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Joined 1 year ago
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Cake day: June 10th, 2023

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  • Those aren’t really FOMO in my opinion, more like being curious about what the praise was about. It’s trying new stuff, and rather healthy I’d say, even if you realize some of those really weren’t for you in the end. Yeah, I had quite a few of those too.

    To me, FOMO would be anxiety about stuff that you really can miss “forever” and regret afterwhile.

    In games, it’s weaponized with artificially limited stuff because whoever is pulling the string wants you to fear a missed opportunity and make an impulse decision.

    It’s stuff like preorder “bonuses” you will never have another chance to get otherwise, time-limited content, battlepasses, daily rewards etc.

    One of the most pathetic recent example I can think of being Nintendo making the translation of a 1990 Famicom game available only for a couple months. “Quick, buy Fire Emblem now, before it disappears forever!!!”



  • Long ago I watched the anime based on Tales of Eternia (the Namco “Tales of” game that was also called Tales of Destiny 2 in the US for no good reason, it’s not a sequel).

    The anime is awkwardly shoehorned in a very specific and inconsequential part of the game (like, one that would last about 2 minutes). Nothing meaningful really happens in the series. Because of the way it’s framed, I also estimate its entertainment value for someone who didn’t play the game at basically zero.

    Oh yeah, there’s a freaking swimming contest out of nowhere at one point. Women only of course. I’m sure it had nothing to do with having female characters in swimsuits for a while.

    That certainly was one of the anime series of all time.






  • It’s understandable 😁, Morrowind is definitely when the series started to get more mainstream audience, and the older ones are not talked about a lot. I had never even heard of them before trying Morrowind, I rediscovered them later mainly because I can’t let a game drop a “3” on me without wondering what came before.

    Doesn’t help that there was a big design shift between Daggerfall and Morrowind (more than anything between TES 3-4-5), and they’re very different games.

    Daggerfall did have a bit of modding though. Most quests were procedurally generated using quest templates, like “[type of NPC] sends you to [type of dungeon] to find [McGuffin] for [reward]”. I remember a mod that added lots of new quest types for more diversity.



  • Hey they’ve got the playdate in there!

    Their comparison to the old school Gameboy screen is a bit ridiculous honestly. Sure it’s not backlit, but it doesn’t need to be, if there is any kind of light, you can really see perfectly.

    I had a Gameboy and an OG GBA, I know what it’s like to desperately look for the right angle/lighting/contrast slider position to try and make sense of what the hell was on screen. Some games with poor contrast like Donkey Kong Land were torture.



  • I am not sure how one gets that far into an analysis of RPGs, J or otherwise, without even once mentioning characters, stories or themes.

    Those games have never really been about mechanics to me. Sure, since they’re usually so long, they’d better try to keep things entertaining enough, but there’s a lot more to them (good ones, anyway).

    I honestly don’t care much about the J, and even “RPG” seems so broad to me, because many, many games have blurred the line. Starting around end of the 90s when “RPG elements” became a thing. I don’t think it matters much.









  • I think the worst game I’ve ever played regarding skill progression is Oblivion.

    Honestly, that game’s levelling is completely busted. Basically your class has a couple major and minor skills. You gain skill levels automatically by using them, and when you got enough levels in your class skills, you are supposed to rest and gain a character level.

    Almost everything in Oblivion is levelled to match your character’s level. Gaining a level only serves three purposes : gaining a very small amount of health, gaining a few points in two stats depending on which skills you’ve used … And most of all spawning more, stronger enemies.

    Lots of skills in Oblivion are not directly (or absolutely not at all) combat-related. Lots of default classes come with quite a few of them as major or minor skills. And those that don’t come with several damage-related and several defence-related skills.

    Progressing in non-combat skills, or in too many at once in a “master of none” fashion, will make your game impossible. “Playing well” requires knowing and exploiting this by blocking your level up until you’ve maxed the right skill. Or even having some of your favourite skills not class skills at all.

    This is really not my idea of fun character progression.