#Unique Quest Items
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genshinresource · 2 years ago
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Genshin Impact In-game Items (148/?): Gadgets
Mini Seelie: Viola
Mini Seelie: Rosé
Mini Seelie: Curcuma
Mini Seelie: Dayflower
Wisdom Orb
Treasure-Seeking Seelie
Shiki Koshou
Inquisitive Endora
Endora
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illidan · 1 year ago
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me omg im death knight!!!!!!!!!!!!!
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waywardsalt · 4 months ago
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playing albw world and boy. did i miss the maiamais
#best loz collectable. fuck you i get item upgrades for finding these chirpy little dudes#salty talks#it is fun to play albw and see some ideas that were likely expanded upon in botw but that i honestly think work better as albw prototypes#if that makes sense. like the semi-freedom of having nearly ever tool available at the start#but only in a partial (rented) sense and costing money and even missing a tool until you do the thieves den#and only buyable after a certain point and with other traversal and w/e being out of reach for a bit#like the flippers and the two glove types and then ofc the optional item upgrades tied to the maiamai quest#and the dungeons are all so incredibly unique and even tho u can get their required item whenever that item is still. required#and in every (iirc) lorule dungeon theres that other major item to collect like a better tunic some ore the gloves yknow#the energy boost as a semi upgrade to the wall merge ability. and that ability being extremely well used across rhe whole game#albw fucks i can see it has concepts that were taken and expanded for botw but i might prefer what albw does#also the maiamais r rlly cute. theyre really good. i rlly like how you have to use a good handful of different tools to collect them#albw is really good idk why i waited so long to replay it. tbh it feels the most similar to what loz 1 was doing#the whole world is open to you and so are the items but you still need to get them and youre free to do the dungeons in any order#you just need the right stuff to get there and do them. ily albw
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falinscloaca · 4 months ago
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replaying elden ring, completely stuck trying to figure out what my character would do wrt the sellen v jerren conflict (+ my out-of-character desire to get sellen's ending because its obviously the more advantageous loot-wise. like, jfc, its not even close to equal what you get from each)
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aryawartapackers-blog · 7 months ago
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The Importance of Choosing Reliable Packers and Movers in Dharamshala
Aryawarta Packers and Movers, a beacon of reliability in the bustling town of Dharamshala, stands out for its unwavering commitment to excellence in the realm of relocation services. With a steadfast dedication to customer satisfaction, Aryawarta goes above and beyond to ensure a seamless transition for individuals and businesses alike. Leveraging years of experience and expertise, the company employs a team of trained professionals who execute each task with precision and care. From meticulously packing belongings to navigating the intricacies of transportation, Aryawarta's meticulous attention to detail sets them apart as leaders in the industry.
At Aryawarta Packers and Movers, the pursuit of excellence extends beyond mere logistics to encompass a holistic approach to customer service. Recognizing the unique needs and concerns of each client, the company offers personalized solutions tailored to specific requirements. Whether it's providing additional packing materials for fragile items or accommodating last-minute changes to the relocation plan, Aryawarta prioritizes flexibility and adaptability. With a reputation built on trust, reliability, and integrity, Aryawarta Packers and Movers emerges as the premier choice for those seeking unparalleled service in Dharamshala's bustling relocation landscape.
How to Choose the Best Packers and Movers in Dharamshala
In the scenic town of Dharamshala, nestled in the picturesque Kangra Valley of Himachal Pradesh, the process of relocating can be both exhilarating and daunting. Amidst the breathtaking vistas of the Himalayas, one seeks the seamless transition of moving homes or offices, a task that necessitates the expertise of reliable packers and movers. In the quest for the best packers and movers in Dharamshala, meticulous selection becomes imperative. Understanding the nuances of this selection process, from evaluating reputations to assessing services, is crucial. Discerning individuals embark on a journey of research, weighing factors such as experience, customer feedback, and pricing structures. Equipped with this knowledge, they navigate through the myriad options, ensuring that their chosen movers align with their specific needs and expectations.
How to Pack and Move Efficiently with Packers and Movers in Dharamshala
Efficiency becomes paramount in the endeavor to pack and move belongings swiftly and securely. With the assistance of proficient packers and movers in Dharamshala, individuals embark on a journey of streamlined relocation. From meticulously packing fragile items to efficiently loading and transporting possessions, every step is orchestrated with precision. Techniques for optimizing space, safeguarding delicate items, and expediting the process are employed, ensuring a smooth transition to the new abode or workspace.
How Do Packers and Movers in Dharamshala Ensure Safe Relocation?
Central to the concerns of those entrusting their possessions to packers and movers in Dharamshala is the assurance of safety throughout the relocation process. These reputable service providers prioritize the protection of goods, employing stringent measures to safeguard against damage or loss. From employing trained professionals to utilizing high-quality packing materials, every precaution is taken to ensure the integrity of items during transit. With a commitment to excellence, packers and movers in Dharamshala adhere to industry standards and best practices, instilling confidence in their clientele.
What Services Do Packers and Movers in Dharamshala Offer?
The spectrum of services offered by packers and movers in Dharamshala encompasses a myriad of offerings tailored to meet diverse needs. From residential relocations to commercial moves, these versatile service providers cater to a broad clientele. Packing services range from basic to comprehensive, with options for customized solutions based on individual requirements. Loading, transportation, and unloading are executed with precision, utilizing specialized equipment and vehicles to facilitate the process. Additional services such as storage solutions, unpacking assistance, and furniture assembly further enhance the convenience offered by these professionals. With a commitment to customer satisfaction, packers and movers in Dharamshala strive to exceed expectations, ensuring a seamless transition to new beginnings.
