#this is a jrpg i just look the other way
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maespri · 1 month ago
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i love ryuji and ann fuckk like. he’s owed her money since middle school. she’s never forgiven that debt. they’re good friends. they don’t like each other. they yap all the time. they rarely talk. ryuji thinks ann is too paranoid. he stands up to yusuke stalking her. ann thinks ryuji’s annoying. she freaks out thinking he’s dead after shido’s palace. ryuji is way too loud. ann loves yelling over him. they work so well together. they never get along. they bond over hating kamoshida. they could never understand each other. ryuji’s friends ditched him. ann was completely isolated in april. they both lost things that were very precious to them. when you really think about it, they were only able to regain what they lost because they worked together. they were literally the earliest members of the phantom thieves. lowkey they’re my world
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gu6chan · 8 months ago
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thinking about what rubs me so wrong about the writing of furiae really felt like "woman who really only has control over her own mind and fantasies, hardly unable to do anything than what's expected as her both as a goddess and a woman" and how the way the staff viewed the writing of furiae as "woman who can't do anything"
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I feel like Tadashi really summed it up good in this passage here
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periwinkla · 6 months ago
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Final NRMT poster with all panels! Print here <3 Did anyone notice... anything about the bottom right panel? It's not too obvious but I wanted it to at least be noticeable within the poster itself that something is... 'off' if you compared it with the other panels. And there's a reason. Honestly it's just about a silly headcanon of mine, and it is also a silly way for me to include it but... I'm silly myself. Under the cut, the hanakotoba notes for the flower panel... and other stuff. The other stuff isn't important really but it was funny for me.
Already talked about this in the flower panel post - but these are the main things I took into consideration when choosing the flowers:
3 sunflowers specifically mean 'I love you' - so I also added 3 chrysanthemums to complement them. By the by, among other things, sunflowers mean 'passion', 'love', 'adoration', 'I only have eyes for you' - while white chrysanthemums mean 'truth'. Red chrysanthemums signify 'love' but I opted against them in favor of the following flowers.
The small blue flowers are forget-me-nots, which, other than the obvious, mean 'true love' in hanakotoba. 
The pink flowers are Japanese primroses ('sakurasou' - they get their name because of their resemblance to cherry blossoms), which mean 'first love', 'longing', 'purity', 'youthful love', 'the beginning of youth and sadness'...
Also, here the nmweek24 tag on the blog to see the posts for the individual panels with additional info/behind the scenes: https://periwinkla.tumblr.com/tagged/nmweek24 note: there are a few minor adjustments I made for the final poster compared to the individual panels (you probably won't even be able to see them honestly) ---Sentimental story time--- The reason I wanted to do something special for nrmt week was because tomorrow (the 8th) will mark the day I first started playing AA1. And I'm so happy I got into it! Funny story: my first exposure to AA was the anime (almost 10 years ago!) I got to the end of the first 12ish episodes, obviously was very confused because it's not meant to be consumed by someone who didn't play the games, and promptly abandoned ship and forgot all about it. Completely. I even forgot I had watched it! until I got to Turnabout Goodbyes because I had a vague recollection of having seen the boat photo. But other than that, complete oblivion (my memory is quite terrible in general). Basically, last year I had finished Detective Pikachu 1 and wanted something similar because I usually play classic jrpgs and needed a change of pace... AA1 was my choice. As I mentioned, I remembered absolutely nothing from the anime (I had no idea Mia died, so, imagine the shock). I went completely blind till I finished with AJ and AAI1-2. Honestly, it's a beautiful experience when you play games without knowing anything about them. It feels like the good old days. I absolutely don't believe that study that says spoilers don't spoil the experience. Also I find it nice that I got into nrmt without outside prompt, because I find it funny that my brain needed to play through 6 games in order to see it. I seem to have prosciutto on my eyes (Italian idiom). In my defense I usually don't look for romance in stories and ship stuff unless it's very obvious. Nrmt comes too close to it to ignore. Ok, end of nostalgic sentimentality. ...And here's the 'other stuff': This print was the thing I said I had hidden 'in plain sight'. It has been on the print shop since... Thursday. 'It was there all along'-well more like half-along really <3
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leog4u · 6 months ago
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Adult Gaming Survey Results!
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Hey, hey! Here's the results of that survey on adult games I set up a while back. I was blown away by the amount of responses, totaling at 1,159! After reading every write-in, I've made a little write up with some analyses that adult game devs could chew on. I think it's also interesting from an audience stand point, so give it a read! The link above goes to the survey results, so you can see the percentages and write-ins for yourself. Oh also here's a link to the top 12 favorite adult games of the responses, so you don't have to count the 591 answers yourself.
As a reminder, this is a survey for adult games. Search any game in the response list at your own risk. Minors go do something else.
And with that out of the way...!
How often do you play adult games?
Something I noticed was quite a few replies mention very large gaps between adult game sessions. I'd like to drill down on this, because paired with respondents mentioning not know how to acquire adult games, this lack of awareness might lead to less opportunities for playing adult games.
The flip side to many responses in “Other” mention binge bursts, followed by long periods of no adult game activity, it might just be a case of adult life lacking free time. 
How long do you expect an adult game to be?
A relief to game devs, there’s no major expectation for an adult game to be pulling JRPG playtime numbers. A majority would rather play a game that does what it sets out to do at its own pace, rather than hitting a target goal of X hours and be subject to poor flow and padding. 
How long is an adult gaming session?
A majority spend over an hour, with time set aside to do said adult gaming. While “till i finish” could be less than an hour, it’s still a designated time set aside to play an adult game.
What’s interesting is the responses in the “Other” category that go into detail, if the goal is to just get off, it’ll be quick. But if a game has plot and gameplay, like some kind of video game, then it’s likely they’ll take more time as they’re now being entertained in the way a video game does.
When it comes to art, what level of quality do you expect?
Again, something that should come as a relief to adult game devs. There’s not a big expectation of painted, master quality art that would be hung in a museum. People want something that gets the idea across and something fresh. 
The style should match the actual content of the game. Too many times I've played a game with the most facebook friendly mobile game style, and it just feels like it's distracting from what the game is trying to actually do.
It also would help if when a potential customer scrolls down the itch.io adult game page, their eyes don't glaze over at art that looks like every other game on the market.
Do you buy your adult games?
