#honestly I think more rpgs should attempt to have such tools
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5e hot take: The popularity and success of 5e has less to do with the game itself and can be more attributed to other forms of media making reference to it and how many more accessible tools to play the game there are compared to other rpgs.
#critical role and stranger things come to mind#but I can not understate how important dndbeyond is#it lowers the barrier to entry for the game significantly#making the game much more approachable and easier to understand for newer players#honestly I think more rpgs should attempt to have such tools#like how LANCER has and encourages the use of their online tool CompCon
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Weâre talking about adventure games again! Or, more accurately, weâre speaking in the context of adventure games about why some genres are hard to define, different ways of thinking about genre, and what genre is even for.
If you'd like to see more work like this, please back me on Patreon! Transcript below the cut.
Hi! Welcome back to Who Shot Guybrush Threepwood? Meditations on the life, death, and rebirth of the adventure game.
Adventure game.
Adventure game.
Ad. Ven. Ture. Game.
What kind of name is that, âadventure gameâ? Itâs an atypical way of categorizing video games, Iâll say that much. We usually give game genres titles like "first-person shooter," "real time strategy," âturn-based role-playing game.â Real nuts-and-bolts kinda stuff. Meanwhile, "adventure" seemingly belongs on a turnstyle of airport paperbacks, in between "mystery" and "romance." When they slap that word on a game box, what is it supposed to communicate to us?
Other one-word genres, I can see how they get their name. A horror game is horrifying, a fighting game earns its title. But how is exploring an empty, suburban house an adventure? Why is exploring a universe not?
When I started this series, I offered up the rough-and-tumble definition of adventure game, âpuzzles and plots,â and said maybe weâll come up with a better definition later. That was⊠four years ago. Sorry about that. I know itâs a little late, and a lot has changed, but I did promise. So weâre gonna do it.
Todayâs question is: What makes an adventure game an adventure game?
This is a tricky sort of question to ask, because, upon asking, we might stumble down the highway to âwhat makes an adventure novel an adventure novel?â, âwhat makes a rail shooter not an RPG?â, and that road inevitably terminates with âwhat even is genre?â, the answer to which is a bit beyond the scope of a YouTube video essay⊠or, it would be on anyone elseâs channel, but this is Innuendo Studios. Weâll take the long road.
Welcome to Who Shot Guybrush Threepwood? A philosophical interrogation into the meaning of genre in and beyond the gaming idiom, with the adventure game as our guide.
***
The historical perspective reveals only so much, but it is a place to begin.
If you donât know the story, in 1976, Will Crowther released Colossal Cave Adventure, a text-based story game set in an underground land loosely based on a real Kentucky cave system. The game would describe what was happening in a given location, and players would type simple commands to perform tasks and progress the narrative, usually a verb linked to a noun like a book that writes itself and responds to directives. This was the first of what weâve come to call âinteractive fiction.â
Crowtherâs game - often abbreviated, simply, Adventure - inspired a number similar titles, most famously Zork, which was called an âadventure gameâ for the same reason Rise of the Triad was called a âDoom cloneâ - because they were more or less mechanically identical to the games they descended from. This is where the genre gets its title.
But the evolution from then to now has been oddly zero-sum, every addition a subtraction. As more and more adventure games came out, the text descriptions were eventually replaced with graphics, still images replaced with animations, the parser replaced with a verb list, and the keyboard itself replaced with a mouse. In the progression of Zork to Mystery House to Kingâs Quest to Maniac Mansion to Monkey Island, you can see how each link in the chain is a logical progression from the game preceding and into the one that follows. But you end up with a genre that began comprised entirely of words on a screen but that, by the early 90âs, typically possessed but did not, strictly speaking, require language. There is no question wordless experiences like Dropsy and Kairo are direct descendents of Monkey Island and Myst; that they are therefore in the same genre as Wishbringer, despite zero obvious mechanical overlap, is, for a medium that typically names its genres after their mechanics⊠weird.
(Also, for anyone confused: Nintendo used to delineate games that explored a continuous world from games that leapt across a series of discrete levels by calling the latter âplatformersâ and the former âadventures,â and an earlier game in that model was the Atari game Adventure, which was, itself, a graphical adaptation of the Crowther original, so what 90âs kids think of when they hear âa game in the style of Adventureâ depends on whether they played on computer or console, but that lineage eventually embraced the even fuzzier âaction-adventureâ and is not what weâre here to discuss.)
So the connection between the genreâs beginnings and its current incarnation is less mechanical than philosophical. Spiritual, even. Something connects this to this, and weâre here to pin down what.
Now, you may be readying to say, âIan, itâs clear the determinant of what is or isnât an adventure game is pure association and there is no underlying logic, you donât need to think this hard about everything,â which, ha ha, you must be new here. I would counter that, as soon as a genre has a name, people will (not entirely on purpose) start placing parameters around what they consider part of that genre. Even if itâs just association, there is some method to which associations matter and which ones donât. So shush, weâre trying to have a conversation.
***
Another one-word genre named after a philosophical connection to a single game is the roguelike, christened after 1980âs Rogue. And, in 2008, members of the International Roguelike Development Conference in Berlin set about trying to define the genre. (I promise Iâm not just going to summarize that one episode of Game Makerâs Toolkit.) Attendees began with a corpus of five games that, despite not yet having an agreed-upon definition, were, unequivocally, roguelikes, an attitude roughly analogous with the Supreme Courtâs classification of pornography: âeven if I canât define it, I know it when I see it.â And, from these five games, they attempted to deduce what makes a roguelike a roguelike.
So perhaps we can follow their example. Weâll take a corpus of five games and see what they have in common. How about The Secret of Monkey Island, Gabriel Knight: Sins of the Fathers, Myst, Beneath a Steel Sky, and Trinity? All five visually and mechanically dissimilar - three third-person and two-dimensional, one first-person and three-dimensional, and one second-person and made of text (no-dimensional?) - yet no one would dispute theyâre all adventure games.
Okay! We can see a lot of common features: dialogue trees, inventory, fetch quests. But hereâs the rub: to define the genre by the first two would be to leave out Myst, and defining it by the third would leave out Gabriel Knight, and, honestly, any one of these would exclude LOOM, which I think anyone whoâs played one would look at and say, âI know an adventure game when I see one.â
For the sake of inclusivity, we could go broad, as I did with my âpuzzles and plots,â and, while this does include everything on our list, it also, unavoidably, includes games that provoke the wrong reaction, like Portal - âI know a puzzle-shooter when I see oneâ - and Inside - âI know a puzzle-platformer when I see one.â Trying to draw a line around everything that is an adventure game while excluding everything that is not is no easy feat.
The best adventure game definitions are written in a kind of legalese; Andrew Plotkin and Clara Fernandez-Vara have both tackled this, I would say, quite well, with a lot of qualifications and a number of additional paragraphs that specify what counts as âunique resultsâ and âobject manipulation.â It takes a lot of words! And no disrespect - I canât have an opinion in less than twenty minutes anymore - but I canât help thinking we could go about this a different way.
What the Berliners cooked up in 2008 was, instead of a lengthily-worded definition, a list of high- and low-value factors a game may have. The absence of any one was not disqualifying, but the more it could lay claim to the more a game was⊠Rogue-like. These were features that could exist in any game, in any genre, but when they clustered together the Berliners drew a circle around them and say, âthe roguelike is somewhere in here.â
A central idea here is that the borders are porous. If we apply this thinking to the adventure game, we could say that Inside and Portal are not lacking in adventure-ish gameplay; they simply have too low a concentration of it to be recognized as one.
This is genre not as a binary, but as a pattern of behavior.
***
So, to unpack that a little, Iâm going to use an allegory, and, before I do, I want you to know: Iâm sorry.
In 2014, professor and lecturer Dr. Marianna Ritchey, as a thought experiment demonstrating the socratic method (Iâm sorry), hypothesized a conversation between Socrates and Euthyphro (Iâm sorry) in which Socrates posed the internetâs second-favorite argument: is a hotdog a sandwich? (Iâm sorry. Iâm sorry. Iâm so sorry. Weâre doing sandwich discourse.)
