#and not just with fanart! but original art too! crazy how one influences/ inspires the other
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not to be absolutely wild on main but nothing has inspired me in recent years like dragon age??? no piece of media has made me so creatively prolific??? idk what kind of audiovisual uppers have been engineered to make me specifically addicted to this series but my god i never want to recover
#when I say prolific I mean by my own standards#and not just with fanart! but original art too! crazy how one influences/ inspires the other#ugh I am rambling now but give me a lore-heavy world state and I will achieve monastic levels of devotion#it's giving tolkien it's giving asoiaf it's giving DRAGON AGE#dragon age#dragon age inquisition#dragon age the veilguard#bioware#datv#da4
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Return of the Revenge of the Talks Machina Highlights - Critical Role C2E108-109 (September 15, 2020)
It’s been six months since the last Speech Machine Upper Luminosity (is that right?), so let’s jump right back in like nothing ever happened!
Tonight’s guests are Laura Bailey and Matt Mercer!
Announcements: Talks will now be biweekly, discussing two episodes at a time! Unfortunately, this means fan question submissions aren’t doable yet, since they’ll often be filming Talks for episodes that haven’t aired yet; questions will come from crew, but fanart and cosplay from earlier episodes will still get awards. Dani Carr’s new official title in the company is Lorekeeper!
Episodes 108-109
Brian asks Matt about the tug-of-war with the Moonweaver’s influence: “how much of that did the Traveler and Jester’s interactions influence him not going back to the Feywild?” Matt: “Okay, well, the Moonweaver isn’t necessarily happy about taking on the images and icons and co-opting elements of her worship, but also isn’t a vindictive deity necessarily.” She has a similar fey history to Artagan, “so I knew this encounter, there would be a punishment involved, at the very least to take Artagan down a few pegs.” He wasn’t going to be actually banished; the Moonweaver just wanted to “scare the shit out of him: You think you’re a trickery god? Welcome to the original trickery god, bitch.” There was a possibility of him just vanishing for a while, if there was no sign of humility; but based on their interactions, it was just enough to show the planetar that maybe this isn’t the same “troll of an Archfey” that the Moonweaver had known. “Maybe this is enough of a lesson.”
Laura thought Artagan was going to be “gone-gone, and Jester was going to be left alone”. She thought there was going to be a Feywild rescue, and Jester would have to try to find a new deity.
Laura’s wi-fi conks out. So does mine. Ah, 2020.
Jester would probably have followed the Moonweaver in an attempt to make amends. Laura mentions that every time she sat down to prep something for Traveler-Con, she realized Jester wouldn’t sit still long enough to plan it.
Laura: “If that cult hadn’t been there and she hadn’t seen what a false god could do to people, I don’t think she would have come to the realization that what her and the Traveler were doing was detrimental: oh, we’re fucking over people’s lives, hardcore.” If Artagan hadn’t been on board with picking a different deity, Jester would have stepped down at Traveler Con and she would have exposed the lie.
Matt’s “super happy” because he was purposely making sure he didn’t know what was going to happen at Traveler Con. “Okay, everything around it’s going to be interesting and fleshed out, but as to the actual convention, I have no idea what’s going to happen.” He wanted to balance a complete train wreck with character beats and mini-arcs, and he was satisfied with how that worked out.
Brian asks if Jester ever considered walking away from the Traveler. Laura: “Yeah. It could have progressed to that point. Jester always gave him the benefit of the doubt, and loves him with her entire heart, so if he would have not seen that what they were doing was not acceptable, in his own way, then Jester would have probably walked away. I don’t know if she would have walked away from him, but it would have been a big issue for her. I have no idea what that would have meant for her... my entire character arc.”
How does Jester feel about the Traveler now? “She loves him, but at the same time, she doesn’t adore him without boundaries. She sees a little bit more of who he is, and the worshiping aspect isn’t there anymore. She sees him more like another friend. That’s a complicated relationship for a cleric to have.”
Matt talks about what a fan he is of his players. “I’ve just been enjoying the hell out of this.”
