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#RPG mechanics is something I think about a lot
sysig · 4 months
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A hero is only as good as his weapons, so make ‘em count (Patreon)
#Doodles#Original#Another idea smol and I are working on together :D Been a bit!#She came up with the concept on this one and I fell in love with it <3 She's very cool hehe#If you're familiar with the game Minit it has Something of a similar premise - not the same strict time pressure but yes on the time loop#Y'ever notice how in some games it seems like the wandering trader or traveling shop seems to come upon you rather than the other way around#:3c Hm ♪ Wonder how they'd know where you were gonna be :3c#The crux is that you play as the weapons shop owner and you're responsible for supplying the hero and his team with weapons!#Except the BBEG has gotten wise to how the hero keeps defeating him and it sick of it - so the shop owner is cursed to be in a time loop!#I love the concept <3 It sounds so fun to play in and there's still plenty of room to think about the mechanics and how it would be played#As well as the art design! :D#We threw around some character concepts - she's really into Baldur's Gate 3 at the moment so of course they had some influence in hers hehe#Only got the starting party for the moment but there are plans for a full team of 4 plus the shopkeep >:3c And various other NPCs lol#A lot of the gameplay would basically boil down to being a bartering simulator hehe ♪#Very RPG trade-this-for-that style quests - under a time limit! Hehe#Since it's the type of game that pretty much requires replaying sections time-loop-style it's all about how quickly you can trial and error#And then hightail it to where you need to be lol#I think we were also tossing around a nap mechanic to skip right to the time loop reset in case you mess up a run haha#I gotta get back to Majora's Mask at some point I swear#We still have a good bit of concept work to do on the art side of things - she's also been really into pixel art lately and I love pixel art#I also managed to pick up a full release of one of the RPGMakers :D So that's an exciting possibility!#I haven't learned most of its ins and outs yet but I do know About importing custom assets at the very least >:3c#Same with Novelty and I haven't done that yet either lol - all in due time! I hope!!
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thefirstknife · 1 year
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Following up on the ask about the Titan supers, going for the fantasy expectation question specifically- Titans are, thematically, front-line tacticians. People throw around Spartan, Paladin, Soldier, titles like that. What bungie seems to see them as is a big gorilla, or the Hulk, and I feel that does a disservice to the actual characterization of the class. Even if it does different things in gameplay, debuffing for example, running around punching is creatively boring. I'd like a utility supe
The problem is, how do you translate "front-line tactician" into a playable ability? A tactician is someone who makes plans to execute a strategy. Titans are well known to be able to make plans, both ahead of time and on the go, as well as improvise in the heat of battle, but that is simply incredibly metaphysical to make first person shooter gameplay out of.
As an example, would I like if, as a Titan, I could use destructible environment to quickly create a throwing melee or super? Sure. A game where a piece of concrete can be destroyed and then you can pick it up and use it to throw it at enemies or create a temporary barricade or do whatever else you might come up with to simulate a front-line tactician would be unfathomably cool. And also impossible to do in Destiny as it exists right now.
We can extend that to other classes as well. Warlocks are scholars and students of the arcane space magics and should be able to specialise in specific fields and then weave them as they see fit in millions of different ways, but instead their supers are; throw void orb, throw void orb but it tracks, you are void orb, solar sword on fire, solar sword on fire in the ground, electric fingers, electric beam and stick.
Hunters are supposed to be agile scouts and explorers who trek the wilderness and map the unknown, but I'm forced into known missions with fireteams instead of having an open world to map out alone for others. My supers are gun with three bullets, gun with six bullets, knives, bow with one shot, bow with three shots, knives, spin stick, throw stick and tornado.
There's very obviously a limit to what the class is in lore and setting and what it can be in gameplay. I totally understand the disappointment about the new super being seemingly "the same" as the last one ("element on fists, punch"), but I feel like a lot of the complaints and demands are quite literally impossible and unreasonable. And some of the complaints can be applied to other two classes as well.
I think it's good to tell Bungie that we would like more variety in supers, especially as it pertains to their viability in various content. I would 100% love for an additional super for stasis and strand and for Titans to have more ranged options because in a lot of cases you can't really get close range to enemies. Stomps, pushback, environmental hazards and other issues limit what we can use melee abilities for.
Obviously I've not played the strand stuff so I'm working with what we've been told and shown, but I think it's fairly obvious that strand IS a utility super. It's the most utility since void and overshield; strand not only gives you and your teammates damage reduction, but also controls the battlefield by suspending enemies. Like, by all accounts strand is a utility subclass with a lot of debuffing and buffing options and movement utilities.
I also think it's reductive to say that the new strand super is just "gorilla." It really isn't. I am not aware of gorillas being able to control the battlefield by suspending enemies in the air and locking down a whole section while empowering allies with damage reduction utilities. And being able to control the battlefield and empower your allies while you plan out your attack and dish out damage is, quite literally, a tactician move.
I think both Behemoth and Berserker are much closer to the front-line tactician fantasy since void. If anything is "gorilla" it's Fists of Havoc. A lot of people shit on Behemoth but if you really want utility and being able to perform multiple tasks at once with your super, Behemoth is one of the things to pick. Need to kill enemies? Got it. Need to freeze them while you deal with something else? Got it. Need to block off an area? Got it. Need to create barricades for your team? Got it. Your team needs overshield which you can give them by making stasis shards with your super? Got it. The problems with Behemoth not being used much are with a completely different section of issues, which is activity, encounter and enemy designs.
If Berserker is truly similar in any way, then it's in this this way imo, as it gives you options to use your super in different ways for different purposes depending on what you need. Like a tactician. I think people are way too focused on the idea that you use your fists and not at all focusing on the actual utility and options of the super. Though obviously if someone just isn't vibing with it, it's not something that people can change.
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prokopetz · 3 months
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In recent posts I've complained that a lot of tabletop RPGs which toss around the term "fiction first" don't actually understand what it means, and I've been asked to expand on that complaint. So:
In my experience, there are two ways that game texts which want to position themselves as "fiction first" trip themselves up, one obvious and one subtle.
The first and more obvious pitfall is treating "fiction first" as an abstract ideology. They're using "fiction first" as a synonym for "story over rules" in a way that calls back to the role-playing-versus-roll-playing discourse of the early 2000s. The trouble is, now as then, nobody can usefully explain what "story over rules" actually entails. At best, they land on a definition of "fiction first" that talks about the GM's right to ignore the rules to better serve the story, which is no kind of definition at all – it's just putting a funny hat on the Rule Zero fallacy and trying to pass it off as some sort of totalising ideology of play.
A more useful way of defining "fiction first" play is to think of it not in terms of whether you engage with the rules at all, but in terms of when they're invoked: specifically, as a question of order of operations.
Suppose, for example, that you're playing Dungeons & Dragons, and you pick up the dice and say "I attack the dragon". Some critics would claim that no actual narrative has been established – that this is simply a bare invocation of game mechanics – but in fact we can infer a great deal: your character is going to approach the dragon, navigating any inclement terrain which lies between them, and attempt to kill the dragon using the weapon they're holding in their hand. The rules are so tightly bound to a particular set of narrative circumstances that simply invoking those rules lets us work backwards to determine what the context and stakes must be for that invocation of the rules to be sensical; this, broadly speaking, is what "rules first" looks like.
Conversely, let's say that your game of Dungeons & Dragons has confronted you with a pit blocking your path, and you want to make an Athletics check to cross it. At this point the GM is probably going to stop you and say, hold up, tell us what that looks like. Are you trying to jump across it? Are you trying to climb down one wall of the pit and up the other? Are you trying to tie a rope to the halfling and toss them to the other side? In other words, before you can pick up the dice, you need to have a little sidebar with the GM to hash out what the narrative context is, and to negotiate what can be achieved and what's at stake if you mess it up; this, broadly, is what "fiction first" looks like.
At this point I know some people are thinking "wait, hold on – both of those examples were from Dungeons & Dragons; are you saying that Dungeons & Dragons is both a rules-first game and a fiction-first game?" And yeah, I am. That's the second, more subtle place where game texts that talk about "fiction first" go astray: they talk about it as though being "fiction first" or "rules first" is something which is inherent to game systems as a whole.
This is not in fact true: being "fiction first" or "rules first" is something which describes particular invocations of the rules. In practice, only very simple games spend all of their time in one mode or the other; most will switch back and forth at need. Generally, most "traditional" RPGs (i.e., the direct descendants of Dungeons & Dragons and its various imitators) tend to operate in rules-first mode in combat and fiction-first mode out of it, though this is a simplification – when and how such mode-switching occurs can be quite complex.
Like any other design pattern, "fiction first" mechanics are a tool that's well suited for some jobs, and ill suited for others. Sometimes your rules are fine-grained enough that having an explicit negotiation and stakes-setting phase would just be adding extra steps. Sometimes you're using the outputs of the rules a narrative prompt, and having to pin the context down ahead of time would defeat the purpose. Fortunately, you don't have to commit yourself to one approach or the other; as long as your text is clear about how you're assuming a given set of rules toys will be used, you can switch modes as need dictates. However, you're not going to be capable of that kind of transparency if you're thinking in terms of "this a Fiction First™ game".
(Incidentally, this is why it can be hard to talk about "fiction first" with OSR fans if you're being dogmatic about fiction-first framing being an immutable feature of particular games. Since traditional RPGs tend to observe the above-described rules-first-in-combat, fiction-first-out-of-combat division, and OSR games tend to treat actually getting into a fight as a strategic failure state, a lot of OSR games spend most of their time in fiction-first mode. If you go up to an OSR fan and insist that D&D-style games can never be fiction-first, then attempt to define "fiction first" for them and proceed to describe how they usually play, they'll quite justifiably conclude that you have your head up your ass!)
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felikatze · 7 months
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ISAT and Ludonarrative Harmony: Combat is a Storytelling Tool
Or: How Siffrin is stuck in the endgame grind, forever
Please Note: This is primarily aimed at an audience that already played In Stars and Time, because I am bad at explaining things, and it's good to already know what the fuck I'm talking about. I tend to only bring up game elements as I want to talk about them.
Spoilers for.... all of ISAT! Especially Act 5!
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(image to show how i feel posting this and as an attention grabber over my wall of text)
To pull a definition of ludonarrative harmony out of a hat, game writer Lauryn Ash defines it as follows:
Ludonarrative harmony is when gameplay and story work together to create a meaningful and immersive experience. From a design implementation perspective, it is the synchronized interactions between in-game actions (mechanics) and in-world context (story).
