The dilemma of 'boring' characters
There's nothing new about how certain characters are seen by players as having "no personality" or they're "romantic interests". They're in general on a more calmer side, a bit quiet, they're really friendly and try to help wherever they are, but tend to avoid direct conflict. In-game they're usually dressed in blue, and are isolated from the world one way or another, but are loved by many.
I'm talking about Nilou, Ayaka, and Kokomi. My darlings, my babies, the joys of my lonely life.
Over the years, there are a lot of jokes about them; how they're the obvious girlfriend bait, they're meant to be bland with nothing to them, they could even be taken out the cast and nothing would be lost. I worded this in a more hyperbolic/paraphrasing way, because these sentiments go from polite "these are simply not to my taste" to just very demeaning ways that I genuinely can't understand.
It's interesting how these three get the brunt of these opinions, but any 4* characters that also walk along the lines of certain overlap personalities are never a problem, or really talked about (then again, the question for that is: is it a 5* vs 4* problem, or are people not engaged with the 4* to begin with?). Either way, these three characters are pitted against others like it's a competition of who is more worthy to be loved or be valid of investing interest in.
A lot of these things boil down to people not really paying attention to the game (shocker, I know). Because people have a problem with story quests, and the character personalities, and "they just try to stuff these characters and their romance role down our throats!" only to single out the characters that just want friends, that grew up isolated, that are tired and have a lot of responsibility not just for themselves but also their people. And the biggest crime they committed was...what? Being soft-spoken? Friendly? Introverted? Having possible autism or anxiety characteristics (which people will always deny because these characters are 'boring' so they can't be written more deeply than blank smiles, right?)?
Maybe I'm getting heated up for nothing, maybe I'm just sick and tired of people pushing down characters to prop up their own faves as better, when all these characters are friends. It's ridiculous.
I know people really have big problems with the story quests; how it's 'NPC Impact' and all that jazz, throwing it all in the trash, because "where's the focus on the story quest's character?" and "why are these no-names-with-basic-design important to just never return". And I wanna ask: are you aware that these playable characters are part of this world? They don't cease existing once you look away or move to another region. Time doesn't freeze once you end a quest or they fade away from the screen. Those characters that are handpicked for us to focus on have lives outside the Traveler (outside the player, who is not the Traveler, just to be clear, the Traveler is not a self-insert however much people try to say they are). They have hobbies, jobs, leisure time, birthdays, celebrations, due dates, shopping trips, going out with friends (which can be other playable characters or NPCs). They have lives.
It's easy to get lost in the mentality of "this is a game FOR ME so everything revolves around ME", but it's not. Even on a meta level, the Traveler is a witness, they just go around to experience the stories of others with a certain detachment, a third person perspective, really. In Cyno's 2nd story quest the characters were like "oh we haven't seen each other in a long time, let's catch up! there's lots of things that happened" (paraphrasing) and this applies to every nation in Genshin.
Even through events, new friendships are forged. Characters of one nation meet up with characters of another, and they make awkward acquaintances (ex. the poetry event introduced mondstadt and liyue characters that never met before), or just straight up become friends (ex. the movie festival where inazuma characters went to fontaine). These characters are mingling, are making friends (some of them for the first time outside their home/the traveler). But these characters also talk and exist with their people, with their neighbours, with the NPCs on the streets and in the shops. The NPCs are as valuable to Teyvat as the playable characters, it's just that the game focuses on a few from the masses, but those playable characters directly coexist with the NPCs, and that's how these playable characters can grow and change and follow their dreams. They cannot exist in a vacuum, that's not how it works.
With that massive grievance out of the way, why do people think less of Nilou, Ayaka, and Kokomi?
Well, for a lot of people it's their story quests. They're too passive for the taste of many, focused on running around and talking to NPCs and maybe having a fight but still not much happening in the exciting department. So it's easy to chalk the whole character up as trash.
I mean, if we ignore pretty much all other story quests that revolved around NPCs that are still beloved (a few that come to mind, like, Yoimiya's, Alhaitham's, Neuvillette's, Wriostley's...), the problem clearly is.....? I still don't know. I mean, every other story quest is about NPCs and the playable characters interacting with them. We learn how those characters, that we love and appreciate, exist in the world, how they interact with it, how it interacts back (I'm getting deja vu, did I write this before already?). We get a glimpse at how they feel about everything, we find out about some struggles they had or have, maybe have a problem to solve (possibly related to them or in an area they know enough to be helpful in).
So why? All three still fall under these same boxes, the same storytelling method that every time is slightly different to fit the character better. At this point it's not a fundamental problem of Genshin's storytelling, if every other story is good (or praised to hell and back when they came out), but player expectation.
Which is not a bad thing on itself, right? All of us have some expectations, or grievances, or hype, or emotional responses. We all gravitate to certain character stories more because of personal experience, or because we can process the situation to a cathartic release, maybe we can solve a little bit of our troubles through these fictional characters, maybe the emotions are all a person needs to be attached. We all have our reasons to like or dislike these stories. But the moment people start to mindlessly talk about how badly something is written or done, and never explain why or how, or how to fix it, it just becomes tiresome to engage with anything. Because it stops being about improvement, it becomes a holiday dinner with family, and that's just depressing.
Nilou's quest was about saving the theater and helping a new member to chase her dreams and hopefully reconnect with her father who was the antagonist of the quest. Nilou's compassion, hope, and steadfast determination fell flat for a lot of people, maybe because she tried to resolve it peacefully, with words, an even playing field. Nilou is loved by many, be it the playable characters or NPCs, she is trying her best to be helpful and friendly, and gentle. She's not here to do big feats and slay sea monsters or rule the nation. She's a dancer of the bazaar who loves her friends, and who tries to stick out for the ones who need a helping hand to find their own footing.
