cashew: Immortal's Delight item from Honkai: Star Rail game (Star Rail // Boba)

Context: I was reading an article on tabletop RPG design philosophy regarding crunch (aka number crunching, a short hand for "complex rules" in the TTRPG space) when I ran across some examples being given and suddenly have to headdesk as I realized the person is missing the point in terms of the literary difference between all the "Chinese kung-fu movies." Ok, let me explain a little more.

In the section titled "Different Rules for the Same Fictional Activity can be Completely Different" (scroll down or use Ctrl+F to find the section), the article uses three different games to illustrate how martial arts is mechanically different in three different games. The three examples are:

  1. Rivers & Lakes, a game that focuses on using mechanics to generate tactical decisions during a fight that encourages learning the opponent's moves and devise a tactical move that leverages your strengths against an opponent's weakness.

  2. Wushu, a game that rewards players mechanical benefits to encourage narrating complex choreography of fight scenes by handing out more dice for each detail the player includes in their "attack".

  3. Hearts of Wulin, a narrative game that resolves fights in a single roll because it's more concerned with the narrative drama/consequence of the fight than the technical aspects of the fight itself.

Now, the article sums up this discussion with this:

Personally, I take a bit of issue with this (to me this combat system would be ideal for something like samurai fiction, westerns, gangster and crime fiction, etc. but is terrible for most forms of wuxia)... A Knight at the Opera

So my problems with this pointless aside is many. At the forefront, it speaks to a lack of understanding about Chinese martial arts movies. specifically a lack of nuanced understanding of the Wuxia genre. In fact, the three games listed as examples actually captures the three core engagements of the sub-genres of Chinese martial arts movies.

Allow me to get into the weeds a bit:

Chinese martial arts movies can be largely categorized into three sub-genre's:

  1. Wushu (武术): in this genre, the movie's main theme is to communicate, ostensibly, anti-war messages. For you see, one of the unifying philosophy in Chinese martial arts schools is to stop war by improving one's self-defense strength. The belief is that military/martial strength is in service of defense and only defense. Expect some lesson about "self improvement to ward off bullies" to show up at some point. And if they fail on the philosophical aspect, the movie at least hopes to educate the audience a little bit on the actual design philosophy of a school of martial art, such as how Taiji was invented.

  2. Kung-fu (功夫): this genre of movies is less concerned with the philosophy and more interested in showcasing awesome technical ability. Kung-fu (功夫) literally translates into "effort". In other words, the goal is to showcase the actor's ability to pull off stunts that took decades of training to perfect. This is the main type of "martial arts movies" that makes it into the West.

  3. Wuxia (武侠): movies in this genre are less interested in the martial arts itself and more interested in the heroism and the interpersonal/political drama. The martial arts is more of a framing device to focus on the character rather than any interest in the actual fighting. And the books that inspired these movies often handwave away the nitty gritty details of the actual martial arts stuff.

So this is my very long winded way of explaining no, actually choosing the narrative focused resolution system when mimicking Wuxia is actually very appropriate. The game Wushu is inaccurately named and should have been called Kung-fu (or Gong Fu if you want to be culturally sensitive). Finally, Rivers & Lakes is more of a "Wushu"-esque game because it intends to use actual martial arts philosophy in the game design.

Aaand... yeah. That's my rant over.

cashew: dude with sunglasses looking confused (Misc // Haa?)

Cortex is a TTRPG system that's meant to be a universal system.

Ok, quick explanation: in TTRPG space there are two design paths. First path, design a system to represent relevant player actions in the setting which the game is meant to take place. This is exemplified by D&D, where the system accounts for magic and spells because the setting is meant to have magic and spells.

Second path, design a universal system meant to be used to resolve story conflicts that is setting agnostic. Systems such as FATE, GURPS, RISUS and Cortex are all such games.

And sure, Cortex Prime might have won tons of awards for game design and presentation, but also...no. So I'm going to vent about my problems with Cortex.

Cortex is an over designed piece of crap with crunch in all the wrong ways. )


So. In conclusion, Cortex is an overdesigned piece of crap.

cashew: Sumomo acting like Sumomo (UMvC3 // felix wright)

So, since I was sick (again) recently, I watched a lot of Heart of Elynthi campaign (*shillWatchItHereshill*) and it got me thinking about how a lot of RPG (tabletop or computer/console) tend to focus on the character growth part of the game. Which, don't get me wrong, is great and all — and I understand that a core game loop in RPGs is gain XP → learn new skills → cakewalk previous difficulty → repeat — but a part of me can't help but really enjoy the idea of maxing out character levels after a certain amount of time and just having all the tools available to take on the challenges that the world will throw at you.