A problem that is highlighted here is the lack of ability or knowledge on how to buy adult games. Storefronts hide the settings needed to see adult game options, which actively lead to a lack of knowledge on how to purchase. 
A majority of the “Other” category mentions it being a combination of spending money and playing free games.
Another point to note is that some mentioned that they will pirate with the intention of spending money later. A free demo, like some mention seeking out first, can help devs avoid piracy, since some people use pirated games as a demo when none is available to see if the game’s worth it.
Another note, which unfortunately won’t help the devs affected, but when non-english games aren’t available in english or on english storefronts, some respondents feel that the only way to play is by pirating. It’s difficult to get the numbers, but I’d be interested in seeing how well japanese adult games on steam that have been localized for english speaking audiences are doing, since that previously wasn’t an option for japanese adult devs until very recently.
How important is writing in adult games for you?
This was actually a surprising result to me. Adult games primarily advertise their art. How much of it there is, how well drawn it is, if it’s animated or not. So seeing 77% of respondents cite good writing as one of the most important parts to an adult gaming experience really changes what the priorities should be for an adult game dev. 
While some would skip writing, either to get to “the good stuff” or just to skip over bad prose, some have an actively worse experience with being shown bad writing.
How important is animation in the porn scenes?
A recurring sentiment in the “Other” category is that if the animation is bad, don’t bother. 
Combined with the majority of 67.1% saying that animation is optional, I think adult game devs are safe to not prioritize it unless their game is the kind that needs it to function, like a side-scroller. It drains a lot of money and resources, especially for a first time project.
Even the live2D tweening has little payoff with these numbers considered.
How important is voice acting in the porn scenes?
Similar to animation, voice acting is a nice feature to have, if it’s done well. Otherwise it can feel tacked on, or worse, detrimental to enjoying the game.
With 50% not caring or actively muting, I think it’s safe to say that it’s a “nice to have” and resources should be focused on other things like writing and gameplay.
How important is sex sound effects in the porn scenes? (moaning, wet slapping, squelching, etc)
What’s really fascinating is that the sound effects and audio design are more appreciated than the voice acting. If I had to pinpoint a difference, it’s that bad delivery can ruin a scene, but a sound effect is far less intrusive.
What genres of porn games do you like the most?
The genres chosen were a combination of which were the most populated as well as recent trends. A large amount of write-ins were expressing that simulation games were a favorite. 
Now comes the question, is the number one favorite genre RPGs because that’s the best genre for an adult game, because it’s a genre people enjoy playing for gaming’s sake, or because a massive amount of adult games are made in RPG Maker? I think it’s a little bit of columns A, B, and C.
When it comes to adult games, what matters more?
People are here for porn, but that doesn't mean they're here for just porn. They want a good delivery vehicle for the porn. Both parts of this sentiment mean that there's one thing you should avoid more than anything and it's annoying padding and grinds. They bought your game, there's no need hide a nipple behind five hours of gameplay. Likewise, it's not very good game design to give the player everything at once, as I've mentioned before.
There are several draws to adult games. It's intimacy in a safe, virtual environment. It's making bonds with characters the player falls in love with that end with a climax, or two. It's exploring kinks. And it's blowing off some steam by getting your rocks off. These should be considered when designing a porn game.
Does a kink you enjoy influence if you buy an adult game?
In the future, I would rephrase this question as asking how much your kink factors into buying a game, rather than what was presented. As it stands, “I buy things if they’re good” isn’t that interesting or valuable of an insight.
Respect to the small slice that don't buy shit unless it has their kink in it.
Does a kink you dislike influence if you buy an adult game?
Making more extreme or polarizing kinks optional enables the developer to explore said kinks while allowing the player to avoid uncomfortable situations. As long as it’s clear what’s optional and what isn’t on the product description, this seems to be the preferred method. 
What’s your stance on AI art?
A landslide stance. This can be attributed to politics: there is a hardcore stance against any and all AI. That aside however, when it comes to selling a product to a consumer, why would they want a product they know was made with no care or effort? Where else were corners cut? AI in porn games are usually used to generate the art and writing, the most important parts (according to the survey) to the porn game. It's where you want the most care and attention, not the opposite.
What aspect of an adult game do you care about the most?
Players care about the porn in their porn games. This isn’t a surprise. Audio being ranked so low also isn’t a surprise considering the previous results. But, what is interesting is how gameplay is ranked highest in the “important” category, past art and writing. I interpret it as “come for the art and writing, stay for the gameplay.” 
Talking Points From the Free Form Responses
Replayability and customization are gameplay features people value, which can be reflected in the amount of responses citing games such as Corruption of Champions and Degrees of Lewdity as their favorites.
Porn games are really unique because you need to list out its content. We're used to spoilers being a bad thing in marketing materials, but for porn its mandatory. A customer needs to know: what's the degree of sexual content, is it cheese cake, is it gay, is there dub-con, is there inflation, the list goes on. Nobody will be mad to know that something they don't like is in something. Well, some people will be, but it's a lot worse when it's a surprise. Also consider, it stops comments asking if there's content like pregnancy in your game or not.
I can not understate how important customization is to a number of people, wanting the body and pronouns they have to be reflected in the player character. This gives text based games a bit of an edge, since it's significantly less resource intensive to accommodate for all these different identities in text vs having to make art assets for every configuration and body type.
There’s a general lack of knowledge on where to actually get adult games. This is due to social media sites making it difficult for adult content to be shared, as well as limited market places for adult content. Epic Game Store has a ban on it, despite allowing for full on con-artist projects like NFT and Crypto games, while Steam requires some settings to be changed that aren't advertised. However, Steam's new feature to hide games definitely helps gamers feel more comfortable acquiring adult games since their friends won't have to know when they're jerking off.
Woman focused content that doesn’t involve non-con is lacking. Meanwhile, a lot of adult games that feature a woman protagonist that does consent either have her be bimbofied or a literal succubus, rather than an actual character that wants sex like their male counterparts. These male counterparts could be extracted from their porn game and placed in any other fantasy story and get along fine, so why not women?
Don’t forget to add a gallery to your game.
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windienine · 9 months ago
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the best game of 2024 was an hour-long visual novel demo, and i can't tell you how it ends
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attack and dethrone god.
okay. oh my god. soul of sovereignty by ggdg (of lady of the shard & deltarune fame) is discounted for only a few more days, so i need to get this one out while the iron's hot.
so: i'm inviting you along on another journey. we're following a polite gentleman of the wizardly inclination (loïc) who is approached by a sickly woman in dire need (ysmé). all she requests, in her plea, is an escort to guide her to the nearby temple. his decision to support her may turn out to be the most important choice he ever makes.
