I recently played Dragon Warrior I on emulator; incidentally, an experience I recommend.
So do I - but probably for different reasons. If you have a right mindset, you`ll enjoy this charming game very much. By "right mindset" I mean of course realizing that perhaps judging a +20 year old game by today`s standards is rather lame, though unfortunately quite common these days. The internet forums are full of people nitpicking on some old classics while nodding sagely and spreading the modern wisdom. Fish/barrels come to mind.
As it is, playing DQ or Phantasy Star or Phantasie or any other "foundation" game is as fun for me as playing their modern counterparts. It`s interesting to see how they evolved and yet didn`t change the core ideals that much. So there`s "little game" in DQ? That`s a good one. I`d say there`s plenty - it`s just it is rough around the edges and yes, drawn out. Obviously. Maybe because these guys were mapping an uncharted territory and didn`t have the advantage of couple of decades of successors tinkering with their creations?
You`re also making a similar mistake that Vanguard here does - that is, defining "fun" for other people and deciding which is the right version of it. This is a tricky subject and the key is the understanding that people are different and perceive -and do- things differently. It is rather condescending to tell millions of gamers who enjoyed this terrible-no-no grinding for years, and still do, that they`ve been doing it wrong. If you don`t like this system, it`s simple - play some other games.
Overall, the DQ example is good in one way - it demonstrates the whole "grinding" scare is mostly a myth. Sure, proto-RPGs used it extensively due to design/hardware constraints and, well, being "proto" to start with. But - as you rightly say yourself - over the years they evolved and now playing a modern game it`s hardly necessary to do some real grinding in order to progress. Mostly people complaining these days make two mistakes - either go straight from A to B without exploring/sidequesting or just downright fail in battle systems thinking that they`re not powerful enough for the boss, while in fact they just can`t utilize the tools at hand (Xenosaga being a prime example here)
There` also a real danger in this out-with-the-old!-we-want-fun (but only certain "fun") attitude - these days it leads to abominable horrors like for example Mass Effect 2 - game so bland and smothered it makes me shudder even to think about it. This have been achieved in similar ways - culling systems like excellent planet exploration or more complex & difficult battles or inventory in the name of "fun" and insta-gratification. Which translates to pressing X to see another cutscene and generally just stare at Miranda`s ass, while 'battles" win themselves.
We're discussing different systems, and when it is appropriate to use them, and what makes each one good or bad. I am saying that a system you like is bad (and providing justification for that claim), but that isn't the same as telling you what media you should enjoy or how you should enjoy it.
Telling me that system I think is good is actually not, because yours is the right one is implying I should use yours. Plus, as I said above in reply to wire_hall_medic, there`s lots of talks of what constitutes fun and what is the right version of it. On larger scale this is exactly deciding whats good and appropriate for other folks to enjoy.
Now, that wouldn`t be so bad in some other discussion - but like I said in my first post, we`re talking completely arbitrary and unrealistic, abstract even, systems. This is a key point here - because perception of such will vary amongst people and you cannot just say that one is better than another. This is not maths or any other science and these are not cold facts, like that 60 fps is better than 30 or 8GB RAM better than 4 (though I still`ve seen people who`d argue even that).
So your example is completely flawed in that it applies to
your playstyle and
your definition of tactics and suchlike (by "your" I mean of course any number of people - I do of course realise that this is more or less an "official" version here).
This sums it up rather nicely:
if you wanted to raise one of your weaker skills to a usable level, you had to go find a safe situation and repeatedly use that skill.
Only that I never did. I just use skills during the course of exploring the dungeon. I do it while
playing, while killing monsters and such and they go up automatically. If I want, I can disable some, others will improve. If I want, I`ll change the weapon or spell and other areas will go up. I`m really sorry if that is not tactical enough....but of course it seems I have a completely different way of playing that game. But this is wrong too apparently...from what you say, there`s only a one true way to play Crawl and what it should be. The main thing though is I don`t really have the problem with the other system either, and find it equally enjoyable.
In complex games there will always be ways to exploit the system - so if one wants to do these tedious jumps in Oblivion or cast thousand Sandblasts in Crawl, they can. That sure would be
realgrinding and I`d consider it rather silly too. The point y`all are missing is that you don`t have to do these things and yet those games can be played in other, perfectly fine ways too.