It is, generally speaking, how well game mechanics work hand in hand with the story. I, personally, think ISAT is an absolute masterclass of it, so I want to take a look at how ISAT specifically uses its battle system to emphasize Siffrin's character arc and create organic story moments. I want you to keep this in mind when I talk here.
So, skills, right? If you've played any turn-based RPG, you know your Fire spells, your "BACKSLASH! AIRSLASH! BACKSLASH!" and the many ways to style those.
Well, what does casting "Fire" say about your character? Not all that much, does it? Perhaps you'll have typical divisions. The smart one is the mage, the big brawny one is your tank, the petite one's the healer. And that's the barebones of ISAT's main party, but it's much more than that.
Every character's style of combat tells you something about them. Odile, the Researcher, is the most well-travelled and knowledgable of the bunch. She's the one with the expertise to keep a cool head and analyze the enemy, yet also able to use all three of the Rock-Paper-Scissors craft types.
To reflect her analytical view of things, all her skill names are just descriptive, the closest to your most bog-standard RPG. "Slow IV" or "Paper III" serve well to describe their purpose. The high number of the skills gives the impression there were three other Slow skills beforehand - fitting, considering the party starts at level 45, about to head into the final dungeon. She's also the oldest, so she's the slowest of the bunch.
Isabea, the Fighter, has all his skills in exclamation points. "YOUR TURN!!!" "SO WEAK!!!" "SMASH!!!" they're straightforward, but excited. He's a purposefully cheerfull guy, so his skills revolve around cheering on his allies. He's absolutely pumped to be here, and you see that from his skill names alone.
Mirabelle, the Housemaiden, is an interesting case. She's by all means the true protagonist of this tale - She's the one "Chosen by the Change God," the only one who survived the King's first attack, the only one immune to his ability to freeze time, the only dual-craft type of the game - just a lot of things. And her skill names reflect that facade she puts on herself - she can do this, she can win! She has to believe it, or else she starts doubting. This is how you get "Jolly Round Rondo" and "Mega Sparkle Heal" or "Adorable Moving Cure." She's styled every bit a sailor scout shojo heroine, and her moveset replicates the naming conventions of "In the name of the moon, I'll punish you!"
Even Bonnie, the Kid, who can't be controlled in combat, has named craft skills. And they very much reflect that Bonnie is, well, a kid. "Wolf Speed Technique" or "Thousand Blows Technique" are very much the phrasings of a child who learned one complicated word and now wants to use it in everything to seem cooler than they are, which is none, because they're twelve.
Siffrin's skills are all puns.
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You have an IMMEDIATE feel for personality here. Between "Knife to Meet You!" and "Too Cleaver by Half," you know Siffrin's the type to always crack a joke no matter the situation, slinging witticisms around to put Sonic the Hedgehog to shame. It's just such a clever way to establish character using a game mechanic as old as the entire history of RPGs.
This is only the baseline of the way the combat system feeds into the story, though.
The timeloop, of course, feeds into it. Siffrin is the only character who retains experience upon looping, whereas all other characters are reset to their base level and skills. And it sucks (affectionate).
You're extremely likely to battle more often the earlier in the game you are - after all, you need the experience (for now.) Every party member contributes, and Siffrin isn't all that strong on their own, since they focus on raw scissor type damage with the addition of one speed buff. (Of course it's a speed buff. They're a speedy fucker. Just look at him).
At first, the difference in level between Siffrin and the rest of the group is rather negligible. Just a level or two. Just a bit more speed and attack. And then Siffrin grows further and further apart. Siffrin keeps learning new skills. He gets a healing skill that doubles as an attack boost, taking away from both Mirabelle's and Isabeau's usefullness. He gets Craft skills of every type that even give you two jackpot points instead of one - thus obliterating Odile's niche. Siffrin turns into a one-person army capable of clearing most encounters all on their own.
Siffrin's combat progression is an exact mirror of story progression - as their experience inside the loops grows, they also grow further and further away from their party. The party seems... weaker, slower, clumsier. Always back at their starting point, just as all of their character arcs are reset each loop. Never advancing, always stagnant. And you have Siffrin as the comparison post right next to them.
I also want to point out here a change from Act 2 to Act 3 - Siffrin's battle portrait. He stops smiling.
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Battles keep getting easier. This is true both for the reason that Siffrin keeps growing stronger even when all enemies stay the same, but also for the reason that you, the player, learn more about the battle system and the various encounters, until you've learned perfect boss clear strategies just from repetition. Have you ever watched a speedrunner play Pokemon? They've played this game so many times, they could do it blindfolded and sleeping. Your own knowledge and Siffrin's new strength work in tandem to trivialize the game's entire combat system as the game progresses.
(Is it still fun? Playing it over, and over, and over again? Is it?)
You and Siffrin are in sync, your experience making everything trivial.
As time goes on, Siffrin grows to care less and less about performing right for their party and more and more about going fast. A huge moment in his character is marked by the end of Act 3; because of story events I won't delve too deeply into, Siffrin has grown afraid of trying something new. And his options of escape are closing in. They need an answer, and they need it fast. He doesn't have the time or patience to dumb himself down, so you unlock one new skill.
It doesn't occur with level up, or with a quest, or anything at all. At the start of Act 4, it simply appears in Siffrin's Craft skills.
(Just attack.)
No pun. No joke. Just attack. Once you notice, the effect is immediate - here you have it, a clear sign of how jaded Siffrin has become, right at every encounter. And it's a damn good attack, too! The only available attack in the game that deals "massive" damage against all enemies. Because it doesn't add any jackpot points (at least, it's not supposed to), you set up a combo with everybody else, but Siffrin simply tears away at the enemy with wild abandon. Seperated from the rest of the party by the virtue of no longer needing to contribute to team attacks (most of the time. It's still useful if they do, though).
Once again, an aspect of the battle system enhances the degree of separation between Siffrin and the static characters of his play. You're incentivized to separate him, even.
Additionally, there are two more skills to learn. They're the only skills that replace previous skills. You only get them at extremely high levels, the latter of which I didn't even reach on both of my playthroughs.
The first, somewhere in the level 70 range, Rose Printed Glasses, a paper type craft skill, is replaced by Tear You Apart. It's still a pun about paper, but remarkedly more vicious.
The second is even more on the nose. At level 80, In A While, Rockodile!, a rock type craft skill, is replaced by the more powerful Rock Bottom.
I didn't get to level 80. If you do, you pretty much have to do it on purpose. You have to keep going much longer than necessary, as Siffrin is just done. And the last skill he learns is literally called Rock Bottom.
What do I even need to say, really.
Your party doesn't stay static forever, though.
By doing their hangout quests, side quests throughout the loops that result in Siffrin and the character having a heart to heart, all of them unlock what I'd call an "ultimate" skill. You know the type - the character achieved self-fulfillment, hit rank 10 on their confidant, maxed out their skill tree, and received a reward for their trouble.
These skills are massively useful. My favorite is Odile's - it makes one enemy weak to all Craft types for several turns, which basically allows you to invalidate the first and third boss, as well as just clown on the King, especially once Siffrin starts racking up damage.
But the thing is. In Act 3, when you first get them, yeah, they're useful. But... do you need them? After all, they're such a hassle to get. You need to do the whole character quest again, you can't loop forward in the House or you'll lose them. If you want to take these skills to the King, you need to commit. Go the full nine-yards and be nice to your friends and not die and not skip forward or skip back. Which is annoying, right?
Well, I sure did think so during Act 4. After all, a base level party can still defeat the King, just with a few more tricky pieces involved. Siffrin can oneshot almost all basic enemies by the time of Act 4. It's this exact evalutation that you, the player, go through everytime you return to Dormont. Do I want this skill, still? Would it not be faster to go on without it? I'm repeating myself, but that's the thing! That's what Siffrin is thinking, too!
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I also want to take a quick moment to note, here - all skills gained from hangouts have art associated with them, which no other skills do. This feature, the nifty art, hammers home these as "special" skills, besides just how they're unlocked.
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Siffrin also has one skill with associated art.
Yeah, you guessed it, it's (Just attack.)
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At first, helping the characters is tied to a hefty in-game reward, but that reward loses its value, and in return devalues helping Siffrin's friends every loop. It's too tedious for a skill that'll make a boss go by one turn faster. You, the player, grow jaded with the battle system. Grinding experience isn't worth it, everybody's highest levels are already recorded. Fighting bosses isn't worth it, it's much faster to loop forward.
Isn't this what all endgame in video games looks like? You already beat the final boss, and now... what challenge is left? Is there a point to keep playing? Most games will have some post-game content. A superboss to test your skills against, but ISAT doesn't have any of that. You're forever left chasing to the post-game. That's the whole point - to escape the game.
As most games get more difficult as time passes, ISAT only gets easier. The game becomes disinterested in expanding its own mechanics just as I ran out of new things to fight after 100%-ing Kingdom Hearts 3. Every encounter becomes a simple game of "press button to win."
The final boss just takes that one up a notch.
Spoilers for Act 5 ahead boys!
In Act 5, Siffrin utterly loses it. His last possible hope for escape failed him, told him there's nothing she can do, and Siffrin is trapped for eternity. So of course, they go insane and run up the entire House without their party.
This just proves what you already knew - you dont need the party to proceed. Siffrin alone is strong enough. And here, Siffrin has entirely shed the facade of the jokester they used to be. Every single skill now follows the (Just attack.) naming conventions. Your skills are: (Paper.) (Rock.) (Scissors.) (Breathe.)
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To the point. Not a moment wasted, because Siffrin can't take a moment longer of any of this. Additionally, his level is set to 99 and his equipment becomes fixed. You can't even pick up items anymore! Not that you needed them at this point anyway, right? Honestly, I never used any items besides the Salty Broth since Act 2, so I stopped picking items up a long time ago. Now you just literally can't.
Something I've not talked about until now - one of the main equipment types in this game are Memories, gained for completing subquests or specific interactions and events. They all by and large have little effects - make Odile's tonics heal more, or have Mirabelle cast a shield at the start of combat. For the hangout events, you also gain an associated memory that boosts the characters' stats by 30. It lets them keep up with Siffrin again! A fresh wind! Finally, your party members feel on par with you again!
...For a time. And just like that, they're irrelevant again, just as helping them gave Siffrin a brief moment of hope that the power of friendship could fix everything.
In Act 5, your memory is set to "Memory of Emptiness." It allows you to loop back in the middle of combat. You literally can't die anymore. Not that Siffrin could've died by this point in the first place, unless you forgot about the King's instant-kill attack. This one memory takes away the false pretense that combat ever had any stakes. Siffrin's level being set to 99 means even the scant exp you get is completely wasted on them. All stakes and benefits from combat have been removed. It has become utterly pointless.