Ritchey imagined Socrates asking Euthyphro to define âsandwich,â and sparking the dialectic in which Euthyphro offers up increasingly-specific definitions of âsandwichâ and Socrates challenges each one with something non-sandwich that would necessarily fall under that definition: is a hotdog a sandwich? is a taco a sandwich? are three slices of bread a sandwich?
Now, in this scenario, Socrates is - as is his wont - being a bit of a tool. Euthyphro does all the work of coming up with these long, legalistic definitions and, with one, single exception, Socrates sends him back to square one. But Socrates is making a point, (or, rather, Ritchey is): can we really claim to know what a sandwich is, if we canât explain why itâs a sandwich? Perhaps we should admit the limits of our common sense. Perhaps we should embrace the inherent uncertainty of knowledge.
Or perhaps we could tell Socrates to stop having flame wars and think like a Berliner.
Does âsandwich vs. not-sandwichâ have to be a binary? Could we not argue that a sandwich has many qualities, few of them critical, but a plurality of which will increase a thingâs sandwichness? Are there many pathways to sandwichness, a certain Platonic ideal of âsandwichâ that can be approximated in a variety of ways? What if the experience of âsandwichâ can be evoked so strongly by one factor that some leeway is granted with others? What if many factors are present, but none quite so strongly that it generates the expected sensation? The question then becomes which factors contribute most to that experience, and how much slack can be granted on one axis provided another is rock solid.
A sandwich is not merely an object. It is a set of flavors, textures, sensations, and cultural signifiers. We so often try to define objects by the properties they possess and not by the experience they generate. But a sandwich does not exist solely on the plate, but also in the mouth, and in the mind.
Let us entertain that itâs fair to say a difference between a chip butty and a hotdog is that one feels like a sandwich and one does not.
***
In 2012, the internet was besotted with its fourth favorite argument: âIs Dear Esther a video game? You know, like really, is it, though?â And David Shute, designer of Small Worlds, a micro-exploration platformer (and maaaaaaaaybe adventure game?), countered this question with a blog post: âAre Videogames [sic] Games?â
Shute invoked the philosophical concept of qualia. A quale is a characteristic, an irreducible somethingness that a thing possesses, very hard to put into words but, once experienced, will be instantly recognizable when it is experienced again. Qualia are what allow us to, having seen a car, recognize other cars when we see them and not confuse them with motorcycles, even if we havenât sat down to write a definition for either. And if we did try to formalize the distinction - say, âa car has four wheels and fully encloses the operatorâ - our Socrates might pop in to say, âWell then, friend, is this not a car? Is this not a car?â To which Shute - and, by extension, we - might comment that Socrates is, once again, being a buttface.
âIf I remove the wheels from a car, then it no longer provides the basic fundamental functionality Iâd expect a car to have. But itâs still a car â Its carness requires some qualification, admittedly, but it hasnât suddenly become something else, and we donât need to define a new category of objects for âthings that are just like cars but canât be driven.ââ
Whatâs special about qualia is that theyâre highly subjective and yet shockingly universal. We wouldnât be able to function if we needed a three paragraph definition just to know what a car is. Get anywhere on Route 128?, forget about it. These arguments over the definition of âgameâ or âsandwichâ ask us to pretend we donât recognize what we recognize. Socratesâ whole rhetorical strategy is pretending to believe pizza is a sandwich. And anyone who doesnât care about gatekeeping their hobby will see Dear Esther among other first-person, 3D, computer experiences and know instantly that they fall under the same umbrella. Certainly putative not-game Dear Esther has more in common with yes-game Half-Life 2 than Half-Life 2 has with, for instance, chess.
Shute goes on, âTo me, itâs obvious that Dear Esther is a videogame, because it feels like one. [W]hen I play Dear Esther Iâm experiencing and inhabiting that world in exactly the same way I experience and inhabit any videogame world â it has an essential videogameness thatâs clearly distinct from the way I experience an architectural simulation, or a DVD menu, or a powerpoint slideshow. I might struggle to explain the distinction between them in words, or construct a diagram that neatly places everything in strict categories, but the distinction is nonetheless clear.â
This is the move from plate to mouth. If youâre trying to define the adventure game and youâre talking only about the gameâs features and not what it feels like to inhabit that world, youâre not actually talking about genre.
***
So if we want to locate this adventure experience, and we agree that it can, theoretically, appear in any game, we might look for it where it stands out from the background: in an action game. Letâs see if we can find it in Uncharted. Itâs a good touchstone because we know the adventure experience is about narrative gameplay, and Uncharted has always been about recreating Indiana Jones as a video game; converting narrative into gameplay.
When attempting such a conversion, a central question designers ask is, âWhat are my verbs?â Nathan Drakeâs gotta do something in these games, so we look to the source material for inspiration. A good video game verb is something simple and repeatable, easy to map to a face button, and Indiana Jones has them in abundance: punch, shoot, run, jump, climb, swing, take cover. All simple and repeatable; you can get a lot of gameplay out of those.
But thatâs not all there is to Indiana Jones, is there? Thereâs also⊠well, colonialism, but turns out that translates pretty easily! But... Indy rather famously solves ancient riddles. And he cleverly escapes certain death, and has tense conversations with estranged family members, and finds dramatic solutions to unsolvable problems. And none of these are simple and repeatable; in fact, theyâre dramatic because theyâre unique, and because theyâre complex. And Uncharted renders all of these sequences the same way: with a button remap.
When Drake talks to his long-lost brother, or discovers the existence of Libertalia, his jumpy-shooty buttons turn into a completely different set of mechanics for just this sequence, and then go back to being jumpy-shooty. Where, typically, you have a narrative tailored around a certain set of core mechanics, here, the mechanics tailor themselves around a certain narrative experience. And each of these narrative experiences tailors the mechanics differently.
What if we made a whole genre out of that?
Adventure games are the haven for all the misfit bits of drama that donât convert easily into traditional gameplay. In the old games, youâd never ask âwhat are my verbs,â because they were at the bottom of the screen. Or, if it was a parser game, your list of possible verbs was as broad as the English language; if a designer wanted to, they could, technically, have every valid action in the game involve its own, unique verb. Rather than specialized, the mechanical space of possibility is broad, the verbs open-ended, even vague, meaning different things in different contexts. The idea is that any dramatic beat can be rendered in gameplay provided you can express it with a simple sentence: push statue, talk to Henry, use sword on rope. Nathan Drake shoots upwards of 2000 people in a single game, but heâs not going to solve 2000 ancient riddles, and he shouldnât. What makes ancient riddles interesting is youâre not going to come across very many in your life. So maybe the mechanics should be as unique as the event itself. And maybe discovering what this eventâs unique mechanics are is part of the gameplay.
The best word we have for these moments is âpuzzle.â
Adventure games arenât named after their core mechanics because, by design, adventure games donât have core mechanics. Puzzles have mechanics, learning them is the game, and they can be whatever you can imagine. Which is not to say they will be; many games over-rely on inventory and jumping peg puzzles. Even in a near-infinite space of possibility, there are paths of least resistance. But many adventure games have neither, and many are built around single mechanics that donât appear in any other games.
An adventure game puzzle isnât simply a thing you do to be rewarded with more plot, it is an answer to the gameâs repeated question: what happens next? It was literally the prompt in many versions of Colossal Cave. How did The Stranger find the linking book that took them to Channelwood? How did Robert Cath defuse the bomb on the Orient Express? How did Manny Calavera find the florist in the sewers of El Marrow? It is story told through gameplay, and gameplay built for telling stories.
So I would amend my prior definition, âadventure games are about puzzles and plots,â to âadventure games are about puzzles as plots.â
Beyond that, if you want to know what understand the adventure game experience, you may just have to play one (I suggest Full Throttle).
***
Rick Altman argues we too often define genres by their building blocks, and not what gets built out of them. If you want to write science fiction, you have many components to work with: spaceships, time travel, nanomachines. You can make sci-fi out of that. But what if you take the component parts of science fiction and build⊠a breakup story? Or a tragicomic war novel? Is it still sci-fi? Let me put it to you this way: if somebody asks you to recommend some science fiction to them, and you say "Eternal Sunshine of the Spotless Mind," how likely are they to say, "yes, this is exactly what I was asking for"?
