foundationmods: (Default)
foundationmods ([personal profile] foundationmods) wrote2019-01-05 04:07 pm
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HMD

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dolleyed: all colored caps are used with permission (Default)

[personal profile] dolleyed 2019-01-06 08:28 pm (UTC)(link)
I'm going to have to come back to this because something Fishy said resonated with me and my experience with the game in regards to 'you get out what you put in'. Quoting straight from Fishy's comment:

Where does that leave characters who wouldn’t do that ICly? Does that mean that all the antagonizing they may end up doing will just lead to a bad end or they just contribute nothing to endgame?

You said as well, now, that if you did a choice again you'd allow for individual characters to leave but... oocly, this would still equal a drop. So basically, it feels like the game disproportionally punishes players of characters who aren't of the FRIENDSHIP ABOVE ALL kind. I get that a contrary character is obviously not going to be the most helpful overall, but I find the mere idea of "if your character has no IC investment in staying, go ahead and drop" pretty extreme. I don't feel like a choice like that should be given because unless requested for it because it really does put antagonist players on the spot intensely. It's a bit weird to me that characters who would bring IC tension to a group are being pushed to the side so much in a murdergame, which is like... the opposite of a happy environment overall.

And here's where it may get to a difference in opinion, but I do find it a little odd that 'friendship the NPC and make him nice' is the singular goal of a game structured around murder. Though there definitely is a bias towards this kind of ending in the murdergame community (which is totally valid!), I'm continuously iffy on 'our mostly teen characters have to be nice to and forgive the people who caused horrible trauma to them' being presented as the one possible Golden Endgame. The very structure of the game hinging on 'making Reyes own up to his mistakes' was pretty uncomfortable in that way on top of the whole 'feeling like props to the NPCs' CR' thing.

I guess this comment is leading up the a question more than anything, but can I expect future rounds to be geared similarly as well? Because this would severely affect my character choice /plays too many cynics
Edited 2019-01-07 00:07 (UTC)
relentlesslyonwards: (Default)

[personal profile] relentlesslyonwards 2019-01-07 12:22 am (UTC)(link)
I'm continuously iffy on 'our mostly teen characters have to be nice to and forgive the people who caused horrible trauma to them' being presented as the one possible Golden Endgame. The very structure of the game hinging on 'making Reyes own up to his mistakes' was pretty uncomfortable

Thanks for bringing this up, Luna, because that was something I felt was off about endgame but couldn't quite put my finger on until you mentioned it. I just want to add a little of my own thoughts on it.

It was definitely uncomfortable to have the 'make Reyes apologize' treated as the 'correct' answer, and it does seem to imply that any characters who would've wanted him to be punished more harshly/feel Reyes' apologies were meaningless (because it ultimately doesn't solve things in the long run/doesn't mean he'll actually change/etc.) were 'wrong' in a sense.

Thematically, it feels like the game's saying that 'well it's okay if you make mistakes that end up hurting or killing people as long as you apologize and feel bad about it'. Maybe that's being a little too harsh and I'm sure that's not the message you guys meant to send, but that sort of value felt enforced by how this was considered to be the ideal resolution.
geckodad: 11 (11)

[personal profile] geckodad 2019-01-07 12:30 am (UTC)(link)
While I can definitely see the merit of an ending that's meant to be unifying and heartwarming, it's true this may not be the best way to do it. In many other games the final trial is about convincing the antagonist to change their mind about everything they have done, but...

...I don't know, this one feels kind of hollow in comparison to them. Maybe because in this one Reyes isn't even the guy who masterminded the game itself, or maybe it's because it is rather vexing the best possible ending route kind of shuts down people who would be less inclined to forgive him.

I can only wonder if people like Medic or Ripley had survived then the odds of a bad end would have been higher simply because they would have wanted Reyes to be punished. It'd have been rather discouraging for the game to end badly because they didn't want to show mercy to Reyes.

It doesn't help it was once said 'what matters is who survives', because in light of this particular requirement it sounds like 'what matters is that people who'd forgive Reyes survives'.
Edited 2019-01-07 03:17 (UTC)
tacticalespionageaction: (stop smoking we love you)

[personal profile] tacticalespionageaction 2019-01-07 10:28 am (UTC)(link)
Whilst I agree with basically everyone else has said here, I’m just gonna latch on to Nick’s last point here. Now, correct me if I’m wrong, but this sentiment was only ever expressed OOCly, I think? I’d understand if it was said ICly, it can cause tension over who is worth keeping on and such and such. But expressing it OOCly felt like...some of us didn’t matter, and yeah, it began to feel like the characters with a certain disposition (aka, would not friendship and forgive Gabe) were those. I’ll be clear, I’m not criticising anyone who’s characters wanted to forgive him at all, but it became increasingly frustrating the more it seemed this was the route we were meant to and had to take, and it made me feel like I had to have my character killed off for the sake of the plot.
latebluemer: (えっ)

[personal profile] latebluemer 2019-01-07 10:51 am (UTC)(link)
Oh, that was actually an IC line from 34's letter in... I forget which week it was! But it definitely caused some IC tension that I saw here and there, though it was vague enough that it didn't become a huge thing (at least not that I saw).
tacticalespionageaction: (Default)

[personal profile] tacticalespionageaction 2019-01-07 11:34 am (UTC)(link)
Oh right! Ty for clearing it up - I only remember it being brought up in chat. My apologies for getting it wrong, then.
latebluemer: (あら)

[personal profile] latebluemer 2019-01-07 01:06 am (UTC)(link)
Dropping in as a quick add-on to this myself, it did start feeling more awkward by endgame if you played a character who didn't like Gabe or wasn't inclined to get to know him better, and even if his fuckups weren't intentional they were so colossal that I'm sure this happened with a significant chunk of the characters!

On the other side of the coin, the other half of the main endgame 'conflict', so to speak, being Ichigo also I think contributed a little to the issues with endgame. As a deadland NPC from what I understand and have experienced it's natural for him to be more and more involved with graveyard as time went on, so it was relatively more difficult for the living to establish and maintain CR with him when it came down to it.

Overall, it felt like the emotional impact of endgame was meant to hinge on either being ICly emotionally invested in either Ichigo or Gabe. I didn't think too much of it at the time as personality mismatches/other things happen and there were also rats and Guests and other NPCs to interact with, but it left me scrambling a little when the finale was really completely focused on two characters my own had passing CR or negative CR with at best. The way I reconciled this was 'maybe the dead are the ones who have the right to dish out the real punishment', but admittedly it was more difficult to engage than, say, R1's endgame -- where the living had deeper CR with Red and also more of a complicated opinion on Archer thanks to Shirou.
swordhandled: pixivid: 2853865 (shitty bleeding snowman)

[personal profile] swordhandled 2019-01-07 05:53 am (UTC)(link)
I definitely would also like to add-on a +1 here! While I am very satisfied with Owain's endgame that came as a result of the final trial, I do also recognize that a large part of it is because of his unique position of being Gabe's mole. Having known Gabe since the beginning of the game, he had the chance to speak and get to know him for a lot longer than the rest of the game, and thus had a vastly different opinion of him than the rest of the PCs.