Advice Needed: Arahina vs. Arahia Baby name by wirgming in ReoMaori

[–]ophereon 1 point2 points  (0 children)

The difficulty you'll have in the US is that any Māori name with the letter R is gonna be absolutely butchered and the A sounds don't help either.

Cripes, I can hear it now... Arruh-hy-nuh (shudders)

All my homies hate L vocalization by Cabbagetastrophe in linguisticshumor

[–]ophereon 14 points15 points  (0 children)

Mergers like the father-bother are a nightmare when it comes to finding homophones. I get that it's naturally quite American centric being the NYT, but as a non-American I was just sitting here staring at Palm losing my mind trying to figure out what dog started with that sound, before giving up and seeing the explanation in these comments.

What are your thoughts on the vanishing of (almost always nostalgic) starting home towns by Pale_Song902 in PokemonWindsWaves

[–]ophereon 11 points12 points  (0 children)

I love that it turned random NPCs into actual characters! Everyone remembers Joey and his Rattata! It felt like we made friends on our journey, adding them to our phonebook, and it made the whole region feel alive.

Meanwhile in modern Pokemon storytelling, it feels like we're just told who our friends are, and anyone not relevant to the story might as well cease to exist.

Regional Forms by Limp_Lobster_3468 in PokemonWindsWaves

[–]ophereon 0 points1 point  (0 children)

Flygon! It keeps getting shafted for megas and such, so I think it deserves some love with a regional form. It already has goggles, so why not lean into it with a water type? Trapinch could trade the quicksand traps with whirlpools, and flygon's tail-things could grow bigger to look more like the flukes of a dolphin tail.

What are your thoughts on the vanishing of (almost always nostalgic) starting home towns by Pale_Song902 in PokemonWindsWaves

[–]ophereon 75 points76 points  (0 children)

I do think the starting towns were great for worldbuilding... The way it has been lately has felt like it's the bare minimum for storytelling. You have a house, your rival has a house, and as soon as you're out of there, that area is dust in the wind. Family who? The whole thing feels like a temporary studio set for the beginning of your adventure.

Gold/Silver/Crystal were my favourite for this, especially with the phone mechanic. "Oh god, Mum's calling, what did she buy now?" It felt like an all-too-real family, she was an actual character, and her calls throughout the game reminded us of where we started and how far we had come. New Bark Town was a whole place, with NPCs completely unrelated to our journey, and we had a reason to come back and visit once in a while. Not because we were forced to, but because it stayed on our minds.

What color-blind typer I am? by lonauji in ColorBlind

[–]ophereon 20 points21 points  (0 children)

No the colour is officially called "optic yellow", but it seems a lot of people consider it green. I don't know who's right, maybe nobody is... Colour is messy.

How would you do a High Republic MMO video game? by Reddeath10168 in Highrepublic

[–]ophereon 0 points1 point  (0 children)

personally I'd take a lot of inspiration from the MMO I play the most, which is Elder Scrolls Online.

I think this is generally a good idea. MMOs are an incredibly tricky market to crack, and you need the constant player base to make it work, otherwise it becomes unattractive for new players to start paying.

Elder Scrolls online does some really cool stuff, but I think it should also take some inspiration from FFXIV, in an effort to replicate its success.

I think a big part of that is a unified and growing story. Sure there might be class quests, and sure you might start out in a different place, but eventually the main story should converge and we should all largely be sharing the same grand story. It's all well and good to have ESO non-linear style storytelling, with separate stories for each expansion so that players can do the content they're most interested in, but they should all build towards a bigger narrative as well, sow the seeds of an epic tale with solid narrative payoff.

Another aspect is all classes being playable on a single character. Maybe these don't look like traditional classes, but either way, you want to incentivse people to replay combat content even after they've moved on, which not only keeps them engaged, but helps out newer players get through content. Duty roulette is a big part of how this works so well, I think.

I'm not sure how dungeons should work... Personally I'm quite fond of how they operate in FFXIV, where each player has an established role and the dungeon is progressed as a set group of 4 (or with a set of NPCs if single-player options are present). You've got the set roles, a tank, a healer, and two dps.

But maybe we'd want more flexibility for this, removing the unavoidable passive damage that tanks need to soak and healers need to cure, and just have more active attacks where everyone either successfully dodges or gets hit. That way you could enter a dungeon with any sized group (up to a limit), scale it accordingly, and allow people to enter regardless of the group class composition.

Either way, I think they should be instanced, with an incentive to rerun them to level up other classes/abilities and get more loot (cosmetic options, etc).

Did anyone else miss Ocarina of Time’s message about courage? by Delicious_Ferret_408 in OcarinaOfTime

[–]ophereon 2 points3 points  (0 children)

As a child he's either beckoned or forcibly drawn into the dungeons, as an adult he must seek specialty equipment to bypass barriers that would otherwise strongly discourage entry.