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#Aryawarta Packers and Movers#a beacon of reliability in the bustling town of Dharamshala#stands out for its unwavering commitment to excellence in the realm of relocation services. With a steadfast dedication to customer satisfa#Aryawarta goes above and beyond to ensure a seamless transition for individuals and businesses alike. Leveraging years of experience and ex#the company employs a team of trained professionals who execute each task with precision and care. From meticulously packing belongings to#Aryawarta's meticulous attention to detail sets them apart as leaders in the industry.#At Aryawarta Packers and Movers#the pursuit of excellence extends beyond mere logistics to encompass a holistic approach to customer service. Recognizing the unique needs#the company offers personalized solutions tailored to specific requirements. Whether it's providing additional packing materials for fragil#Aryawarta prioritizes flexibility and adaptability. With a reputation built on trust#reliability#and integrity#Aryawarta Packers and Movers emerges as the premier choice for those seeking unparalleled service in Dharamshala's bustling relocation land#How to Choose the Best Packers and Movers in Dharamshala#In the scenic town of Dharamshala#nestled in the picturesque Kangra Valley of Himachal Pradesh#the process of relocating can be both exhilarating and daunting. Amidst the breathtaking vistas of the Himalayas#one seeks the seamless transition of moving homes or offices#a task that necessitates the expertise of reliable packers and movers. In the quest for the best packers and movers in Dharamshala#meticulous selection becomes imperative. Understanding the nuances of this selection process#from evaluating reputations to assessing services#is crucial. Discerning individuals embark on a journey of research#weighing factors such as experience#customer feedback#and pricing structures. Equipped with this knowledge#they navigate through the myriad options#ensuring that their chosen movers align with their specific needs and expectations.#How to Pack and Move Efficiently with Packers and Movers in Dharamshala#Efficiency becomes paramount in the endeavor to pack and move belongings swiftly and securely. With the assistance of proficient packers an#individuals embark on a journey of streamlined relocation. From meticulously packing fragile items to efficiently loading and transporting
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bugg-thingie · 1 year ago
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Fallout New Vegas
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danielhowell · 9 months ago
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DOOMED MERCH HAS DROPPED!
No this is not a drill - after touring the world (that is ending), probably the coolest merch I will ever release is finally here - we have scoured the corners of the earth to pull together a collection of WE'RE ALL DOOMED! merch to celebrate the recent show (and slit) and bring it online for you.
From the tour date t-shirt, to the iconic DOOMED ambigram hoodie, the black metal longsleeve and ..the 'DanHub tee' - choose what your apocalyptic aesthetic is.
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WORLDWIDE: shop.danielhowell.com USA: us.shop.danielhowell.com EUROPE: eu.shop.danielhowell.com AUSTRALIA: au.shop.danielhowell.com
As a SPECIAL (wow) online-only offer - every order of the super limited quantity Vegan Leather Jacket (with rapture art on the reverse) will also ship with a totally unique Polaroid selfie that I took while thinking about death! 
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I make no promises what I will be doing - it could be a cute smile, or a middle-finger. It's just whatever the vibe was in the moment. Who knows what someone will trade for the rare under-chin angle that some lucky person will get? (I am so sorry)
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And it's not just garments - we've also got rare collectors items to snatch including the interval playlist cassette tape, and the 'Tears of My Enemies' water bottle, that I drink out of myself everyday while manifesting people's downfall.
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Lastly, look out for the signed Ally Pally London show posters commemorating the final performances, which may come with fingerprints allowing you to perfectly fraud my identity, due to my left-handed sharpie smudging.
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I want to say thank you to the tens of thousands of people that tuned into the stream to celebrate my show - without you it wouldn't have been possible to capture for posterity and now the message can live on. I'm going to begin my quest to determine where DOOMED will live forever, and who knows if we'll manage to wrangle any of the other rare itemz🐝 along with it in the future. I appreciate you all and I can't wait to see you all looking gnarly as fuck scaring the normies in this merch. Thanks 🖤 - Dan
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toskarin · 1 month ago
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the actual defining trait of oblivion's design (and the one it most destructively ported forward to later entries) is its paralytic anxiety that you'll miss something, usually manifesting as explicit overcorrections to things they saw players miss in morrowind
the easy example is how there ARE unique hidden items in the world, but because they remember players never finding the ones hidden in dungeons, they're now usually pointed at by a quest with the dungeons being narrowed down to facilitate reaching them
but the funniest example to me is still how the dark brotherhood questline (which is freely entered by any character on accident by killing someone) includes a vampire who tells you he's a vampire and then offers the player free vampirism, because players kept missing that vampirism existed in morrowind
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mumms-the-word · 8 months ago
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Tav Banter and Dialogue
What would your Tav/Durge say if they could say unique dialogue?
Drop an ask with the name of my Tav or Durge and a few numbers, and I'll respond with a few lines they would say in that scenario! Or, tag someone to take on the Tav Banter/Dialogue Challenge and see if they'll answer a few of these prompts!
Combat/Movement
1. Clicking on them once (non-combat) 2. Spam clicking on them too many times 3. Directing them to attack/move in combat 4. Hiding/sneaking/hidden movement 5. Taking a short rest 6. Low health/asking for healing 7. Attacked by a party member 8. Companion/romance death reactions 9. Going to buff/heal a companion/romance 10. Sending them to talk to an NPC 11. Sending them to talk to their romanced partner
Interacting with Items
12. Encountering a locked chest/door 13. Picking a lock 14. Looking at a globe 15. Looking at an astrolabe 16. Looking at a telescope 17. Looking in a mirror 18. Looking at a nonmagical lamp 19. Noticing a trap 20. Can’t fit into a small hole
Location Comments and Party Banters
21. Comments/reactions near an Act 1 location 22. Comments/reactions near an Act 2 location 23. Comments/reactions near an Act 3 location 24. Lines said in the Morphic Pool or High Hall 25. Party banter with Astarion 26. Party banter with Gale 27. Party banter with Wyll 28. Party banter with Karlach 29. Party banter with Lae'zel 30. Party banter with Shadowheart 31. Party banter with Halsin 32. Party banter with Jaheira 33. Party banter with Minthara 34. Party banter with Minsc
Bonus (Misc, some companion dialogues)
35. How would your Tav/Durge greet a player character if they were a companion at low, neutral, high, or romanced approval? 36. What are some situational dialogues they would say when something happens to another companion or you talk to them while in a quest-specific location (such as commenting on Karlach's heart, Elminster visiting Gale, visiting Cazador's mansion, etc)? 37. How would they respond to a player character prompting them with, "Tell me about yourself"? 38. If a player character asks them to consider consuming tadpoles or using the Astral tadpoles, how would your Tav/Durge respond? 39. If romanceable, what lines would they say if a player character prompted them with, "Can I kiss you?" 40. If romanceable, what would they say if a player character asks for a "last kiss" at the Morphic Pool/HIgh Hall?
