I think it’s not even 100% a superiority thing, but the loss of position, purpose, place.
Stable jobs and healthcare would do so much to defuse the “I need to outcompete/hobble everyone else to WIN” grindset hustle mentality.
In my field (a “successful” one in the modern economy), the conventional wisdom is to intentionally change jobs every two years or so to get a bigger raise than loyalty yields. Other fields have either intentional high turnover or mismanagement that sabotages long-term employment. Nobody develops a pride of position and it creates more easily replacable workers. Of course this ripples to “nobody even stays in the same neighbourhood anymore” as we Grapes of Wrath ourselves across the map looking for opportunity.
If you aren’t forced to chase the ever-moving brass ring, maybe you can find satisfaction in being part of long-lived communities which encourage mutual support. If you know your needs are going to be taken care of, different faces and lifestyles are less of a risk to destabilize your world.
I bought a (used) PS2 towards the end of its life mostly for DQ8 (and later Personas 3 and 4).
When DQ11 arrived on PC, I actually asked for it as a gift at near full price rather than waiting for the inevitable 75% off, but somehow I never got very far on it.
It manages to not age well even as a new title-- the tropes are a bit too tropey (Sylvando, dear, I went to the freaking Castro and saw less flamboyance) and the storyline doesn’t seem to give a rewarding feel of forward motion, just bouncing from aimless episode to episode like a shonen anime that went 500 episodes beyond its original vision.
It does have a unique nostalgia as a franchise in that it was basically EVERY American’s first JRPG, due to the first installment being given away by the millions as a “subscribe to our print game magazine” promotional item, so whenever you look at someone trying to produce a “8-bit/16-bit RPG” homage, it’s going to smell a lot like Dragon Quest.