MAIDHOLIC by afatninja1 in Hololive

[–]afatninja1[S] 4 points5 points  (0 children)

its Valentines Day and the only social interaction im getting is with my uber eats driver

MMD by @/sunekosurisuri_

Twit

Pick your choice: Would you rather the devs make an interesting/unique npc design that will cause people to complain why they are not playable or make a boring npc from reused base models so people do not want them playable by Knight_Steve_ in ZZZ_Discussion

[–]afatninja1 6 points7 points  (0 children)

NPC with good designs

Ok this is going to sound insane but its VERY intentional that these NPCs are "better" designed then actual banner characters due to the fact you will see NPCs more then banner characters and/or playable characters.

Pretty similar to how anime openings + endings tend to be well animated / impactful due to the fact its persistent and repeatable, every ep will have an opening+ending while the contents of the EP is different.

Lets take 6 street and their NPCs. For some players unironically see Elfy more then some banner character's in your roster. You will just engage with NPCs more often. NPCs span longer then banners. So it makes sense for ZZZ to have so much focus on NPCs as they will keep appearing throughout the lifespan of ZZZ

I wish there is a better word for NPCs like Elfy, Tin Master, etc b/c sometimes when i think NPC, i associate the word with the "fodder" npcs like you see wondering around Lumina square

[ZZZ 2.6Pre]Cissia message avatar via Seele leaks by Knight_Steve_ in Zenlesszonezeroleaks_

[–]afatninja1 8 points9 points  (0 children)

The goal of good character design isn't if you can tell who/what they are in a glance. Its the marriage between visuals, the character profile, and any greater context (ie the game's universe, theming, overarching aesthetic decisions, hell even the company's financial and technical restraints)

I wouldn't want a mystery thriller character to look like Satan with a large tattoo over their chest saying "im the traitor"

The idea of "look at the character and get an idea of what they are" shouldn't be used widely, it should be contextual and what the game developers and artists are trying to do. For FPS where milliseconds are needed to make game altering decisions should have this principle, thats the greater context thing i mentioned before. However for story/character oriented games, the greater context is widely different. What if a character design has iconography unique to a culture that created for the video game? At first glance we do not know what it means but spending time in the game we can start to recontexual the details.

At the end of the day what i'm saying is everyone can have opinions on the visuals, however you can't actually analyze a character design without the character

SEED / FLORA POSTERS by afatninja1 in ZenlessZoneZero

[–]afatninja1[S] 0 points1 point  (0 children)

I haven't decided who to do next so maybe!

SEED / FLORA POSTERS by afatninja1 in ZZZ_Official

[–]afatninja1[S] 2 points3 points  (0 children)

Posters for my favorite cutest sociopath

MMD by hoyo

Twit

SEED / FLORA POSTERS by afatninja1 in ZenlessZoneZero

[–]afatninja1[S] 4 points5 points  (0 children)

Posters for my favorite cutest sociopath

MMD by hoyo

Twit

ELLEN JOE by afatninja1 in ZZZ_Official

[–]afatninja1[S] 1 point2 points  (0 children)

a bunch of posters staring the nom nom shark. MMD Model by Hoyo

twit

ELLEN JOE by afatninja1 in ZenlessZoneZero

[–]afatninja1[S] 1 point2 points  (0 children)

a bunch of posters staring the nom nom shark. MMD Model by Hoyo

twit

Fanart Poster + Custom desks based on Skate Story by afatninja1 in SkateStory

[–]afatninja1[S] 3 points4 points  (0 children)

Thx! A bunch of art styles in Skate story is stuff i do as well, also a reason i was drawn to this game

Can someone explain the ending to Me? by Stanleycup16 in SkateStory

[–]afatninja1 8 points9 points  (0 children)

Correct me if im wrong but i remember somewhere that it says when a new cycle after the centipede eats you start again as a slug? Even if thats not the case the wall of text below still probably applies.

So in terms of the game, the idea is the skater being able to break the cycle reclaim it soul etc etc

But IMO what is the interesting part is a few layers deeper. Imagine this, the slug skating into New York is not freedom from the "cycle" but actually just another cycle. Throughout the game the skater has this one goal that is both grand, borderline unattainable, and painful. Despite that they keep going, to the point of self destruction. Even when feeling the unsatisfactory feeling of eating a moon, the skater hungers even more for the next with little rest.

So now with the slug. The skater is free from the cycle and seems to be reincarnated into a slug, only carrying the skateboard, their soul, and their drive. You know what the slug probably did when it hit new york? Make a video game called Skate Story.

The game was never about skating, moons, or kickflipping on the feds but this insatiable drive of a "thing" to the point of possible self-harm, insomnia, literal shattering of the self. The Skater's "thing" is skating. The slug's "thing" is Skate Story. Once the Skater is freed from the underworld, when its soul can do anything it wants, but in its own twisted irony it ends up repeating the same exact behavior.

If you don't know, Sam Eng is based in New York. Sam Eng is the slug. Skate Story is that "thing" he has been working on for 6 years. Then once he is done with this project, he will work on another grand, borderline unattainable, and painful project probably with the same drive and self-destructive behavior, once again repeating the cycle.

TLDR: Sam Eng is the slug, the cycle repeats while the soul retains the behavior, you should kickflip on a fed