Jump to content


  • Content count

  • Joined

  • Last visited

About Odenvard

  • Rank
    Fuwa Regular

Profile Information

  • Gender
  • Location
    A world and two steps away
  • Interests
    VNs, random hobbies
  • VNDB
  1. Fuwanovel Confessions

    Confession: I just nearly died I learned today that really cold rain is not a force to be reckoned with.
  2. VNs are not books

    I'd say our definitions of "RPG" are incompatible, but, as a final comment, I would comment that "action RPGs" (aka "ARPGs") are indeed not entirely RPGs, as far as my definition goes. I consider them a hybrid genre, part RPG, part action game, but not an example of either genre to a full degree.
  3. VNs are not books

    To clarify on that definition, I'll point out why your examples don't fit (plus why one maybe fits). Halo is an FPS, and that type of game relies on the mechanical skill of the player to achieve better results, rather than the skill level of the role being played (presumably, playing the same Halo game multiple times would lead you to more easily getting better results each time, which makes no sense in the context of the role you're playing, it's your skill that's going up, after all, the character presumably gets reset to its starting form with each new game). Never really heard of it, but it sounds like it has the same basic trait of relying on player mechanical skill, not character skill. If those clubs you get simply make the game easier in what is otherwise the same environment, it's basically just a modifier of what player skill is required, rather than marking an improvement of the character's skill. You're not directly playing a role in XCOM, you're commanding soldiers. Maybe the individual soldiers have some of the traits that a RPG role would have, but you're not playing as them, but essentially as a commander of them. It is closer to being an RPG than any, say, FPS is, though. Note that how the story presents characters in a game matters to whether the game can be an RPG; In the absense of an actual (individual) character that serves to provide the role to be played, it simply can't be an RPG, for the most part. I would say this is the only one that holds any real weight. Adventure games and RPG games are not fundamentally dissimiliar. I would say that many adventure games are also RPG games; multi-genre games are a thing, and while most genres conflict with RPG, the traits that make something an adventure game don't neccesarily interfere with RPG elements, and can even match up well enough that making what would be an adventure game and not an RPG into an adenture game AND RPG could end up being pretty trivial, to the point that it could also be done unintentionally.
  4. VNs are not books

    Sorry for responding now (as opposed to earlier), but I just now saw this comment, and feel it warrants a response. Actually, I would say that the core defining concept of an RPG is as one would expect from taking the full name literally; it's a game where you play a role of a character in the game world, as opposed to essentially "playing as yourself". Of course, this quite naturally explains why a lot of certain mechanics "feel" like a rpg, while at the same time just including a few "rpg elements" doesn't actually make something an rpg. For example, a non-rpg might have you accomplish something via pure mechanical skill, but you don't have to be good at something to do it in an rpg; it's your role's skill that matters, not your real world capabilities in that regard. "Character stats", such as numerical values for physical attributes (strength, reflexes, intelligence), are used to show how good your role is at something so the game can calculate whether you're able to do certain things, while "leveling up" is a basic way of expressing that your character is getting better at stuff. Simpler rpgs might use a levelup system that increases all capabilities simple by getting experience from anyways, while more complex ones tend to have ways to increasing certain capabilities*. Under this definition, WRPGs and JRPGs both perfectly fit into the definition of an RPG, while games normally excluded for not actually having the "spirit" of an rpg tend to be excluded just the same here. Western RPGs often allow you to create your own role, so to speak, so you can be someone who's not you, but close to what you want to (pretend to) be, or at least be for a small time in a specific non-reality situation. Meanwhile, JRPGs tend not to let you choose what you want your role to be, but instead give you a role to play, which naturally means less choice, but you still have involvement in how that role plays out by choosing between the different actions a character might have taken on their own. Overall, one can ultimately have an RPG where you don't really have any choice at all as to what your role does, but rather how it does what it was already going to do either way. An RPG which allows you do both of those fits into the "WRPG" category, while one with only allows the second fits as a "JRPG". This is, notably, how the terms are already used (but not necessarily codified). A game where you "play" the role of character, but have neither the ability to choose what OR how the character does, wouldn't really have much in the way of gameplay. It would mostly be just a bunch of reading. Of course, you could maybe throw in the occasional choice, perhaps even having the story split based on critical points. Perhaps, if you're playing the role of a dude who has a bunch of cute girls who might be interested in him, those choices could split into "routes" where the dude chooses a given girl. Maybe throw in some explicit lewdness, or maybe not, and you get... I hope you see where I'm going with this, at this point. * See, say, Elona, which is sort of a roguelike (game like rogue), but it has clearer RPG elements. Skills in Elona are improved by actually using that particular skill, so killing rats with a stick does not make you a better archer, for example
  5. Share Your Technology Related Hijinks

