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--There is a world height and depth limit. They are okay in size, but they are not as enormous as minecraft. I personally have never found it to be an issue, but it really depends on what you like to build. Some people are offended.
--Some of the most attractive build tools are locked behind the tablet target objectives on the isle of awakening, which are very tedious and onerous to complete. I love DQB2 dearly and even I am baffled that they did this.
--There is a hard limit on how many custom picture frames you can hang, and it is SHOCKINGLY low.
--There is a hard limit on the number of storage containers you can place. You can keep placing them after you hit the limit, but you're no longer allowed to store things in them.
--While the game claims to have multiplayer, it kinda only halfway has multiplayer. You can invite a friend to play with you on the isle of awakening, and that's it. They can't come with you on any of the adventure or go with you to explorer's shores. It's very limited.
These are the most commonly griped about snags.
Overall I would say that minecraft has a better user experience if you just want to play legos without jumping through a lot of hoops or worrying about limitations.
DQB2 is a better experience if you are interested in a much better adventure/rpg experience with your building, and have a villager/town experience that feels more "life simmy" and alive. Also DQB2 has better furniture / decor and looks prettier.
You can always tell who the minecraft kiddies are in DQB2 when the game has some excellent and great looking roof pieces but you still just see roofs made out of stairs everywhere haha.
I guess I will probably give Minecraft a go at some point as I do have some large builds I would like to do :)
BenXC has a video out on Youtube where he goes over most of the item limits, but he overlooks a few items, is wrong about a few others, and doesn't distinguish between hard and soft limits. GamerAura's Item Limit FAQ on gamefaqs[gamefaqs.gamespot.com] is currently the most accurate resource.
I personally think its a good idea to force players through the story and acquire the tools in stages as rewards for completing tasks. Too many games try to throw the entire collection of goodies at you right out of the gate and its overwhelming. For example, I just tried Story of Seasons: Pioneers of Olive Town on Nintendo Switch Online's free-play and it does this: trying to simultaneously manage your land (chop trees, break rocks, cut grass), till soil, plant and water seeds, raise animals, mine, and improve the town are all provided almost right away and its just too overwhelming. I guess its nice you can do anything you want right away, but it feels disjointed. If it introduced things one week at a time it would have made for a better game.
Though I would not have minded DQB2 opening up everything right away in a New Game+ manner, for anyone who had beaten the game already. Needing to complete the entire 80-ish hour experience on the second or third save slot is tedious. I would hope DQB3 gives this new game+ type of option for those who want it.
Another thing not mentioned is that Minecraft can be modded to support all kinds of new features while DQB2 is a closed system. Minecraft also has the superior multiplayer experience. In most other regards, DQB2 generally outdoes Minecraft: better looks, better story, better AI, better NPC interaction, and more variety (mods not withstanding to improve Minecraft variety or appearance to a DQB2 level)
Most of my ire is directed at the tablet targets---especially the ones that require you to build very specific rooms, styles of rooms, numbers of rooms, etc on the Isle of Awakening. I feel like the isle of awakening is the place where the player should have the freedom to be creative in the way they want to be. Forcing them to build a lot of things they do not want to build, or alter their terrain in a way they do not wish to alter it, feels like it was bad judgment in the tablet targets idea. I also don't like that useful tools such as the pot upgrade and buildnoculars are locked behind these targets.
I wouldn't have minded the same tools being unlocks in one more additional story chapter, though. And I did not mind at all the tablet targets that did not interfere very much or at all with the player's own creativity, such as cooking objectives, recruitment objectives, or very general objectives like planting one of each flower. But the tablet targets that impose on the player's own creative freedom are a drag and, if I had it my way, would have been cut out.