Blade Runner is what happens when you use science fiction to build film noir. Dark City is what happens when you use film noir to build science fiction. So what defines a genre, the bricks, or the blueprint? Any meaningful discussion should account for both.
Adventure games are mechanically agnostic, all blueprint. You can build one out of almost anything. We took the long road because the ways weâre used to thinking about genre were insufficient.
***
So: from a few steps back, the adventure game isnât even that weird. Game genres are usually named after their mechanics, and a small handful are left in the cold by that convention. This would have been a much shorter conversation if not for the fact that video games run on a completely different set of rules from every other medium that has genres.
...but do they, though?
What actually is genre for?
Well, Samuel R. Delany - yes! yes, Iâm still talking about this guy - describes genre not as a list of ingredients but a recipe. Imagine for me that youâve just read the following four words: âthe horizon does flips.â If this is just a, for lack of a better word, ânormalïżœïżœ story - not genre fiction - thatâs gotta be some kind of metaphor, maybe for the protagonist feeling dizzy, or when the drugs start to hit. Whatever it is, it canât be literal; the earth and sky do not change places in naturalistic fiction.
But they can in fantasy. Certainly stranger things have happened. And they can in science fiction, but by a different set of rules: now thereâs a âwhy.â Itâs gotta be something to do with gravity or the warping of space; even if the story doesnât explain it, it has to convince you, within a certain suspension of disbelief, that such a thing is happening in our universe. Whatever it is, itâs not magic.
These four words can mean many things. Genre informs you which of the many possible interpretations is the correct one. (For what itâs worth, theyâre Barenaked Ladies lyrics about being in a car crash.) The label âscience fictionâ isnât there to tell you whether a story has rayguns, itâs there so you know which mechanism of interpretation you should employ.
Genre not whatâs in the book. Itâs how you read the book.
The opening chapters of a mystery novel may be, by the standards of any other genre, excruciatingly dull. A lot of descriptions of scenery and a dozen characters introducing themselves. But, because you know itâs a mystery, these first pages are suffused with portent, even dread, because you know someoneâs probably gonna die. And some of these mundane details are just that, but some of them are clues as to who committed a crime that hasnât even happened yet. You are alert where you would otherwise be bored. And you know to watch for clues, because you know youâre reading a mystery. Those are the genreâs mechanics.
Genre dictates the attention to be paid.
Words, sounds, and images donât mean things on their own. They have to be interpreted. If part of genre is the audienceâs experience, itâs an experience that audience co-creates, and it needs clues as to how. Iâve said before that all communication is collaborative. Hereâs what results from that: all art is interactive.
Video games are not unique in this regard, they are simply at the far end of a spectrum. But if the purpose of genre is to calibrate the audience into creating the correct experience, perhaps it makes sense that the most interactive medium would name its genres after what the player is doing.
So the label âadventure gameâ is, to the best of its ability, doing the same thing as âadventure novel,â and as âfirst-person shooter,â if, perhaps, a bit inelegantly. There may be better ways to straddle all these lines, but the shorthand reference to an old text game gets the job done.
So thatâs the end of our journey. I really hope we can do this again, and preferably not in another four years, but weâll see how thing shake out. Regardless, Iâm glad you were with me, and Iâll see you in the next one. Itâs been an adventure.
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đ¶,â,đ, andđ». Love you!!
thank you for ask anon! writer ask game is here if yall wanna send in something. still taking asks for these btw
đ¶- advice for new writers =
yall this is hella fucking generic but PRACTISE. theres a reason almost literally every writer on tumblr gives the advise of âpractise practise practiseâ and that reason is it works. practise doesnt mean âoh just write bc youll automatically get better over timeâ it means âwrite bc if you dont, you wont figure out what you need to improve.â did yall know that i literally had no sentence variation in the past? i started every sentence with [character name] or [character pronoun] and i didnt realise until i was 15/16 and i only realised bc i started writing a lot.
i think thereâs a fear of failure with new writers. thereâs this lingering doubt of  âwhat if its not good?â and boy howdy i will answer that question right fucking now. it wont be good. when i compare my current work to my earlier work, my earlier work sucked fucking shit. i spelled soldier with a fucking âjâ and i had no idea what the hell a point of view was. and thats okay. whoever tells you that youre going to perfect writing is a fucking liar. there is no perfecting writing. 20 years from now, imma look at the writing from today and im gonna think it sucks shit. writing is a process. its a craft. you get better and better over time and the way you get better is by experimenting w different styles, different genres, different ways of writing.
and the only way you can experiment and improve is through practise. in video games, especially rpgs (which are my favourite kind of video games), you struggle in the early game. youre at a low level, you dont have good equipment, you have a hard time moving to the next area. but the only way you progress is by grinding, gaining levels, and getting stronger. same w writing. if youre a level 1 writer, just starting out, no idea what to do, just experiment. fuck around a bit. write crackships, write rarepairs, write niche self-indulgent reader/character fics. at the end of the day, you should write for yourself. its good and cool if other people like your stuff and validate all your hard work, but at the end of the day, the one who should enjoy your writing the most is yourself.
you WILL mess up and you WILL struggle, but thats the only way you can improve. i struggle with pacing the most. still do. but others might have pacing down pat and struggle instead with word choice or pov or something else. cant figure out where you need to improve if you dont write, so just practise and worry about all the fine print later
âïž- how do you get your inspiration? =
this is definitely not universal, but i just sit on my bed, close my eyes, and meditate. cycle through all my emotions and thoughts and filter them out. then i just toss everything out the damn window. like. id just meditate for a while, focus on breathing, on experiencing the present, picture a field and a tree and myself and breathe. thoughts fly by and i let them happen but dont focus on it.
meditating gives me some semblance of emotional control bc i normally have none, and it gives me kind of this space. this safe space that only exists for me and me alone. so i use that space to let the world drift away. just me and my thoughts and sometimes, those thoughts end up being good writing ideas. but i usually meditate for a set amount of time. like 15 minutes or 30 minutes so i dont write until i finish meditating.
then when i get out of my headspace, i open up my laptop and see what i remember. thinking too hard about something causes it to muddy up. same with art. in digital art, artists flip the canvas to refresh their eyes, see if thereâs anything weird or wonky about the illustration that they normally dont see bc theyve gotten used to it. flipping the canvas is like giving our eyes a jumpstart and lets us see what we could do better. in traditional art, its turning the canvas this way and that or repositioning yourself. meditating is like that. a break. a cleanse. a kind of pause where you dont think about anything and just try to process what you already have. you relax and kind of let yourself float down a river of thoughts and sometimes, a fish would jump out of that river and youd go âhey, thats a good idea. i should try thatâ so when you get out of the river, youre refreshed and ready to go.
same principle with showers. more ideas come to you in the shower when you dont have anything to write with bc youre not thinking about it. youre not focusing on finding inspiration or motivation so ideas naturally flow through you. you know that feeling when you want to do x then someone comes along and says âhey you should do xâ and suddenly all motivation to do x leaves? same w your brain. focus too much on âi should be writingâ or âi want inspirationâ and its never gonna come. just let things happen. at least, thats how i do it. some people might get inspiration by reading or watching tv. everyones different so if thats not what works out for you, dont feel pressured to try my method
đ- whatâs your favorite AU? Least favorite? =
magic au. specifically fantasy au set in like a pre-modern era. shows like avatar where theres all this magic and fantastical beasts and so on and so forth. semi-modern like six of crows and nevernight are great too. i want that magic to be woven into peopleâs lives. harry potter is okay but thereâs like this separation between magic and muggle. thereâs this feeling of âmagicâ but like as a tool. like a spoon or a gun or a shovel. i want magic auâs that are INTEGRATED with the world its set in.
like in atla, earth kingdom people have trains they move with bending while fire nation people have machines powered by heat and steam. both correspond to their bending and makes sense for the world they live in. but if your plot is like harry potter and its less worldbuilding and more action, then thereâs this book series called seasons rising (read it. so good) where thereâs a bunch of spells but the spells have character. the people using the spells GIVE it character and it feels much more intimate. pokemon does the whole fantasy mixed w reality better. give two trainers the exact same pokemon and by the time that pokemon reaches lvl 50, its gonna have a different moveset, different fight style, etc bc it was shaped by the world and people around it. i like harry potter but tbh it could have been so much better
for the least favourite au, itâs A/B/O i dont like the whole âomegas are only good for breeding hurr durrâ and âalphas are violent and aggressive and cant control themselves around omegasâ thing and it squicks me out. major squick. i read the original harry potter squick (THAT one. yeah. you know the one) and i still hate a/b/o more. i get why people like it, and there are one or two fics set in a/b/o au that i enjoy reading, but as a whole, i severely dislike a/b/o fics.
the themes are squick, the character dynamics get so messed up, and shipping dynamics (bc a/b/o fics usually have shipping) just get so blown out of proportion. there are so many a/b/o fics that turn ooc or the character interpretations radically change or something else. no hate against a/b/o fans bc yall are amazing for writing/drawing yalls au. there are things that you can only do in this setting and exploring those things can be incredibly fun for people, but for me personally, its not an au i like to visit.