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katana-no-neko · 1 year ago
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I get sad whenever they're like "this is all I can offer you, I know it'll never be enough to repay the great kindness you've shown me today" and I'm like PLEASE, KEEP THE BAKED BANANAS, FEED YOUR FAMILY! Link just likes to see them happy, he just wants to help
zelda totk is lovely but the quest rewards are so so underwhelming i heroically eradicate a whole family of giants for some villager and the thanks i get is baked bananas? i find legendary armor just stumbling into some dirt hole but saving people's lives only gets you a little snack? some vegetable perhaps? could i not get. i don't know some unique little trinkets shipped to my home so i can decorate. this populace does NOT know how to incentivize freelance adventuring
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genshinresource · 2 years ago
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Genshin Impact In-game Items (150/?): Genius Invokation TCG Items
Blank Dynamic Card
Lucky Coin
Match Invitation Letter
Genshin Impact In-game Items (151/?): Quest Items
An Appellative Stroke
Silver Twig
Genshin Impact In-game Items (152/?): Special Items
Cake for Traveler (2020 - 2021)
Cake for Traveler (2021 - 2022)
Cake for Traveler (2022 - 2023)
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a-dinosaur-a-day · 8 days ago
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Meig's Official Paleontologist Review of Amber Isle
This game is so accessible. I tend to use cheaters/trainers a lot in most video games because I'm a Busy Adult Without Countless Hours To Spend Grinding In Video Games - but I don't need them in Amber Isle. They also don't exist for Amber Isle, but still - I'm not wishing I had them the whole time. It's especially "ADHD time blindness" friendly
THE CHARACTERS ARE SO CUTE HOLY FUCK they all have such interesting and unique personalities and they are just so precious. I must protect Kipper at all costs.
Yes, you're a shopkeeper, but you don't have to be a raging capitalist. In fact, in many ways, it's better for the game to undercharge people / pay more for things they sell you / give lots of gifts in order to bump up your friendship with the community; it's very easy to get money in the game and you really don't need to be stingy or go for huge profits in order to win
I LOVE THAT THEY ARE CALLED "PALEOFOLK". Not a single character is called a dinosaur that isn't a dinosaur, unlike other paleo games *cough paleo pines cough*. And because they aren't limiting themselves to the Mesozoic, there's a nice interesting variety of prehistoric critters for the characters.
It's so much fun that your character is also a Paleofolk and that there's so many options. I wish we could wear pants, but other than that...
The taxon balancing needs a *wee* bit of work. Since they can do the Paleozoic and Cenozoic, it's ironically too dinosaur-heavy; and those dinosaurs are a little biased and don't include anything more derived than Archaeopteryx, which is... a mistake. I recognize the devs had a challenge in picking the right charismatic fauna, but still. Honestly, this problem is easily solved: just add more paleofolk!
That said it is so nice to have a game with Maiasaura :3
The world is beautiful and so much fun to explore
The calendar is way too long. WAY too long. Has anyone actually gotten to year 2? Because I haven't. Also it's windy too much. The weather should be more varied.
I would love for info about different objects to come up when you're going through them so it's easier to make sure the items you're displaying are balanced and so you know what to recommend for different customer requests
The main quest is a little short, so it would be nice for more content to be added to it in the future. I'd also love to be able to have more adventures and activities when hanging out with paleofolk
Once again, a game without romance. Hooray! No pansexual crises!
PEPPER x CLOVER FOR LIFE. L. I. F. E.
Definitely worth playing. It is super fun and super cute. Check it out at @ambertailgames!
My Paleo Pines Review
My Roots of Pacha Review
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valsverse · 11 months ago
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hi valerie!
i have a suggestion for a leo x reader. we all know he would give beautiful little gifts, so how do you think he would react when receiving them? like something artistic and carefully handmade. idk just thought it might me cute lmao
thank you 🩶
𐑺 ˖ ࣪ ࿐ྂ KNICKNACKS | leo valdez x gn!reader hc's [wc: 586]
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leo would be so ecstatic omg
he'd handle the small trinket you made for him with so much care and delicacy, you'd think it was made out of glass. and once he was finished admiring your creation, (though, that would take a while.) he'd immediately blurt out a high-pitched "for me??"
he just struggles to comprehend why someone as talented as you would use your creative abilities for him? he's so used to being overlooked that even the thought of being the recipient of your artistry is almost unfathomable. :(
leo would turn your creations over and over in his hands, silently memorizing every detail, as if he's afraid that your work might vanish if he takes his eyes off of it.
and his reaction?? always stays the same?? no matter how long its been?? you'd present your work to him and he'd be so theatrically shocked. like full on gasping and lowkey fighting for his life as if he hadn't expected the gift at all, even though you'd been showering him with your creations for the past month.
but once he gets past that point?? he becomes almost obnoxious about it. 💀 he'd sit in the dining pavilion so proudly, your little knickknack perched right next to him with the full intent of somebody asking him about it JUST so that he could ramble about you.
literally ONE person would bring it up, just to make small conversation, and he'd be like, "oh, THIS?? it was made by MY partner, for ME, by the way. but no big deal, y'know."
waited his entire life for that moment fr.
i completely mean it when i say leo would sweep ALL the belongings from his shelf to showcase even ONE item you made for him in all its glory. front and center. his siblings are so confused.
but if you start regularly gifting him things and blessing him with your artistry on a daily basis? he'll dedicate an entire shelf to your creations. and it's so funny because the rest of his area is so cluttered and disorganized, with random unfinished projects laying around without a second thought, bed not even made, but the shelf above his bunk?? the one with all your creations sitting on it?? it's so neat?? organized and color coded and everything?? it almost looks out of place.
even when you're away on quests, he still admires the creations you've left behind, tenderly cradling them in his hands and running his fingers over every curve and edge, as though you were still with him in the moment. :((
after some time, the gifting thing would turn into running joke between you two. a game of one-upmanship where every gift had to be better than the last. like if you made him a small sculpture out of clay, he would show up at your cabin the next day with a BOUNTY full of creations he made himself, along with a bouquet of flowers that he borrowed with no intention of giving back (stole) from the demeter kids to top it all off. <3
you'd make him one thing and he makes you ten more, he's so whipped.
leo would cherish your gifts so much, like he's almost scared of ruining them. especially if your gift is something that is SUPPOSED to be worn, like a ring of some sort. he'd proudly wear it around camp, obviously, but he'd check on it every few minutes to make sure it hadn't magically vanished from his finger. or worse, broke.
of course, leo knows he could fix it if it became damaged, but it wouldn't be the same. it wouldn't have your charm and artistry, your unique touch that made it so special.
all in all, leo is so enamored with your creativity, but judging by his actions, you probably already knew that.