Ayaka is the annoying case of character mischaracterization turned up to eleven. All jokes of the 'eternal Ayaka banner' aside, Ayaka didn't have friends as a child, never had a real opportunity to make friends or get close to people, because she's from a big influential family, and it would breed conflict if she became too close to others. The Traveler was an outsider that doesn't need her power, doesn't need her status, they're just her friend. Friendships are hard, especially if you don't know how to make some (be it because you grew up without any or because over time we lost the skill and now don't know what to do). Ayaka doesn't try to date the Traveler (or the player), she just wants to have a friend.
And Kokomi, as the divine priestess and war general, doesn't have the time, space, or energy to be herself. She needs to wear a mask of maturity and wisdom all the time. She needs to protect her people, lead them to prosperity, try and give them better tomorrows. In her diary, as she's passed out on the desk, we can read about her 'spoons' and how tired she is. Yet she goes and does her duties for her people, because she cares, even if she doesn't really want to be a priestess, her interests laying more in war strategies and working behind the scenes than be a face and leader. And having a friend that sees her as Kokomi, and Kokomi only, it has to be very precious to her.
....
Did you also now realize I lost my train of thought along the way? Yeah, me too.
I'm just frustrated that characters that are softer are deemed lesser than others, be it for their tenderness or them not being "desirable" enough. Truly, damn a girl wanting to read military strategies or try to keep a roof over the head of others instead of being a 'girlboss' or a 'badass mommy' (as if we don't have quite a few of them already). There can be more than one type of female character in this game, and all of them can be engaging on various levels of action and emotion. Variety is a good thing.
(Just for the sake of any misunderstandings, personal preferences aren't my problems. If people hate a character because they cannot vibe or relate or understand, then go ahead and don't like the character. My problem lies on how people treat these characters and how they make it their duty to drag them through the mud for...nothing. Personal preferences are fine, but the moment someone starts to actively work for it, I think there needs to be a timeout and take a breather.)
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SIGNALIS SPOILERS AND WHATNOT~~
finished my second playthrough of signalis, was going for the artifact ending. then loaded my save and got the memory ending. such a good game aaaa
the memory ending made me cry, it was really heartwrenching when ariane said sorry i dont remember, i just crumpled. watching elster be so exhausted was a lot.
not really sure if i understand the artifact ending. i feel like either its really vague (on top of all the other vagueness) or if im missing something. it kind of feels like a burial of arianes memory? like elster dies and we see ariane thikning about her and elster dancing in the wrecked ship? i’m not sure. maybe someone could give me their interpretation of it?
i also found out that theres a difficulty setting and really wished i had set it to survival before my second playthrough. woulda been nice!!! I do have one more ending so i might play the game again but might also just watch it on youtube and play the game again some other time(gotta let it ruminate so i can go back in with different eyes), I wanna get all the achievements anyways.
aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa
all in all i fucking love this game a lot. very rarely do i replay a game so soon after playing it for the first time. its really tragic i’ll never get to experience this game for the first time again, but, so it goes. its such a beautiful game i will be thinking about it for a longgggggggggggg time. ive been wanting to talk about it so badly for so long but none of my friends have played it yet kyaaa!!! >_<
its crazy to me that the game exists the way it does. the style, the mechanics, the story, the music, everything about it oozes so much passion and care and thought. very few games have made me want to stare at every part of it to figure out how they made it look the way it did (THE GAME IS SO STYLISTICALLY RICH LIKE HOIW DID THEY DO ALL THAT) and the game mechanics are so nice to my brain, everything is so tactile and clicky and inventory management and ammo management and horror stratgey and the flesh and rust and death and love and lesbians and robots and anime!!!!!!!!!!!!!!!!!!!!!!!!!
AAAAAAAAAAAAAAAAAAAAAAAAAAA
amazing game thank you rose engine, i hope they make more stuff because i really want to see it
edit:(thinking about the first time i played compared to the second. i was considerably less scared since i had a clue of waht was going on but the fear that i felt playing the first time was special to me. i really like games with stories about ‘time loops’ because the replay-ability is baked in in a cool way. especially with how the game throws information at you, viewing things again having experienced perspective shifts from information is really cool. seeing scenes again re-contextualized makes my brain go ^-^(hots quest ding sound) but going in completely blind and being afraid of everything (i especially remember being scared of the dream beach, i had literally no clue what to expect and it was nice) it all had a different flavor than the second time which is cool because i feel like i experience that kind of emotion change *with* elster. (girlie needs a FUCKING cuddle nap)
the way the game balances reality and the surreal i think is super neat. i love surrealist dream stuff a lot and i think that a video game is a super good medium for that kind of experiential stuff that really inspires me to wanna make video games. especially because then theres also this super nerdy sci fi stuff going on about robots and space regimes and magical tech(my favorite) and planetary systems and military systems and all that good shit. i similarly wanna get nerdy about stuff like military logistics while also telling a story about gay robots and girls that keep missing each other just barely in the space time continuum. i love that the game tells you a lot but also is vague and also says fuck you (affectionate) stop looking for answers and just feel it. it explains just the right amount to not feel esoteric while keeping enough vague to leave a lot up to interpretation/figure it out by playing it again/thinking about it. it plays with themes and reality and reoccuring symbolism and all that good shit that makes stories addicting to think about.)
((also one of the endings requiring beating the game once among other things that keep between playthroughs, yummyyy. games that know they are games/stories/worlds that are aware of themselves., thats good shit right there))
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