đ»- three works of yours that are must reads =
i. dont know what fandom youre in anon or your genre preferences. so ill just rec you one fic for a different fandom each with kind of different genres. ts masterlist is on my side @hufflepuff-deceit and regular fanfic masterlist is on my writing blog @crownonymousÂ
(BNHA) Viper. its my first serious attempt at fanfic in YEARS and its my baby. currently has 7 chapters, i havent updated it in a while bc im hyperfocused on ts rn, but i love it to bits. its just all of my fav bnha fics crammed into one fic. quirkless kind of villain izuku with stain as a mentor as they work together to bring light to the injustices of hero society and where bakugos bullying has visible and long-lasting repercussions? sign me the fuck up. you can read it on ao3 HERE bc its not on tumblr. kind of fast-paced, has a lot more action scenes than anything else ive written. heavy plot-wise but has a lot of humour and comedy to break things up
(Kimetsu no Yaiba) I Pray To God He Hears You. not related to my other kny fic oleander which is a multichap retelling au. iptghhy is a standalone one-shot and kind of a character study on one giyuu tomioka. i love him so much. giyuu is my baby and i adore him. so of course i wrote a sad fic focusing on him. well technically, the fic focuses on giyuu AND his relationships. SPOILERS for chapters 130 and 131 of the manga. focuses mostly on giyuu and sabito, but thereâs a fair bit of giyuu and tanjiro and urokodaki. you can read it HERE bc this is also not on tumblr. also deals with heavy things but more emotion-wise since it doesnt have that much of a plot. loss. grief. moving on. survivors guilt. that kind of stuff.  very sad. hurt but with comfort, especially at the end.
(Sanders Sides) Loganâs Birthday Fic: Logicality. just what the title says. i wrote 5 different fics and published them all on logans bday but the logicality one received the most feedback and honestly? the cutest of the bunch. its gonna be crossposted onto ao3 but for now, you can read it HERE on my ts sideblog. theres no plot since its literally just domestic and relationship fluff. and puns. patton is in the fic, theres gonna be puns. nothing but good things and warm feelings bc logan deserves it.
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thank you so much for such interesting asks anon! i enjoyed answering these. have a lovely day!
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E3 2019 overview
I wanted to take the time to look at and talk about some of the games weâre more than likely seeing at the conference. E3 is...dying and itâs misleading trailers donât help, but despite this, the show is still important and at least gives us a little insight into what may come in games/tech. So letâs cross our fingers and dive in. Iâll be focussing more on main titles and not DLC and updates. Available footage will be linked in the corresponding title.
Avengers project (Crystal Dynamics/ Square Enix)
It feels like ages since the teaser for the Avengers project dropped. Since then I have been trying to keep my hopes high, I even thought it was canceled for a time when we heard literally nothing since that trailer. I know nothing about this game, but I just hope Crystal Dynamics and Square are treating something this big with the care it needs. The last thing Marvel, more importantly Disney, want is another Battlefront 2 situation on their hands. If Square can incorporate their over the top combat style to the Marvel universe, it could be amazing, incredible, invinci- okay Iâll stop.
Borderlands 3
Getting back into Borderlands just before the big press release was very serendipitous. Something about this made me even more excited for some of the additions coming like loot instancing, slide/mantle (finally), secondary fire weapons, more diverse and varied play spaces, and a lot more. So many of BL2 and the Pre-Sequelâs flaws are glaring with me having played them recently and to see the long-awaited title addressing these exact issues so comforting when I get to thinking about this next adventure into the wastes. It isnât some massive leap forward or anything, itâs more Borderlands and thereâs nothing wrong with that to me. Finally, an online optional looter shooter that isnât some strange mmo lite, long live the king. Randy Pitchford is a weirdo but Iâm not gonna hold that against the devs lol.
Cyberpunk 2077
This is more than likely going to be my game of the show. E3 is typically full of surprises and anything can happen but in all honesty, I just canât see much coming close especially since we arenât seeing Death Stranding (thattrailertho). I was literally giddy when they released the gameplay trailer that they showed press and influencers and the FPS RPG looked very good but not unrealistic. Recently itâs come out that the game is âpretty differentâ from that showcase and that statement interests me as much as it gives me pause. Regardless, we are going to be seeing more of this game with CDPR claiming theyâll have an even bigger presence than last year. I just hope that we get solid gameplay footage and not buzzwords and theatrical trailers.
CoD 2019
Black Ops 4 came out guns drawn and it really impressed at first. Since that time Activision has found a way to completely reverse the conversation around BO4 and where the franchise is headed/ is as a whole. Activision needs a win, and with this being their main and essentially only franchise it has to be big. The rumor is that itâs Modern Warfare 4 which would be a âsoft rebootâ if that is the case. If not this year then next, Iâm surprised itâs even taken them this long so hopefully all this time will lead to something good. Honestly, Iâm shocked weâre still getting annual releases of this game. I donât forsee CoD lasting much longer and this tug at our nostalgia may be a sign of that.Â
Destroy All Humans (THQ Nordic)
I spent so many hours with my friend Walter terrorizing the meat bags between the tools the game devs gave us and some gamer creativity that was a relatively new aspect of gaming compared to nowadays where player creativity is often an aspect of gameplay. THQ has reported something insane like 50+ games in development which...sounds like a stupid choice but if this is one of them itâs definitely going to get peopleâs heads turning. Can you imagine what theyâll be able to do with todayâs tech? They donât have to go crazy but then again for the sake of a concise vision but...maybe they should?
Dino Crisis (Capcom)
Letâs talk more about old ass games Iâm completely shocked could be coming back. So in light of Capcom bringing back past titles and breathing new life into them, it is reported that Capcom is looking to bring back...Dino Crisis? I swear to god if they make Dino Crisis before Viewtiful Joe and Onimusha? POWER STONE ANYONE?? Iâm more than willing to suspend my meh-ness because Capcom has proved that not only can they bring back an old game we love, but they can do it damn well. If this is true, then maybe there is hope for some of my favorite Capcom titles from the past but mother of god why Dino Crisis?
Doom Eternal
Doom 2016 was one of the best first-person shooters Iâve ever played. âSmooth as butterâ isnât something I would use to describe most games but god damn if that game wasnât lubed up before they packaged it because itâs damn slick. So imagine the stiffy I got when that gameplay was dropped and mobility was increased. Can we talk about the grappling hook shotgun? The new demons and takedowns to dispatch said demons? God knows what else is under the hood for us to find out when it releases let alone when they talk about it during the conference. A more open level design in tandem with the conventional âkill roomâ here and there is gonna really spice up the combat especially if exploration is properly rewarded. Rage 2 was a disappointment but I do have hope this is gonna live up to the hype the way it did the first time.
Gears of War 5
Lawd Microsoft needs a win. This is quite clearly their attempt at a blockbuster event like God of War was for Sony. Everything about the trailer screams âOscar bait but for gamesâ and I hope they do the damn thing. Make me sad I donât have an Xbox dammit! This could be a big step for Gears and could even lead it down a more character focussed design. The world of Gears of War is rich for a deeper explanation, and I know that isnât what Gears is known for but I wonât be told that they canât do both. It appears to be heavily cinematic though gameplay can be seen in the trailer above. It seems interesting and I hope they really make something worth owning an Xbox for. The fans deserve it.