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stars-obsession-pit · 2 months ago
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I feel like the potential of different methods of treatment of Jason’s Lazarus Pit side effects in DPxDC fics is often underutilized.
Like, yeah, the crossover brings in more ghostly stuff that could help, but it’s contamination on his literal mind/soul (definitely soul in a DPxDC context, idk about in DC canon) brought on by an unnatural resurrection. At least to me, that feels like it should be significant.
Having Danny just reach in and pull it out or Frostbite treat it in a basic procedure feels almost… cheap?
Like, there’s absolutely nothing wrong with it being easy. Stories don’t need to go deeply into the soul healing process; if it’s not meant to be major plot point, it can absolutely be just a quick thing! I’m not trying to insult those stories at all!!
But I feel like there’s a lot of room for more complex or esoteric stuff in there to be explored!
Some ideas for such unique condition things under the readmore:
What if his “revenant” thing some fics use comes into play and the only way to remove it is to fully achieve his revenge? And if that’s the case, what if someone/something else kills the target of the revenge without his influence? Yeah, the person is dead now, he’s technically avenged, but he wasn’t the one to get the revenge. So does it still go away, or is he stuck with it? If he still has it, is it just permanent now or can he just find some other revenge method (ruining their legacy or etc) to break it?
Or oppositely, what if he literally can’t achieve that revenge or his body will die again, its mission complete. Thus, his only way to survive and remove the side effects is to smother all those vengeful urges until they fall silent. Which could make that “someone else kills the target unrelated to him” thing from the previous idea now the good ending - basically guaranteeing his survival since he can’t achieve the vengeance as easily now and can move on. Or maybe it’d be even worse as it forces him to move on regardless, dying randomly when the target of his revenge meets their comeuppance.
What if cycling out the corrupted ectoplasm is a long-term process of meditation (and/or emotional control) - something that takes up significant space in his life and forces him to plan/work around until it’s complete (reduced work hours, avoiding certain situations that might cloud his thoughts, etc)
What if he needs to obtain some sorts of special items/materials (either connected to his own life or more general ghost stuff) for a cleansing ritual, forcing him to go on some sort of quest(s) before he can perform it and recover
What if the tainted spots on his soul can’t be fixed, only excised, leaving other types of consequences for his mind/soul (some that will gradually disappear as the “incisions” heal, others that persist in the scars left behind)
What if the healing process requires him to go over his memories and smooth out the jagged emotional edges left by the Pit, and he isn’t experienced enough with ghostly matters to do on his own, so it forces him to get help from another ghost (and thus bare all his secrets to them)
What if the Pit Rage has to be fully pulled to the front - leaving him completely consumed by its control - before it can be literally fought back and suppressed
What if it can be healed only by taking pieces of healthy ghosts to patch him up - which’d require a lot of smaller ghosts (e.g. blob ghosts) or could potentially only need a couple if he’s willing to harm more intelligent ghosts for it (which Jason likely wouldn’t do, but he’s hardly the only person who’s been revived by the Pits…)
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inkspiredwriting · 6 months ago
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The Great Birthday Present Hunt
Five Hargreeves x Fem!reader
Warnings: Klaus being Klaus ;)
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Five Hargreeves prided himself on his precision and efficiency, but shopping for a birthday present for his wife Y/N was proving to be a challenge. He wanted to get her something special, something that showed how much he cared. Realizing he needed help, he reluctantly turned to his brother Klaus.
Klaus, ever the enthusiast for anything involving fun and chaos, eagerly accepted the mission. "Alright, Five! Let's find the perfect gift for Y/N. And maybe have a little adventure along the way."
Five sighed, knowing this was going to be a long day. "Let's just try to focus, Klaus. Y/N deserves the best."
They started their quest at the local mall, an unfamiliar battleground for Five but a well-known haunt for Klaus.
The first stop was a jewelry store. Five pointed to a delicate necklace. "What about this? It’s elegant and beautiful, just like Y/N."
Klaus tilted his head, scrutinizing the piece. "Sure, but it’s kind of boring, don’t you think? Y/N is unique. We need something that screams, 'I thought long and hard about this!'"
Five rolled his eyes. "Fine. What do you suggest?"
Klaus’s eyes lit up. "Leave it to me!"
They moved to a quirky gift shop filled with unusual items. Klaus picked up a bizarre-looking sculpture of a cat wearing sunglasses. "How about this? It’s funky and fun!"
Five gave him a withering look. "Y/N isn’t a fan of kitsch. Let’s try to find something more meaningful."
Next, they wandered into a bookstore. Five’s eyes brightened. "Y/N loves to read. Maybe we could find a rare edition of her favorite book."
Klaus nodded approvingly. "Now you’re talking! But let’s spice it up a bit. How about we get a rare book and then hide little notes inside it, like a treasure hunt?"
Five considered it, a smile tugging at his lips. "That’s actually... a good idea. But we need to find the right book."
After browsing the shelves, they found a beautiful vintage edition of Y/N’s favorite novel. Five paid for the book, feeling more confident about their choice.
As they were leaving, Klaus spotted a toy store and couldn’t resist dragging Five inside. "Wait! We need to get something fun too. How about a giant teddy bear?"
Five frowned. "A teddy bear? Really, Klaus?"
Klaus grinned. "Come on, Five. Everyone loves a giant teddy bear. It’ll make her laugh!"
