Jump to content

Chronopolis

Members
  • Posts

    838
  • Joined

  • Last visited

  • Days Won

    4

Everything posted by Chronopolis

  1. It's not that impressive. There's tons of places where I don't know the precise meaning, but it's just hidden under fluffy English. There are many easier-looking things that are in fact harder, I think. Ok not these two lines, these were seriously hard. 3. 英知を持つを知らぬ者こそが、真の智者であることはすでに過去の智者が語るところである It is exactly because a person lacks wisdom that they can already speak about the true wisdom of the past. It is precisely those who have not known wisdom (lit: have not experienced holding wisdom) who are truly sages. This is something which sages of the past have already spoke of. (I think.) 5. 知るを知るとなし、知らざるを知らずとなす。これ知るなり To know is not to know, Not knowing not to know. Becomes knowing. To be aware of what one knows, of what one knows not, this is "to know". (なり is an archaic thing that means です or だ 。) (I couldn't understand the line directly, but the second half of the line turns out to be a proverb, and so from that you can more or less infer the first half.) Oh, this is from steins gate!
  2. 時間は流転し、死へ臨む存在とともに生まれ消えてゆく。有限 Time constantly changes, things that wish for death are born then disappear. Finite. Times flows, and alongside mortal beings ("those who face death") it is born and fades away. 一方で時間は過去から未来へと移ろいゆくのではなく、超自然的に悠然とただそこに在る。無限 On the one hand, time flows from past to future and is not transient, on the other it seems to be just supernaturally sedate. Infinity. Conversely (or "other the other hand"), time does not move from the past towards the future, rather, it supernaturally and calmly, merely exists. Infinite. 智を知る者は智に溺れ、智を知らぬ者は泳ぐ術を知らず The person who knows too much drowns in knowledge. The person who doesn't have knowledge doesn't know how to swim. Thou who knows drowns in knowledge. Thou who is ignorant knows not how to swim. 知らぬことを知らぬと認めることこそが、神へと近づく第一歩となる── To find out that you don't know what you don't know is like becoming one step closer to god. To accept that one does not know what one does not know, that is the first step towards approaching god. (I dunno if being closer to is being closer to god faith-wise, or the if this is the first step to becoming a god-like being ie. ascending)
  3. This is probably why the western touhou community has reached out to more people (especially online) while they both started out at the same place. It just enjoys a wider stream of incoming content across multiple mediums. That and everyone is on the same page. There can't be flagship VN (maybe Katawa Shoujo is the scout frigate), there isn't even a group of 10 flagship vns. Putting that aside, what content should fans make or come together to make, and share? The precedent is all there in other fanbases such as touhou, anime, and MLP. Art, Music remixes, Card/Board games, Youtube MAD's, Cosplay, Fanfiction, etc. (particularly the bold ones) There's a definite lack of the above content, and a place to share it on this forum. To be honest, I had a vague feeling that something was different (their being oddly nothing to do), but only did I put my finger on it. In any case, content which is creatable by individuals is going to see a lot more creation than content that needs an entire group's dedicated effort. I think there's a bit of a disconnect between being a fan of VN's and wanting to make VNs. It's not the most natural "fan content" to make, and yet people point to it like it almost is. To put it another way, it's like urging people who want to celebrate Harry Potter to work on writing their own fantasy book with wizards. I didn't know you were up to date in that circle. Neat. I've been thinking about taking a dip into what OELVN has: it's always interesting familiarizing oneself with a community that revolves around creative production has to offer.
  4. I'm talking to any one concerned about piracy, sales models, and how things "should be". Particularly: I think there's a coherent, consistence stance that would lead into this sort of essay being written, but think what's written here is disjointed rhetoric, filled with anecdotal evidence. Let me define two models for selling products: Conventional Model: I make hats, and sell them. I make VN's, and sell them online. I perform and host a concert and sell tickets to it. Gratitude Model: Free version (through piracy or public release) are always available, people who want to support the game buy it. I play music in the streets and people who enjoy it pay me money. Now, the main difference between the two is that VN's are software, which are copyable. Now what I'm saying is I don't necessarily agree with is "just because of that fact that copying a product is technologically possible and economically feasible, the maker should lose the ability to sell them conventionally, and that they should absolutely switch to the gratitude model": ---- As a premise, I believe sellers should be able to include conditions in their sales of physical or digital objects (you can think of a contract as a more generalized thing, which includes all sales), and if that contract is, "thou shall not copy or share this product with anyone", then they should be allowed to. Let's say you bought a game which came with the conditions "you cannot resell or share this game". Let's say you were a typical person and shared the game with your friends anyways, after you were finished playing with it. The discrepancy here isn't the maker putting "you cannot resell of share this game" in the conditions, it's the fact that the maker lacks the means to enforce this contract. So if a purchaser uploads the a game, then they are breaking their contract they made bought the game. The person who downloads this game, well, technically they aren't bound by any contracts to the maker, so they aren't "breaking" anything per se. (I'm going to ignore any national laws for now, since god I have no clue) The conclusion I draw is that for people who torrent, there is a conflict here between: (I want the game but don't have the money, don't want to prioritize the money, don't want to spend the money) aka. Pragmatic reasons versus Respecting the maker's (of a product that can be copied effortlessly) ability to sell the game using the conventional model. Obviously if you think that a maker shouldn't be able to sell a copyable product using the conventional model, then there's no contest at all. Edit: Honestly, after working out this post, I think I understand a part of Aaeru's stance. Precisely because something is copyable, as to benefit the most amount of people possible, it should be shared. So she (they) reject the conventional model. She also says that it's reasonably possible to change what you sell into something that isn't pirate-able. Whereas other people point out that it's not so simple to change what you sell into something non-pirateable, for example, if you develop vn's digitally.