Has Artagan learned his lesson? He’s been living for a long time, and old habits are hard to break. Matt points out that Artagan “is free in a place that he doesn’t have complete domain over, and he’s been humbled a few times. I think he’s definitely learned a series of lessons to some degree. We’ll see how far it sticks and where their relationship goes.”
Brian asks Laura how it’s been to have the spotlight on Jester for a long time. Laura: “It was nerve-wracking. I feel very relieved that it’s on to something else now, but it was so much fun, too. I feel like I kept getting so emotional as her through all this. Having to come to terms with all the things she was going through was crazy. But it felt good.”
Cosplay of the Week: An amazing Yasha by @shiieldmaiden on Twitter, photo by @asheneyed.
Matt: “I took a bath for this.”
Brian notes that Jester found herself caught between her god and the M9. Who would she have chosen if Artagan hadn’t kicked her off? Laura: “Here’s the thing. If Fjord hadn’t jumped on my back, Jester would have gone. But him doing that, I mean, that’s why I froze like I did. I really didn’t know where it was going to go. Thankfully Artie made that choice for me.”
The Vilya reveal’s been waiting since Marisha made Keyleth’s backstory. Brian recalls that the question of what happened to Vilya came up in the campaign 1 recap, and Matt was cagey about it. “When I got the original backstory from Marisha, in my head, I was like, her mother’s probably still alive, just lost to the chaos for reasons that I’ll get to, but I like the idea of an eventual reunion when it made sense.” As they got later in the campaign, Keyleth’s story became about taking on this leadership and stepping into her mother’s footsteps: “I didn’t want to rob her of her journey by bringing her mother into it before it was complete. There wasn’t a beat that felt right for it in the first campaign unless the players actively wanted to go and seek it out.” He knew she was on an island somewhere, and that there was an issue with her memory, but the details were still hazy, and it never came up in the first campaign. “As soon as we got to Rumblecusp as a possible visiting location, I was like, this would probably be the island that Vilya’s at.” He knew the community would pick up on it quickly, but the players would likely be too engrossed in their own story. “Getting to send her home was wonderful, both for an idea of closure, but as a long-waiting gift to Marisha and Keyleth. It’s something that I’ve been looking forward to giving to her.”
On building Vilya’s character: “I wanted to make sure she wasn’t too similar to Keyleth. She couldn’t remember her family, but when she did, it meant everything.”
Brian asks what inspires Jester’s thought process to try and befriend every creature they come across. “Everyone is interesting. Except for Celia, she’s a bitch. If you piss her off, she might just hate you forever, but everybody else she thinks is pretty great. Jester can hold a good grudge.”
Brian asks Matt about the inspiration for Vokodo. “It is a heavily customized version of a Morkoth. I was just intrigued by how they had created this creature that creates this island around it. It has ways of affecting the minds of creatures around it. I didn’t enjoy that the creature was only Medium in size, and I wanted it to be something that was a little bit more changed by its experiences.” He also tied it in with the Astral Sea lore and suggested that it had been changed by its proximity to this volcano, similarly to how Thordak did in the first campaign.
Fan Art of the Week: An amazing Traveler Con Jester and Artagan by @callanthee on Twitter
How about the visions of the living city? Laura: “I don’t know what the fuck is going on with that thing. If it true that there’s a Molly connection, the Eyes of Nine, I don’t know. It’s just too much. We have to look into it.” Matt, blandly: “Weird mysteries.”
Who would the Disintegrate spell have hit if it had ricocheted? “Initially, I would have wanted to choose Caleb, like back at himself, because the immediate threat of that ray towards Vokodo, it would have been just right back at him.” But the runner-up would have been Jester because of the threat of the banishment back to the Astral Sea, the one place he didn’t want to go.
Laura could tell from Liam’s gameplay that he hadn’t realized someone was going to perma-die from that. “I thought it was going to be me, because I had been the one to banish him.”
Dani points out that the group would probably have gone after Artagan if Jester had died right before Traveler Con.
Matt highlights Cad’s Divine Intervention as pretty much the only way they could have learned the important information they used to prepare for the fight with Vokodo. He was torn between frustration at not being able to use this boss to its fullest potential... and pride in his players.