Halo: Infinite
Did I say Microsoft needs a win from the software perspective? Cause they do. The Xbox One is fine, the One X is a huge step up and is the most powerful console but there are next to no exclusives for this console. Ya know, the reason why you buy a certain console outside of interface and services. What better way than to bring back the most successful franchise Microsoft has associated with. Thereâs talk of it having an open world which is jarring initially especially when the history of Halo is rich with environments that tell stories alongside the mid-range combat. If they can properly expand that baseline to fit an open world format, itâll be amazing. Whether or not they can is the question.
Harry Potter: Magic Awakened
Warner Brothers does a great job of shooting themselves square in the foot. They just put on the finest shoes money can buy and BAM queue the red kool-aid fountain. Shadow of War is the pinnacle of such stupidity with the way the monetization completely bankrupted the integrity of the game. The brief footage that was up involved a third-person real-time action reminiscent of the original games. Warner Bros. jumped on the trailer takedown but itâs safe to say the cat is out of the bag and casting spells in the kitchen. This could be a unique adventure involving a custom character, it could involve something more directly related to the books. Anything is possible but if we heard about it this year it wouldnât entirely surprise me.
My Friend Pedro
A twin stick shooter of a different kind. Imagine stranglehold but cartoony, John Wick but even more comic book like. It looks like the entire game is going to be centered around ballerina jumping through levels and enemies leaving every enemy in your wake riddled with bullets. It seems light, fun, and self-aware in itâs silliness which can lead to the most fun type of games.
Session
Oh boy, SKATE was my jam back in high school and if youâre anything like me youâve been waiting for the next game/ literally anything like it to come along. Session appears to be that game, we werenât told a lot when it was revealed so Iâm hoping that E3 will lead to some more information on gameplay and ya know, a release date.Â
Star Wars: Jedi Fallen Order
Anthem is in shambles and in my opinion, itâs this yearâs No Manâs Sky. Between the games they put out, and the Star Wars games they put out (or donât put out depending on your perspective); this does not bode well at all. Respawn is working on the project and their track record is very good, but I canât help but worry about what EA is planning. They always find a way to put their hand directly into a project and do exactly what needs to be done to ruin it. Sometimes thatâs on the front end in development and planning or lack thereof, and sometimes itâs on the back end with moving devs to other projects/ not hold their devs to the post-launch promises they tend to make and not fulfill. This story of a padawan in hiding after Order 66 is ripe for gameplay development and storytelling. So long as Respawn has the vision and can execute, all we need is for EA to stay the fuck away and let them work. Weâll see.
honorable mentions: Ori and the Will of the Wisps, Vampire Bloodlines 2, From Soft and George R. R. Martin collab, Fable remake, Rocksteadyâs Suicide Squad, Wolfenstein Young Blood, Afterparty, Beyond Good and Evil 2, Bleeding Edge (Ninja Theoryâs new game), Last of Us 3 (v hype just not a lot of info)
#Avengers project#Borderlands 3#Cyberpunk 2077#Call of Duty#Destroy All Humans#Dino Crisis#Doom Eternal#Gears of War 5#Halo Infinite#Harry Potter Magic Awakened#My Friend Pedro#Session#Star Wars Jedi Fallen Order#e3#E3 2019#video games#gaming
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Fire Emblem, Design Philosophy, and My Quarrels
Let's harken back to 2001 and the release of Super Smash Brothers Melee. I had an N64 and a Gameboy, so I was familiar with most of the characters. You had Mario and Fox and Samus- I had either played their game or learned about them from the original Super Smash Brothers. I didn't really know you could just go on the internet and look up how to unlock all of the characters when the game came out, and even when I did, we would just look up how to get Mew in the original Pokemon. Nor did I have a Nintendo Power subscription. I had one issue- 2003's Issue 173, probably because it had Star Wars on the cover. So in the daunting quest of trying to discover how to unlock every character, you meet Marth and Roy. As with most of the non-Japanese world, I was left wondering who these two sword guys were. I was 9, so obviously I wasn't in the market for importing untranslated Famicon games. My curiosity wasn't satiated until 2003 with the release of Fire Emblem on the Game Boy Advanced, but I was immediately infatuated.
The Fire Emblem: The Binding Blade is a highly linear game. This was an age long before sprawling open worlds were commonplace in every RPG or shooter. You merely progressed from quest to quest, accumulating an ever growing roaster with each mission. Except for the three missions that include Arenas, there's no way to deviate from the progression of game's 37 chapters. The experience points you can gain are limited, and honestly the game is stronger for that. As much fun as I had grinding Final Fantasy Tactics Advanced, such as the time I trapped a high level Malboro with a cycle of sleep/attack/heal, it diminished from the thrill I experienced with Fire Emblem with its terrifying combat where every critical hit mattered. Simplicity and transparency are core to the experience. Almost like a board game, the game takes a narrow concept- in this case rock-paper-scissors, the adds some elaboration to it to make it flow into a fantasy world of mages and magical creatures. There are stats like strength and defense, and you have health and there's a grid you move on and there's a percentile to hit, all of which are visible to the player. That's about it and the game was better for it.
 The core elements could easily be fitted to a pen and paper experience which is what brought me to believe that the game had a Bottom Up development. I was introduced to this term by Mark Rosewater, the head designer of Magic: the Gathering, who describes it, along with its developmental opposite (Top Down), as "Top Down is subject matter based. I want to capture the subject matter. Bottom Up is mechanical based. There's a tool I want to make use of. How can I best make use of that tool." Not to insult the subject matter of Fire Emblem, but it, like its combat system, isn't complicated. They're collections of sometimes loosely related stories of a prince having to fight some evil in a world with dragons, drakes, wizards, EVIL wizards, undead/possessed/ etc etc. You could play them for their narrative, but most people I know and have read play it for the combat and support system (hold on, I'll get back to that in a moment). Looking at interviews with  Shouzou Kaga, the original creator of the series, his initial intent was to create a "roleplaying simulation", which he describes as
 "A strategy game. But strategy games typically are kind of âhardcoreâ and dry. (laughs) You only care about winning or losing the battle, and thereâs no space for the player to empathize with the characters or story.
I love strategy games like that too, but I also love RPGs. By adding RPG elements, I wanted to create a game where the player could get more emotionally invested in whatâs happening. Conversely, one of the drawbacks of RPGs is that thereâs always just a single protagonist. Thus, to a certain extent, you can only experience the linear story that the game creator has prepared for you.
I wanted to create a game where the story and game will develop differently for each player depending on the units they use. Thus I added the strategy elements and arrived at this hybrid system."
 This idea doesn't seem to fit exactly into either of MaRo's definitions. Concept isn't exactly subject matter, usually a story or pre-established setting, nor is it strictly mechanical based, although it's definitely closer to that. If we looked at a chart from a 2007 article on Gamasutra titled "Game Design Cognition: The Bottom-Up and Top-Down Approaches:
 We see that beginning at a concept is part of the Top-Down process. So I guess my research proved I was wrong with my assertion when taking a developmental process from a relatively simple process, making a card with rules, and applying it to a highly complicated one, creating a video game.
 The concept is a fascinating one, however, playing with ideas that a modern genre, the grand strategy game, has to tackle with mindboggling amount of complexity. Since the plot is designed to introduce you to the menagerie of personalities they've designed, the writings is. . . charming, but not patricianly nuanced. By no means is the game the pinnacle of writing in interactive narratives. The characters personalities attached to a colorful aesthetic, almost comparable to what Blizzard's Overwatch did in making such a wide spectrum of characters that at least one should be appealing to even the most surly of fans. You'll have a female caviler who is a tom boy or a timed knight who, despite his bulking armor, commonly goes unnoticed. They're archetypes, not fully realized characters like you'll find in more traditionally RPGs with tomes of backstory and goals.  Overwatch and Fire Emblem develop their characters in the same manner- mid-combat dialog. Fire Emblem's greatest development (and what makes it stand out among the other strategy role playing games) is the Support System. Sure, it's fluff, but it evokes the feeling that there was a world before you arrived. Fire Emblems Awakenings main character, Chrom, will reminisce the past with his sister, another solider in your army. Except she can permanently die, unlike the Valhalla fantasy that is Overwatch where they we return to their friends to the next bout. Kaga always intended for your unit's looming mortality to cause shifts in how you view the narrative. "I wanted to make a strategy game that was more dramatic, something where you would really be able to feel the pain and struggle of the characters. Thatâs why characters canât be revived once theyâre killed, to impart a sense of gravity and seriousness. In turn, I think the result is that the more love you have for your characters, the more rewarding the game is." X-Com, a highly popular western SRPG for MS-DOS that came out four years later, attempted this with randomly generated names, nationalities, and looks for its characters. But unless you're willing to really lose yourself in the game and make your own narrative for the characters, their deaths will only have an impact in the loss of your highest level sniper, not the archer who was currently flirting with your barbarian. The game could create emersion through its characters and their deaths, but instead it becomes what I believe is the bane of  the series. There's a universe where each battle is like a chess match, where you must maliciously strategize your moves so take the least amount of causalities and each critical hit will either make or ruin your day. But we donât live in that universe. Instead we're plagued with problems twofold: the prevalence of a dominate strategy and the existence of the reset button. Â
 "A dominant strategy, in the context of game design, is something that emerges due to game imbalance. A clear example of dominant strategy would be "blocking the opponent from getting three in a row", in Tic-Tac-Toe."