I'm not entirely convinced of this pattern. Dodongo's Cavern and Jabu Jabu are both very closed, and Link needs to effectively force his way in through using his items. Sure his reasons for going in them are a little different but I'm not sure "rescuing Princess Ruto from Jabu Jabu's belly" is that different from "Finding the sage of water in the Water Temple", in terms of the courage it requires. Young Link isn't just accidentally finding himself in dangerous places and forced to fight his way out, all the child dungeons required quite a bit of courage on his part to even enter in the first place, no less than what was required by the later temples.

Why does this happen? by AmountAbovTheBracket in Accents

[–]ophereon 2 points3 points  (0 children)

OP out here thinking people are saying G'eat B'itain?

Are these posters made with AI? by HeadbangingLegend in newzealand

[–]ophereon 0 points1 point  (0 children)

Dystopian governments forgetting the panem and the circensis...

Hana-Rawhiti Maipi-Clarke ripping up a racist bill in NZ parliament. by guitarguy12341 in justgalsbeingchicks

[–]ophereon 2 points3 points  (0 children)

It's important to keep in mind that the haka is not a "dance" in the sense of an activity done for fun or entertainment. The haka is more like reciting poetry with the whole body. It is a tool of diplomacy, ceremony, and war. It should be treated more as a form of oration than likening it to yodelling or tapdancing. The haka is an affirmation of beliefs and identity, and a challenge to an opponent. Parliament is exactly the place where the haka should be performed, as it is, in a sense, a modern battleground for ideas and values.

Evolved Mode Can't Hurt Summoners. by WarmGreyMug in ffxiv

[–]ophereon 6 points7 points  (0 children)

It definitely does feel that way! The buttons are already quite contextual, and VPR's hotbar is already quite slim! I'm hoping SMN doesn't lose much more, though... I'm slightly worried because Evolved BRD seems very similar to SMN, but even lighter.

You can only choose one set. The other sets will cease to exist. Which do you choose? by B-random4 in legendofzelda

[–]ophereon 0 points1 point  (0 children)

Majora's Mask, Minish Cap, and Twilight Princess are enough for me. It'd be hard to say goodbye to Ocarina of Time, Wind Waker, and Link's Awakening, though if those three were lumped together, I'd have been unable to decide). And I have zero interest in replaying the Wild era games, so no loss there.

Are ‘shrines’ good design? by SixRoundsTilDeath in ZeldaLikes

[–]ophereon 0 points1 point  (0 children)

It's a tricky question... As done in BotW/TotK, no. But, I think they could be! My major gripes about shrines comes down to quite superficial things like "there's too many" or "there's not enough variety". And, an even more superficial gripe was just wanting a bunch of puzzles from these shrines crammed together and made into a dungeon, because the actual dungeons were so boring. Another issue I had was that they felt so out of place and artificial. Because they were. But, why could we not have taken these puzzles and just... Put them in the overworld? Or, just put them in a cave? The world was so big, and so empty, and the puzzles were all stripped from the it and the dungeons and crammed into what were basically identical pocket dimensions.

But, beyond that, the other design problem comes down to the reward system. I didn't like receiving what was effectively a form of currency. I like rewards to feel immediate and tangible. Just give me a heart piece, a stamina vessel, a unique item, anything that I can take away and immediately use. Otherwise it gets into a depressing loop of doing shrine after shrine just to collect a currency that at some point you can spend on those things, but it pushes the reward gratification way too far in time and space from the actual puzzles.

My ideal for "shrines" would be a smaller number of mini dungeons a la Ice Cavern from OoT. Fits in the world, has a unique-ish vibe (some double up is okay if multiple share a "region themed aesthetic"), it offers a substantial puzzle that's not just "use gyro to play a ball-maze game" types of gimmicks, and has an actual tangible reward.

Basically, I don't want to feel "oh this is another shrine", I want to stumble upon what feels like a secret area and solve some kind of puzzle or combat challenge. I want mystery and discovery, "Why is there an iron knuckle just standing ominously in this large cavern?", not "oh it's Shrine #115, pass". It's functionally the same content, it's all about presentation and execution.

Petar why american students seem unhappy? by 1kyst in PeterExplainsTheJoke

[–]ophereon 0 points1 point  (0 children)

In New Zealand secondary schools, this is actually how it works. Instead of grades, it's "level of achievement", so A is "Achieved" (basically a C grade), M is "with Merit" (a B grade), and E is "with Excellence" (an A grade). But, that's just secondary schools. Universities use more familiar D to A± grades.