... have you ever enjoyed the kind of narrative that traps two people with heavily contrasting motives and personalities together in an unbreakable contract? do you like stories of absolute devotion?
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i could look at this shot forever ngl
... are you compelled by immersive speculative fantasy worlds where the use and study of magic heavily influences the rhythm of people's day-to-day lives?
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(really intriguing magical linguistics system going on here)
... do you ever promise too much of yourself to others, sometimes, even when it's a bad idea?
... if it was possible -- if you could -- would you abandon your humanity for the power to change your world forever?
and, whatever you may feel in your heart about the above...
do you want to see behind the eyes of a hot trans girl as she bullshits her way into a truly volatile level of power and influence and gets everything she wants?
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(+ her pet dilf lovely assistant)
if even one of these elicited a "yes," i think you'll love this story.
i'll go out of a limb:
i think, if you open up your heart, you'll find yourself falling for both of the leads. It's a game that really wants you to look at it from every angle, take it apart, and ask questions about loïc, ysmé, their stories, and what they believe to be true about the world and one another. subtext -- especially the charged subtext this story throws at you and hopes you'll piece together -- is a beautiful thing.
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the number of talksprites in this demo is kind of staggering
the jrpg-inspired world of the mosaic and its surroundings is as vibrant as it is profoundly lonely, color folded into every facet of its character as you move through it. appropriately, it's really invested in a lot of questions that arise not just from high fantasy as a genre, but from the modern fantasy sensibilities of jrpgs and the interrogation of what divinity even means in a world where the gods are forces you can interact with and draw power from, however indirectly.
what can i even say? that gg and toby fox's collab score for the prelude is downright heavenly and made it onto my work playlist right alongside the deltarune ost the day it came out on bandcamp? that gg's art, especially their use of light, conveys every scene with vivid beauty?
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i wouldn't be posting so much of it if i didn't want to eat every CG. oh my god. he's so pretty. it's not even fair
beyond all of that, i think the game's main resonance point with people is that gg's writing is genuinely thoughtful. they use art detail and deft character writing to convey everything about the leads, using the limited time you get with it to paint layers and layers of information on who these people are and why they make the decisions they do. soulsov's roughly an-hour-and-change of text, expressive talksprites, and lush CGs is infused with so much heart and so much horror and so much intrigue that it leaves you feeling like you're a part of this world, carried along for the ride right alongside the two leads. gg clearly really adores these two, and that level of passion makes everything loïc and ysmé do shine even brighter. in spite of (or perhaps because of) all their friction and flaws, they're easy to love.
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(it's really fun to read aloud as a script, too! ysmé's a hoot.)
i hope you experience it with high expectations and an open heart. i don't think it will disappoint. it is, perhaps, just a little bit magical.
i hope you see it through to the end!
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jinxekkotimebomb · 3 months ago
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What I love about Shulk's characterisation across Xenoblade Chronicles 1 is the way he doesn't fit any of the norms JRPG protagonists tend to have. He's on a journey due to a need for vengeance instilled in him from years of grooming and with nothing else to live for beyond that.
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Shulk is awkward and clearly neurodivergent coded in how he perceives the world and his fixations but also how he struggles with a lot of the social situations he ends up in if not for the support of Dunban, Reyn and others he'd be lost and would go further into his isolation.
Once Shulk learns the truth about the Monado and the Mechon he starts to question himself and whether he's right in his beliefs. He wants to learn more about the world, who he is as a person and also avoid creating endless conflict in the way the world was designed.
Zanza grooms Shulk to become his vessel and fed his belief and need for vengeance. Shulk realises this once he finally met Machina and spoke to them, he learned they were normal people just like Homs. Shulk struggles with how the world truly is and wants to change that.
Shulks act of defiance during the end of Xenoblade 1 is a way of reclaiming his own identity as well as the freedom for all Homs and Mechon alike. Shulk's journey is a path of acceptance and discovery that continues on even throughout Xenoblade 3 and Future Redeemed.
The mature, but mentally scarred Shulk we see in Xenoblade 3 shows the development Shulk made for himself over time. He took in the lessons of those he idealised like Dunban and wished to become someone his son and others could look upto.
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I love Shulk's character so much and he's a big attachment from my childhood which affects me even now. Xenoblade series has so much depth and it's a series many people can grow to love through it's diverse cast of characters.
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autumnslance · 10 months ago
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Normally I'd agree many Final Fantasy games have rather young protagonists. It's because they're usually single-player JRPGs made with the assumption of younger players, and like most Young Adult media, create characters that cater to that, even if it ends up with teens running the world and fighting in wars. And for many players, the first time playing these games is in childhood/adolescence/very young adulthood. So it's YA anime.
Final Fantasy XIV does not fall into that same mold, despite the "Teen" rating for legal and distribution purposes.
The majority of the FF14 cast, including the bulk of the main characters, are between 20 and 40 years old (the Scion Archons, Ishgard Elf Husbands). Many other characters are between 40 and 80 (Ishgard's Counts are all late middle aged to elder dads/grandpas, Gaius is mid 50s, Jehantel and Ran'jit are elderly, all still active). The younger characters (especially with any authority or special position) like the Leveilleur twins, are actually outliers. And the youth of the characters between 16 and 20 years old tends to be plot relevant, where that inexperience and naivety causes problems and drives story (Nanamo's arc at the end of ARR into HW, Alphinaud and the Crystal Braves, Ryne's determination of self in ShB, etc).
Characters have a variety of appearances; some characters in the same age ranges look very different. Varis is only 4 years older than X'rhun but Varis's model shows the stress and disagreeableness of his life a lot more than the RDM trainer's. Cid's in his mid-30s but with the beard looks older--and without it he has a baby face (hair color doesn't matter, cuz they do keep the anime trope of "everyone's got white or silver hair"). Lalafell are designed to be anime-cute halflings so it's hard to tell their adult ages even if they've got facial hair like grandfatherly Papashan. The pad'jal of course look like kids, but the youngest main pad'jal is A-Ruhn in his late teens; all the others are adults stuck in adolescent bodies. E-Sumi is a few hundred years old. Kan-E uses various methods to look older so other leaders and people from outside Gridania will take her seriously as an adult. The padjal introduced in the StB WHM quests is a child, and that's the plot; she's not in charge of anything, or has any particularly advanced-for-her-age skills. She's just a kid having a really rough time.