Against his better judgment, Five found himself agreeing. They picked out the biggest, fluffiest bear in the store and somehow managed to carry it out to the car.
Finally, they stopped at a craft store. Klaus had one last idea. "Let’s make a scrapbook of all your adventures together. It’ll be personal and heartfelt."
Five nodded, appreciating the sentiment. They gathered supplies and headed back home, where they spent the evening compiling photos, ticket stubs, and little mementos into a scrapbook.
On Y/N’s birthday, Five presented the gifts with a mix of nervousness and excitement. First, the vintage book with hidden notes. Y/N’s eyes sparkled with delight as she read the messages Five had written.
Next, the giant teddy bear. Y/N laughed, hugging the bear and shaking her head. "This is ridiculous, but I love it."
Finally, the scrapbook. Y/N flipped through the pages, tears of joy welling up in her eyes. "This is perfect. Thank you, Five. And thank you, Klaus."
Klaus bowed dramatically. "Anything for my favorite sister-in-law!"
As the day turned to evening, Five pulled Klaus aside. "Thanks for your help, Klaus. You actually had some good ideas."
Klaus grinned. "Anytime, brother. Just remember, the best presents are the ones that come from the heart. And maybe involve a little chaos."
Five laughed, realizing that sometimes, a bit of Klaus’s madness was exactly what he needed. And as he watched Y/N’s face light up with happiness, he knew they had found the perfect presents after all.
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blueskittlesart · 6 months ago
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i kinda really wanna see a big ol vent/rant from you about genshin now lol. I would read an essay
I'm not sure you understand the insanity you just unlocked in me but ok
genshin impact is probably the clearest modern example i can think of of capitalism absolutely eviscerating a creative project. For context, I started playing genshin in 2021, just after the 1.4 update. it was venti's first rerun/the first windblume festival if that means something to you. and I really genuinely thought that it might have had something special. It was a gacha that didn't FEEL like a gacha, which was a huge feat to me.
it began with a very simple story pitch--you, the protagonist, are one of a set of twin siblings traveling through space. you come upon a seemingly unassuming world and your attempts to continue your journey are suddenly stopped by a mysterious, all-powerful figure. you are separated from your sibling and wake up alone on the shores of this planet you were attempting to leave together. throughout that opening cutscene and scattered through the world and your character's dialog there are implications that all is not as it seems, that your character is something unique to this world and that they possess powers and abilities that you've yet to unlock. You are told that you must travel the seven nations of this world in order to find your sibling, which is great--a simple, zelda-like objective which drives the player to explore the secondary narratives of the world. none of this is bad on the surface. in fact i'd argue it's pretty good. there's a ton that can be done with these story bones. even at launch the map and combat system were full of potential as well.
Note: for ease of reading, i'm going to label the different storylines of the game now. A-plot refers to the central objective of the entire game; the find-your-sibling plot and everything that encompasses, including the abyss order/dain, the heavenly principles, the fake sky, etc. B-plot refers to the secondary objective present in each new nation, usually meeting the archon and/or solving a problem for the archon. (A and B-plots will occasionally intersect.) C-plot refers to any story, location, or background information which remains in permanent gameplay but which isn't directly related to the A or B-plots, such as dragonspine, the chasm, enkanomiya, etc. D-plot refers to any story, location, or background information which is confined to limited-time events and does NOT remain in permanent gameplay, regardless of its connection or lack thereof to the A and B-plots, such as the golden apple archipelago, the infamous albedo/dragonspine event, the infamous kaeya/diluc event, etc. Lore as i will refer to it in this post refers to any information which is present in permanent gameplay but which is not directly told to the player within the A or B-plot story quests and objectives, including books, weapon, artifact, and item descriptions, world quest dialog and puzzles, etc.
So now we're in mid-2021, there are two nations' worth of B-plot story quests released in full, and we've run into our first problem, which is that the game isn't finished yet. I don't have any actual information about how the game was/is written, but based on what i've observed over the past few years, my best guess is that the A-plot has been fully written since the beginning, at least in some form. there were very early-game events and information pertaining to the A-plot that would take years to see any actual payoff in the main story quests (kaeya's origin story, the 1.3 scaramouche fake-sky drop, the flowers in lumine's hair, etc.) but those kinds of A-plot story easter eggs very quickly dropped off when the game absolutely EXPLODED during the pandemic.
this sudden burst in popularity was the true beginning of the end for genshin, i think, because suddenly they had a HUGE fanbase that desperately wanted more content faster than they could pump out new A-plot or even B-plot story quests. one of the most pervasive complaints about the game when I began playing in 2021 was that there was nothing to do between story quests. update 1.4 (which was the update I started playing at) was important in that it was the first time since genshin's release over a year before that players recieved any new A-plot, in the form of the archon quest We Will Be Reunited, also known as the quest with the most fucking misleading name of all time. you'll never guess what doesn't fucking happen during this quest. anyways. we were a year into gameplay, two nations out of seven released and a third on the not-so-distant horizon, and it seemed obvious that players were owed some sort of A-plot payoff. and that's very much what WWBR was advertised as, from the quest's name to the banners full of art of the twins staring wistfully at each other. The thing is, what i'm describing as A-plot payoff was actually. not really A-plot payoff at all. WWBR was the reveal that the protagonist's sibling was working with the abyss order, and that the abyss order was connected somehow to Khaenri'ah, which at this point casual players would only have known about from THAT QUEST and MAYBE kaeya's character descriptions if they were diligent enough to get him to friendship level 10 (which, btw there is no indication that you should do to get important context about the story of the game, because kaeya is a 4-star starter character and the only character in the entire game that actually has genuinely important story hidden in his character descriptions.) So what I'm calling A-plot payoff felt at the time a lot less like A-plot payoff than it did like an abyss sibling cameo in an attempt to satiate everyone who was begging for more story. We actually gained almost net 0 information. this is very quickly going to become a pattern.