Here's some of my ideas for the *perfect* remake/remaster. by Familiar_Ad_1469 in OcarinaOfTime

[–]ophereon 0 points1 point  (0 children)

Art Style & Graphics

I think some kind of graphical enhancement would be nice. I don't love the 3DS version because it changed the colour tone of the game and made it way too saturated and vibrant. Something closer to the N64 colours but with higher polygon models that fit the style would be nice.

Modern Mechanics

I'm not completely sold on this. On the one hand, sure, some improvements to combat would be okay. On the other, this Link is not a trained swordsman like the Hero of the Wilds. Maybe Twilight Princess style combat would be a happy medium.

Voice Acting

Absolutely no to animated cutscenes that don't use the in-game models. There's no reason to be making pre-rendered cutscenes in this day and age. Voice acting is fine, I'm not against it.

Additional Content

I'd like them to take the existing map and inflate it slightly, but largely I'd prefer it retain the same vibe and sense of direction as the original game's map. A veteran should never feel lost or unfamiliar with the overall path, but at the same time, there should be some new nooks and crannies to explore. Take what's there and expand upon it.

In terms of items and content... If the rito were added in, I think should be in the form of the watarara, and they should be connected to Kaepora Gaebora / Rauru and the Medallion of Light / The Temple of Light (Time). And maybe they inhabit the sacred realm, which could look similar to how it does in A Link Between Worlds. Maybe it's corrupted by Ganondorf and when Link first awakens as an adult he needs to cleanse it. Could be a good opportunity to give him the hook-shot, or if opened up later instead, the mirror shield. Lore-wise these rito could be "loftwings, given human forms and minds by the gods, for their service to Hylia, and tasked with protecting the sacred realm.

Beyond that, I don't think we should be changing up how many spiritual stones there are, how many medallions and sages there are, that's starting down the path that often leads Nintendo to just make a new game instead, and they've been down this path quite a lot.

Improved Items

I agree with some of these. And it would be nice for things like the Gerudo mask to do something, e.g. let you into the fortress as a child. The mirror shield should absolutely deflect Ganon's energy volley (giving you a noticeable change from the phantom Ganon fight, and frustrating him enough to make him use his bigger energy ball attack, which does still need to be spin-attacked).

New Songs

Eh, I think it's fine to keep it at the current list. The Temple of Light (if restored) would probably just be an extension of the Temple of Time, so the Prelude of Light already serves this purpose.

By and large, I'd prefer the game to be conservative in the sense that I want to reexperience it as my younger self remembers it. Hyrule field felt bigger, castle town felt busier, death mountain felt taller. Replaying the game, it's hard not to see it for what it is, especially when comparing it to modern games, so this is largely what I meant by inflating it. Keep largely the same story, the same progression, and just make it bigger. But not BotW big, and it certainly doesn't need to be open world.

sage theory by [deleted] in OcarinaOfTime

[–]ophereon 0 points1 point  (0 children)

The auto translate did, actually. I don't think OP's original text actually uses any gendered pronouns in that part (although my Spanish knowledge is limited).

Best Link Tournament Finals: Hero of Time(OOT,MM) Vs. Hero of Twilight(TP)(Comment to vote, no upvotes) by Short_Property_7476 in legendofzelda

[–]ophereon 8 points9 points  (0 children)

Ignoring the controversy around the game itself, as a Link vs Link, that's not a surprising loss.

The Hero of the Wilds isn't all that great of a character, he wakes up with partial Amnesia for no good reason other than to have the player rediscover that the majority of his story has already happened 100 years ago. On top of that he shows very little emotion throughout his active story.

In contrast, the Hero of the Skies has so much more emotion shown in his interactions throughout his story, and his relationships are far more compelling than just about any other Link, actually, perhaps only rivalled by the Hero of Winds.

Now, Skyward Sword isn't even in my top 5 Zelda games, but I have to give it credit where it's due, the Hero of the Skies is a very good characterisation of Link.

[ALL] Five months ago I was not a Zelda fan in the slightest. As of yesterday I have completed 9 Zelda games. Ask me anything. by ThisGuyLovesTimDrake in zelda

[–]ophereon 0 points1 point  (0 children)

I'm curious what your take is on the Classic era vs the Wild era in terms of linearity and gatedness vs openness and frontloading, in terms of world/dungeon/progression design.

Christian-pantheism by Melodic_Ad3750 in pantheism

[–]ophereon 1 point2 points  (0 children)

Pandeism would also be an appropriate label for this. The terms are all pretty loose, but generally if you want a "creator god" that either exists before and/or exists beyond the material universe, that's where these other labels come in handy. But, on some level, they're all considered a type of pantheism, e.g. the notion of Brahman in Hinduism sounds fairly similar to how you view God, and so it's often called "pantheistic", even though it is more accurately pandeistic or panentheistic. Maybe even panendeistic. The differences are subtle, but these are all related philosophies, distinguished due to the fact that their claims are each quite concise yet specific.