This inability to determine age by looking and assuming isn't just due to limits of the game engine and character creation options; it reflects real life. I met my work team for the first time in person recently; one person looked older than I know them to be, thanks to months of stress and health issues. While all of them were shocked to remember I'm in my 40s as according to them, I "look much younger". Most people are actually pretty bad at guesstimating ages based on appearance, due to the variety of folks' lives.
Speaking of kid characters, many of the children we interact with, like the Doman Adventurers, are between 12 and 14 and act much younger. Khloe has this going on too, with her age "corrected" to 13 (when previously listed as 10), but she acts way younger to me. Most of the actual child characters are treated like children, and it's not until they get to 14-16 (Honoroit, Leveva) that we start to see them treated like maturing adolescents and having some responsibilities, but still young and prone to the kind of choices one expects of less experienced and more emotional youth.
As a MMO, FF14's primary audience is actually adults; teens do play the game, but also age up with it if they keep playing. If a 15 year old began playing with ARR's release, they're in their mid-20s now. Having a primarily adult cast, and treating child characters like children, and adolescents like young people figuring out how young adulthood works, makes sense for this game.
FF14's time bubble is also part of the issue; a developer tool to keep it so they don't have to worry too much about character ages, new models so often, or how long things take in game. Timelines are then intentionally left malleable for the players' benefits, to create our own stories and determine how long things take for our WoLs and their tales. Some folks have their stories pass in real time, some compress it to a year per expac, some expand it out even longer. So the ages the characters have listed in the lorebooks and rarely in game (which is then reflected in online resources), is a starting baseline. Personal headcanons as always should be applied (including changing around some character ages to fit one's own story if necessary).
Also, FF16, made by the same team, has a brief prologue/tutorial section where the main trio is between 10 and 15, guided/trained by adult characters, experience the inciting incident trauma--and then we spend the majority of the game with the main cast in their 20s and 30s. The game also has a mature rating, featuring some sexual situations, lots of violence, and stronger language than other FF games. It's made for adults, and its cast reflects that.
So it is a matter of audience expectations; for a MMO, you're going to have an older and aging player base, and the varied ages of the cast reflect that, as do their varied appearances and experiences as adults. The young characters are treated closer to how their youth should be; still with respect for those in positions like Nanamo, but also prone to errors due to inexperience that drive story. In other FF titles, which were made to be more YA-focused, a teen and young 20s cast were treated much differently. But even in the single-player FF titles, if they are made with adult players in mind, their cast and stories likewise reflect that.
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corvuscorona · 8 days ago
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while doing nothing in particular that matters, I have stumbled across this post on the GameFAQs message board for Tales of Berseria, in which people who know things about boats discuss the irl viability of sailing in This Fucking Thing:
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...& that is my absolute favorite genre of Web Page in the fucking WORLD. it's really only 1 page of the 3 that has Substantial Posts, but that's SO MANY sentences, dude. People sat there and Considered the realistic weight distribution on this glorified Drawing of a Cool Boat Someone Made Up. There is 1 guy in this thread writing PARAGRAPHS every time they reply.
Case in point. The game tells us that the vessel is effectively a vessel well-suited for long journeys. However, unless there is a fair amount of magic/artes involved in its construction (hey, it is a jRPG setting, so…) it really wouldn't be very well suited to long range sea voyages. All other concerns about the sail setup aside, the masts have WAY too much wood attached to them. Unless its all magically reinforced, this would result in a lot of back and forth momentum applied to lower sections of the mast if the vessel were rocking a lot during storms. So at the least, you'd probably want to trim the amount of wood you have attached to the top parts of the mast. Heck, you might actually be able to keep a pretty similar sail layout even without all that cool looking wood. The real reason we probably don't see ships like that in real life from the sail layout perspective (even as experiments) is probably just the fact that it is simpler to go with square sails and triangle sails that run straight out from the mast, or straight down the center of the ship. It makes it easier to get leverage on them using the ropes you attach to them.
???!?!??!?!?!!!! I looooOOOOOVE ONLINE.............
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razorblade180 · 1 year ago
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Streamer AU 5
Streamer au 4 <-
The “Please wait” screen with falling snowflakes faded away to display Weiss in a light blue hoodie looking mighty cozy in her chair as she sipped coffee.
Weiss:Sup chat. It’s been awhile. Slaying grimm is hard sometimes.
Red Reaper: “Did your partner die?”
Weiss:Ruby, shut up and get in the call.
“Nah I’m eating toast.”
Weiss:Be glad you’re modded. Alright chat, I’m pretty low energy but I missed you all so we’re going to play a chill game and bd a cozy streamer tod-
Yang:Woop woop woop woop woop! Sup lovelies!
Weiss:I wish you were the one eating toast.
Yang:You gave us all an open invite! I even brought my chat.
Weiss:Your chat didn’t enter in like an alarm. What do you want me to play?
Yang:Resident E-
Weiss:Try again
Yang:….Is your personal jrpg guide awake?
Weiss:I don’t wanna bother him this early. Chat, suggestions?
It’s immediately flooded with “Genshin Impact”
Blake:Do it!!! Join me!
Weiss:Please, any other sane suggestion. Don’t force me into that madness.
Knightly Crescent: I’ll help you start Kingdom Hearts. Give me like 15 minutes.
Weiss:*silently happy*
Cardinal Pride: “Why should ever need your-”
Timed Out
Weiss: 🎶Thank you mods🎶
xxxxxx
Roughly 20 minutes of cozy chatting passes by before Weiss gets up to answer the door. Chat doesn’t need to know Jaune actually has a key. Things will start adding up.
Weiss:Camera on or off.
Jaune:I don’t mind.
Weiss:Kay.
She guides him to an empty chair for the messy haired boy to sit and get comfortable while she grabs snacks.
Jaune:H-Hello.
RBY: Jaune!!!!!
Coco Bean: “Heeeey Pretty boy”
Red Velvet: “I like your hoodie”
CB: Is this the boyfriend~
Jaune: I am a friend!
Weiss:Alright I’m b- Coco! Relax!
Jaune:Did I miss anything on the way here.
Blake:Weiss almost said a slur.