It's a bit like how in Guild Wars (not the second one, the OG Guild Wars) your character leaves the "starter island" aka tutorial at level 20 with all of the class' core abilities and with a full skill kit. Of course, you can vary that a lot and tweak it as you progress through the rest of the story, but the growth is far slower and more incremental than the initial loop of practically exponential power growth. It feels like there's basically 10% tutorial and 90% endgame. Of course, there were also plenty of frustrating bits to the game and I do think there are parts that were tuned in such a way that was needlessly challenging, but the overall ratio of "tutorial" vs "end-game" I think satisfies a part of me that really liked playing around with all the levers to figure out how I liked to approach problem solving.

(To be sure, I am still annoyed with Guild Wars over all for having poor class balance, it really shouldn't be the case that certain classes have a severe case of the feels-bad-man. And seeing how little respect GW2 treated the original GW lore and plot points and story, and the fact that the writers in GW2 all seem to be stuck in their own little modules without paying attention to the bigger picture, plus their horrible character writing puts me off of the game. But at its core, I think Guild Wars' original design concept of having most of the game be end-game is actually kind of refreshing and I wish more games took the time to really polish that concept.)

Here's the thing: while most players might argue the "end-game" starts when you've acquired everything there is to acquire and all that's left is super hard challenging bosses and no more room for improvement for your characters, I don't really see it that way. In my conceptualization of end-game, it starts when there are no more stat bonuses to gain. You can't hit harder, defend better, etc. anymore and what improvement is left is fiddling around to look for better and better optimization and synergy with the pieces you've got. And challenges in the game play come no longer from being able to survive, but rather from figuring out the puzzle of the boss, try to understand what you're supposed to do, which skill you need to use, or what plot point to push forward in order to resolve the conflict. The point of end-game is that it doesn't get harder anymore, it simply challenges you differently.

Of course, this design concept is a bit harder for video games due to its vastly larger decision matrix and limited programming power. However, in a tabletop game, where a huge part of the enjoyment is from socialization and exploration and the DM can spin a new location out of nothing by using theater of the mind stuff, this idea of reaching "max level" (by which I mean getting most of the class mechanics early in the campaign, so this applies to level-less systems, too) has a lot of room to explore. Especially since in tabletop gaming, most players are actually very familiar with their class mechanics and would probably enjoy carrying their character through many different worlds that share the same lore. Being able to travel to a new place to find new items that synergize well with the character's build (which is easier to do with a human DM who knows which mechanical holes exist in your character's repertoire and thus can throw an item that can do the cool thing you want to do when you get to a new town) can be really fun. Having the core style of your character's combat remain the same while at the same time being able to augment it for each new challenge can keep the game fresh while not having to abandon the character just to try something new.

In short, I think what I'm saying is that focusing on tweaking optimization as character progression can be really fun, but rarely do I see games design for that and the only instance I can think of didn't really do the design concept justice.

cashew: Sumomo acting like Sumomo (Default)

First, thanks to COVID, I missed out on my Whispers pull in Another Eden (missed a guaranteed 5-star unit). Oh well, it's not like I play that much with these units anyway, so...whatever. I still haven't finished leveling my newest 5-star Tales characters, so I gotta go do that first.

Second, Windows 11 update includes some horrible "copilot" AI module that is the worst and I don't want it and I'd like to see it go away please. Ugh.

Third, am diving deeper and deeper into the DnD mechanics as I feel better and start planning a very trite story idea involving nerds playing DnD and breaking the tension of their campaign for comedic effect. Will be bland, shitty tripe, I already know this, but the idea amuses me, so I'm sitting here making fake character sheets for fictional characters role-playing even more fictional characters. Because thinking about this is more fun than the GENOCIDE that's happening in Gaza.

Anyway, because of looking up DnD mechanics and stuff, I've become intrigued by the Plasmoid player race and feel like it's definitely ripe for a lot of fun (you get to play as a SLIME!), but I suspect people will be really fucking boring about building the character and it will be more about the "cool" and "awesome" (aka I-want-to-be-Tempest) and less about the "fun". For all that tabletop gamers claim they play pen-and-paper RPGs for the versatility and being able to build a character of whatever background they want, what they actually generate at the table is often bland, overdone fantasy tropes with zero creativity. If I want to see yet another Elf Rogue, I'll play one of the millions of phone games that will always include an elf rogue somewhere in their catalogue.