    Huh, lot's of strange issues in this thread that I didn't even know were possible. That is, they're far from being outside the realm of possibility, but, even having worked with various digital devices as much as I have, these issues still seem strange. Err, there is that. I share your pain, for that most part (I'm gonna jinx myself by mentioning this, but it seems like my headphones break less often when I have at least two sets of them, and currently I have two such working sets).
  6. VNs are not books

    While I disagree that the differences between how the systems ultimately play out mean that VNs aren't a sort of subgenre made from certain parts of RPGs, I would certainly agree that the difference leads to the two having differences overall experiences. After all, if both ultimately lead to the same sort same experience, it would more than likely be the case that one would end up being nearly strictly better than the other. In the end, though, they end up having diffeent appeals to a very large degree, even when the systems at play are very similiar (I could probably make a simple RPG in Renpy without having to use the feature of actual Python code very much if I really desired to do so, and one could likely make a simple VN in RPG Maker just the same, perhaps not even having to work outside of the default feature set at all).
  7. VNs are not books

    Honestly, while I've seen discussions on how VNs came to be originally (from some genre of games that had some actual gameplay, though not necessarily a whole lot of it), I don't know if I've seen anyone who shares my opinion on what all VNs, from classic to modern, pretty much are; They're games that you get if you made an RPG with only the dialog system in place. That may seem crazy (or maybe it entirely makes sense to you, I don't know), but there's a pretty easy way to back up what I'm saying there... Look at just about any RPG made with RPG Maker (the specific program), and remove all non-dialog parts of the game from it, and replace those part with (minimal) descriptions of what happens if you do it right (perhaps even inserting choices at parts where things fork depending on how you do it, if you're generous). If you string together all the the dialog, without any other parts of the game, what do you get? Well, if you've got standing sprites (fairly common among such games), the classic dialog box at the bottom which holds all the words characters say, and probably some music, I think its safe to say you just "created" a Visual Novel. Of course, said VN may be a little low quality. Especially if it's, say, an h-rpg (many of these are so much more blatantly similiar to VNs than their normal rpg counterparts). An h-rpg converted into a VN is literally just a nukige (hopefully I got that word right). H-rpgs tend to be even more prone to VN-alike elements, such as (H)CG, sprites of the sort normally found in VNs (as opposed to the sprites of the sort often used for representing where a character is on a RPG map), and "choices" leading to good/bad endings (a nukige formated like a certain common type of h-rpg would have choices that look something like "Lose battle" (leading to game over rape) and "Win battle" (leading onward into the game). Amusingly, this points out the weirdness of the conventions in those games pretty well). Essentially, to sum it up, I consider VNs to either be RPGs themselves, or to at least be a direct sub-genre of them. This also means I see VNs as actual games, as well.
  8. You are a pirate!