As I've already alluded to, the motives behind this writing decision are transparently obvious. Genshin is a free gacha game which relies on a consistently active and engaged userbase to make its money. With fans getting restless about the lack of engaging story at the time and a new, very ambitious B-plot quest gearing up for release that would require major support from that fan base in order to remain profitable, the writers were backed into a corner. they HAD to throw the fans some sort of bone in order to keep them engaged with the A-plot, since it was originally pitched as the driving force for the story as a whole, but they were also clearly not at a stage of the writing process where it was prudent to give the player any REAL information about the A-plot. This is how we ended up with a 10-second abyss sibling cameo and an offhanded mention of Khaenri'ah, a nation whose plot-relevance was at that point still basically unknown.
The real problem is, WWBR worked. at least, it worked as intended at the time. It satiated story-focused fans in the interlude between B-plot nations, as hyv was gearing up to release inazuma, which required a lot of time in preparation. WWBR was followed almost immediately by the C-plot golden apple archipelago in 1.6, widely regarded as one of the better events of version 1. GAA was memorable especially because it was the first event that involved an entirely new, limited-time-only map, meaning the event had much more longevity than the standard events players were used to. This is, imo, most likely the update combination that led to the standard formula which hyv uses for its quests and events nowadays. the back-to-back release of WWBR and GAA satisfied both fans who wanted A-plot story AND silenced criticisms about the game lacking endgame playability, which at the time must have seemed like a goldmine to writers desperate for a solution to their content-to-fanbase ratio problem.
From here, genshin started following a standard method of release for their next three nations--inazuma, sumeru, and fontaine. the formula generally went as follows: one major version update (usually version x.0) containing a major map update which included all B-plot relevant locations in the new nation, and the first chapter of the B-plot story quest relevant to that nation. this would then be followed by 2-3 version updates which would each contain the next chapter in the nation's B-plot story quest, sequentially. After the nation's B-plot quest ended, during the downtime in which the next nation's story and map would be finalized, subsequent updates would be largely C-plot, and would contain minor expansions of the map to increase endgame playability via exploration and world quests. This is how we ended up with updates like the chasm, the several extra islands in inazuma, and the quite frankly ridiculously large sumeru map, as well as the offloaded maps like enkanomiya and the sea of bygone eras. with the possible exception of the chasm, none of these areas are A OR B-plot relevant. hyv has realized that artificially inflating the map makes their game technically more engaging during the downtime between nations. However, this comes at a price. While the scenery and set design of the game remains consistently beautiful, the actual, mechanical gameplay that populates that scenery very quickly became mind-numbingly boring if not borderline unplayable. While the 1.0 questlines were not perfect, there was at least an emphasis on the player actually DOING things. 1.0 B-plot quests would have you going to mini-dungeon temples and completing challenges which would acclimate you to the combat system while also serving narrative purpose. There were quests that required you to navigate open-world dungeons. Because your characters were lower-level, combat challenges that arose during these quests were CHALLENGES, rather than two-second buttonmashing segments. By the time we get to sumeru, though, both B-plot AND C-plot quests have become little more than moving your character from location to location and tapping through (usually unvoiced) dialog. there's no GAMEPLAY in the quests anymore, because gameplay isn't what makes money. What DOES make money is giving players 300 hidden chests to find in an open-world map segment, each of which gives them 1/80th of a gacha pull. And so the story suffers and the map gets bigger.
Along with the map expansions, downtime between nations usually also nets us one A-plot quest, usually involving the character dainslief, who was the driver of the initial WWBR quest. This is the second half of hyv's magical formula for keeping fans happy between major releases. the A-plot quests will, as a general rule, give players either very little new information or no new information at all, but will dress up the delivery in such a way that it ALMOST feels as though the protagonist has moved forward somehow. the most recent example of this writing style, the 4.7 quest bedtime story, amounts to about an hour and a half of gameplay and, while it DOES contain a segment in which the protagonist finally actually has a conversation with their sibling, that conversation literally begins with the line "I have so many questions, but for some reason I don't want to ask them right now," ensuring that the sibling will not actually be required to give away any plot-relevant information whatsoever, and the quest ends with the protagonist FORGETTING THAT THE CONVERSATION EVER HAPPENED IN THE FIRST PLACE.
As I think I mentioned before, the cardinal problem of genshin impact's writing is that fans want answers faster than the writers are prepared to give them. I don't doubt that there's a game bible or relevant equivalent somewhere within hyv which contains the explanations we are currently lacking in regards to the A-plot. the game is consistent enough in its storytelling for me to believe that this isn't all just being made up as we go along. But I'm also certain that a lot of the late-game A and B-plot that is planned (especially if the Khaenri'ah is truly planned to be the 8th nation of the game) hinges on the player knowing very little about the A-plot. this would be fine if genshin was a standard single-release video game that players could work through at their own pace, but it isn't. it's unfinished, and each nation in the game releases months to years after the last, leaving the writers to scramble to fill in the gameplay gaps and players struggling to remember plot-relevant information when it's brought up literal years after they last heard it mentioned. Not only does the time between updates leave players frustrated about the lack of A-plot, it makes the A-plot harder to understand when it is brought up, because the writers are required to throw in so much dense C and D-plot just to keep engagement high enough to make the game profitable in its downtime. we joke about the insane convolution of genshin's lore, but that is first and foremost a byproduct of its financial model. the game requires engaement to be profitable, and adding lore for players to look into drives up engagement. The fact that having so much story with so little plot relevance muddies the waters and makes the A and B-plot stories considerably harder to understand doesn't matter as long as money is being made.
I want to take a quick detour here to talk about the release of sumeru specifically, because this is when I really began to clock the fact that genshin was declining. on paper, racial sensitivity issues aside (Not that they're not important, but i'm doing this deep dive from a storytelling and game design point of view, nothing else. that's a whole can of worms i don't have time to get into here) sumeru was a really promising addition to the game. The new B-plot quest which was set to drop in 3.0 was highly anticipated for several reasons. Two fan-favorite characters (kaeya and scaramouche) were expected to play major roles, because of earlier C and B-plot quests, and much of the nation's scenery that was teased in trailers and promotional content appeared to tie into the A-plot. the most exciting draw about sumeru and version 3.0, though, was the major update to the combat system.