Weiss:Don’t lie to him!!!
Jaune:Why does this slightly feel true? What happened in 20 minutes?
xxxxx
Blake: Draw four.
Weiss:You little- ooooo *squints* oooo this is supposed to be a cozy stream.
Blake:What do you want say huh? Sounds pretty…intense. First semester intense.
Weiss:I would never!
Yang:Never! Really?
Chat: “First semester?”
Weiss:I was just going to call you a hoe!
Blake:Draw another four.
xxxxx
Jaune:I’m surprised you clipped this?
Ruby:It’s easier than than explaining what happened.
Weiss:Chat, you know the rules. No backseating, spoilers, or unwanted foreshadowing. I literally have a copilot.
Burdened Chef: “Is she paying you for this?”
Jaune:She can’t afford me.
The Burden: “Can’t even cook her own snacks.”
Weiss:Why is your team picking on me!? This is a welcome back stream!
The Burden gifted 10 subs
Weiss:Thank you Nora.
Nuts and Bolts gifted 30 subs.
“Salutations! Here’s to a safe return!😊”
Weiss:P- Penny you can’t just surprise a person like that. Thank you so much.
CB: “Oh are we doing a gifted war!? Let’s get crazy.”
Weiss:Coco-
50 tiers 2 subs
RBY: Yooooo
Weiss: *covers mouth* Guys, no! I’ll feel bad. That’s too much!
Multiple people start gifting subs and Weiss quickly begins hiding her face as the sound of her alerts constantly going off makes her emotional.
Yang:Awww the novice gamer girl is all red!
Ruby:It’s not a stream until Weiss is flustered.
Blake:And she’s still on the title screen.
Jaune:*smiles* You okay?
Weiss:This is going to be a long day.
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mossdaggar · 11 months ago
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Unemployed Promo Post
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Hey y'all, I'm Moss, a queer game designer who heads Brewist Tabletop Games. Late December, I quit a toxic job environment when my mental health was at its lowest. I fortunately had a big game launch just before I did, but I've now been out of work for 6 weeks (I've had interviews and I've got some hope!) and it has left me in the red. I'd love if you'd check out my games or boost this to people who might. <3 A notable release I've had is HELLWHALERS, a TTRPG of nautical and Christian-religious horror. Play as damned whalers hunting a leviathan whale in a bid for redemption in this token and d6 based game. There's even a metacurrency with its own gambling mechanic! I also have Rel1ct, a GMless eldritch body horror solo or duet TTRPG inspired by things like Annihilation and The Color Out of Space. Play with cards and dice in a journaling game that TTRPG reviewer/designer Sam Leigh called a "TTRPG that will wreck you". There's also my experimental gridless tactical TTRPG that is a love-letter to JRPGs and weird math, Infinite Reverie. It's only $9 right now, but the 2nd edition is coming this year, and it'll just go up in price from here. It's complete and playable in v1, but the layout is /bad/. Pip, the other half of Brewist Tabletop Games, is working on a gorgeous and fantastic redo of the game, and you'll want to pick it up before that price jumps! You can also find a draconic duo of games bundled together, Kn1ght and Dr4kk3n, two games about fighting their own respective terrible dragons, but in two very different ways. Kn1ght is a GMless solo or duo journaling game, the original model rules that Rel1ct was based off. Dr4kk3n is a d4 based dungeoncrawl for 3-4 players and a GM built on Caltrop Core engine, pioneered by designer Titanomachy. Regardless of whether or not you can pick them up, all my games can be found at brewisttabletopgames.itch.io, and as a thanks for looking, I'll be adding a few community copies of each of these games. There are also a smattering of pay-what-you-want and small microgames available on our itch as well.
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maespri · 3 months ago
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oh my i never really saw myself making a post like this, but i really wanna talk about morgana! more specifically… why i don’t really understand the hate he receives.
for starters, i know a lot of people dislike mona because he gets on ryuji’s case often. his squabbling with ryuji can get hurtful at times too, i know, but i feel like so many people conveniently leave out the fact that… ryuji returns fire? it’s not as though mona is constantly attacking poor ryuji who can’t defend himself; it’s a two-sided fight throughout most of the game. both of them are constantly fueling the fire. not to mention, it’s a fight that eventually ends. both individuals have great character development (i could talk about it for /ages/, but i digress) that ends with their fighting essentially ceasing entirely. they’re both dumb teenage boys, they both said dumb stuff to each other, and they both hurt each other, and all of that is recognized and left in the past.
the hatred toward mona in general is something i struggle to understand entirely. you hate this cat because he tells you to go to bed? the game would have told you to do that one way or another, because it’s a game. there have to be constraints, or you’d get terribly overpowered incredibly fast. i wholeheartedly agree that mona’s lacking in comparison to the other characters in many ways- but i’ve never hated him, and was surprised to see a lot of people did.
maybe i’m just weirdly empathetic toward fictional characters, but i really liked his storyline. mona’s been with the protagonist since day one, helping him out, staying with him, encouraging and supporting him in everything he does, navigating them through mementos and palaces and battles… and he’s never really appreciated for any of it. obviously, the other phantom thieves do the same and don’t require any extra praise, but morgana already has a complex stemming from the fact that he’s not human. inherently, he believes he’s not nearly as good as any of the others, and subsequently, that he isn’t good enough in general- and he’s so ashamed of that that he can’t even voice the concern to the protagonist pre-okumura’s palace. it made sense to me when he snapped and ran away; if you were constantly the black sheep of a group, unable to engage with anyone unless the guy you live with is always there as well, wouldn’t you yearn for autonomy too? (don’t even get me started on the haru parallels there; there’s a reason morgana snapped during the okumura arc.) if you felt expendable and there wasn’t ever an effort made to prove otherwise, purposeful or not, wouldn’t you also want to leave? to spare both yourself, and the people you’re leaving? i really liked his arc because it led to two realizations- that he was pivotal to the group, and it was fine if he ended up not being a human. (and honestly, he was pivotal to my group… who else would i use to heal everyone outside of battle…!)
anyway, his objectification of women was weird. didn’t like that. but this is a JRPG, and he’s not the only one who does strange things like that at times (why was ryuji looking at ann’s chest in the mona bus outside futaba’s palace man…). honestly, his flirting was also weird at times, but as long as it never got strangely sexual, i didn’t really mind? it’s not like it ever genuinely bothers ann either as far as i remember. it’s more just a stupid thing he does.