I guess what I'm saying is: Where are my cat people?! For fuck's sake, there are two cat races, pick one!

cashew: Sumomo acting like Sumomo (FFVII // zack)

I'm still not over how annoying FF16 is, so I'm going to drill down to a really tiny, specific issue that sort of illustrates the bigger picture of why FF16 is such a failed single player RPG.

Cut-tagged for length. )

Conclusion:

FF16 uses narrative choices of MMOs that stem not from storytelling deliberation, but are the unintended results of technical limitations specific to MMOs. In a single player game without an MMO's limitation (persistent world, shared assets, millions of players all at different levels of progression), the narrative could and should have used traditional RPG storytelling tools to convey pertinent world building information without having to resort to stuffing the lore into a free-floating appendix.


At this point, I am reminded of the criticisms toward FF13 for having a lore log. But the difference here is that FF13 is an easily understandable story without ever having to open the lore log. You can find out more about the world, the gods' war, the formation of Cocoon, but it's not important to understanding Lightning's frustrations at being thrust into the role of a guardian before she was ready. Meanwhile, FF16 stumbles awkwardly through a story of Medieval White Europeans coming to grips with "slavery is bad" for the very first time. And the protagonist learns all this through a series of unconnected fetch quests that asks the player to go kill X many killer bees then get berated by those mean, mean slave owners.

Cringe doesn't even being to cover it.

cashew: Sumomo acting like Sumomo (FFVII // zack)

So, I'm watching FF16 cutscenes at the moment (because I'm curious what the director of FF14 would do with a single player RPG) and everything I was dreading is coming true. The sidequest system is terribly implemented, the storytelling is utterly incoherent, and thematically the story is just so utterly devoid of anything interesting to say it's kind of painful.

Of course, I haven't actually finished the story yet, so we'll see how things go, but at the moment, I'm kind of really annoyed at the handling of the world building and the extremely questionable themes at the foundation of the story. At first, I thought this was going to be a more character-centric Final Fantasy entry, a deviation from the more allegorical storytelling that FF series usually favors. But, as the story drags on (and boy does the plot drag thanks to a terrible sidequest system and incoherent timeskips), I'm starting to get more and more skeptical about where the story is going.

To get to the specifics: a core part of the FF16 story is about building a world that uses magically gifted people as slaves. Then the story goes on to show you how terribly cruel people are to these enslaved magic users and how there's an entrenched dehumanization of people with magical powers. The problem is that this is nonsense. Slavery, specifically chattel slavery, reached institutional stability through othering. The idea is that a certain group is the "other" based on an arbitrary tribal line: race, ethnicity, nation, whatever — and that allows the rest of society to think of the othered people as objects and deprive them of their personhood. However, in order for enslavement to work, the othering divide has to be unambiguous and difficult to overcome. If the "other" can randomly pop up in any tribe, then the denial of personhood would constantly be questioned. This in turn threatens the stability of slavery as an insitution, because once you start seeing a slave as a person rather than an object, it becomes ethically impossible to justify enslavement. Such questioning would risk the stability of the ruling class (the "master") because they can no longer justify the denial of personhood to the out-group.

Now, in FF16, the story clumsily tries to show how "mean" people are to the enslaved magic users, as though people being "mean" is the reason for slavery and not because of, y'know, political and economical convenience. Then, the story further muddles its political message by showing how the "masters" suddenly turn friendly once they learn the slave belongs to an influential person. This is hilariously bullshit, because while this is how people act to servants (who — while are considered of a lower caste — are still human), this is not how people treat slaves. Slaves are objects, devoid of personhood and humanity. Will you treat someone's car with more courtesy just because it belongs to a rich person? I mean, you'll definitely be more careful not to scratch or dent it, but you're not going to suddenly be polite to a car. The same is with slaves, because that's what enslavement entails: society has agreed that slaves are not people.

What's worse is that FF16 proceeds to show the enslaved liking the good masters and wanting to remain enslaved to their good masters; it's only the mean masters who makes them want to run away. This is...I have no words to describe how immensely stupid this is, because, just in case there's people who are still confused out there, slavery is bad due to owning people like objects, not due to having mean masters. How are we in the 21st century and this basic concept is still unclear? Owning people is immoral, regardless of how well you treat them.