Arguably genshin impact's most interesting feature upon release was its combat system. The map was basically a botw clone at that point, and the story quests, while decently engaging, were rough around the edges to say the least. What genshin DID have going for it was a unique real-time combat system that rewarded strategy and quick thinking.
Genshin's combat system is elemental, and on release there were 6 elemental affiliations: anemo (wind), cryo (ice), pyro (fire), hydro (water), geo (rock), and electro (electricity.) in a sort of pokemon-like system, certain elements were weak to other ones, but more importantly, certain combinations of elements could drastically boost combat stats. Players got to construct four-slot teams of characters, each with an elemental affiliation and certain "skills" which would match their element, and you were encouraged to use the interactions of these elements to build teams. very quickly, a huge community formed dedicated to optimizing teams and tiering characters. People would even make a game out of building teams specifically to do high-level damage with "bad" characters or characters who weren't designed to be damage drivers (my 100k jean burst was an incredible moment fr.) this was, of course, also a picture-perfect driver for the gacha aspect of the game, which was how players obtained new characters.
Pre-3.0, combat was... well i won't say it was balanced, but there was no elemental reaction that had any MAJOR advantage over the others. when you actually ran the numbers, i believe vaporize was the best reaction in terms of damage output, with the best team being raiden national with kazuha for EM buffs. but a well-built freeze or melt team could do similar numbers, or even better numbers depending on your artifact rolls. (ayaka permafreeze you will always be my #1.) Despite a steady stream of new characters with each update, characters from the earliest version of the game like xingqiu and xiangling were still topping the charts in terms of usefulness and versatility in teambuilding. However, as early as 1.0, players had been teased that a major update to the combat system was planned. There was a seventh element, dendro (plants) which pre-3.0 only existed as an elemental affiliation for menial enemies. there were no playable dendro characters, and the only elemental reaction that existed relating to it was very low-level and not particularly useful in combat.
Originally, dendro was projected to be added to the combat system somewhere in version 2, but its release was delayed substantially, meaning it came out along with its affiliated nation, sumeru. And as soon as it came out, it basically broke the combat system. I assume that the scaling they ended up going with may have been out of fear that players would be hesitant to integrate a new element into their pre-established team builds, and thus they may have been worried about sales on their dendro character banners, and i assume that the fact that 3 elements are required to get the highest-level reaction was an attempt to make the meta more balanced in the face of that scaling, but, well... it didn't work. At this point, the genshin impact combat meta is basically "if you're not using hyperbloom what the fuck are you doing." there's basically no reaction in the game that comes close to it in terms of both damage and ease of use. you are not going to beat a hyperbloom team with anything other than a better-built hyperbloom team. combat is now very heavily skewed in the direction of dendro, meaning that if you DON'T want to use a dendro team, you're going to be doing significantly lower numbers. And since enemies are added with each update, post-3.0 combat becomes difficult and annoying if you don't have a hyperbloom team on-hand.
The major gripe i have with dendro isn't even the scaling, though. I mentioned offhand earlier that the 1.0 B-plot questline had a section which taught you the basics of the combat system via mini-dungeons. These mini-dungeons, of course, taught you the version of the system that existed pre-3.0, so there's no tutorial for dendro reactions. Rather than integrating the tutorial into the story and world like they did in their early quests, upon playing 3.0 for the first time players were given a popup that explained, very wordily, how dendro reactions worked. there was no opportunity to test these reactions in an environment without consequences--if you wanted to try them you'd have to remember the relevant information, build yourself a team, find an enemy to try them on, and just hope you got it right. This lack of integration is something i began to notice more and more with genshin as it progressed, especially in sumeru. where in mondstadt and liyue open-world puzzles would be explained to you by an npc or via environmental context clues, in sumeru you'd be stopped while exploring every two seconds by a popup explaining some puzzle or another which, of course, you wouldn't read, because you didn't want to do the puzzle right that minute anyway, and then by the time you DID want to do that puzzle you'd have no in-game way of figuring out how to do it. The puzzle popups may seem like a small thing, but it's one of the clearest examples in the game to me of the fact that the player experience is so clearly not being prioritized here. the game doesn't even TRY to be immersive anymore. they have no qualms about pulling you out of the story to read a paragraph about how the puzzle works. they don't care how your character, in-universe, is supposed to have acquired that information. they don't care why your character, in-universe, is doing the puzzle in the first place. because they know the reason YOU are doing the puzzle, which is to unlock a hidden chest that gives you 1/80th of a gacha pull.
That was not "a quick detour" was it lmfao. ok anyways. back to the story. Now i want to talk about D-plot, meaning limited event stories, and lore as i defined it earlier, meaning contextual details not present in quests or playable story. This is where i think genshin's story becomes completely inaccessible.
Already, we've covered the fact that in order to consume the very basic story, players have to be willing to wait years between A and B-plot quest releases, punctuated by irrelevant map expansions and interlude quests. I mentioned before that genshin's incompleteness is one of the major problems of its story. the fact that players have to wait years, remembering plot-relevant information that they have no way of knowing will even BE plot-relevant, for the payoff of these narratives is frustrating at best and actively malicious at worst. But in theory, there should be an obvious way to circumvent this. One could just wait until the game IS completely finished to play the whole thing. Sort of like buying a game in early access but waiting until it's actually finished to play it all the way through. that's theoretically possible. but, as i have been hammering home this whole time, genshin is a free game, and therefore genshin relies entirely on a consistently engaging fanbase in order to remain profitable. if genshin does not have a base of players who are willing to log in every day, or at the very least once every update, the game's financial model collapses on itself. therefore, genshin puts on limited-time events. this is a standard in gacha games, as a way to keep the fans consistently engaging. What is not standard, however, is the way that genshin uses these events as vessels for its story. about 19 out of 20 limited events in genshin impact will be useless menial bullshit with no effect on the story or really even the player aside from maybe making you fucking angry. 1 out of those 20, though, will be innocuously named, with nothing in the banner or event description to indicate that it's special in any way, but it will contain serious A or B-plot relevant information that exists nowhere else in the game. My personal favorite example is the infamous 1.3 scaramouche appearance, in which he showed up, told the protagonist that the sky was fake, and then immediately fucked off again. Scaramouche did not show up again until at least 2.0, and the fake sky wasn't so much as MENTIONED again until 3.2, almost TWO YEARS LATER. but there are others, such as the (almost equally infamous) albedo doppelganger event in which a major character's loyalties are called into question, or the event where major biographical information is revealed about kaeya, the only playable character with major known connections to the A-plot and Khaenri'ah. With all of these events, once the event period ends, the information contained within them vanishes from the game completely. there's no way to replay old events that you've missed, even sans rewards, so if you miss a plot-relevant event the ONLY way to catch up on that story is through word of mouth. again, this is a transparent way to keep genshin's userbase engaged during downtime between B-plot quests; if you don't log in and play every event, how will you know if you've missed something important? You might not be able to fully understand the future story if you miss out on the D-plot now!