anyway… i dunno. i like the kitty. he’s silly, he kept me company, and he made my playthrough fun. life is so much more beautiful when you carry love in your heart rather than resentment
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greetings-inferiors · 3 months ago
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So I'm 20 games through UFO 50, only completed like 5, slowly making my way through the collection at my own pace. It's pretty good. But I just want to say one thing:
Mooncat is quite literally one of the most magical experiences I've played in my life. There's nothing like it. The controls make you feel like a newborn taking their first steps. The music is ethereal and intoxicatingly beautiful. The mystery of what you are, who the mooncat at the beginning is, why they were walking through the first level of the game, what is the connection to barbuta... I've only beaten one ending, but I want to come back for more. Replaying it, I've found some cool tech. Double tapping a movement button does a dash, and inputting a jump while ground dashing will always net you a jump at the end of the dash, even while airborne, thus letting you get insane horizontal distance, especially since you have an air dash. The game's just so cool. I'm really sad that campanella is the game that got a trilogy since I think it's just okay, compared to barbuta and mooncat that have become two of my favourite gaming experiences. I mean, maybe there's a third one, but it's harder to tell since the only way I know that mooncat's connected to barbuta is that it says so in the description (and a spoiler, go play the game).
Anyway my other favourites have been bug hunter, Bushido blade (although Yamada can suck my nuts) and velgress (although I've hardly gotten past level 1, it's just really fun)
I'm really looking forward to the jrpg because, y'know, big jrpg fan.
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ultraflavour · 1 year ago
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7 Fantasy RPGs to fill the D&D-shaped Hole in your Life
So. It finally happened. Either Hasbro, or Wizards of the Coast, or someone else associated with Dungeons & Dragons finally did something so fucked-up that you've decided to swear it off entirely.
The problem is that for decades, there has been one obvious answer to the question of "What game with Dwarves, Longswords and Wizards in it should we play" and that was D&D, every time. Even their strongest rival in the past couple of decades was just an older version of D&D with a spit shine.
Now you find yourself adrift in a sea of possibility, with no signposts. There are names you've heard, but you have no idea which ones you'd actually be interested in, because you had always just assumed you'd be playing D&D until the heat death of the universe.
So let's take a look at a few games that want to fill that D&D-shaped hole in your gaming life, and examine what they're offering.
Disclaimer: I'm not covering the entire breadth and depth of the TTRPG industry here. I'm specifically going to be covering Fantasy RPGs that should appeal to D&D fans here. So if I didn't cover your favourite indie RPG, sorry. But there has to be a "First step" outside of the D&D bubble, and each of these games should fulfill that need.
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The Other "Kitchen Sink" Game: Pathfinder
If you can't bring yourself to keep playing the corporate game, but you still want something that offers as close to that gameplay experience as you can possibly get, your best bet at the time of this writing is probably Pathfinder 2nd Edition.
I say this as someone who very much did not vibe with the original Pathfinder, or its "D&D in space" sister product Starfinder. But at this point, I'd absolutely tell a newcomer to jump into Pathfinder 2E before I recommended they buy any WotC product.
To their credit, the 2nd Edition of Pathfinder does much more to, uh, find its own path by diverging from 3.5 edition and implementing new systems that take it into uncharted territory. The "Two Actions Per Turn" paradigm is often cited by its proponents as being a meaningful improvement over the 5E way of doing things.
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The "TTJRPG": Fabula Ultima
One of the biggest success stories of the early 20's was Fabula Ultima from NEED Games in Italy. It came seemingly out of nowhere to win the ENnie Gold Award for Best Game of 2023. Since then it's become notoriously difficult to find in print, though it's still freely available as a PDF.
Fabula Ultima is a "TTJRPG," modelled after Japanese fantasy video games like Final Fantasy, Dragon Quest, Phantasy Star, Breath of Fire, etc. While it's firmly planted in the Fantasy genre, its gameplay will also very recognizable to fans of those types of games.
The major benefit of this conceit is that you can probably already picture how combat in FabUlt works in your mind: Two rows of characters take turns jumping and slashing at each other, or casting magical spells to harm, heal, or apply status conditions. There's no concept of "Spacing," but the game still manages to be mechanically intricate with lots of varied class abilities and status effects to apply.
D&D refugees looking for a game where you simply pick a class and fight some monsters, but aren't too particular about how they do that, will find a lot to love here. FabUlt leans much more heavily on storytelling mechanics than D&D does, so players who've been looking for something a bit more "Theater of the Mind" should be well taken care of here.
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Final Fantasy Lancer: ICON
Like Fabula Ultima, ICON is a TTRPG that takes heavy inspiration from JRPGs, specifically tactical games like Final Fantasy Tactics and Tactics Ogre. It's from Massif Press, who also authored the surprise indie Mech combat hit Lancer.
And like Lancer, ICON is a game with two very distinct rulesets: Outside of combat, a "Fiction-first" narrative system inspired heavily by Blades in the Dark; In combat, a grid-based tactical skirmish game reminiscent of D&D 4th Edition. All backed by the gorgeous art of its author Tom Parkinson-Morgan, who also writes and illustrates the comic Kill Six Billion Demons.
ICON separates its "narrative" class system from its combat class system, giving each character two distinct character sheets that come into play at different times. Because those two systems don't have to cross over very much, each can be as intricate or as rules-light as it needs to be to promote the type of gameplay most appropriate for the situation.
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The Old-School Gateway Drug: Shadowdark
If you ever took a few steps outside of the walled garden that is D&D in the past few years, you will likely have read or heard of the OSR, or "Old-School Revival/Renaissance." Proponents of the OSR are players who yearn for an older style of Dungeon Crawling Survival Horror game that hearkens back to the early days of D&D, before the players became akin to superheroes.
Shadowdark aims to be a game that bridges the gap to that style of gameplay, without being totally unfamiliar to players who only ever learned 5th Edition mechanics. It's "Old-School gaming, modernized."
Aside from simply being a modern take on a D20 fantasy game, it freshens up gameplay using a mechanic called the "Torch Timer." It turns light into a resource that dwindles in real time. This serves to elevate the tension of the game as every minute that passes is one less minute of light on your torch. And when the torches run out, well... You can probably guess what happens next.