  5. Kanon's not really my cup of tea, but and so not caring about spoilers, I read through the post anyways. Good food for thought.
  6. This is actually looks like something I want to try. Being looking for a something lighter-hearted but with substance, and Grisia isn't meshing well with me at the moment.
  7. It's a good thing you provided them, it's hard to think of things off that bat since protagonists often are unemphasized and boring. Amd then the exceptional ones are, well, exceptional and I'm not sure if I could generalize to say I like their traits. Practical Romantic Realistic with secondary ideals. Yeah. That's not asking too much is it?
  8. Ok wall, go. Do you want your protagonists to have siblings? If so, how many and what is his relationship with them like? There was one setup I liked where: sister (who is a bit of a brocon but completely platonic) died from some bullshit event, and the protagonist, being a magician (necromancer in this case) took his sister's soul into his mind as a stopgap while he searches for a way to bring him back. Now the last part already specifies a plot line, but putting that aside, elements of this setup that I like are: A mental connection: Words are fun, but a big part of serious dialogue is what the words collectively represent: someone's mental state, emotion and intent/conviction. A mental connection lets this happens constantly and as a matter of fact (as opposed to mainly in dramatic voiced scenes). AND as well you can touch on topics which a character would normally not talk out loud about. Also, there are fun shenanigans to prod at with this setup A relationship where one side or both sides understand each other in and out: Good comedy and interplay can come from this. One of a kind drama can also come from these kind of relationships. Of course, to really utilize this trope you need decent characters. (Either a somewhat straightforward personality, dotted with a number of minor idiosyncrasies OR a more complex personality.) What about his parents? Are they living, are they dead? How is his/her relationship with them? Usually out of the picture unless you know what you are doing as the author. In which case parent figures can be used to good effect. Basically, use if they are important for plot or for effecting the main character. Do you prefer fantasy or sci-fi like add-ons to your protagonist's personal issues? Do you prefer your protagonist to be mundane? Considering the add-on as abilities, either is fine though I prefer fantasy. I like it when the protag is well versed in his abilities and can describe the in and outs of how it functions and reacts with other stuff. It's also interesting to see what they think about their abilities: is it a necessity, a prized possession, just a tool, a part of them (like a third hand.) Protagonist cannot be mundane. A mundane protagonist basically scream "Ok, screw 2/3rds of the character interaction, now just focus your attention at the girls -- or the art -- or the plot." There are times which there is a good reason and that's precisely what you want to do, but almost never in a vn. God bleeping normality in Japanese culture. Then again, I suppose a bunch of MC's made to be unique but ultimately shallow would grate on the reader in exactly the same way. The journey from ordinary to extraordinary protagonist, is something I'm reasonably open to (not sure if I've seen that before, perhaps Okabe Rintarou fits here a bit). But the extraordinary has to be the protagonist's conviction, motivations, thoughts, not just their powers. Do you prefer him to be poor or rich? Do you just want him to be normal? Poor or rich on their own just changes the setting, which I'm fine with either way. If it ends up defining a part of the MC, and the their thoughts interact with the rest of the novel, I approve. (e.g. Caim in Eustia.) Is he free to move about, or is he somehow restricted by circumstance? Sometimes when characters are extremely restricted, the narrative becomes very unlike normal thought (e.g. MC of Saya). You can explore options or build notions which are normally don't' exist or aren't worth considering under normal premises. Probably not the best for use on a MC, but these things can define characters. (off topic, but this game has this as a key pillar: http://store.steampowered.com/app/290770/ ) Being trapped by responsibility, is alright too, but duty is a bit of a straight forward emotion. Guilt, less so, since it probably boils down to subjective morality. How does society see him? Is he the child of a criminal or maybe that of a brilliant scientist? Doesn't matter. Unless the story is crafted so that you are supposed to understand in and out "society' or demographic of "people" maybe sympathize with them (e.g, Eustia's Rougoku), the public's opinion doesn't matter. Sometimes heroines in stories are introduced as well-regarded and accomplished people, so personally I might go with the opposite: people who are despised, ignored, feared, etc. Bonus points if they still manage not to be that cynical. This is referring to both main heroines and MC's.