    Note: This post includes opinions of mine of a sort that I intend to show only in this post, for various (potentially obvious) reasons. Yeah, I'm a "pirate". I've done it a ton, to the point where I likely could serve as evidence that "as long as you don't upload anything, and don't make yourself super obvious, downloading is almost certainly NOT going to be an issue". Of course, I also see it in a way that is similiar how the person you mentioned sees/saw it; "pirating"* is ultimately a direct moral good, and aids any industries it takes place in. Due to how the process works, anyone who actually benefits from being the one pirating (for games, and other art forms, it's entertainment/enjoyment they're probably getting, while other programs grant whatever benefit they would normally grant from being used) ends up adding to overall welfare of those involved without actually depriving anyone of anything (generally speaking, the other option someone who would pirate something sees is not "buy it instead", but "not get it at all". There may be exceptions, but they simply don't form the rule. Therefore, not even the already ridiculous concept of "lost potential sales" even applies.) Of course, there are people who realize the nature of all software/digital data (games, non-entertainment software, and anything stored digitally alike), and among them are many who make up groups such as free & open source software developers. Those who choose to work on things like this benefit further themselves from things such as being able to recieve contributions, such as patches and bug reports, from people who may otherwise never have even considered using the software in the first place. Of course, the people using such software benefit in various ways as well, such as having saner methods of obtaining the software, not having to circumvent DRM (DRM universally making any digital data it tries to "protect" inherently worth less to anyone dealing with it, ESPECIALLY legitimate customers who are far less likely to have any method of completely getting around it provided to them), and benefiting from any improvements that patches and such things that would not have otherwise existed bring. Anyways, long rant, and I could go on for ten times as long as I already have, but basically, I have strong opinions regarding copying/"piracy", and thanks for causing me to rant about it now so I don't end up accidentally doing it later or something. *Actually literally just copying, pirating implies stealing, but the way digital data is transfered works similiar the way information in general does, with the product duplicating, and the person who's downloading getting that exact** copy, but not the original. Stealing instead deals only with the original object being transfered, resulting in the act depriving the original owner of the item. **Exact, because it's between computers which have essentially perfect memory and transfering capablity at the level of 1's and 0's trading information that exist as 1's and 0's. Information transfer and memory of humans lacks that level of perfection, so "normal" information lacks the "exact" part.
  9. I'd say I have a pretty clearly defined opinion about voice acting; If it's actually good, it can add quite a lot to the experience. If it's anything less than good, or if it's too inconsistent, such as if side characters pop up much at all but are unvoiced (unvoiced protag is fine), it tends to detract (and distract) from the experience more than it adds. Of course, while I don't know if I can honestly name any cases where a VN which had no voice acting would suffer from somehow gaining good voice acting, or any cases of VNs with good voice acting that would improve in the absense of voice acting anyways, but it's worth noting that voice acting is often expensive for companies who make any sort of game at all. As such, it's quite possible that a company could end up either funding the creation of any other parts of a game less due to including voice acting, especially if they realize they underestimated the cost of voice acting after they've already commited too much money to its inclusion. This is particularly likely for small/indie/new companies, who are also the ones who are hit hardest by making this mistake. With that in mind, I would say that VNs made by a big company that has less to worry about with regards to the risks of including voice acting benefit the most from it; There are limits to how much any one part of a VN can benefit from additional funds, due to things like artists/writers not being physically capable of producing more than a certain amount of material in a given amount of time no matter how much they're payed, and a big company is far more likely to actually run into those limits. Plus, they'll be more likely to actually be able to pay for good voice actors. Meanwhile, VNs made by small/indie/new companies not only don't have as much to gain from voice acting (there's more risk of them not being able to get good enough voice actors for voice acting to actually be a good thing for the VN), but they also risk making other parts of the VN worse; Whether that be due to mistakes made when determining how much they should spend on voice acting leading to other parts of the game needing to be rushed to make the game profitable, or due to intentional planning which nonetheless leads to less resources (funds/possibly time due to available funds) being commited to other parts of the VN. Because of this, VNs made by these companies may even be said to indirectly benefit from not including voice acting.
  10. Fuwanovel Osu! Thread