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5th Edition with the Serial Numbers Filed Off: Tales of the Valiant
Tell me if you've heard this one before: Wizards of the Coast introduces sweeping changes to its "Open" license model, leading existing 3rd-party content creators to create their own version of an older ruleset to protect the viability of their backlog. It happened in the past, but what are the chances that happens a second time? Ha!
Well... It did happen again. This time, playing the role of the "Paizo" in this scenario is Kobold Press, who loudly declared that they were "Raising the Black Flag" in response. In order to ensure that there would always be a "Core Fantasy" ruleset that would remain compatible with their content, they announced Tales of the Valiant, which would essentially duplicate the 5th Edition ruleset with a bit of a spit shine, in much the same way that Pathfinder did for 3.5 Edition.
Tales of the Valiant will be the game for the D&D player who just wanted a rules refresh of 5th Edition, but also doesn't want to keep throwing money at the corporate hegemony. It should end up being "The 5E you can feel good about supporting," and that matters right now.
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Matt Colville's Big Bet: The MCDM RPG
Kobold Press was not the only publisher of third-party D&D content to have a strong reaction to the OGL fiasco. Unlike Tales of the Valiant however, Matt Colville's response was to announce a fully new Fantasy RPG system, with no expectation of backwards compatibility with any edition of D&D.
MCDM's sights are firmly set on the "Post-Kitchen-Sink" future, and to that end their game is explicitly not trying to be the one game for every possible playstyle. It's Tactical, meaning you'll need a grid to play it on, and it's Heroic, meaning characters should feel powerful, and not like they're constantly one critical hit or failed trap-sensing check away from being decapitated.
This approach might seem like a massive risk considering how insanely powerful 5th Edition became at its peak. But a record-breaking crowdfunding campaign backed by over 30,000 people shows that there is at least an appetite for something new, and that there is a like-minded community of players ready and waiting to join you.
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The Critical Role Game: Daggerheart
If the Kobold Press announcement was a shot across the bow, and the MCDM crowdfunder was a bomb dropped, then Daggerheart is a full-blown asteroid, streaking straight towards Wizards of the Coast HQ.
Daggerheart is an original Fantasy RPG from Darrington Press, the publishing arm of the Critical Role media company. That by itself should mean something considering how important CR is to the D&D brand, but there's more to talk about here. Though it superficially resembles D&D in a lot of ways, it has some extremely important differences. Namely, its use of "Powered by the Apocalypse" mechanics such as "Fail Forward" dice rolling and "No Initiative" combat.
While "PbtA" has become somewhat of a loaded term in the D&D community, Critical Role has an opportunity to overcome that stigma with the sheer force of their platform. I've made this case already in the past, but if they were to use their power to do for themselves what they did for 5th Edition, it would be the most significant threat to the Hasbro Hegemony to emerge since Pathfinder. Let alone taking just a slice, Daggerheart has the long-term potential to take the whole damn pie.
And more!
The games I've listed here are all theoretically capable of replacing the Corpo game as your "go-to" long-term game. Not all of them are fully playable as of this writing, but they all represent one possible future for the "Sword and Sorcery" RPG genre.
There are of course a whole plethora of other games out there beyond the limited scope of "Medieval Fantasy" that are just as valid and just as viable, if you're feeling a bit more adventurous.
If you're looking for something explicitly tactical like a miniature skirmish game, but still in the RPG genre, and you're willing to expand your choice of genre beyond Euro-centric Medieval Fantasy even further beyond ICON, you might be interested in Gubat Banwa or the aforementioned Lancer.
If you want a game that promotes a slightly more streamlined, less mechanically-intricate approach to combat while still giving you tons of monsters to kick the shit out of, you might want to check out the "Illuminated by LUMEN" family of games inspired by the games LIGHT and NOVA from Gila RPGs. It might even inspire you to write your own RPG!
If you're more interested in the Old-School Renaissance, you might want to check out Forbidden Lands, Dungeon Crawl Classics, Old-School Essentials, or MÖRK BORG.
If you like the idea of "Old-School Roleplaying" but are also willing to step outside of the fantasy genre into Sci-fi territory, you might be interested in Stars Without Number, its Cyberpunk sister product Cities Without Number, or Mothership.
Finally, if you just want a game that focuses on telling the best story rather than mindlessly killing monsters and acquiring loot, you might want to check out Blades in the Dark, Thirsty Sword Lesbians, Girl by Moonlight, Coyote and Crow, and many more Fiction-First games in the Powered by the Apocalypse and Forged in the Dark genres.
But most importantly: Just play more games! Don't just buy them, play them! The point of this whole exercise is to replace the monopoly with a plurality, for the sake of the health of the tabletop gaming industry.
Because the next time Hasbro lays off a bunch of WotC employees, there should be a much stronger, more diverse industry for them to land in feet-first. We should all want for the people who build the games we love to feel safe in their career choice. Not just for the sake of the ones who are already there, but for future prospective designers and artists who want to make their mark.
It should be viable to be a tabletop game designer outside of just making more D&D stuff forever, because as we've seen, it's not safe to assume that we can all just keep doing the same thing we've been doing and not get bit on the ass by it.
If we want that future, we have to take it into our own hands and build it ourselves. But if there's one group of people that knows about building something very big from very little, it's TTRPG players.
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olderthannetfic · 6 months ago
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https://www.tumblr.com/olderthannetfic/663370772509802496/do-you-know-what-the-origin-of-the-sold-to-one
So I was looking at this old post of yours (in your fandom meta tag) and has anyone else noticed that Hogwarts AU fanfic and meta about if this or that character from another fandom would be Hufflepuff or Ravenclaw has completely disappeared? I assume that this is related to JKR’s transphobia making her (understandably) persona non grata to a lot of online queer people of the kind who dominate fanfic fandom at least on AO3 (I’m less familiar with Wattpad or other corners of fandom that are overwhelmingly cishet and writing het, and the Bridgerton drama has taught me a lot about just how out of pace a lot of them are with even elementary queer stuff, yeesh). but I was wondering if others have noticed that. It did seem to really start to crater around 2019-20 when she stopped being coy and blaming it on “middle aged moments,” and started openly making transphobic tweets and writing essays about it rather than just “liking” others’. Like when I was into Yuri on Ice circa 2016-18, it was still all over that fandom, even though people were already souring on the actual official franchise stuff such as those terrible Fantastic Beasts movies.