Frustrating, right? It's an artistic frustration, though. It traps you right here in Siffrin's shoes, because he hates that all these blinding Sadnesses are still walking around just as much. It all inspires just a tiny fraction of that deep rolling anger Siffrin experiences here in the player.
And listen, it was cathartic, that one time Siffrin snapped and stabbed the tutorial Sadness, wasn't it? Because who enjoys sitting through the tutorial that often? Siffrin doesn't. I don't, either.
So, since combat is an useless obstacle now meant to inspire frustration, what do you do for a boss? You can't well make it a gameplay challenge now, no. The bosses of Act 5 are an emotional challenge: a painful wait.
First, Siffrin fights the King, alone. This is already nervewracking because of one factor - in every other run, you need Mirabelle's shield skill, or else you're scripted to die. You're actually forced to fight the King multiple times in Act 3, and have to do it at least once in Act 4, though you'll likely do it more. Point is: you know how this fight works.
You know Siffrin's fight is doomed from the outset, but all you can do is keep slinging attacks. Siffrin is enough of a powerhouse to take the King's HP down, what with the healing and buff skills they have now, not to even mention you can just go all in on damage and then loop back.
(And no matter which way you play it, whether you just loop or use strategically, it reflects on Siffrin, too. Has he grown callous enough not even death will stop their mission? Or does he still avoid pain, as much as he can?)
This fight still allows you the artifice of even that much choice, not that it matters. The other shoe drops eventually - Siffrin becomes slower, and slower. Unsettling, considering this game works on an Action Gauge system. You barely get turns anymore. The screen gets darker, and darker. Until Siffrin is frozen in time, just as you knew he had to be, because you know how this encounter works, know it can't be cleared without Mirabelle.
And, then, a void.
Siffrin awakens to nothingness. The only way to tell you've hit a wall is if Siffrin has no walking animation to match your button inputs. You walk, and walk, until you're approached by.... you. The next enemy encounter of the game, and Siffrin's absolute lowest point: Mal Du Pays.
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Or, "Homesickness," in english. If you know the game, you know why it's named this, but that's not the point at the moment.
Thing is, where you could damage the King and are damaged in turn, giving you at least a proper combat experience, even if its doomed to fail, Mal Du Pays has no such thing.
You can attack. You can defend. But it is immune to all attacks. And in return, it does nothing. It's common, at least, for undefeatable enemies to be a "survive" challenge, but nope. The entire fight is "press button and wait." Except, remember the previous fight against the King? The entire time, you were waiting for the big instant death attack to drop. That feeling, at least for me, carried forward. I was incredibly on edge just waiting for the other shoe to drop. And, as is a pattern, Siffrin is, too. As Siffrin's attacks fail to connect, they start talking to Mal Du Pays.
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But he gets no response, as you get no attacks to strategize around. The wait for anything to happen is utterly agonizing. You and Siffrin are both waiting for something to happen. This isn't a fight. It just pretends to be. It's an utter rugpull, because Siffrin was so undefeatable for most of Act 4 and all of Act 5 so far. It's kind of terrifying!
and it does. It finally does something. Ma Du Pays speaks, in the voice of Siffrin's friends, listing out their deepest fears. I think it's honestly fantastic. You're forced to just sit here and listen to Siffrin's deepest doubts, things you know the characters could not say because it references the timeloops they're all utterly unaware of. This is all Siffrin, talking to himself. And all you, all Siffrin, can do, is keep wailing away on the enemy to no effect whatsoever.
So of course this ends with Siffrin giving up. What else can you do?
And then Siffrin's friends show up and unfreeze them and it's all very cool yay. The pure narrative scenes aren't really the main focus but I want to point out here:
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A) Mirabelle is in the first party slot here, referencing how she's the de facto protagonist, and Bonnie fills in the fourth slot left empty, which shows all characters uniting to save Siffrin
B) this is the only instance of the other party members having act specific battle icons: they're all smiling brightly, further pushed by the upbeat music
C) the reflecting shield Mirabelle uses to freeze the King uses a variation of her hangout skill cut in, marking it as her true "final" skill and giving the whole fight a more climatic feeling.
It's also a short gameplay sequence with Siffrin utterly uninvolved in the battle. You can't even see them onscreen. But... it feels warm, doesn't it? Everybody coming together. Siffrin doesn't have to fight anymore.
At last, the King is defeated. Siffrin and co. make for the Head Housemaiden, to have her look at Siffrin's sudden illness. Siffrin is utterly exhausted, famished, running a fever. And this isn't unexpected - after all, their skills in Act 5 had no cooldown. For context, instead of featuring any sort of MP system, all skills work on a cooldown basis, where a character can't use it for a certain number of turns. The lowest cooldown is actually Siffrin's Knife to Meet You, which has a cooldown of 1. In universe, this is reasoned as the characters needing a break from spamming craft in order to not exhaust themselves.
Siffrin's skills in Act 5 having no cooldown/being infinitely spammable isn't a sign of their strength - it's a sign that he refuses to let himself rest in order to rush through as fast as possible.
Moving on, Siffrin panics when seeing the Head Housemaiden, because seeing her means one thing: the end. Prior to this in the game, every single time you beat the King, the loop ends when you talk to the Head Housemaiden.
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Reality breaks down, the whole shebang. It's here that Siffrin realizes - they don't want the loops to end, because the end of their journey means their family will leave, and he'll be alone again. The happiest time of his life will be over.
Siffrin goes totally ballistic, to say the least.
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As it turns out (and was heavily foreshadowed narratively), Siffrin has been using Wish Craft to subconciously cause the timeloop because of their abandonment issues. It's rather predictable if you paid attention to literally anything, but it's extremely notable how heavily Siffrin is paralleled to the King, the antagonist they swore to kill by themself at the start of Act 5. The King wants to freeze Vaugarde in time because it is, in his mind, "perfect," for accepting him after he lost his home - a backstory he shares with Siffrin.
Siffrin has become the exact antagonist he swore to kill, and it's shown by how the next fight utterly flips everything on its head.
Siffrin is the final boss.
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In a towering form made of stars, Siffrin looks down at their friends. His face is terrified, because of his internal conflict; he can't hurt his friends, but he can't let them go, either. The combat prompt is simply changed to "END IT!"
This fight is similar to the previous, in that you just need to wait a certain number of turns until its over. However, this time, it's not dreadful suspense. It's... confusion, and hesitance.
You have two options for combat: Attack your friends, or attack yourself.
And... you don't really want to do either, I think. I certainly don't. But what else can you do? It's Siffrin's desires clashing in full force. Attack your friends, and force them to stay? Or attack yourself, and let them go safely without you?
Worth noting, here - when you attack Siffrin's friends, you can't harm them. Isabeau will shield all attacks. And when you attack yourself, Mirabelle will heal you back to full. And the friends don't... do anything, either. How could they? Occasionally, Mirabelle heals you and Isabeau shouts words of motivation, but the main thing is...
(Your friends don't know what to do.)
None of them want to harm Siffrin. Both sides simply stare at each other, resolute in their conviction but unwilling to end it with violence. It's of note that this loop, the last one, is the only loop where the King isn't killed. Just frozen. And now here is Siffrin, clamoring for the same eternity the King was. Of course everything ends in a tearfilled conversation as Siffrin sees their friends won't leave him, even after the journey ends, but I still have to appreciate this moment.
Siffrin is directly put in the position with their friends as his enemies, forced to physically reckon that keeping them in this loop is an act of violence, against both their friends, and against himself.
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It's a happy ending. But... what does it mean?
Of course, ISAT is obviously about the fear of change. Siffrin is afraid of the journey ending, and of being alone. However, ISAT is also a game about games. Siffrin is playing the same game, over and over, because it's comforting. It's familiar. It's nice, to know exactly what happens next. These characters might just be predictable lines of dialogue, but... they feel like friends. Have you ever played a game, loved it, put countless hours into it, but you never finished it? Because you just couldn't bear to see it end? For the characters to leave your life, for there to be a void in your heart where the game used to be?
After all, maybe it became part of your routine! You play the game every day, slowly chipping away at it for weeks at a time. For me, I beat ISAT in four days. It utterly consumed me during this time. I had 36 hours of playtime by the end. Yeah, in that week, I did not do much more than play ISAT.
And once i beat it, i beat it, again. I restarted the game to see the few scenes I missed, most specifically the secret boss I won't talk about here. I... couldn't let go of the game yet. I wanted to see every scrap I could. I still do. I'm writing this, in part because I still do. It's scary to let go.
Ever heard the joke term of "Postgame Depression?" It's when you just beat a game, and you're suddenly sad. Maybe because the ending affected you emotionally and you need to process the feelings it invoked, or you search for something that can now fill your time with it gone.
The game ends, for real this time, the last time you talk to the Head Housemaiden. But Siffrin gets... scared. What if everything loops back again? And so, his family offers to hold his hand. They face the end, together.
For all loops, including the ending, you never see what happens after. After they leave the loop for good. Because the loop is the game itself. It's asking you to trust that life goes on for these characters, and it holds your hand as it asks you to let go. There's a reason for Siffrin's theater metaphors. He is the actor, and the director, asking everyone to do it over one more time. He's a character within the game, and its player.
There's a reason I talked about endgame content. This, the way it all repeats, there's nothing new, difficulty and stakes bleed away as you snap the game over your knee - it's my copy of White 2 with two hundred hours in it. It's me playing Fire Emblem Awakening in under 3 hours while skipping every cutscene. Are you playing for the sake of play, for the sake of indulging in your memories, because you're afraid of the hole it'll leave when you stop?
Of note: the narrative never condemns Siffrin for unwittingly causing their own suffering. He's a victim of circumstance. It's seen as endearing, even, that Siffrin loves their friends to the point of rather seeing the world destroyed than them gone. But Siffrin is also told: we'll stay with you for now, but we'll part ways eventually. And one day, you'll have to be okay with it.
Stop draining the things you love of every ounce of enjoyment just because you're afraid of what happens next. I'm not saying to never play your favorite games again. Playing ISAT a second time, I still had a lot of fun! I saw so many new things I didn't before, and I enjoyed myself immensely, reading the same dialogue over and over. But... it makes me look at other games I love and still play, and makes me ask... is this still fun? Do I still need to play this game to enjoy it? Even writing this is an afterimage of my enjoyment, but it's a new way to interact with the game, to analyze it through this lens. Fuck, man, I write fanfiction. Look at me.
All of this, fanart, fanfic, analysis, is a way to prolong that enjoyment without making yourself suffer for it. Without just going through the motions of enjoyment without actually experiencing any. But one day, the thing you love won't be fun to talk and write and draw about. And it's okay. You'll have new things to love. I promise.