Laura is amused at listening to the characters talking about Jester when she’s not there. “It’s fun to hear but not be able to use that at all in your interactions with them.” Laura points out that even her sister who watches the show doesn’t trust the Traveler. Matt mentions that he’s always being very careful with the relationship between the Traveler and Jester, because it could get into rough territory. “There are unhealthy elements of their relationship, very much so. A lot of her story has been about disillusionment.” Laura: “Yeah. Eyes open.” They’ve set up bumpers to make sure they don’t veer into territory the players find uncomfortable.
“Artagan at the end of campaign one versus Artagan at campaign two are different. He came into this world a purely selfish being of id and impulse. He still has those dark tendencies and can lean down those dark paths. But he went from a purely chaotic, selfish creature to unintentionally beginning to care for people that aren’t him.” Traveler Con definitely left a mark on him. “Aw shit, I let them in.”
Sam starts Facetiming Brian. “How does he know when we’re filming this?! No. I’m not going to do it.”
Matt and Laura are "super excited” for the new landscape of the next part of the journey.
Laura notes that Jester is getting past the point of “needing to put on the mask”, including around her mom. And as that’s happened at Traveler Con, the small breakdowns have been piling up. “That’s what therapy’s like, right?”
On the new goliath shopkeeper (even with the mispronunciations as clues, I got nothing on that spelling), Matt points out that purchasing magical items is tricky because most things were pulled into the war effort. He was trying to figure out how a shopkeeper could build a business in that environment: “with a bunch of really small, shitty enchantments”. As a kid, he loved novelty shops, and took a lot of inspiration from those memories.
So glad everything’s back in business! “As always, don’t forget to love each other. And don’t worry, it’s almost Thursday.”
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July’s Featured Game: Melon Journey 2
DEVELOPER(S): Froach Club ENGINE: RPG Maker 2003 GENRE: Story-exploration SUMMARY: Melon Journey 2 is a story-exploration game about revisiting a town full of adorable animals with eccentric personalities. Yet under its cute and nostalgic surface lies a dark tale of crime and corruption... Play as Honeydew, an employee of a huge melon factory, and travel to Hog Town where melons are illegal. While searching for a missing friend, you'll have to explore the town and its surrounding areas, and speak with suspicious characters in dangerous situations to uncover the truth.
Download the demo from the discord server here!
Our Interview With The Dev Team Below The Cut!
Introduce yourself! We're Froach Club! (Mario - @markeryjane, Karolina - @minipete, & Simon - @carpetbones) Our CEO is rude little roach who goes by the name of Froach. We've all been making games together and separately for a quite a while now and we're currently working on our magnum opus... To see our other games check out froachclub.itch.io & carpetbones.itch.io
What is your project about? What inspired you to create this game initially? *Froach Club: Melon Journey 2 is a story of crime and political corruption in a town where melons are outlawed. It's a sequel to our (Mario & Karolina) very first game we ever made back in 2012. Back then we had no idea what we were doing and were pretty awful at using RPG Maker 2003, so we had the idea to do kind of a remaster of the game. We accidentally expanded it so much though that it became a huge, fully-formed sequel.
How long have you been working on your project? *FC: Almost 2 years now.
Did any other games or media influence aspects of your project? *FC: Columbo, The Big Sleep, Chulip, Hamtaro Ham Ham Heartbreak, Kino's Journey, Twin Peaks, and Shenmue!
Have you come across any challenges during development? How have you overcome or worked around them? *FC: This is our first real large-scale project, spanning multiple years of development, so staying organized was a huge challenge. At first we would just work on whatever we felt like, jumping from one part of the game to another. But once Simon became more involved in the project, he taught us his amazing organization skills and we learned how to use to-do lists efficiently and and keep our files straight. And now that we have, things go much more smoothly.
Have any aspects of your project changed over time? How does your current project differ from your initial concept? *FC: We started with a really bare-bones story, and as we built up the world by adding more characters, side-quests, and subplots to the main storyline, the game’s scope began to grow. The world of Melon Journey 2 is now much more detailed and immersive than we originally imagined.