  9. It's been a long time, but Makise Kurisu. http://www.zerochan.net/146800 Such a great first CG too. There's like half a dozen different things that make the scene and her attention grabbing.
  10. Voted for Hoshi Ori Yume, but FAVOURITE is fine too. I've heard enough good things about Irotoridori that I unconsciously think of it as a decent game even though I know little about its contents. The rest of the list is a total blank.
  11. At first it was the increased immersion (how it places you in the shoes of MC, especially for getting used to someone else's life), sense of agency (choices), ability for multiple explored possibilities (branches), and because enjoyed really getting invested in characters. I like how it has an large anime influence, and yet still is largely presented in words.
  12. What do people specifically refer to when they say character design...?
  13. Applause, Applause. Much approval. edit: lol that vndb rating, http://vndb.org/v14265
  14. Near the end of Ichijyou's Route in Muramasa. The H-scene disturbed me significantly(and this is coming from someone who recently tried out euphoria). I had seen a glimpse of the Ichijyou (kissing) CG and thought the scene was going to be literary but romantic literary. Oh how it is to be so wrong. Kageyaki, wtf!!?? I kinda freaked out when a bunch of choices came out of nowhere. I'm definitely taking a break after Ichijyou's route. So worn out mentally from wading through the text. Edit: Finished it. *falls over dead*. It got quite quite good at the end, but it was just so long and drawn out in parts. My favourite part was how Minato's (and others') way of thinking crystallized near the end. On that front, it was amazing.
  15. I used to only read VN's one at a time, but the withdrawal is so strong (and I can't read anything during that time), so I kinda stopped. I still limit myself (2 or three at most)...I won't start a similiar type of game (utsuge, mecha, mystery) if I'm already playing one of that type. I still might only play one visual novel for a few days straight: playing multiple VN's at once doesn't mean I don't get into one.
  16. Good that you made this. Listening away merrily~ Just, -The podcast could be a lot less roundabout. At least, it would be good to make a set of notes of the non-historical parts, particuarly about the purpose/role the community is supposed to fufill.
  17. 翠の海、The mystery/atmosphere is interesting/captivating for about the first half, but heroine routes lose a lot of their interest after you finish like two or three because the circumstances become known. Fair amount of 'alright' slice of life, but I suppose that "life" turns out to be an important topic later on. The music is great by the way.
  18. Art styles, and whether or not I like them effect my enjoyment of the VN, so they probably indirectly increase the score I give the VN. If I feel like the CG's really bring out or spearhead the important scenes in the novel, or if they contribute to the atmosphere, then I might consciously increase my rating of the VN. People rarely bring up and talk about individual CG's, and yet, there are those that really produce a great impact. In general VN's with an art style you like is more accessible. It can help you get through dull parts, etc. Eustia had pretty good art, and awesome backgrounds, but the fight CG's were lifeless.
  19. Apparently Caramel Box Great Art is much darker then the others. For Imouto's, only thing that comes to mind is Hapymaher (two imoutou's for the price of one!), but I think you dropped it a while back. Here's another moe atmosphere game with high rating and art: http://vndb.org/v14062. Bolverk is playing it atm, and I plan on giving it a soon. I had an eye on the Tiny Dungeon series before. Something about swords and medieval fantasy, I think I could enjoy as long as characters are fun even with weak plot.
  20. The thing is, you might not want to talk about every last game you've played. This way you've actively extending to any one else to approach you. Which I find is a lot different then going and pm'ing random strangers just because they've listed the VN as Finished. Like does anyone even do that? The stuff I played is rather obscure, so I'm not expecting anything in like the next month. Still, I'm thinking there's a fair amount merely somewhat well-known VN's, that could benefit from this. Well if this doesn't work out, let's just say I couldn't stand not trying .
  21. I did a tally of the most recent 50 or so threads, and: Interpretation: In the last week (=first two pages of threads), there have only been 7-9 s seperate VNs for where there has been discussion about the content of the game. I'm sure the fuwanovel community is playing many many more games then that. Many VN's have few enough players so that people are playing them months apart. Heck, VN's in general take long enough that you can finish weeks apart even if you start around the same time. Basically, if what you are playing isn't translated and at least somewhat popular, you're pretty out of luck. There are too few people at one time to support a specific VN thread. Here's what I'm proposing: Everyone put down a list of the VN's they are open to discussing. It could be most of the VN's you've played recently, or just a few. Then when you or someone else finishes a VN and are looking for someone else to talk about it with , you can search the VN title in this thread and try PM'ing that person. You can edit and keep your list updated as you read more VN's, or if you don't want to get PM's anymore. To start off, here's my list. Midori no Umi Aiyoku no Eustia Houkago no Futekikakusha Gin'iro
  22. Probably Eustia. Though, I usually find something I like in most OP's of VN's I play. Kizuato: packed with memorable scenes from the VN. https://www.youtube.com/watch?v=kQSE6-1ltg
  23. I think it could be good to have something like a thread where people post and update a list of the VN's they would like to discuss with other people, and then other people can reply to or pm to have a chat.
×
×
  • Create New...