So...yeah. I have very little faith in FF16 right now. At least I didn't splurge $500 on a PS5 and $70 on the game. I'm so very turned off by modern gaming right now.

Note to self

Monday, May 29th, 2023 17:22
cashew: picture of delivery cat from Another Eden dressed in pumpking costume (Another Eden // Pumpkin Cat)

Newest Another Eden Road Map, current as of v3.0.500.

Tried the dungeon for the newest Tales collab (Dreaming Flower) and...ugh. Do not remember the first Tales collab dungeon being this difficult.

I already have a poor impression of the second Tales collab due to the fact that the story was kind of WTF. But now, as I'm playing around with the characters, I'm a bit annoyed that the second collab is so fire-focused. Unlike the first collab, where the free units technically came in four different elements (even if Milla was more of a neutral element than water), this second collab is super focused on fire damage. I can sort of understand, given that one of the units gives Fire Stance, thus it makes sense to promote a mono-fire team, but it also means that these new characters are locked into mono-fire and there's already a lot of competition from free units in the mono-fire position. Especially since there is already an existing free Fire Stance unit, so this just makes things even more monotonous.

All in all, I would say the second Tales collab was far less satisfying than the first collab. The later non-collab units are also far more useful to spreading out from the initial slash-heavy teams. I know that meta-wise mono-elements are far more effective, but I like having the flexibility of playing around with more than one element, especially since going through story dungeons requires more flexibility in the team composition.

Finally, having to grind more reward track points is annoying. I think I'll focus on on bringing in Lloyd and Colette for now, not because it makes sense, but because I actually like those characters and have no emotional attachment to Alphen and Shionne. Actually, I kind of resent that Tales of Arise got the collab instead of better Tales games, like Abyss or Eternia or Destiny.

cashew: Minako's transformation pen (SailorMoon // pen is mightier)

I finally finished the base game (A Realm Reborn) story, got through the very long end credits, and started futzing around on other jobs and unlocked BLUE MAGE! (I wuv Blue Mage. Ahem.)

I'm also puttering around doing side stuff because I'm waiting for 6.2 patch to come through to add NPC parties to story dungeons. It's one of the things I've been doing, because I don't like doing dungeons with other people. Other than the enforced daily PUGs through daily roulette, I'm sticking to using NPC helpers. I wish they'd implement NPC helpers for all of the game's dungeons, that way I can avoid having to go into any of them blind. But...them's the breaks, I guess.

My current job levels are as such: Paladin 60, White Mage 60, Scholar/Summoner 35, Marauder (later Warrior) 25, Blue Mage 24.

I tried to level my crafting jobs equally, but Weaver shot ahead of everyone else and now I'm doing dailies to try to bring the jobs back on even footing. It's...taking a while.

So since I'm testing out all the jobs now to try and figure out which DPS class I want to take through the MSQ, here are some of my more advanced N00b tips, tricks, and general thoughts:

Class, Jobs, Roles )

That's it in terms of combat stuff, so let's get to the crafting and gathering!

Non-combat jobs also have story? )

So, that's about it on the crafting and gathering. Finally, some general miscellany thoughts on journey to level 50.

ETCETERA )

And that's...about it for now. In short, FF14 has a lot of fun stuff even on a free trial account. But, as entertained as I am, I'm not convinced subscription is worthwhile. Since not only do you have to pay for the expansions (although they do bundle up the expansions into packs so that you can get them at a discount), you'll need to shell out a monthly fee, and the game has a cash shop. I just feel like the monetization is a little too heavy. Either make the game subscription or buy to play. Not both. And it's especially galling to see a subscription game with cash shops.

cashew: Sumomo acting like Sumomo (UMvC3 // felix wright)

So, crafting on the free trial is a PITA. Mostly because you have to gather all the items yourself and level all the craft jobs simultaneously, since crafting higher level stuff requires items from other jobs. On a paid account, you can just buy the materials off other players, but for a free account with no way to trade, you're stuck crafting everything yourself.

I'm far from completing the thing, but here are some quick tips:

  • You can unlock Ixali tribe quests once you hit MSQ level 41. Ixali tribe quests is a crafting quest and gives a ton of XP. Use the daily reset to level up your jobs really fast.