In the end.... I'm certain I'll replay ISAT one day. Between great writing, art, puzzles and unresolved mysteries, it's my shoe-in for game of the year.
But I won't replay it for quite some time. I've had enough, for now, so I let my love take other forms.
Siffrin is never condemned, because love is no evil. Be it love for another person, or for a game. And please, if you're overempathetic - it's still a game, at the end of the day. The great thing about games is that you can always boot them up again, no matter how long its been.
A circle within a circle indeed.
To summarize:
The repetitiveness of ISAT's combat, lack of new enemies, and Siffrin's ever increasing strength eventually allows you to snap the combat over your knee, rendering it irrelevant and boring. Though this may seem counterproductive at first, it perfectly mirrors how Siffrin has also grown bored with these repeated encounters and views them only as an obstacle to get past. The reflection of Siffrin's own tiredness with the player's annoyance increases the compassion the player has for Siffrin as a character.
Additionally, the endgame state of the combat system serves as commentary on the state of a favorite game played too often, much like how Siffrin has unwittingly trapped themself in the loop. Despite the game having no more challenge or content left to over, a player might return to their favorite game anyway, solely to try and recreate the early experience of actually having fun with it. This ties into ISAT's metanarrative about the fear of change and refusal to let go of comfort even when the object (here, your favorite video game) offering that comfort has become utterly bereft of any substance to actually engage with. Playing for the sake of playing, with no actual investment to keep going besides your own memories.
Later on, stripping away even the pretense of strategy for a "press button and wait" format of final bosses highlights the lack of options at Siffrin's disposal and truly forces the player into their shoes. Truly, the only way to win is to stop playing.
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catskets · 5 months
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A more in-depth guide for creating visual novels, especially in the horror, horror-romance, etc circles
Some of you have seen my previous, smaller post on crafting visual novels, especially in this little space of Tumblr that a lot of us have found themselves in. Since that post took off, I've wanted to create a longer guide to help touch on some points I've thought about for the past few months.
In case you've never heard of me, I'm Kat, also known as catsket. I have a Bachelor of Fine Arts in Game Design. I've been making games for nearly 5 years, and I've been doing visual novels more "professionally" for 2. You may know me for Art Without Blood, 10:16, God is in the Radio, or Fatal Focus. I'm here to help you make your first visual novel.
Please note that my advice does not fit everyone, and you may disagree with what I say. That's okay! It doesn't work for all. That's why there's thousands of resources out there.
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FOR THOSE OF YOU WHO HAVE NEVER MADE A GAME
So, you have an idea for a huge visual novel. Horror, a shady and obsessive love interest, a little bit of woo-hooing. 100k words. Maybe a million. What is this, the 07th Expansion?
I notice a lot of people getting into visual novels are artists first. That's okay! I wanted to do art for games before I realized how much I enjoyed writing. And even less of you have probably touched Visual Studio. Again, perfectly okay. We all start somewhere.
My number one piece of advice? Make shitty games.
What does that mean?! My recommendation to those who have never done games is to make a bunch of shitty ones. Think of a theme, or hell, even join a game jam, where you make a game that fits a theme in a short amount of time. Spend about a week on your game. Focus on making something polished. Polish your mechanics. Polish your output.
I recommend, if you can, to make at least 4-6, if not more, kind of shitty games before hopping into longer projects. Making a game is a skill, just like art, just like writing. And game development is combining ALL of these together into one big soup being stirred by a skeleton hand puppet. You'll get into the rhythm and see what works for you.
It also helps you learn, perhaps, the second most important thing here: do you even like making games? There are cases out there where people have created video games (not saying visual novels) just for clout. That's no fun for you, that's no fun for your players. And you might go through this process and find that you don't like making games. That's completely okay! It's not for everyone.
Also, you can use these shittier games to gather an audience. I've built my audience because, for the past few years, I've been releasing games that slowly give me growing fields of eyes every day. A success story overnight is a rare one. It takes time. It's like building a brand, but you aren't a brand, you're an artist.
REV UP YOUR ENGINES!
Ren'py is the number one engine you will be recommended. It is very beginner-friendly, with lots of tutorials, assets on itch.io to use and download, and support. The engine comes with a few tutorials in the form of games, whose code you can freely browse. This is the engine I use most often. Most visual novels you see are made in this engine.
Twine is a text-based engine that most people use for interactive fiction. You can add images and audio, though, if you don't mind messing with HTML. I use Twine for text games and for outlining for my larger games. Ever played Degrees of Lewdity? Yeah, I know you have. Don't ask why. That game was made in Twine.
RPG Maker has multiple versions and has been used for exclusively VNs if you don't mind fucking around with plugins. It can definitely give your game a super unique feel. I recommend RPG Maker MV, since it has the most resources. This line of engines usually costs money, but it often goes on sale for under $5-$15.
People will recommend TyranoBuilder, but as a user and player, the lack of options and the format the games often come in is just...not fun to navigate. It advertises itself as little to no code, but it's often evident in the final results. Some good games have been made in it, though, so if you want to use it for prototyping/practice, you can. I'm not a fan, but that doesn't mean that fans don't exist! This engine costs money.
Not an engine, but check out Ink! Super useful scripting language that's used for more professional projects.
DEMOS, DEMOS, DEMOS
You've got an idea for a long-term project, and now you want to show it to the world! But wait, wait, don't do that yet!
When should I start advertising my game? This is a personal opinion, but I say that you should not start advertising your game until 50-60% of your demo is complete. Why? As I've discussed with some fans of indie VNs, they can name quite a few projects that have been in the "working on the demo" age for 1-2+ years. I've been in the Kickstarter MMO circles. If you, making a single-player experience with little mechanics to balance and polish (aka a visual novel), are taking that long on a demo, I am going to assume the game is not coming out. There are some games I have seen out here that have been in "working on the demo" phase where I haven't seen a single ounce of what the project will look like.
What should I put in my demo? The purpose of a demo is to showcase the mechanics and the vibes and the mechanics of your game. It's a demonstration. In my last post, I pointed to the Dead Space 2 demo that was showcased at E3 (RIP), that takes place about 2 hours into the story and shows how enemies are defeated, some animations, bits of the story, etc. Usually, because it's less about mechanics and more about vibes, visual novel demos showcase a certain percentage of the full thing (5-10%.) Can you showcase the vibe of the game here and what players should expect? If not, show off another portion.
How long should I work on my demo? Before, I said 3-4 months. That can be true, that can also not be true. Think about how long the demo takes you in proportion to how long the actual game should take you. Don't put too much effort. The demo is to showcase the vibe. It's to see how much the public and fans may enjoy the game.
My game is 18+, what should I do? Make a splash screen when the game is downloaded to let players know your game is 18+. If it's going to contain sexual content, you can hide it with itch.io's adult content filter. Write it on the page itself that your game is for adults only. Don't put your demo behind a paywall. This is genuinely ridiculous. The purpose of a demo is to showcase what a game is like before a player purchases it. That defeats the point of a demo. I've seen this happen, and it discourages players from approaching, especially because most demos never make it past the demo phase. So...I'm paying you $10 for 2-3k words of a game that may never come out?
Should I make a social media for my game? YES! Go for it. These anchors are how people will find your game. Make a Tumblr and open that ask box. Make a Twitter. Go to BluSky. Advertising is not bad. Some YouTubers even take e-mail suggestions from developers. Feel free to shoot your shot. The worst they can do is not respond.
HOW TO SET UP YOUR ITCH.IO PAGE:
Getting your itch.io to a presentable state can be very challenging! There's many ways to do it. I highly recommend using this page image guide for learning how to size your images to make your page pop!
Itch.io themselves has suggested to not publish a page until the game or demo is released. You can make the page and keep it as a draft, but do not publish it until you're ready!
Your cover image is the image that will appear in the search of the website, on any front pages, in collections, and on your profile. What have I seen that works? Key art of one of the characters up close and the title of the game! If you can make it a .GIF, do it! Bitches love .GIFs!
Itch.io recommends 3-5 screenshots on your page. I recommend 1 of these 5 be a .GIF that shows how gameplay feels. This is effective, even for visual novels!
Write a 3-5 sentence summary about your game for the description. What is your story about? What is the draw?
DO NOT BE ONE OF THOSE PEOPLE WHO IS GOING TO SAY "This is not like other visual novels. It doesn't have that cheesy this or that or-" No one cares. Genuinely. You're putting down other games in your genre and elevating yourself to the pompous level.
TAG YOUR GAME! itch.io gives you a list of tags to choose from when you go to tag. DON'T USE THIS! Try to go for more specific tags. Arimia has a very good guide on how to use itch.io's tagging system to your advantage.
GENERAL GAME MAKING ADVICE
SCOPE KNIFE IS SUPER USEFUL! Everyone makes games that are way over their workload. It's okay to cut out features and add them later. Prioritize making a finished game before hitting those stretch goals.
PLAN, PLAN, PLAN! Writing outlines is super helpful. I use Twine for my outlines, because you can connect your passages together and make really well-thought webs.
IT'S OKAY TO ASK FOR HELP! Whether it's from friends, professionals, or anything in-between. They can help with assets, editing, etc.
HONE YOUR SKILLS OUTSIDE OF GAMES! Write some poetry. Do some sketches everyday. Improve on your craft to improve your games
MUSIC IS HARD. THERE ARE RESOURCES. Most of us aren't musicians. That's okay. Make sure the music you get for your game is allowed to be used. You can use anything non-commercial if your game will not cost money or donations. I try to do songs in the public domain or free to use overall with credit if I don't have a musician. Consult the Creative Commons website if you're unsure how you're supposed to use a certain piece of music. If you don't use the right stuff, not only can it put you in legal trouble, but it can put streamers in hot water if they play your game and they can't upload the video because music is copyrighted.
PLEASE, DO SOMETHING ABOUT YOUR UI. Wanna know an easy way to get your game to look more professional? Edit the damn UI for your game. Make a new textbox, even if it's just a black box. Change the font. Eventually, players recognize the defaults and patterns of games made in certain engines and may attribute a lack of UI changes to a developer being lazy. It doesn't take very long to change the colors around and move text! Please do it to add a little pop to your game.
DEADLINES ARE AWESOME. Not everyone works well under pressure, but if you give yourself an infinite amount of time to make something, it'll never get done. Set goals for yourself for how much you can work on something.
IF YOU HAVE TO GIVE UP, GIVE UP. Making things is hard, especially long-term. Emergencies happen, jobs happen, life happens. Let your fans know that a project isn't happening anymore. Don't leave them in the dark. You don't need to tell strangers your medical history or anything, but transparency + honesty are really hot traits. You should use those in your creative work. This is one reason why I advocate for not publishing or advertising things until you know it's stable.