 Fire Emblem is amazingly easy to get into and play, although maybe not to master. Unless you count the tactic I commonly refer to as the "death blob". It's like creating a delicious candy with a hard exterior and gooey center. Looking at another game for a second, Final Fantasy Tactics, you'll send your warriors and knights forward to pick off the prime targets while your mages and archers mop up. (Of course, there's another strategy where you carefully positioning yourself defensively into one corner, but they have means of combating this by starting you on the low ground to make you fight your way to high ground.) You can afford to have one or two units fall in combat because it'll only be moments before the healer arrives to mend any major injuries. It allows for the type of aggressive playstyle the computer utilizes against you, creating "drama". Fire Emblem is the antithesis. Dave Riley of the Fast Karate for the Gentlemen podcast and occasional game reviewer for Anime News Network says about action, "Most of the game is a creeping, careful crawl that moves the entire army in an ironclad block three spaces at a time. Movements are so fraught, and battles so carefully measured, that when the tide turns in your favor it's hard know what to do with the power." Usually your objective is to rid the map of foes that don't tend to move until you've moved past a certain threshold within their vacinity. As such, you'll surround your weaker characters, the mages, archers, the ones you're just now getting to leveling up, with those that have heavier armor or are higher in level. Then you move slowly across the map. And I mean agonizingly slow. Unless there is some sort of pressure on you, like a timed mission or some character you can interact with before the enemy overtakes them, it's three squares at the time for you. They've tried to counter this in some ways by having enemy units spawn behind you if you're taking too long, but that just leads to the second problem. Allowing the units to pair up to increase stats in Awakening was a good solution, but it showed to be highly overpowered when combined with the stats gained from the support system.
The second problem has coexisted with the game since inception. Instead of having gameplay be a carefully planned chess match (similar to the newly released Into the Breach which rewards sticking with failed "timelines" and even has a continent function to undo one turn per mission), we play the game like a speedrunner, resetting innumerous times in leu of missed attacks and unfortunate critical hits until we have such an intense knowledge of the map that we could perform it to lull us to bed. By adding Casual Mode in later games they've done some work to rectify this, and while the game might be more fun to play without having to turn off the console for the nth time, we loses Kaga's initial intent. In a joint interview with Hironobu Sakaguchi, he admits to Kaga that "when I die, I always reset". Even the creator of Final Fantasy has become victim to this pitfall! Kaga notes that "itâs not a big problem if some of your characters die in Fire Emblem; I want each player to create their own unique story. Donât get caught up trying to get a âperfect ending.â Have fun!" But we just canât because we have to see how the almost insignificant side dialog between the dark mage and pegasus knight will turn out. Will they become friends? We'll never know if we don't reset because an unexpected arrow saw an end to the purpled haired rider.
 The problem has exasperated even further with adding generations to the games. Awakening saw those cute support conversations to their apex by having them result in children, but not just any children- super soldiers of your own siring. Instead of being something cute you do on the side, a treat if you will, they added mechanics to the system. Depending on the abilities known by the parents and the hidden stat progressions (a thorn in the side of the wonderful transparency of the game), the child might be an unkillable machine of death that gets to move twice after reaping another soul all while regaining any  lost health. Fire Emblem has always had Uber characters. There's always the gallant knight, advisor to the lordling at the beginning of your adventure! (who is there solely to suck all the experience that should be going to anyone else) Then there's the  sweet young lad who starts as the weakest possible unit, needing to be babied for dozens of hours until they've shown their true colors as the harbinger of all lives, capable of taking down armies alone. But the child rearing aspect of the later games really irks me. It makes the game feel like it's become an anime character breeding simulator, where instead of letting love naturally develop on the battlefield as it has, you have to comb through wikias to see what the best combination for a certain child is. For a game that has forgone the grinding experience, it surely got lost in not remembering what made it so great to begin with in its transparency.
 There are aspects of Fire Emblem that reflect actual war. Every character is such: an individual with hopes, dreams, and interests. Taking a little time to get to know them leaves you with a sense of loss when they're lost in a pillar of flame from some nameless enemy mage. These games could be so much more with a little more finesse. The series has gone on for decades now, and this has caused the games to roll up increasing more systems until it has reached the point now that it is hard to see the game for what it once was. The concessions you have to make are never "there's no way I can do this without sacrificing someone for the noble cause" like the newly released Battletech RPG throws at you; the concessions are "time to waste a little more time and reset the game again." I believe the game I want to make can come- they just have to do a little more resetting.
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Musings: Fanboys...
I hope I donât come over as a negative nelly in general, I have to admit coming from a culture that likes to criticize. A minor sample maybe, but in the heady days Google+ (which was quite a boon for roleplayers in general) I was part of a discussion where a bunch of grumpy Germans complained that our American friends tended to hype even rather mediocre products over the moon - and would avidly defend their makers from criticism.
I even forgot the name of the product - a copy-cat imitation of the Forgotten Realms (themselves not the most original product at times) for Savage Worlds. Ah yes, Shaintar. Found it. I remember one reviewer quipping that the map only contained equidistant cities. A bit of a cardinal sin for making a varied map.
I come to this from two recent experiences - trying out Monte Cookâs Numenera and then reinstalling Torment: Tides of Numenera to play it after it sat there for two years or more, unfinished.
I like Numenera for its setting, but I think the game system is seriously overhyped among its fans. It tries to codify how the GM interacts with the story into meta-gaming with the players, and it does so poorly, and it at times tries to solve the wrong problems. Basically, âGM intrusionsâ are meant to make the game âmore interestingâ but the first thing they came up with in the original edition was to say âwell, your sword breaks in the middle of combat.â And they have been struggling with finding a better way to express it since. Taking the Narrative by the Tail is another product failing to do so.
Now, over time âGM intrusionsâ (and now: âPlayer Intrusionsâ) have evolved by people using them. If you like the idea of giving the players a bit of a story choice the system is workable but frankly to me it just messes with the natural flow of GMing a game and pacing it well. Also, by now reddit provides many decent examples of GM intrusions and help for many other of Numeneraâs issues. Of which there are plenty. The game tries to be not as crunchy (and definitely not as combat-oriented) but it only gets there halfway. It is neither a good/pure story game nor does it truly leave its d20 roots behind. It leaves many areas poorly defined - like what is an action, what is a saving throw/free roll? Itâs wishy-washy language and omissions make several focus descriptors and powers in the game something the GM has to research online or figure out for themselves, when really these should have been properly game-designed given they made it into the core book of a game. (And 2nd edition, at that! Does all of this truly get play-tested?)
You wouldnât know this from reading through the internet. Some people are over the moon about this game as if it set them free from some imaginary shackles. You would at times this is a gift from the gods to players and GMs alike. I guess if you only ever played D&D and clones before this might be true (somewhat), but there are so many other RPGs out there just as good or better. Donât get me wrong: Numenera is a solid, enjoyable experience. But itâs also at times clunky and not exceptional as a game engine.