  • There are 8 crafts (disciples of the hand aka DoH) and 3 gather (disciples of the land aka DoL) jobs. Of the DoH jobs, cooking is the only one that doesn't seem to be integrated with the other jobs, i.e. cooked things aren't used to craft other materials in the other seven jobs. Of the DoL jobs, fishing doesn't seem to be involved with anything. So I recommend leaving out fishing and cooking for later.

  • Definitely level crafts and gathering simultaneously. Make/collect a little extra when turning in stuff for job quests, because often the item required to turn in on one job is an ingredient needed for another job's request, too. Keeping all the jobs at about the same level means not having to wait to play catch up when trying to collect/craft the quest items.

  • On a free account, it's best to take things sloooooow and keep the inventory manageable. Save most of your inventory space for materia, not craft material that you can farm later.

  • At around level 20-ish (I think it's more like 17), you'll start unlocking materia melding. You need so many pieces of materia for the level 20 job quests. Again, as a free player, the only way to get materia is to extract it yourself from equipment, so keep all your materia on hand.

  • At craft level 30, you can unlock desynth. Here's a desynthesis guide. Point is, this is where a lot of gil will get used up. Since you can't spend gil on trade, time to buy up stuff from NPCs and desynth away. (I haven't actually gotten into this yet. I'm still working on getting my crafts up to snuff.)

  • White Mage's Holy is a really quick way to farm large groups of low level monsters. Set chocobo to attack, cast holy in a group of monsters, watch inventory fill up. This is because Holy has a huge range and uses the player as the center of the AoE. I haven't tested it yet, but I think it's actually faster than DPS classes, which has higher single target damage, but slightly smaller range. When the monster is more spread out, however, Bard is much faster because it can just sit in one place and tab-target forever.

Anyway, personally, I don't think it's nearly as fun to follow a guide and speed through the crafting stuff. I mean, yeah, I'm leveling up crafting because I want to be able to craft some glamour items, but at the same time, crafting itself is a fun little puzzle and a nice distraction from all the combat.

cashew: Kohane looking over her shoulder at a glowing piece of snow (xxxHolic // winter)

So, I was trolling around to see some people in the GW2 community (and content creators) bemoaning that GW2 isn't getting a fair shake and that it's an under rated MMO and it deserves to be more popular. But...does it?

I think the GW2 community is truly confused why FFXIV, something they deem to be a far inferior MMO (subscription fee, simple mechanics, tab-target combat system, slow pacing), has become the WoW killer. Many MMO had tried to carve out their niche in the market, but only FFXIV managed to topple the giant. And all these WoW evacuees, for some reason seem to refuse to come to their beloved GW2 and fled to FFXIV instead. Why? How is this a thing? And how does FFXIV go from being a complete mess of an MMO with a launch so bad that they had to shut down the servers and start from scratch to becoming the only WoW killer in the MMO genre?

No, it's not because of the filthy casuals, are you kidding me. We're talking about how a subscription MMO killed another subscription MMO. It has nothing to do with casuals.


Let's get down to business and defeat the ... orcs? )


Finally, I think GW2 needs to reconsider its "free" account. Part of the reason FFXIV is able to grow so big is because it's so generous with free account limitations. Compare the two side by side:

Characters: GW2 - 2; FFXIV - 8
Map content: GW2 - base game; FFXIV - base game + first expansion
Bags: GW2 - 3 + bank NPC (1 tab); FFXIV - 4 + Chocobo saddlebag (2 tabs)
Classes: GW2 - 8; FFXIV - 13

I get that GW2 free trial has less stuff because the paid GW2 account also starts off with less free stuff. But that just exasperates the problem. Paid accounts should have always started with 8 character slots instead of 5. Every expansion purchase should have given veteran players an extra character slot (compared to new comers). Or at least add a new bank tab for vets who have stuck with the game for longer to help retain older players.

Instead, GW2 has taken the clear and obvious route of "If you don't pay, we don't want you." For a "buy once play forever" game, that's pretty depressing. At least FFXIV never pretends like they were going to let you play indefinitely without paying, and yet plenty of people have logged thousands of hours into the free trial. Every time, FFXIV met and went beyond the player base's expectations. Meanwhile, GW2 has let the player base down again and again.

And the toxic protectiveness of GW2 players isn't helping. Anyone who dares to say a bad thing about their game will get told that they should be thankful they can play at all and that the community doesn't need this negativity. Well...guess what? It might be that your game isn't retaining players because it's not fun and the devs aren't responding. If you keep telling people to be satisfied with what they have or GTFO...then you're going to keep losing players.

May 2026

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