SHOWCASING YOUR CONTENT
People love to see WIPs for games! This is what the devlog is good for! A devlog is a post where a developer talks about and showcases some things happening in the game? What can you add to your dev log?
PERCENTAGES! How much of the artwork is done? How much of this character's route is done?
SNEAK PEEKS AT ARTWORK AND SPRITES!
GIFS! GIRLS LOVE GIFS!
Anything else to showcase your game's content! Posting consistent updates retains and even gains a fan's attention for your work.
RUNNING YOUR TUMBLR
You've joined us, and you've made a Tumblr for your blog! Link it on the itch.io page, so people can come find you after playing your awesome demo!
Do I have to respond to every ask? No. It's your blog. Delete whatever asks you want.
I got a hate comment! What do I do? Delete it and move on. I have a more detailed section on hate below.
I want to interact with [blog]! How do I do that? Reach out to the devs for silly little collabs. If you come onto a developer slightly headstrong, they might feel you are being abrasive or using them for content.
If people make fan content, interact with it! Encourage it! Reblog it. Show your love.
OTHER IMPORTANT THINGS
PROFESSIONALISM IS KEY. These may be pet projects, but you want to appear some level of professional on your actual itch.io page.
Being dismissive of player and fan complaints or criticisms will make you appear childish.
If your game is broken, fix it. I have been told by some amateur developers to ignore game-breaking bugs. It does not make me, a player, want to engage with your content. It seems messy and unfinished.
With the above point, it's 100% okay to have bugs and errors upon release. Every developer and their brood mother has. To decrease these issues, get playtesters. Friends can play your games, spot any errors, and help you point out things that can be improved upon. I recommend having playtesters at every stage of development.
Make sure your game runs before you publish it. Please.
You can still be silly and giddy! There's no reason to not be, especially when you get positive comments! The point of this is to not be outright rude to potential players and fans.
IGNORE HATE COMMENTS. In this case, a hate comment is a statement that contains no constructive criticism and are only here to be insulting or malicious. People are going to leave you with actual piles of dog shit in your ask box. They are trying to provoke you. Giving hate comments any attention, even if you're there to "clap back" proves that they got to you, even if you don't take the hate to heart. They will continue to pester you. Delete any hate comments and ignore them completely. Laugh about them with friends in a private setting, sure.
THINK BEFORE YOU REFERENCE! I know one big thing in this community is adding references to other games in yours, such as plushies of other characters or putting them on posters. The best thing you can do it ask the developer before adding this. How would you feel if some random person you've never met put your character in a video game? Most of us would feel weird and potentially violated. Open communication with devs is awesome. I am usually okay with it as long as someone asks for permission.
As a complete aside, I prefer more tasteful references to other games as opposed to 523482346 plushies and posters. These have been slightly overdone. Why not theme a candy after another game's character? Maybe your characters know each other.
OTHER RESOURCES I RECOMMEND
Devtalk is a server dedicated to independent visual novel creators. You can find jobs, resources, advice, talks, and, like, everything there! Devtalk is super useful. Everyone in there is so cool. They have a really great and comprehensive list of resources that I could not even begin to cover.
Visual Novel Design is a great YouTuber. No other words, check the guy out!
Ren'py and whatever other engine you're using has documentation that's super useful to follow.
Arimia not only has amazing VN resources, especially for marketing, but she also just has? Amazing games that you should check out?
And for a shameless self plug, I'm the lead of Sacred Veins, a collective of devs creating narrative games, whether it be horror, humor, romance, or everything in-between. Come hang out with us!
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mynnthia · 2 months
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compiling my headcanons for what video games dungeon meshi characters would like, if they were gamers in modern day
some taken from this post and my reblog additions there. added more characters, with some suggestions by friends/mutuals (marked by *asterisk ).
this can also be a games recommendation list based on your fav/most relatable characters too, if you want
characters that are not are included are bc i dont have ideas for them. if i only list the genre name but not any specific titles, its bc im not familiar enough with the character/genre to pick a specific game.
this list is, of course, biased towards games im more familiar with. feel free to ask me to elaborate on my choices or make suggestions in the comments
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Laios' party:
Laios: plays lots of Monster Hunter. loves Spore but he doesnt often play past the tribal stage. likes Pokemon but he's more focused on catching the pokemon than following the story. played WolfQuest and DragonFable back in the day. enjoyed the concept of Bugsnax but wasn't interested in dealing with the NPCs
Marcille: mainly Dwarf Fortress, RTS games, some colony sims. but also sometimes The Sims, and dollmaker dress-up games. i could see her also enjoying Rollercoaster Tycoon and making elaborately-themed parks. might also occasionally indulge in some visual novels if she's in the mood for narrative she has Stardew Valley so she can have something to play co-op with falin, but its not a game she plays a lot of otherwise. when playing with falin, marcille micromanages the farm to maximize productivity, and does the decorations
Chilchuck: puzzle games and hidden object/escape room games as a video game-equivalent to finding/dismantling traps and lockpicking. i think he'd also enjoy Bejeweled.
Senshi: mainly Wii games and Cooking Mama. occasionally plays Snake on his 15-year-old nokia phone. i dont think he would enjoy games like Overcooked or restaurant manager games, because he likes to take his time making food, not stressing about customer service
Falin: some *Legend of Zelda games – she likes the exploration aspect in Breath of the Wild and Tears of the Kingdom, maybe also some of the toon zelda games like Minish Cap or Wind Waker she also plays Pokemon (*Pokemon Go when she's traveling), and i think she would enjoy some indie games, like Penko Park or Chicory: A Colorful Tale. plays Stardew Valley co-op with marcille – falin mainly takes care of the animals, mining, and picking the crops. occasionally makes improvement suggestions that marcille didnt think of
Izutsumi: i could see her enjoying games with parkour mechanics, like *Assassin's Creed, or Mirror's Edge. or maybe something simple but requiring cat-like swipes, like Fruit Ninja. despite her impatience, i think she could also enjoy action games with interesting longer narratives, as evidenced by [this omake] (relevant portion pictured below), so maybe *Final Fantasy 7 – my friend who's familiar with the game said "she’d find Cloud and Vincent relatable"
[ID: a dungeon meshi omake, where laios' party watches a nightmare monster manifest marcille's dream. there are snippets of dramatic soap opera-like dialogue. the rest of the party are initially enthusiastic but get bored over time, meanwhile izutsumi remains enthralled]
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Kabru's party
Kabru: definitely Crusader Kings. maybe also some rpgs with relationship/faction mechanics, such as *Fire Emblem (one of the older ones or FE:3H) or Fallout: New Vegas (hes maxing out the speech stat asap) i think he would also enjoy mystery games like Pentiment and Return of the Obra Dinn – he would love the process of getting familiar with the many characters and deducing "who did what" in both games.
Rin: she takes pride in being an indie gamer (translating her disdain for upper class magic academy mages -> disdain for AAA games). given her chain-lightning magic in canon, i think she'd enjoy games with AOE-type magic, so maybe games such as Vampire Survivors. my mutual also suggested she might enjoy indie mystery visual novels like *Paranormasight, and that her AAA guilty-pleasure would be *Final Fantasy 14 – that rin is "a hardcore ff14 raider. would join PUGs and shot-call every week. #holm and diya might also play ff14 casually with rin but holm would be fishing mainly"
Mickbell: mainly Bethesda games like Fallout and Skyrim– enjoys the bootstrapper power fantasy in them. the type to go out of his way to pick up all the loot he can, to later sell
Kuro: enjoys the same games as Mickbell, but for the open-world exploration and investigation factors
Toshiro and Tansu's party:
Namari: her interest in fighting and weapons could translate to brawler/fighting games and action games with a focus on weapon stats – so maybe *Street Fighter, *God of War, and/or *Dark Souls. might play *Monster Hunter with laios but for the weapons. i could also see her occasionally enjoying truck simulators
Toshiro (Shuro): has the perseverance for soulslikes and other high-difficulty action and/or metroidvania games, but would take his time overthinking item/weapon synergies sometimes. given [his fondness for bugs], i could also see him enjoying Hollow Knight
Tade: would enjoy the cute aesthetics and lighthearted gameplay of Animal Crossing and Katamari. would also like idol anime rhythm games
Kiki: i think she would enjoy horror games such as Resident Evil, but would play it while super chill. i dont have much reasoning for this aside from vibes
Canaries:
Mithrun: plays Doom. got into Hollow Knight but still hasn't finished it because he keeps getting lost. senshi introduces him to Cooking Mama later on, which he finds surprisingly therapeutic
Cithis: plays Hitman and enjoys staging elaborate accident kills. i think she'd also enjoy The Cosmic Wheel Sisterhood, with her background as a devious fortune-teller
Fleki: surreal indie games like Hylics. also plays Team Fortress 2, and is a scout main. occasionally joins lycion in Animal Jam
Lycion: active WolfQuest and Animal Jam player. occasionally joins fleki in tf2
Pattadol: plays Stardew Valley – shes comparatively a normie, but on the meticulous side. she would enjoy perfecting her in-game farm
Otta: plays Genshin Impact. the serious reasoning is because of her (earth) elemental magic and how genshin has an elemental magic system (from my understanding. ive never played it). the joke reasoning is how some genshin players play to collect "waifus", and how otta goes through a lot of women in her dating life
Other:
Leed: runs her own guild in World of Warcraft
Winged Lion: god-games like WorldBox or Simmiland. and Darkest Dungeon (this ones mostly a joke)
Thistle: plays the original Plants VS. Zombies. also plays Minecraft and is very serious about it, but hasn't updated his game in years (translating the fact hes a 1000-year-old kid frozen in time -> playing "slightly old" games popular in the early 2010s)
[ID: tweet reply by twitter user ranchuppi – "thistle calls it lord delgal's server but he is the only mod. whole royal family is locked in spectator mode. Hell. living hell on earth."]
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sukimas · 6 months
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basically i think the thing is that in a lot of RPGs status effects are just there for flavor.
you have poison because "RPGs have poison". you don't think about why you'd want to inflict poison, whether the implementation you've chosen is mechanically satisfying, whether it's too broken on the enemies you want to make roadblocks. thanks to this, you either make it too weak (thus nobody wants to use it) or too strong (and thus you ban it anywhere it would be useful).
an RPG should generally make you want to use all of the tools in your inventory. the "elixir problem" is a problem in the first place because you don't actually have to use elixirs to get through difficult sections. because half the stuff in the game only exists to make things a little bit less tedious, rather than being genuinely worth something. if you have the ability to inflict poison, you should want to inflict poison (or have a compelling reason not to want to, such as only being able to inflict one status, for instance, and others being more useful in this scenario).
if you cannot see a status effect as a solution to an actual problem your game poses, it has no place in your game.