So I’m mostly active in anime, JRPG and Western genre TV fandoms so I was curious if this was also happening elsewhere. I’m also wondering if the fact that actual HP fandom seems to be increasingly divorced from canon (like fanon pairings of characters who never interacted in canon being the most popular lately) is related to this too.
Cuz having a Hogwarts AU used to be a sign that a fandom had Arrived. I remember in 2016 you saw people doing house sortings for the people on the frickin 538 political podcast. Now I never see any of that even with huge fandoms.
It’s interesting to me given that it feels like her transphobia hasn’t dented much of her popularity with non online nerd culture. Like the third Fantastic Beasts movie failed but those had never been good and had been declining in box office numbers already. But the Hogwarts Legacy game sold really well. You still see HP in stores all over the place with other nerd culture staples like Star Wars and Marvel. Still constantly see brands doing collabs. I often find non online friends and family, including many who are genuine allies to the trans people in their lives, who have no idea about her transphobia. Or they’ve only heard a little and assume it’s some weird insular online culture thing that is just fans nitpicking, maybe having heard about some other Twitter “canceling” over nothing and figuring it’s like that. They’re always shocked and horrified when I tell them what she’s actually saying and doing.
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Interesting question.
For me, as an Old, it just feels like Hogwarts AUs are part of my childhood, and why wouldn't they be less common now? But realistically, if they actually are declining, it does mean something.
There's no way for us to know if the "Would X be a Hufflepuff?" posts are really a thing of the past. That could be a question of whom one follows or of fans leaving one's platform. But we can at least poke at some AO3 tags and see if they show a pattern.
The relevant tags are Alternate Universe - Hogwarts and its metatag Alternate Universe - Harry Potter Setting.
There are 21,426 works in the metatag. Obviously, not everything uses the tag, but it's a starting point. (Some cursory playing with filters on big tags makes me think that maybe around 3/4 of HP AUs are actually tagged with a relevant AU tag.)
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If we look at the AU tag itself, the numbers have come down in the last few years. (This year is obviously only half over, so we'd expect those numbers to be smaller.)
But we have to take into account how big the archive itself was. It's been growing significantly since it opened to staff accounts in late 2008 and then more widely in late 2009, so the overall rise doesn't mean much, but the recent drop might.
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It does seem like there's a downward trend lately, but it doesn't look like it's falling off a cliff.
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mlarayoukai · 1 year ago
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Okay so the thing with turn base jrpgs mobile gachas is the gacha format isn't suitable for jrpgs. When you first download a gacha they're usually pseudo-generous and give you at least one super powerful character in the beginner gacha. They give you a lot of gacha currency when you first start playing so maybe you'll get lucky and pull another ussrs or a few usrs or whatever the game calls them. And more often than not, you don't actually play the game to level up your character you feed them shit to level them up. You early on you sweep through the game because you have level 50 characters fighting level 15 enemies. Dopamine to some, maybe. But I'm just tapping whatever move is the most powerful with no thoughts and it's boring. And then there's the other side of the gacha coin. You may not like the gameplay but you enjoy the story and characters! You've gotten a few chapters in! But you can't beat the chapter boss because you can't pull the banner characters and of course spending money is off the table. Or typically, you're forced to use the ugly ass character who you pulled who has the specific attack that stuns the enemy. In well designed turn based rpgs, none of these are problems. Well maybe the ugly character you're forced to use is. But sweeping the early game or getting stuck at a certain point isn't, you can easily look up what to do. I do think mobile games have there place, but turn based rpgs is the easy way out for devs. "is this about (name of gacha here)?" it's about all the boring ass games I've played, fgo, pokemon mastersex, cr kingdom, probably a few I'm completely forgetting exist. Yeah I know it's pay to win, I ain't fucking stupid, but it's still boring as hell to sweep through everything. Do you want me to peg you tonight
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ponett · 1 year ago
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I see you cite Final Fantasy as one of SLARPG's inspirations, but I'm curious which FF games in specific you're referring to.
I would specifically cite:
FF1 - The GBA version was the first RPG i really sunk my teeth into as a kid, so this is basically my Rosetta Stone for What A Turn-Based RPG Is. Arriving in a new town and buying new gear and spells so you can go back out and fight monsters better. That sort of thing. As I explained in a Patreon post a while back, a certain character is also partially an homage to Bahamut's role in this first game
FF5 - The job system here very heavily influenced the direction I went in with the Spellbook system. Spellbooks were initially envisioned as premade "decks" with different combinations of spells, sort of like the premade chip folders you sometimes receive in Mega Man Battle Network, but playing FF5 inspired me to make all of the Spellbooks more thematically distinct and treat them as a subclass system
FF3 - On a completely different note, I can't stand how FF3 handles its job system, which also influenced Spellbooks. I hate how certain bosses all but require certain jobs, and if you don't have that job leveled up already then you just have to stop and grind. So I made it so that Spellbooks have all of their abilities unlocked by default with no need to level them up, and no point in the game explicitly requires the use of any one Spellbook. Your build is up to you
FF6 - Pretty foundational to my understanding of how to tell a story in a top-down 16-bit RPG, with the little sprites all running around and emoting for the audience sort of like it's a stage play, and the battle system often being used as a storytelling device. I'd also cite the relics (along with Paper Mario's badges) as the inspiration for SLARPG's Charms, and there's probably a little Kefka in Javis
FF7 - Again, this is just a foundational game to my understanding of JRPG storytelling. I might point to FF7 as the first RPG I played growing up that was focused on the dramatic arc of a single predetermined main character who already has relationships with most of the other main characters when the story begins, as opposed to either a silent protagonist, a customizable character, or a protagonist who isn't particularly supposed to stand out among the ensemble cast. (FF4 also did this with Cecil, but I haven't played as much of FF4.) A lot of things in FF7's story remain kind of the gold standard for me, like how the bombing mission is still one of the best intro sequences to any game ever, so I refer back to it a decent amount. You can definitely see some influence from Cloud's story in Melody. And Anthony and I also compared a certain set of optional bosses to the Ruby and Emerald Weapons when we were planning them out
FF9 - Maybe some broad aesthetic influence. I haven't played as much of 9 as you'd probably assume
FF14 - I had yet to make it all the way through ARR before SLARPG came out, but I'd tried making a White Mage multiple times, which led to Gridania being an early influence on what I wanted Greenridge to look like. I don't think the influence is that recognizable in the final product, but you can kiiiiiiiiiinda see it in some of the architecture if you squint
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