    To be honest, easy mode seems to make these maps harder, so I went and did one with just halftime (no nofail :P). Amusingly, despite being absolutely lazy with this, it turned out to be a higher overall score than my highest nofail on this map. Anyways, its a C rank: Btw, my images work for perfectly for me. Are you somehow blocking postimg or something? In any case, those previous ones are all runs of Linkin Park, Steve Aoki - A Light That Never Comes [Insane], just as this one is. The first one is D rank, 181730 score, 46.32% accuracy, 262x300+309x100+36x50+194xMisses. Nofail Second one is D rank, 355675 score, 68.79% accuracy, 465x300+239x100+38x50+59xMisses. Nofail Third one is D rank, 355360 score, 67.10% accuracy, 452x300+239x100+35x50+75xMisses. Nofail In case you can't even see this one, its C rank, 362719 score, 72.87% accuracy, 506x300+211x100+44x50+40xMisses. Half Time If you seriously can't see any of my images, then I guess I'll make another post with links to a temp general file hosting site with the images instead, or something.
  11. Do You Read All The 'Readme's?

    Depends on what kind of readme it is, then. I'd stick by my general estimate of "most readmes", but VNs don't really have much to gain from said readmes. I have played a decent amount of RPG Maker h-rpgs, and translators for those often put important stuff in the readmes, or just make more useful ones. There was one such game that had a "translation notes" of some sort, and I read that. It was interesting to read, at least, and gave me a better understanding of why some parts of the game seemed slightly off in their translation. Basically, I read readmes for pretty much everything, but sometimes I can't read them, and sometimes I get the same information from elsewhere before the readme would have been relevant (such as readmes which are basically just installation instructions), though I suppose I skim even those readmes before realizing their uselessness. Not all readmes are equal, and readmes for pretty much any other sort of software is more important than readmes for VNs.
  12. Do You Read All The 'Readme's?

    I would say I read most readmes, and that I tend to turn to them as one of the first areas to search for a solution when running into an issue. However, some readmes are basically useless, and sometimes readmes are still in japanese (such as with some fan translations), or some other condition makes the readme unreadable to me. Of course, I actually read documentation and consult search engines to find problems to technical issues on nearly a daily basis, so I doubt I could be considered the norm... Having served as a temporary tech support for some of my friends in the past, I've been exposed to how much a lot of people simply refuse to read, even when doing so would solve their problem in a matter of seconds.
  13. Fuwanovel Osu! Thread

    Err, by score, I meant how well I did. I guess accuracy percentage is actually what I use. I suppose something to keep in mind is that my ability to read maps is WAY ahead of my physical limits... that is, I know what I need to do to beat any given map long, long before I can actually do that thing well enough for that information to be actionable. That's probably a pretty big factor in why what I do seems to actually work. Here's a score from the end of last month (pretty much just a week ago), on an insane map, which is above my play level, but not as far as some of the stuff I play; Here's a play from that same map, but from earlier today; And here's a play from same map, from immediately after the previous one; Slightly worse, but that can be pretty much entirely attributed to being tired from the play right before it. All three of these ranks are D's, but there is a clear, cleanly defined jump here. These are probably what one would consider "higher end D's", but this sort of pattern carries throughout all of my plays, from high ranks up to SS to the lowest D's. Mentioning "score" probably gave the wrong idea, but the accuracy is the biggest factor when I check these patterns. I just consider accuracy to be a better indicator of proficiency than score itself,and thus more of a score than score itself, all things considered..
  14. Fuwanovel Osu! Thread

    To be fair, I can actually get extremely consistent scores on maps I get low D ranks on. For example, when I was just re-getting into osu, I was getting as low to 10-15% on certain really hard maps, but the accuracy I got on such maps stayed extremely consistent at any given time. At this point, I seem to get 20% consistently on the super hard ones, and as high as 40% on certain ones. For any map, however, the accuracy doesn't change too much within the same day for me, unless I specifically note certain mess ups I'm making and actively practice my way around those. I do attempt this mindful sort of practice of stuff well enough in my skill range, but I try not to do this on the ones way out of my league, though, since just focusing on getting hits at all is far more useful. It is my firm belief that, in a lot of cases, simple practice on tasks notably above what you want to actually accomplish with a certain skill can lead to the same overall skill than (necessarily more focused) practice of tasks sitting mostly within your skill level in less time overall. Of course, it's generally a good idea to mix the two practice styles, rather than sticking to either entirely.