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carlyraejepsans · 2 months
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my friend thinks that undertale is a game about pacifism and was talking about how pacifism doesn't work. i feel like that's not what it's about at all, but i don't know how to say it. do you have any thoughts on this?
undertale is not a "game about pacifism", it's an RPG game that deconstructs the violent tropes inherent to its genre. the pacifism undertale deals with isn't the political action, it's the kind that questions the "fight and grind endless enemies with no personality to make yourself stronger" mechanics of its predecessors. and the way it does that is by acknowledging diegetically the power disparity between player and game/NPCs through yet another mechanic through which the player interacts with the game: SAVE files and replayability.
while it's logical for fanworks to explore these types of IRL issues, especially in post pacifist or pre-canon settings, something else that's important to note is that the human and monster dichotomy do NOT represent a realistic, real world conflict between races/ethnic groups. if they were, it would be a white saviorist fantasy to rival james cameron's bluest, wettest dreams... but they're not. they are once again an analogy. a symbolic metaphor for the power dynamic the game plays on, and it would be unfair to criticize Undertale for its handling of a topic that it's just... straight up not engaging with to begin with.
in a lot of battle RPGs, fighting is not an option: it is the only way you are allowed to engage with the world, and often goes unquestioned. undertale gives you not only an alternative, but DOZENS of reasons why a peaceful resolution to the conflict is favorable withint the story. It also gives you a chance to see what happens anyway, with (nearly) no lasting consequence attached and plenty of secret lore you would miss by playing nice. Now are you going to do the "right" thing by these characters and treat them like your friends... or will you treat Undertale like a game. Its characters like characters. Grow detached to your actions. Like the source of entertainment that, at the end of the day, it is.
That is what Undertale is about.
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crudely-drawn-ben · 2 months
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Introducing Trilogy
Yesterday I released Trilogy, a new tabletop RPG crafted to support you in having grand adventures in worlds of your own making.
There are several reasons I started writing Trilogy, but the biggest one is that I ran a Dungeon World podcast called Crudely Drawn Swords for seven years and that was a lot of time to think about what we were playing. To a degree Trilogy is the game I wish that we could have had to run the podcast.
Starting from the question "what would a purely PbtA game for epic fantasy look like?" I started thinking more widely - what do I want from a fantasy game? And the truth is that I want a game that supports the structure of characters and their interactions but doesn't tie itself to a specific setting.
Trilogy begins with The Appendices - conventionally in epic fantasy these are at the end and document information about the wider world that might not have made it into the story, but here it is where you sit down as a group and decide what tone you want your game to have, and your world looks like. What kind of place is it? What magic is there? What is religion like? What are the major cultures where the story begins? How would it feel to be in this world? Trilogy doesn't tell you any of these things, it gives you the tools to think through how you want your world to look.
This creates a secondary challenge - without knowing what the world looks like, how could I design character classes for this type of game? Trilogy answers this by going back to the fundamentals - instead of a conventional character class, the playbooks in Trilogy represent a narrative arc. Some of them, like The Fighter, The Priest, or The Magus, look like familiar classes. Others, such as The Volunteer, The Mentor, The Weapon, or The Defeated, are a little different. Character arcs have a set of turning points, story beats that allow you to advance along your arc after you have collected a certain amount of experience. Some are positive and others negative, you choose which ones you want to hit and when, but every character's story has its highs and lows and to get the most from the game you need to lean into both. A character can pass through three arcs as they grow and change, like the three volumes of a trilogy.
The aim of the game is to create a slower but satisfying sense of progression - instead of hit points characters take Stress and Harm like in other Powered by the Apocalypse games that can have both mechanical and narrative effects. That makes combat feel dangerous, but the game also offers more ways to solve problems without getting into combat - I have played games where the player characters never got into a fight, instead resolving confrontations through an ingenious selection of alternative strategies including "lying" and "vomiting magic ink all over the floor." I'm genuinely enthusiastic about this game - I think I would be as excited about it if somebody else had written it. It leans hard into the joy of discovery and the excitement of adventure - you can play it as spooky and whimsical or gritty and hard-edged and anywhere in between.
Because I was writing it I even got to make most of the examples of play roll out as the story of someone's game, something I always appreciate when I read it. It also contains every technique I use as a GM in the hope that even before people get the chance to play it (heaven forbid any TTRPG afficionado have books we haven't got around to playing yet!) people who read it will still be able to use that advice in their other games. So that's Trilogy, the game I've been working on for the last few years. I think it's pretty great and I hope you will too:
Obviously it's a full-priced game and that's a big gamble from an unfamiliar creator - if you want an idea of what it's like in practice we've got the CDS team back together and we're starting a streamed campaign so you have a chance to see it in action. You can find that over on Youtube: https://www.youtube.com/watch?v=NxpXacko9Nc
The first episode includes me notably failing to use OBS at both the beginning and end, and I can't make any promises things will improve in that regard, but it should be a good opportunity to see how the game shapes up from this start and with this crew I know it's going to be funny and take some wild swings. If you're interested in reviewing Trilogy or you really want to give it a try but you can't afford it, drop me a message
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txttletale · 11 months
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Do you have recs for combatless rpgs? sorry if someones asked this ! im getting into ttrpgs now and its just pretty hard to find anything non combat focused ?
i recommended wanderhome (melancholy animal roadtrip), dream askew (queer postapocalyptic survival), microscope (collaborative worldbuilding), and crescent moon (kids learning and growing in a fantasy land) in resposne to an ask earlier today. other great rpgs that aren't combat focused include:
chuubo's marvelous wish-granting engine: i'll level with you, if you're just getting into rpgs this one might be A Lot because it's quite mechanically complex. but it's a beautiful game about having ghibliesque coming-of-age adventures in a surreal dreamy world.
nobilis is by the same person (jenna moran, a genuine game design pioneer and genius) -- it's about being godlets, the living embodiments of concepts from the concrete to the abstract. you might find yourself fighting in this game, but it's unlikely to look anything like 'combat'.
brindlewood bay, which is about being elderly women investigating murders.
pasión de las pasiones, a pbta (powered by the apocalypse) game about doing ridiculous romance drama shit based on telenovelas
monsterhearts, about teenaged monsters having weird drama and exploring their sexuality. think buffy or twilight, but queerer
pigsmoke, about being professors at a college of magic and competing to see who can publish the best paper (yes, really)
the girlfriend of my girlfriend is my friend, about... i mean i think the title makes it pretty clear! being gay and poly and kinda broke
it's been a long, long, time, about two people who used to date, their relationship, their lives after it, and their reunion
sagas of the icelanders, about being viking settlers in iceland during the saga period and playing out quasimythical dramas
hieronymous, about being a bunch of sinners making your way across hieronymous bosch's garden of earthly delights
thousand year old vampire, a solo journalling game about being a vampire and living through long stretches of history
blow up hamlet, where your table performs hamlet while changing the plot and improvising new plot beats at semi-random
slugblaster, about being rowdy teens hoverboarding through interdimensional rifts in the spirit of 90s teen movies
woo! that's a fuckin' lot of ttrpgs, but i wanted to give a lot of suggestions because i think it's so important for people getting into the hobby to understand the breadth of games out there and how far from the popular image created by D&D they can go! there are two-player and GM-less and even one-player games on this list. you can do anything! the world of rpgs is so fucking wide and beautiful. good luck and i hope you find something that speaks to you!
(oh, also, my game, most trusted advisors -- about being the untrustworthy privy council to a dipshit king and falling over each other's nested dipshit schemes -- has no combat in it. just saying!)
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ponett · 10 days
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Since you are a gamedev, do you notice any difference in how you play and critique games in comparison to how non-game developers do it?
Sometimes, yeah. I pay attention to details a lot, especially if it's something that inspires me for my own work. With pixel art games, I pay a lot of attention to where the devs choose to use bespoke sprites and scenery. I also tend to pay attention to when changes in mechanics are used to underscore a story beat. That sort of thing.
In general, I think that actually making a game and studying game design can make you better at gauging how individual design decisions contribute to the overall intended experience of a game. This can sometimes make me more understanding or even appreciative of little things that annoy the average player.
For an easy example: Lots of people complain about how you have to backtrack to a goddess statue to upgrade your health in BotW and TotK, rather than just being given a Piece of Heart. But even setting aside any discussion of the choice between upgrading your health or your stamina (or neither, if you're a masochist) that the goddess statues offer, as a designer I understand the value in making players go back to town. Maybe while the player is backtracking to town to use a goddess statue they also see that the NPCs are doing something different now due to a change in the state of the world, or a new side quest has unlocked, or they're reminded to stock up on items and use their cooking ingredients. But there's also just value in down time, offering a tonal contrast between the safety of town and the excitement and danger of the rest of the world. And the player is more likely to grow attached to a town they visit repeatedly, their home away from home within the game world, compared to a location they pass through once or twice and then never have any reason to revisit. I think as a designer I'm able to appreciate these sorts of things more, rather than just judging them as a player based on whether or not the game is "wasting my time."
This can go both ways, though. I think I've become more picky with JRPGs because I've spent so much time analyzing their specifics in the process of making my own RPG. A lot of people will look at something like Bravely Default and see them as faithful throwbacks to classic Final Fantasy with a few modern twists, but to me the differences in how those games are structured and paced and balanced are glaringly different in a way that just makes me appreciate the way the classics did things more. Or like I'll play Octopath Traveler and just hyperfixate on how the areas are all structured identically.
Granted, I don't think you NEED to have made a game to get into this sort of mindset, but it's a factor.
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jennamoran · 5 months
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The Far Roofs: Systems
Hi!
Today I’m going to talk a little bit more about my forthcoming RPG, the Far Roofs. More specifically, I want to give a general overview of its game mechanics!
So the idea that first started the Far Roofs on the road to being its own game came out of me thinking a lot about what large projects feel like.
I was in one of those moods where I felt like the important thing in an RPG system was the parallel between that system and real-world experience. Where I felt like the key to art was always thinking about the end goal, or at least a local goal, as one did the work; and, the key to design was symmetry between the goals and methods, the means and ends.
I don't always feel that way, but it's how I work when I'm feeling both ambitious and technical.
So what I wanted to do was come up with an RPG mechanic that was really like the thing it was simulating:
Finding answers. Solving problems. Doing big things.
And it struck me that what that felt like, really, was a bit like ...