The D-plot problem is something that I think could, in theory, be circumvented by dedicated record-keeping. if the wiki had anything resembling an easily accessible event database that marked story-relevant events and contained summaries or gameplay videos, at the very least you wouldn't have to fear being completely lost on the off chance that a random throwaway line in an event from fucking 1.3 becomes plot-relevant. but hyv obviously doesn't want that, because it undermines their financial model, and the sheer number of events and the amount of rerunning of irrelevant events they do makes the task of recording and categorizing them all daunting if not impossible.
Then, of course, there's lore. this is arguably what genshin is infamous for in certain circles of the internet. You know that unraveled video where bdg reads every book in skyrim? if you tried to do that with genshin the video would probably be about 10 hours long. and it's not just books; genshin hides (potentially) plot-relevant information in weapon and artifact descriptions, in random hidden world quests, in character bios... the list goes on. and 9 times out of 10, the information is essentially written in code. Plot-relevant characters will have multiple names, or the relevant information will refer to them as vaguely as possible, presumably to further the "mystery" and encourage theorizing among fans. but the sheer amount of information like this that exists within the game makes it all but impossible to determine what is plot-relevant and what isn't. For a topical example, the most recent A-plot quest bedtime story mentions the name Rhinedottir in connection with events in Khaenri'ah, suddenly making that name A-plot relevant. Rhinedottir is an alternate name for the character Gold, whose existence you would only have known of before this point if you'd unlocked and read the character Albedo's character bios. (Albedo is a limited-run character who hasn't been available since november 2022, btw.) the only other information about Rhinedottir permanently available in the game comes from the description of the weapon Festering Desire, which was only obtainable from a limited event back in 2020, anyway. So basically, if you wanted ANY context for that remark, you'd have to have been playing the game since AT LEAST 2022, AND you'd have to have taken the time to go over your weapon and character descriptions with a fine-toothed comb. keep in mind that as of right now (june 2024) there are 85 playable characters in this game, each with 10 unique unlockable character bio sections, and over 150 weapons, each with their own unique descriptions, not to mention over 50 artifact sets, each with 5 unique artifacts, which all have their own unique descriptions as well. there are also 51 different collections of books which contain written lore as well. the idea that any player could keep up with all this, or that anyone could even sift through it all to pick out the important things that they NEED to keep up with, is insane, especially when the game makes a point of withholding crucial plot information from its players within the A and B-plot quests. this amount of written lore only exists, again, to drive up engagement in the hopes of subsequently driving up profit. Even if the average player isn't reading and absorbing all this information, the fact that it's there coupled with the fact that the writers consistently refuse to reveal anything beyond surface-level A-plot information means that there's basically ENDLESS theory fodder. and THAT means that people will be posting their theories and talking with each other and getting into arguments. it means "genshin impact" trends on twitter. it means engagement, and engagement means money.
basically what it comes back to is that everything is so transparently money over player experience with this game. I think what we're witnessing with genshin is what i would call an end-stage gacha game--a gacha game that's gone on a little too long and gotten a little too popular, and so the veil has started to slip a little more than usual. Gachas work primarily because they operate by toeing the line between what is fun to play and what is a predatory mechanic. As long as the actual gameplay remains engaging and rewarding, players can ignore the unsavory business practices underneath. At this point, genshin has swerved too hard into the money-hungriness and is still hoping that they can use their old tried-and-true engagement farming methods to remain popular regardless. currently, it seems like those methods are still working, unfortunately. Like I said in the post that prompted this, i really can't wait for the hyv writer NDAs to expire 10 or so years down the line, because I can only imagine what an insane shitshow writing for this game must be. I want to see the tell-all articles. I want carnage.
That being said, I played genshin impact religiously from 2020 to 2023. I loved the game. Despite myself, I am still really, REALLY interested in the A-plot. I want to know what's going on with the protagonist and their sibling; where they came from, what happened to them, what the heavenly principles are, what role celestia plays in all of this. I want to know Kaeya's full backstory, what role Khaenri'ah plays in the overarching story, and what happened to it in the past. but I don't really have any faith that I ever will, because I know that as long as keeping their fans in the dark and stringing them along remains profitable, that's what hyv will continue to do.
Do I think genshin impact is unsalvagable? in its current state, yes. If I was given the ability to turn back time and convince a bunch of executives of the profitability of this venture, I would change almost nothing about the story of genshin and completely rework the mechanics of its release. I would make it a series of single-release self-contained games rather than a constantly-updating gacha. Each game would be one B-plot quest, or one nation, eight games in all, preferably released once every year. Removing the gacha mechanic, players would be given access to a certain pool of characters to build teams at the start of each game, and then periodically unlock new characters as the story progressed. for example, if you were playing the inazuma game, you'd start out with only your protag, and after progressing to a certain point in the story you'd get a pool of inazuma 4-stars to teambuild with freely. Then, as the story progressed and you met plot-relevant inazuman 5-stars you'd add them to your pool. I'd change basically nothing about the combat system except for a properly integrated introduction of dendro when it makes its appearance in sumeru. Once you completed the story in that nation, you could move onto the next game in the series if it was out, or if it wasn't, you could continue to explore the open world while waiting for the next release. Would this be as profitable as the gacha model? probably not, but what it WOULD do is allow for much more consistent pacing and writing, with the added bonus of not making your userbase feel like you'd shoot them in the head for their pocket change.
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