Also, since Akira Toriyama does the artwork for the games, it just feels like every game isn't a new world because his art style is so bland.
Lol what, in what world is Akira Toriyama's art bland?
It absolutely oozes soul from every pore! Instantly identifiable, and way more unique than the plethora of dreadful Tales of Genshin Heroes of the Sky Megami Tensei anime art that you see in most games.
Honestly, I don't think there is anything to love about Dragon Quest. There is just nothing there. It's like asking an AI or an alien to make a jrpg. Every game is paint by numbers jrpg. But I get that's why people do like it. They want that plain, safe, jrpg that takes no risks, has bland characters and story and simple combat. It's comfortable to them.
For me though, they are bottom tier.
Yes, and then they made every game for the next 30 years the exact same game. At least final fantasy does something new with every new game, while keeping aspects of it still final fantasy (enemies, weapon names, etc.) A lot of what they invented was a product of the limitations at the time. And rather innovate with the increasing power of the technology they were using, they just stuck to the same boring formula.
This is a baffling take. They
invented the wheel - the early games had no template, seeking to simplify and emulate Western CRPGs and the later games innovate time and time and time again. They don't
look different, but if you're judging them as skin-deep then I think you might have missed the point of what makes DQ good?
Look at 3 vs 4 vs 5 vs 7 vs 8 vs 9 vs 10 vs 11
3: Create your party and save the world - the culmination of 1 and 2's gameplay mechanics from the literal invention of the genre to the implementation of a party with unique skills - the first truly good JRPG
4: Chapter based - introduces static characters with set storylines who all come together at the half way point to adventure together. This was a true innovation for the time; and demonstrated the importance of unique characters in your RPGs. Also, the cast of this is so popular that there are multiple spinoff games for Torneko the merchant (I am still so confused when you say the characters in this series are bland).
5: Game takes place over 30 years, with multiple significant branching narratives - introduces monster catching, and marriage, with a story ranging from your childhood to having kids of your own. Basically spawned DQ monsters - and you wouldn't have pokémon without what 5 did.
7: Puzzle-focused mainline entry feat. time travel and reconstructing the world - meet characters from across time and form a party to solve the mystery of why the world was destroyed in the first place
8: A return to the classic DQ style in full 3d following the puzzle-focused DQ7. A globe trotting adventure full of loveable charcters and phenomenal writing, and one of the best RPGs on PS2, especially among a sea of boring FF knockoffs
9: Co-op! This was HUGE back when it first came out - it's one of the most visually impressive games on the system and takes DQ gameplay and makes it multiplayer. This was a massive deal! And the writing remained absolutely stellar.
10: A
literal MMO. Adapts DQ for the online audience - no Western release (which blows) - but apparently it's ok when FF does it twice, but when DQ does it that's "the same boring formula"

11: The perfect
traditional RPG. Takes the innovations from every game and combines them into a game which has all the bells and whistles of modern RPGs and puts them alongside timeless art into a cosy setting. The culmination of everything which has come before iterated to near perfection. A fantastic ensemble cast, beautiful visuals, incredible music (once S came out) and a love letter not just to the series but to the genre as a whole.
I dunno man, I feel like if you're missing what makes these games different and special this might be a you-problem, because the games are factually very different from one another. The combat may be simple, but
complex != good and simple != bad. The games have an unparalleled sense of soul and without DQ's pioneering influence we wouldn't have any of the games that took their formula and said "what if we did X with it":
Party systems, customisable classes, turn based combat, job systems, monster training, romance options, multiple distinct party members with their own stories. You can't write off these games, because without them walking no-one else'd be running, and in a lot of cases they've simply not been outdone by anything that's come since.