You get pieces over time. You wiggle them around. You try to fit them together. Sometimes, they fit together into larger pieces and then eventually a whole. Sometimes you just collect them and wiggle them around until suddenly there's an insight, an oh!, and you now know everything works.
The ideal thing to do here would probably be having a bag of widgets that can fit together in different ways---not as universally as Legos or whatever, but, like, gears and connectors and springs and motors and whatever. If I were going to be building a computer game I would probably think along those lines, anyway. You'd go to your screen of bits and bobs and move them around with your mouse until it hooked together into something that you liked.
... that's not really feasible for a tabletop RPG, though, at least, not with my typical financial resources. I could probably swing making that kind of thing, finding a 3d printing or woodworking partner or something to make the pieces, for the final kickstarter, but I don't have the resources to make a bunch of different physical object sets over time while I'm playtesting.
So the way I decided that I could implement this was by drawing letter tiles.
That I could do a system where you'd draw letter tiles ... not constantly, not specifically when you were working, but over time; in the moments, most of all, that could give you insight or progress.
Then, at some point, you'd have enough of them.
You'd see a word.
That word'd be your answer.
... not necessarily the word itself, but, like, what the word means to you and what the answer means to you, those would be the same.
The word would be a symbol for the answer that you've found, as a player and a character.
(The leftover letters would then stick around in your hand, bits of thought and experience that didn't directly lead to a solution there, but might help with something else later on.)
Anyway, I figured that this basic idea was feasible because, like, lots of people own Scrabble sets. Even if you don't, they're easier to find than sets of dice!
For a short indie game focused on just that this would probably have been enough of a mechanic all on its own. For a large release, though, the game needed more.
After thinking about it I decided that what it wanted was two more core resolution systems:
One, for stuff like, say ... kickstarter results ... where you're more interested in "how well did this do?" or "how good of an answer is this?" than in whether those results better fit AXLOTL or TEXTUAL. For this, I added cards, which you draw like letter tiles and combine into poker hands. A face card is probably enough for a baseline success, a pair of Kings would make the results rather exciting, and a royal flush result would smash records.
The other core system was for like ... everyday stuff. For starting a campfire or jumping a gap. That, by established RPG tradition, would use dice.
...
I guess technically it didn't have to; I mean, like, most of my games have been diceless, and in fact we've gotten to a point in the hobby where that's just "sort of unusual" instead of actually rare.
But, like, I like dice. I do. If I don't use them often, it's because I don't like the empty page of where to start in the first place building a bespoke diced system when I have so many good diceless systems right there.
... this time, though, I decided to just go for it.
--
The Dice System
So a long, long time ago I was working on a game called the Weapons of the Gods RPG. Eos Press had brought me in to do the setting, and somewhere in the middle of that endeavor, the game lost its system.
I only ever heard Eos' side of this, and these days I tend to take Eos' claims with a grain of salt ... but, my best guess is that all this stuff did happen, just, with a little more context that I don't and might not ever know?
Anyway, as best as I remember, the first writer they had doing their system quit midway through development. So they brought in a newer team to do the system, and halfway through that the team decided they'd have more fun using the system for their own game, and instead wrote up a quick alternate system for Weapons of the Gods to use.
This would have been fine if the alternate system were any good, but it was ... pretty obviously a quick kludge. It was ...
I think the best word for it would be "bad."
I don't even like the system they took away to be their own game, but at least I could believe that it was constructed with love. It was janky but like in a heartfelt way.
The replacement system was more the kind of thing where if you stepped in it you'd need a new pair of shoes.
It upset me.
It upset me, and so, full wroth, I decided to write a system to use for the game.
Now, I'd never done a diced system before at that point. My only solo game had been Nobilis. So I took a bunch of dice and started rolling them, to see ... like ... what the most fun way of reading them was.
Where I landed, ultimately, was looking for matches.
The core system for Weapons of the Gods was basically, roll some number of d10s, and if you got 3 4s, that was a 34. If you got 2 9s, that was a 29. If your best die was a 7 and you had no pairs at all, you got 1 7. 17.
It didn't have any really amazing statistical properties, but the act of rolling was fun. It was rhythmic, you know, you'd see 3 4s and putting them together into 34 was a tiny tiny dopamine shot at the cost of basically zero brain effort. It was pattern recognition, which the brain tends to enjoy.
I mean, obviously, it would pall in a few minutes if you just sat there rolling the dice for no reason ... but, as far as dice rolling goes, it was fun.
So when I went to do an optional diced system for the Chuubo's Marvelous Wish-Granting Engine RPG, years later, to post here on tumblr ... I already knew what would make that roll fun. That is, rolling a handful of dice and looking for matches.
What about making it even more fun?
... well, critical results are fun, so what about adding them and aiming to have a lot of them, though still like rare enough to surprise?
It made sense to me to call no matches at all a critical failure, and a triple a critical success. So I started fiddling with dice pool size to get the numbers where I wanted them.
I'm reconstructing a bit at this point, but I imagine that I hit 6d10 and was like: "these are roughly the right odds, but this is one too many dice to look at quickly on the table, and I don't like that critical failure would be a bit more common than crit success."
So after some wrestling with things I wound up with a dice pool of 5d6, which is the dice pool I'm still using today.
If you roll 5d6, you'll probably get a pair. But now and then, you'll get a triple (or more!) My combinatorics is rusty, so I might have missed a case, but, like ... 17% of the time, triples, quadruples, or quintuples? And around 9% chance, for no matches at all?
I think I was probably looking for 15% and 10%, that those were likely my optimum, but ... well, 5d6 comes pretty close. Roughly 25% total was about as far as I thought I could push critical results while still having them feel kind or rare. Like ...
If I'm rolling a d20 in a D&D-like system, and if I'm going to succeed on an 18+, that's around when success is exciting, right? Maybe 17+, though that's pushing it? So we want to fall in the 15-20% range for a "special good roll." And people have been playing for a very long time now with the 5% chance of a "1" as a "special bad roll," and that seemed fine, so, like, 20-25% chance total is good.
And like ...
People talk a lot about Rolemaster crit fail tables in my vicinity, and complain about the whiff fests you see in some games where you keep rolling and rolling and nothing good or bad actually happens, and so I was naturally drawn to pushing crit failure odds a bit higher than you see in a d20-type game.
Now, one way people in indie circles tend to address "whiff fests" is by rethinking the whole dice-rolling ... paradigm ... so you never whiff; setting things up, in short, so that every roll means something, and every success and failure mean something too.
It's a leaner, richer way of doing things than you see in, say, D&D.
... I just didn't feel like it, here, because the whole point of things was to make dice rolling fun. I wanted people coming out of traditional games to be able to just pick up the dice and say "I'm rolling for this!" because the roll would be fun. Because consulting the dice oracle here, would be fun.
So in the end, that was the heart of it:
A 5d6 roll, focusing on the ease of counting matches and the high but not exorbitant frequency of special results.
But at the same time ...
I'm indie enough that I do really like rolls where, you know, every outcome is meaningful. Where you roll, and there's never a "whiff," just a set of possible meaningful outcomes.
A lot of the time, where I'm leaning into "rolls are fun, go ahead and roll," what it means to succeed, to fail, to crit, all that's up to the group, and sometimes it'll be unsatisfying. Other times, you'll crit succeed or crit fail and the GM will give you basically the exact same result as you'd have gotten on a regular success or failure, just, you know, jazzing up the description a bit with more narrative weight.
But I did manage to pull out about a third of the rolls you'll wind up actually making and assign strong mechanical and narrative weight to each outcome. Where what you were doing was well enough defined in the system that I could add some real meat to those crits, and even regular success and regular failure.
... though that's a story, I think, to be told some other time. ^_^
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vforvalensa · 8 months
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Rereading Dungeon Meshi and it's such an interesting series in how it's a deeply gamic story, but often the way it deploys game logic will be in ways that's rare to see in actual games. I think a lot about chapter 5, the one where Chilchuck really gets the spotlight for the first time.
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This chapter does a lot to drive home the importance of party comp in this setting. Like at this point we've already seen Laios, Marcille, and Senshi be competent and useful in their own roles as fighters, mage/healer, and dungeon survivalists, but here's where we get to see why a thief archetype is important for a party to have.
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It's super cool to see all the thief shit Chil needs to do to keep the party from dying badly from traps, but most games, especially multiplayer ones tend not to have elaborate digressions about trap disarmament.
Like sure lockpicking mini games are everywhere and some older crpgs like the early bioware games will have bits where you have to click on a bunch of traps on the ground, but any adventure game with combat where another gameplay approach, like stealth or something, isn't the main focus will tend to subordinate those systems to combat. I think a big part of that is the lineage of dungeons and dragon that established that adventuring in rpgs primarily looks like swinging swords and casting spells, but to be fair to dnd in a game with very distinct character classes like that having any one class with a complex mechanic the point is that the other players dont have the expertise to deal with (like the trap bit in dunmeshi) would make for a weird play flow.
But a manga like Dungeon Meshi doesn't really have to worry about player experience so it gets to do game things games dont get to do. It's really interesting to me and I'd be super curious to see if a game with the type of breadth of dungeon meshi could work
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felassan · 9 days
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Snippets from shinobi602, cut for length.
