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6/12/2025, 3:07:37 PM
>>527149275
>it adds to the unique presentation and thematic integration of their many deep artistic influences. I get that.
>I just wish that there was some sort of connecting tissue between the game world, the player, and the terminology that's being thrown at them.
I didn't say I'm not interested in the spell names. I said the opposite, in fact. I asked earlier if a MegaTen game ever does anything storyline wise with the skill terminology, but nobody said anything about it. Seems it doesn't exist. And if so, then it's literally JUST there to look cool/serve some occult reference, and doesn't exist to actually integrate the player into the experience of the video game in a meaningful way. Seems more like a roadblock to enjoyment than an advantage.
>>527151680
All that I'm asking for is for the game to actually mention to the player the nature of the skill names in some way/shape/form. Because it's not English, none of it makes any logical sense at a glace. You have to translate and commit to memory, gibberish. You're telling me that it's good game design to force the player to translate gibberish into English, on every single turn? All I'm asking for is for the game to throw one, single solitary bone when it comes to the dense, gibberish skill terminology and integrate it into the story/tutorial in a holistic way. Skill check, quiz, test the player on the terminology and get them to engage with the fact that they are going to need to commit to memory the names of these occult magic spells. Something, anything that integrates the design of the skill names into the world.
>it adds to the unique presentation and thematic integration of their many deep artistic influences. I get that.
>I just wish that there was some sort of connecting tissue between the game world, the player, and the terminology that's being thrown at them.
I didn't say I'm not interested in the spell names. I said the opposite, in fact. I asked earlier if a MegaTen game ever does anything storyline wise with the skill terminology, but nobody said anything about it. Seems it doesn't exist. And if so, then it's literally JUST there to look cool/serve some occult reference, and doesn't exist to actually integrate the player into the experience of the video game in a meaningful way. Seems more like a roadblock to enjoyment than an advantage.
>>527151680
All that I'm asking for is for the game to actually mention to the player the nature of the skill names in some way/shape/form. Because it's not English, none of it makes any logical sense at a glace. You have to translate and commit to memory, gibberish. You're telling me that it's good game design to force the player to translate gibberish into English, on every single turn? All I'm asking for is for the game to throw one, single solitary bone when it comes to the dense, gibberish skill terminology and integrate it into the story/tutorial in a holistic way. Skill check, quiz, test the player on the terminology and get them to engage with the fact that they are going to need to commit to memory the names of these occult magic spells. Something, anything that integrates the design of the skill names into the world.
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