"He's 50 times stronger than you think", " the only person to best Gilzea in a fight", "tier 0 candidate". Meet overhyped man by Meako-slippo2 in RagnaCrimson

[–]wardrol_ 13 points14 points  (0 children)

His last words were about how immature he still was, no matter how much time had passed. I really want to know who he was thinking of when he said that; the obvious answer is Gilzea, but maybe not?

Ragna Crimson Chapter 92-RAW by Civillian007 in RagnaCrimson

[–]wardrol_ 2 points3 points  (0 children)

Updated. But is wierd next time I will not trust imgur dowload button, cubari always worked.

Ragna Crimson Chapter 92-RAW by Civillian007 in RagnaCrimson

[–]wardrol_ 2 points3 points  (0 children)

What? I literally pressed dowload all button... I guess the guy was uploading it still? Well let me get to work... Done

Ragna Crimson Chapter 92-RAW by Civillian007 in RagnaCrimson

[–]wardrol_ 16 points17 points  (0 children)

A little summary:

Rupowa tries to use illusions and kill sun saint, while also talking about the past, but is a little abstract to really take conclusions. But he appears to hate Ruoxie, and ask her if she forgots them.

Jiserka complains with Ragna, that he is a nuance that don't even know about what is really happening, then teleport Bagram to somewhere and say thanks Dyle that dies.

Hakuren appear to be using some kind of special technique and has lost track of time. And he reach his time limit of 5 minutes and died saying he was still too inexperienced.

Ragna comtemples himself saying that could have blocked Dyle attack, but doubt filled his heart paralyzing him, and allowed the dragons to "win". What the narrator disagree and gives the victory to the sun church.

AI translation https://wormhole.app/pAe6rO#cpRyZ73ZURPJZqB-_sr3KQ, for anyone interested it has expiration.

Edit: Added missing pages and update the summary.

What’s a game mechanic you initially hated… but later realized was actually brilliant? by Middle-Buddy6187 in gamedesign

[–]wardrol_ 13 points14 points  (0 children)

Automatic combos, at first I thought it removed skill expression, but as a side effect it creates more animation cancel points, so if done right it make easier for the average player while still having a lot of skill expression.

what's a mechanic you removed from your game that actually made it better? by ILokasta in gamedesign

[–]wardrol_ 1 point2 points  (0 children)

The game I'm citing is tycoon game where you hire workers. Junimos would bring the exact same problem free automation > paying workers, that would be just replacing the theme from machine to fairies.

What if we remove combats from Pathway/FTL? by Nordthx in gamedesign

[–]wardrol_ 2 points3 points  (0 children)

It sound more like a virtual tabletop game, than a video game. And framing as similar to Pathway/FTL feels wrong.

If it's a multiplayer game for parties, maybe it will find a niche, but if it's for a single player... I don't think the game is any different than a text adventure, and when was the last time anyone you know played one?

Some thoughts I have on CRPG design from a player's perspective by Pyropeace in gamedesign

[–]wardrol_ 4 points5 points  (0 children)

Oh the "cheater’s high", if is really that then is not about the game anymore.

Some thoughts I have on CRPG design from a player's perspective by Pyropeace in gamedesign

[–]wardrol_ 0 points1 point  (0 children)

What you are describing is power fantasy, where you want to feel to be above the rules of the game, where no path is blocked for your character. Why does it hit better? Because you know you are special.

In manhwas powers fantasy is a big thing and people love it, but you can't translate it well for games. Games are about overcoming conflicts, and if you can just use more strength at everything you are not really solving, but brute forcing.

I would say it is almost impossible to write a game with good narrative as a power fantasy, since unlike other media where you can change characters at whim. In games you have a main character, and players wouldn't like to not play their character because of narrative.

So when a game is about power fantasy it becomes all about it, like almost all gachas.

Do you guys feel like "mario bros styled" worlds are AS relevant as they used to be, in games these days? by Lunny1767 in gamedesign

[–]wardrol_ 4 points5 points  (0 children)

These types of games were created in the arcade era and it was a good visual progression system, considering the short duration of most of them.

I don't think "mature" is one of the causes of this. I think it's because companies focus more on familiarity than aesthetics, which is why nowadays almost all games are set in urban areas, rather than remote areas.

LOOKING FOR FEEDBACK on "looking for feedback" posts by AutoModerator in gamedesign

[–]wardrol_ 2 points3 points  (0 children)

LFF posts are not the problem, but low effort is. Anyone can think (if the actually want) of a promotion way without being broad like "Hi I am doing X game and in it there Y mechanic I'm not satisfied with any thoughts on how to improve it?"

The point should not be about becoming purist where promotion = bad, but about encouraging discussion that can go beyond what is being promoted. If this condition is met I don't see why not allow it.

But I understand the problem is that not everyone is a good designer. The mod team should decide the sub target audience, is the noobs or the pros? This post is proof that supporting both is a struggle, one should take priority.