Its setting is exceptional , though. It sometimes relies a bit on fridge logic, but is interesting, fascinating, full of potential, and encourages many play styles from regular dungeon fantasy to horror and even to building your own settlement. The game is well-supported and there are some gems for it. (And what fridge logic you ask? You have had at least one galaxy-dominating previous culture on Earth but it just left the Numenera of these other civilizations untouched, even though it must have surpassed all these other civilizations? This does not compute... There are several of these in this game.)
And therein, I think, lies the rub. You see, when people tend to fall in love with something - the feeling of being freed from some rules-lawyering shackles maybe, or a great setting, they tend to view the whole thing through rose-tinted glasses. Even things worthy of critique.
There is another game where I experienced this, a game in comparison to which Numenera shines but has some similarities with. Shadow of the Demon Lord. It is another attempt at a lighter version of a D&D-like game that sells itself through its setting. What lured me in was them claiming they had a rich and varied set of classes customizable into 64 variations that was somehow similar to Warhammer Fantasy RPG (which I had not played at that point, but 4th edition Iâve discussed since...).
Numenera and SotDL have indeed something very much in common. They both allow you to select from a big set of character building options to build very narrowly defined, one-trick pony characters. Have a few powers from the same theme but not many, definitely too few to build a varied toolbox to solve problems with.
For Numenera I realized this when playing Torment: Tides of Numenera. You quickly realize how few powers and variations you have thereof in a computer game.Both the CRPG and the tabletop try to explain that limitation away by de-emphasizing combat, or claiming to do so. Fact is, tabletop Numenera has slews of interesting, captivating, and visually brilliantly depicted enemies that feature everywhere in the game, so combat, while not directly rewarded, is as much a feature of the game as in D&D almost. You donât publish 350+ pages (Ninth World Bestiary 1 & 2, beautiful products!) worth of monster manual without intending the GM to use it... but as varied as these might be, your character is not.Â
The one-use cyphers and artifacts then serve to give you the missing problem-solving capabilities and to vary your approach, but think about it for a moment. If the GM hands out a cypher befitting your problem, how is that different from playing a point-and-click adventure on tabletop? Figure out where and how to apply the solution. A puzzle. Often in D&D your wizard, cleric, druid, etc powers can become tools expanding the ways in which you solve things your own way. Given the limits of your class builds items become their replacement in Numenera. And frankly, Iâm quite okay with that! (Though it becomes very unconvincing in the generic Cypher System spun off from Numenera and The Strange.) By which I mean, at least you have something here to build a toolbox, albeit a temporary one, from. (And after all, didnât most of the powers a character could really rely on in old-school D&D come from their gear?)
Shadows and Demons and... oh Lord, why?
In comparison, SotDLÂ character feel ... just limited. I quickly discovered how poorly balanced the game was when running it for a few levels with my players. When you donât optimize the build for the fighter type, you canât get into the heavy gear early and the rogue became, by no special virtue of the player, the main damage dealer. The wizard and cleric types had very limited spell selections, and the wizard was the better healer by virtue of being able to get into additional spell schools. The wording of many powers was confusing and I had regular rules questions for the web community without satisfying answers.
The choices you make during character evolution hem you in, forcing you to live with your limiting choices, they do not expand your character, at least it doesnât feel this way. There may be 64 variations, but they are all very limited in scope, making characters of very limited capability. The poor balancing between basic classes and the unsatisfying rules made me switch the group to 5th edition D&D, and we never regretted that in comparison.Â
But again other people reacted in general very differently to the game, and maybe that was due to liking the setting. You see, I didnât like the setting and did have a very different game in mind. (And now they are releasing a version basically doing the same. A bit late for me, but maybe they want to expand away from their original buyer base.)Â
But people may have very well liked the dark fantasy, horror, grim vibe. And if youâre into that, maybe it delivers for you. I canât tell. I honestly canât. I do know however that the game was well-supported with a slew of expansion books and adventures, giving people plenty to chew on. And I think that combination of setting and support plus some hype gave many people reason to like the game. (And it is a lighter engine, no doubt, if you prefer that kind of thing. I usually do!)
Wherein I actually try to make the original point
And thatâs what Iâm getting at. Itâs hard to put out your own view of these games without running into people who behave like fanboys. And I am actually happy I only was disagreed with emphatically, but not in a hateful way. It just annoys me that people want to ignore a gameâs failings because it also has strengths. Do a few things right enough and you will attract people who will see no wrong.
Now, Steamâs binary rating system (recommend/do not recommend) doesnât help with videogames for example, but when seeing that Torment: Tides of Numenera has by now a âMostly Positiveâ rating one has to wonder. The game is mediocre at best, really buggy, and short. But I have to admit because of its setting and aspirations of living up to a much better game, people to tend to give it a lot of credit where little is due. Admittedly my opinion, but you can find many well-reasoned, well-written scathing reviews of the game.
Yet people have by now elevated it into âMost Positiveâ where âMixed Ratingsâ would serve it just right. Neither good nor all bad. But somehow how people would like to feel about it, or people wanting to push the genre, or people getting it for less money erased over time all the controversy of unfulfilled promises, bugs, or its other failings. (I reviewed it here if you are interested. I will say no more.)
Criticize what is improvable, love whatâs great. I might even give the new SotDL spin-off a try. I am sometimes very critical of games but I always hope for a lot. And I wish these games were fixed and improved upon, not left in the state they are. I wish there would be a better edition of Dungeon Crawl Classics because the game could benefit from a coherent feel and vision, right now itâs a mess, but a lovable one. I wish there were improved versions of both the games I discussed here at length because I like well-supported games, and these issues are fixable. (And sadly, you can criticize computer games all you want, but few are fixed. Iâm happy that some publishers listen and Pillars of Eternity, Divinity: Original Sin, and a few others got better sequels.)
Frankly, I might like playing Numenera with 5th edition rules better, and they offer that. While this is another hype money train everybody wants to get on, if done right, it can work. 5e is a solid, robust system, and while delivering mostly one kind of experience, it does so very well.
What Iâm saying is that all games are improvable. New editions can be made, compatible even with older ones. D&D had 3rd edition superseded with 3.5 for good reasons. Numenera: Discovery balanced the basic classes better in terms of powers, it was quite apparent that they tried to avoid players making un-hittable jacks or glaives spamming the same moves all the time. Games evolve and they should. By making Numenera: Discovery pregens for a Numenera 1st edition adventure I realized how subtle the changes were and started to appreciate them.
Just dare to call a horse a horse. While I prefer peaceful fanboys over the trolling kind, thereâs no reason to spare improvable games criticism. And all games are improvable!
(And to be fair, Numenera does a lot of things right. Itâs mechanic to reduce a rollâs difficulty to 0 and thereby avoiding it is a very worthy addition to the role-playing catalog. It rewards skillful stacking of advantages and makes players feel they have reliable competence at their hands like no d100, d20, or 3d6 system can imitate.)
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Sekiro Review
I want to Preface this by saying I have yet to complete this game, I just got the Mortal Blade if youâre wondering how far Iâve made it. I also just donât...want to finish it as Iâm not enjoying it at all. I also want to say Iâve been playing the Souls series since Demonâs Souls, and anyone saying Sekiro isnât a Souls game and shouldnât be judged as such is dead wrong.
Since Sekiro was stripping the RPG elements out of the Souls formula, I was really hoping to see them actually expand and deepen the action side of the series. Unfortunately they did not. The game largely plays almost exactly the same as previous souls games. Your bread and butter is and always has been R1 spam and nothing has changed. The Shinobi Prosthetic is disappointing and underdeveloped. The grappling hook isnât used in combat at all outside of very specific scenarios in a couple of boss fights. Nothing any of the prosthetic tools do is different from anything unique weaponry from Souls games could do. In many cases the prosthetic tools actually reuse animations from Souls to really drive home how identical to previous games Sekiro is. Combat arts are also severely underdeveloped. Their utility is extremely limited and you can only equip one at a time. Nightjar slash reversal was a brilliant idea that should have told the developers to rethink the combat art system completely as there is no reason for only one to be equitable at once. L1+R1 held could have been mortal blade, L1+R1 forward or backward could have been nightjar slash, L1+r1 +rotating the stick could have been whirlwind etc etc. There was so much potential depth by adding directional inputs but they are hardly utilized at all. Combat arts just end up feeling like neutered weapon arts from DS3. Ultimately your offensive options feel even smaller than in previous souls games, they did very little to add to the offensive side of combat at all. Still R1 spam is about all regular enemies require of you, and you can do little else to them. You cannot launch enemies, you cannot grapple them, you cant even weapon stun them because of the counter system. Your ability to evoke meaningful change in your enemies through your offensive capabilities feels even more limited in Sekiro than in previous games.
