © ASPPlayground.NET Advanced Edition