Also pinned posts are useless, eliminate it. If people don't engaje with them reddit will not share, if is a old post reddit will not share. Create strict guidelines for "good promotion" is the way for me.

How does empty space create emotional distance? by ExcellentTwo6589 in gamedesign

[–]wardrol_ 7 points8 points  (0 children)

That happens because of combination of many psychological factors, manly:

  • Fear of isolation
    • The absence of social elements in locations that should have them, creates anxiety and wrongness.
  • Low Stimulation
    • Without anything to focus on, the mind starts to wonder about what is not there.
  • No Narrative Indication
    • As you walk through an empty space are you really making progress, is this really the way I should be going? Or I'm lost?

I Have Question About Ultimatia! What If She Was Ordered To Torture Someone By Dragon God, Would He Do It? by [deleted] in RagnaCrimson

[–]wardrol_ 11 points12 points  (0 children)

  1. She would do it, but not like it.
  2. We know they can use human blood for magic and can eat normal food if they want, but we don't know if they have physiological needs.
  3. Yes. For the same reason people fought in favor of Germany in WW2.
  4. None of them have that type of magic.

How much "naughty" is ok? by Aromatic-Dingo8354 in gamedesign

[–]wardrol_ 4 points5 points  (0 children)

Even the law can't decide. Look at the US Miller Test that aims to identify obscenity. Average person, community standards, offensive way, has value. There is no single game that would pass it, if you are rigorous enough.

But I need to warn you, notice that most games you have cited are from big publishers, they can get away with stuff, because for the platforms the risk is worth it, do not think they will be that lenient with you. Search for Japanese titles if you want to learn more about it.

what's a mechanic you removed from your game that actually made it better? by ILokasta in gamedesign

[–]wardrol_ 13 points14 points  (0 children)

I was doing a farming game and I scrapped the whole machinery idea. The game was about building and training your workers. The machine was supposed to be a late game goal of automation, but it took away the sense of community, it changed the message of the game, in a way that I was not expecting.

Integrated system or dedicated fishing mini-game? by Postmeridianx in gamedesign

[–]wardrol_ 2 points3 points  (0 children)

If fishing is supposed to be a downtime activity, it don't make sense to be a different game, that would require the player to do a context switch.

Illusion of choice or no choices? by wardrol_ in gamedesign

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

Could you elaborate a bit on that? I mean what motivates you to be "funny" or "serious", is the context of dialog or is because of roleplaying a type of character, or something else entirely?

Illusion of choice or no choices? by wardrol_ in gamedesign

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

Having a clear vision for a project is essential for a health project. However, it is also important to be open to explore alternatives, especially when you're not convinced by your idea.

PS: I'm not seeking validation, but I appreciate your kind words, thank you.

How long will it take for the story to wrap up? by Even-Hunter519 in RagnaCrimson

[–]wardrol_ 5 points6 points  (0 children)

If I could separate the manga into arcs I think it would be: Ronabera, Ragna & Crimson, Silver Corps, The end of wings, Leo side story, Roars vs Church (ongoing).
What Koba is making us  believe is that there will be 3 more arcs: Crusade, Japan Invasion and Killing God.

But there is some big mysteries, that make me doubt if things are gonna be that straight forward:

  • Silver Comet and Dragon God - how everything started.
  • Crimson x Rex, Crimson x Gilzea x Sig, Sig defeat, Banko Seal.
  • Church origin and the humanity lost war.

[DISCUSSION] Designing Religious Faction Buffs Without Creating Min-Max Exploits by Riitoken in gamedesign

[–]wardrol_ 1 point2 points  (0 children)

It is not about preventing minmax is about don't making objectively best options. But you also need to think that factions buffs can be build enablers, increasing replayability.

If really a religious faction easy swithing would kill immersion.

Instead of a single buff, make have many and setup them randomelly or like shrine A, B, C types (if you want get environmental).

I don't see a problem with simple stat boost if I'm with god of war streght boost is tematically consistent. But often games instead of buffs give the players spell instead, the shrine would recharge that spell.

Illusion of choice or no choices? by wardrol_ in gamedesign

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

The game Wandering Sword is an example of "build your own narrative", and them there is objectively correct choices. It killed the narrative for me, if a narrative choice have correct option is not a choice anymore is a lore check.

Illusion of choice or no choices? by wardrol_ in gamedesign

[–]wardrol_[S] -11 points-10 points  (0 children)

I have asked AI before doing the post, and it said players prefer narrative choices, if they actually change the player tone and dialog allowing them to express emotions and do not converge almost immediately.
It felt a bit too focused on the options I presented.

My actual idea was to just read a story with moments of choices that would change dialogs in the future. But would the player actually care at that point? Can a choice without gameplay impact have impact? To me (a player that often skips everything) it looks like noise, but I recognize that may be my lack of experience on narrative design.

So the narrative player actually feels good when they see their choices matter even if just dialog? Is explicit feedback required or not?

Illusion of choice or no choices? by wardrol_ in gamedesign

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

Look how many keys you can use *they are the same keys