Comment made after the character trailer, before the gameplay reveal:
"I know I sound like a broken record at this point but I'd really wait for the gameplay footage before writing it off. I agree that the tone of the trailer isn't how I would have personally revealed the game lol. But it's definitely a mature story...(with classic DA humor of course) I think people will come around when they see it in motion." [source]
Comment made before the gameplay reveal:
"I just got a sneak peak at the gameplay being shown on Tuesday. A small sample, but enough to get a good taste. It feels like a much better Inquisition to me. Absolutely not Fortnite or Overwatch." [source]
Comment made before the gameplay reveal:
User: "Maybe this gameplay showcase is going to show us all the character creator options, the RPG mechanics and skill trees, the expansive dialogue choices you can make, the minute to minute gameplay and how the world works." Shinobi: "You won't get all of that. But it's a solid chunk. This is just the first step in a long several months ahead. They have to save stuff for more beats down the road too or else you run out of gas lol." [source]
Comment made before the gameplay reveal:
User: "Very excited to see a glimpse into that for the gameplay reveal, hoping the game's beginning is as memorable as the other entries" Shinobi: "It is a massive boost in quality for the series. I'm not talking art style or anything, but just in terms of sheer quality and technical fidelity. Really hard to keep my tongue bitten lol, but I'm excited to see what everyone thinks tomorrow." [source]
Comment made after the gameplay reveal was teased:
"Yup, that's what it looks like, but there's so much more goodness. Looks amazing imo." [source]
Comment made before the gameplay reveal:
"it feels like the ME2 of Dragon Age." [source]
Comment made before the gameplay reveal:
"Oh just wait. The hair tech is phenomenal in this. Even I was thinking "aye is this a Bioware game!?" lol." [source]
Comment made before the gameplay reveal:
"They look different but to be honest the more you see them, the more you get used to it. I love the way Harding looks now. It's more stylized, but also a huge boost in technical fidelity in Frostbite." [source]
Comment made after the gameplay reveal, before the press who saw the demos at SGF shared about what they saw:
"Pretty much every person I've talked to across a dozen different media outlets, ~95%'ish, has walked out of the private demo sessions with glowing praise." [source]
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"I don't mean there aren't any open ended areas to explore. But it's a tight game, with a focus on not wasting the player's time with bloat. They took a lot of that feedback from Inquisition." [source] [re: the game not being open world in design]
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One preview from a large outlet basically boils down to 'Bioware is back'. [source]
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"I'm optimistic. From conversations I've had, they are genuinely serious in trying to make a Bioware classic here. They do not want a repeat of Andromeda or Anthem. I can only go based off what I've heard obviously - haven't played it. We all have our opinions on the combat, but they learned a lot of hard lessons since Inquisition, taken a lot of feedback to heart, and want this to feel like that tight, structured high quality experience we used to get from them. Andromeda and Anthem came in hot at launch. I felt some warning signs before those came out, but here? Right now they're just polishing. It's all polish from here to release. I'm really hoping this is the start of their return to form. That team's been through a lot, I hope it works out for the best." [source]
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User: "I think there certainly is a decent contingent of legitimate dissatisfaction or concern around the game, but I'm not sure that that's an overwhelming segment, but I do think it's something BioWare in EA should not and cannot ignore." Shinobi: "They've definitely taken notice. There's a lot more to show between now and launch." [source]
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"One thing I'm particularly happy about and can't get over is how much better the hair rendering is. It might be a small thing to some but it looks incredible. It's in another stratosphere compared to DAI." [source]
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"Everyone in the previews was gushing about how robust the CC is in Veilguard so there might be a decent chance to make some wild Qunari designs." [source]
On the Next Mass Effect:
"ME will look very, very good. Don't worry." [source]
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greenplumbboblover · 6 months
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Interests & Hobbies - Update post
Hey everyone!
First things first, sorry for the wall of text!
I know quite a few of you have been wondering about this project, if not been REALLY patiently been waiting for it! That's why I figured I'd make this post.
A bit of backstory:
I have, in all honestly, been working on it for 2 years. Except, that because the mod has SO MANY features, I kept making tiny mods that then get shelved because I wanted to get back to the interests & hobbies mod. But obviously that's part of the mod and... argh! :p You can see how I got stuck in this creative loop. And I would then be happy to just quickly make something like a bus manager, or a RPG manager or a thirsty sims mod or randomly deciding to create a sims website (as you casually do clearly lol). Because that was a bit of an escape for me. Though, this morning, I was talking to someone about this and the mod's progression. How I was just completely thrown out of the creative process and that I just didn't know what I wanted to do...
Basically, out of that conversation the following question came, which was:
So, what have you finished already, then? Given that you've been working on it for so long?
So far, I've done:
Assignment of a hobby lot. Sims of that interest will also visit that lot.
Sims will pursue their hobbies inside their house/garden/lot. (i.e a sim with a gardening skill, will garden their garden.)
Your sims can have an interest and a hobby (duh).
The environment hobby currently has a working hobby challenges.
Getting interested in a field can be done through the phone or computer. (or starting on certain items of that hobby).
Your sim can get magazines of that interest/hobby. This will increase their interest each time they read it.
Learn which interest that sims knows of the other sims. Just like with traits. ;)
A way to make it so that custom content items are considered hobby items as you place them down. And therefore give your sims interest points too.
Certain conversation topics can now be considered interest related conversations.
Which... I know doesn't sound like much, but the *amount* of technical background stuff is absolutely insane :p And that took me more time debugging and error fixing than I've ever done with any of my mods!
So with that said. I want, not only apologise for taking so bloody long to get this mod out of the door, but also share what's going to happen next.
So what now?
As you can probably tell, the basics are (almost) done, as well as the basic mechanics. So, what I think I want to do is the following:
Release the mod this year, with the current features I just shared that are done, and all the other features that were in the document, I'll work on separately. I guess, they function as DLCs for the mod? Or expansions, I guess? :p
That way, I feel less stressed, and you get to give it a try! :) In the end I keep forgetting I'm only one person, and I can finally sleep at night lol
hopefully that's okay with you all!
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nostalgebraist · 3 months
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declare
Read Declare by Tim Powers recently.
It had some really good individual bits, and was well-written throughout, but overall I found it kind of a slog.
Partly that was just due to pacing, or me not quite being in the target audience, or other similarly ordinary and boring reasons. But, on reflection, I think a lot of my troubles with the book come down to one big, uncommon flaw it had -- which is my reason for writing this post.
----
Declare is a hybrid fantasy/spy novel.
The spy stuff, which comprises most of the book by mass, is drawn from real history -- in particular, from the life of real Soviet spy Kim Philby -- and strives to be consistent with all particulars of that real history that are publicly known.
The book is a "secret history" as opposed to an "alternate history," intended to produce the impression: "for all we know, this really could have been what happened." It sticks to the historical record about the kind of matters that make it into said record, and only invents things in the blank spaces in between them.
As Powers put it:
I made it an ironclad rule that I could not change or disregard any of the recorded facts, nor rearrange any days of the calendar – and then I tried to figure out what momentous but unrecorded fact could explain them all.
You'll note that I'm being vague about what "the fantasy elements" are.
I'm doing that on purpose. Revealing much about their nature would be the kind of spoiler that actually spoils, because one of Declare's virtues -- and I really did admire this -- is the way it makes its fantastical secrets feel really secret. Like a secret doctrine, a mystery cult, an epistemic Rubicon that one does not cross lightly.
They are talked about elliptically, even among initiates (and Powers makes this feel naturalistic, not like cheap and pointless reader-teasing evasion). Before you know much else about these "fantasy elements," you know that encounters with them have a tendency to leave people scarred, broken, changed -- and disinclined to say much about what they saw.
The early chapters of the book almost feel like the opening of a "mundane" spy novel. Except they are dotted with stray glimpses, from odd angles, of... something else. Something that is clearly one single thing, with a coherent shape, only you cannot make out in full what that shape is. Something that feels, authentically, like it was not meant for your innocent eyes.
It's all very effective. Really great stuff.
But then, at least by the halfway mark if not earlier, the reader catches up with the characters. The shape of the thing comes into focus. You get what the deal is, insofar as anyone does, and insofar as there is a "deal" to get. The nature, if not the logic, of the hidden world is laid bare.
"The nature, if not the logic": this is the book's fundamental flaw. The fantasy elements of Declare eventually land in a worst-of-all-worlds no-man's-land between mystique and mechanism.
They are explained to the reader just enough that they lose their glamour; what initially feels like the mystic doctrine of a lost gospel, or the forbidden fruit of a Lovecraft story, ends up feeling more like a collection of "lore" passages accompanying tables of numbers in an RPG rulebook. Yet they are not explained enough that they make sense, the way a law-bound "magic system" makes sense; despite Powers' ambitions, they never quite become capable of explaining anything else.
To put the point a little differently, and set things up for my next one: Declare mixes together two ingredients which, on their own, are perfectly fine -- indeed, actively good -- but which absolutely cannot go together. Namely:
Mysterious, supernatural forces that feel properly mysterious, numinous, not quite bound by "our" human logic and thus fundamentally beyond our ken.
A secret-history version of bizarre and partially unknown real-world events, which supplies explanations for the weird parts and fills in the tantalizing gaps.
Why do historical mysteries draw our interest? It is not just that there is something we don't know. There are a lot of things we don't know, about history, and mostly they don't trouble us.
But there are some questions for which it does not seem possible to imagine an uninteresting answer.
When a real historical figure behaves in some bizarre manner -- as the real-world Kim Philby frequently did -- we know that, whatever cause moved them to do so, it must be outlandish in a way that matches its effect. When people act strangely, they do so for strange reasons. That is roughly what "acting strangely" means.
But! Once you allow "ineffable, partly unpredictable magic" to be a cause with effects, the link between interesting events and interesting causes is broken. You can now invent explanations which are less interesting than any real-world one could possibly be.
You can survey the historical record, note down all the intriguing gaps, and then sculpt an infinitely pliable magical putty into the precise shape of each gap, so as to fill it. These fillings do not have the shape of real things; they are made retrospectively, and modeled after the patterned obstructions marring our view, rather than the real patterns which are being obstructed. They do not have spiraling implications, as real things do; they plug the gaps they were made for, and do nothing else.
Human behavior has human causes, and human causes are frequently interesting, to us humans.
It is usually a virtue, in fictional depictions of magic, for that magic to feel nonhuman.
But it ceases to be a virtue when that magic goes on to become a substitute for the real human causes of real events. It provides answers to all our questions, at the cost of removing the reason we imagined we might want to possess those answers.
"Why on earth," you ask me, "did this bizarre historical event happen the way it did?"
And I respond: "a wizard did it."
You protest that this is not an explanation at all. You profess to be just as confused as you were at the outset.
You say, in exasperation: "it can't just be that. There has to be something more. Why did the wizard do it? Is it... the sort of thing that wizards do? Is there a 'sort of thing that wizards do'?"
In real life, you'd have a point. In real life, for every X, there is a sort of thing that Xs do.
But not for wizards. Remember #1 above? Wizards are beyond your ken. Perhaps there is "sort of thing they do," but if so, it is too subtle for your dull, unmagical brain.
Which is to say: they can do whatever the author, or the plot -- or the gaps in the historical record -- need them to do on any given occasion. And then they go back into their box again, until they need to be retrieved, in order to do something else entirely.
And worse: although the introduction of the wizard does not leave you any less puzzled, it frees you from caring that you are puzzled.
There is no longer the unscratched itch of an unsolved mystery about human behavior. You are not confused about a person, anymore, but about magic. And it is perfectly clear that you are never, ever going to understand magic. Your confusion is now expected, predictable. Everything is properly in order, as you can now see. You are free to go.
And yet somehow, you find, the book is not over. It will not be over for a while yet. You have other confusions, you see, which have not yet been stripped of their human interest and robbed of their allure.
(Not everything in Declare is like this, to be clear. I may be making too much of a few sore points in the plot, I guess. Still, there's no denying that I found the later parts of the book tedious, and this is at-least-sort-of why.)
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