What was your team like at the beginning? How did people join the team? If you don’t have a team, do you wish you had one or do you prefer working alone? *FC: Back in 2012, when Melon Journey 1 came out, we were just a two person team (Mario and Karolina). We continued making games together for a few years until we started calling ourselves Froach Club and added our 3rd member, Simon. We worked together on u1f439 (https://carpetbones.itch.io/u1f439) and Fish Fly Fever (https://froachclub.itch.io/fish-fly-fever) and now Melon Journey 2!
What is the best part of developing a game? *Mario: Making the music, when a scene comes together and the music fits the tone perfectly it's really satisfying. Karolina: Coming up with crazy ideas in the beginning and thinking of all the possibilities! Simon: Creating any form of a dense or rich world for people to interact with or experience.
Do you find yourself playing other RPG Maker games to see what you can do with the engine, or do you prefer to do your own thing? *FC: Back when we started out, we played a lot of RPG Maker games on rpgmaker.net and it was a big source of inspiration because it helped us feel like our ideas were doable without any previous knowledge of programming or game making. Yume Nikki in particular gave us a lot of ideas on how to make the most out of RPG Maker 2003, like hacking together menus out of pictures, and creating complex animations using multiple charsets.
Which character in your game do you relate to the most and why? (Alternatively: Who is your favorite character and why?) *Mario: Bailey is my self-insert character kinda. Karolina: Lily. She has really strict Russian parents (who are actually based on mine) and she has a hard time finding a place where she feels like she truly belongs. She goes through a lot but never truly stops caring about what she believes in. Simon: I actually am Ham Ghost Jr.
Looking back now, is there anything that regret/wish you had done differently? *FC: At some point the project kind of outgrew RPGMaker 2003 and we really regretted using it, but we've come to appreciate the limitations and they've helped to shape the game in some ways so we regret it less now, especially since discovering easyRPG which we're using to port the game!
Do you plan to explore the game’s universe and characters further in subsequent projects, or leave it as-is? *FC: We like to joke about making Melon Journey 3D, but who knows, it might actually happen one day! We are leaving the ending of MJ2 a little bit open ended~
What do you most look forward to upon/after the release of a project? *Mario: Being able to start a new project. Usually by the end of one project the only thing motivating me is getting it out of the way so we can start on the next thing. Karolina: Seeing if people enjoy our game! I dream about people making fanart and silly deep lore videos. That would seriously make everything 100% worth it. Simon: I cannot wait to get started on a new (maybe even bigger) project!
Is there something you’re afraid of concerning the development or the release of your game? *FC: All three of us have an intense fear of something going horribly wrong on the day of the release. That's honestly the scariest part of making a game - saying that you're officially finished with it.
Do you have any advice for upcoming devs? *FC: Try your best to get your game done and limit the scope! Even if it's not perfect or exactly like how you imagined it, the experience and growth you get from releasing a game is the most important thing.
Question from last month's featured dev @midnighttrain-project: What do you value most in a game? (story, gameplay, art,...) Is that an important aspect of your game? *Mario: I think the interplay of the elements of a game is more important than what the individual parts are like on their own. Like, a simple animation can be transformed by adding a really good sound effect to it, so it's hard to separate elements or say that I value one more than the other. Karolina: I value the story most in games. Even when the art or gameplay is great, if there are glaring plot holes I always spend too much time focusing on them and get pulled out of the experience. That's why we spent so much time making a super well thought-out world and characters for MJ2! Simon: I really enjoy gameplay over most parts of any game, especially if the gameplay is well designed and interesting.
We mods would like to thank Froach Club for agreeing to our interview! We believe that featuring the developer and their creative process is just as important as featuring the final product. Hopefully this Q&A segment has been an entertaining and insightful experience for everyone involved!
Remember to check out Melon Journey 2 if you haven’t already! See you next month!
- Mods Gold & Platinum
#rpgmaker#rpg maker#game dev#indie games#pixel games#rpgm#melon journey#melon journey 2#froach club#gotm#game of the month#gotm 2019#2019
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