Defensive game play was indeed overhauled, but mikiri counter and jump counters just are not enough to sustain an entire game play system on. By the time you defeat Genchiro, youâve pretty much experienced all those systems have to offer. Regular enemies however barely utilize jump dodging or mikiri counter at all, and R1 spam vastly outperforms countering against most enemies, with the only notable exception being the centipede minibosses. But against regular enemies? Why open yourself up to damage by attempting counters, when R1 forever is the most optimal path to victory? I feel like comparing this game to Metal Gear Rising reveals how little depth the action in this action game actually has. MGR has a similar counter system but with multiple additional weapons and a plethora of offensive possibilities that Sekiro just doesnât have. I feel the counter system would have been enough to supplement a 9 hour game with a focus on bosses, as the boss fights really do show how good combat could be in this game, but as it stands, with bossfights being few and far between very tedious and repetitive enemy and miniboss encounter that just wear my patience thin. The game is just too long with how repetitive its limited enemy design has to offer.
Stealth was also added to the game, but has no depth whatsoever. The stealth in this game is identical to every other tacked on stealth system in an action game for the past 15 years. You can crouch walk circles around the blind deaf and dumb enemies, and all you do is crouch walk behind them then OHKO. There is no depth to it at all, it is an entirely superficial addition, its fine as that, but it certainly isnât bringing depth to sekiroâs gameplay.
This may be my most controversial point, so let me say I am a visual artist, I work in designing for video games, so believe me I know what Iâm talking about. This games environment design is really lacking in comparison to BB and DS3.It doesnât have the vistas those games have and From is just terrible at naturalistic lighting, which this game relies on heavily. Senpou Temple showcases this the best, being honestly a really ghastly looking area that is very poorly light, the environment just looks sickly and low quality. I think the best example I can point to is this games bizarre issue with repeating textures. I havenât seen repeating textures this bad since Demonâs Souls, a 10 year old game made for another generation. BB and DS3 both did amazing jobs covering up and designing around repeating textures and this game just...hasnât/ If by some reason you havenât noticed them by now, Iâm sorry if pointing it out now ruined this games vistas, because its honestly distracting how bad this issue is. Traversing these areas with the grappling hook and light platforming is as fun and deep as its ever been, but the environments look worse compared to the most recent titles, and exploration is unrewarding. There are few interesting items to find in most areas, with the vast majority being boring consumables with little value.
The game is just really similar to previous games, but lacking the RPG elements that made up for the lack of depth in the seriesâ combat. I feel like the systems at play here could have made a great 10 hour long boss rush similar to Furi, but From keeping the vast majority of Souls DNA really held this title back from being truly great. It ends up feeling like a watered down Dark Suls, which is hugely disappointing to a longtime fan that was honestly expecting a lot more from this game.
#I haven't done a review in forever lmao#im just.....so dissapointed in this game#sekiro#sekiro shadows die twice
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Reviewing Safety In Games
The discussion on table culture in roleplaying games often turns to safety tools. This was not always the case, and it is a welcome and needed development. The discussion about safety tools, however, is often had outside of any discussion that is presented within the text of a game. If you have purchased some of the most popular RPGs on the market right now, and that is your only exposure to roleplaying games, you may not have seen a dedicated section discussing table safety specifically for that game.
The World That Was
You may have seen table or player management sections. You may have seen sections on best practices and even the importance of general empathy at the game table. But most of the biggest players do not have sections in their books discussing safety tools, nor do they have sections that call out content in their games that might cause problems or stress for some players. Many times the advice given to game moderators is not geared towards alleviating potential problems with the content and themes of the game itself.
Iâm not specifically calling out those publishers, although it would be great to normalize safety discussions and content warnings in games. I bring this up because many of the biggest game publishers are working with intellectual property that has been in existence for decades. The unfortunate truth is that while some game innovations can be revolutionary, many aspects of the RPG industry are still governed by inertia, and it will take effort to move aspects of gaming in another direction. The inertia at the upper end of the roleplaying hobby is to let individual tables âsort it out.â
I have started to include more discussion on safety and content warnings in my reviews. This didnât occur to me when I first started doing reviews. It was very easy for me to move in the direction I had always moved in. I was suffering from my own inertia. I knew what affected me in games. I knew how the tables I had gamed with for years reacted to certain topics. I did not attempt to take myself out of my own perspective in order to see where other problems might develop.
I have included in my reviews which games have sections on safety or content warnings, and when they do not. In many cases, I still believe that many games without safety sections or content warnings are worth purchasing and playing, but without discussing safety, a modern game designer is either assuming that no one will have this discussion, or that the discussion will happen without any prompts. I think this is a mistake, and it is a mistake worth pointing out.
Growing Pains
I have seen the argument that people will âwork outâ the safety issues within their own groups, and that they donât need the rules to address the topic. The problem with this line of thinking is that it defaults to either assuming that everyone at the table has known each other for a long period of time, or that someone new to the table will go out of their way to introduce the topic when they join a group. This is problematic in that it is assuming a static population of gamers, or that the burden of emotional labor lies solely on people new to the table.
We have new game moderators every day. When they read a new ruleset, they need to know that it is normal and expected that they are concerned about safety. We have people that have never thought about safety at the table before. This is not because they want to introduce harmful content, but because it has never occurred to them that they might. They need to know that safety is an aspect of roleplaying, and it affects the table, consciously or not.
The World that Could Be
If a game includes a section on safety or content warnings in the same way that a game might address the rules or scenario creation, it makes safety a normal, healthy, expected part of the game. Directly examining the aspects of your game that may lead to problematic content is designing with intentionality, and discussing those potential issues with game moderators will make their ability to create scenarios within the game stronger. Not only will closely examining the elements of your game make people at the table safer, dissecting the elements used for storytelling is one of the best ways to make sure that the good experiences you have at the table do not just happen by accident, but can be addressed and repeated.
As much as it is important to focus on safety as a community of gamers, if the only drive to include safety tools and to have discussions about content comes from individual gaming groups or people discussing safety on the internet, that puts an undue amount of stress on the participants of the hobby. Every person that creates a game thinks about the content they are creating. Directing those thoughts towards safety, and why troubling content may or may not be included, can be used to help push gaming in a new direction and to give us inertia towards a positive future where more gamers feel included in the hobby.
The Road to Empathy
 Without those stories, I would not be as likely to try to be better, and I honestly believe that the greatest benefit of roleplaying games is in creating empathyÂ
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If you arenât certain that content warnings and safety discussions are needed in games, try to think back to all of the media that you have consumed over the years. Is there a novel, comic, movie, or television show that received a lot of accolades, but you were unaware of some of the content in that work? If something was more graphic, somber, or violent than you initially thought, would you have felt better knowing those things? Running into that content, did it make you less likely to consume media from that source, knowing that you might be exposed to items you donât enjoy?
Empathy isnât something you can turn on or off. We can strive to be empathetic, but until we have the opportunity to interact with others, we will never know how careful we are in observing the needs of those around us. Because empathy is something we must be open to, and that we must constantly refine, we cannot assume that because we do not mean to do harm that we will not do harm. The first step on this path is to open the discussion, and when the game you are playing already includes the discussion, it is that much easier to begin.
Thank You
I want to stop for a moment and thank every person that has shared their stories about safety at the table. Without those stories, I would not be as likely to try to be better, and I honestly believe that the greatest benefit of roleplaying games is in creating empathy. We continually put ourselves in the place of other people, and attempt to see the world from a perspective that is not our own. This is the true power of the hobby.
Do you have any games that you feel do a particularly good job at introducing safety-related topics? Do you have any stories about safety discussions that made you feel particularly safe at a table? What do you think the best practices in starting a safety discussion should be? We want to have this discussion with you, so please feel free to post in the comments. We will be looking forward to hearing from you.
Reviewing Safety In Games published first on https://medium.com/@ReloadedPCGames
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