Conversation Between Wolf Kanno and Fynn

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  1. I think it's normal that once you start actually working on a project, it loses a lot of its lustre. Like, I just started the NaNo thing and was super excited about my story that is high fantasy on the surface but it's actually cosmic horror, but now that I'm writing it, it's like pulling teeth again. You really gotta push through it if you want to finish something.
  2. Course the 3DS version has the other alternate ending where you can marry Jessica because people are very possessive of their waifus.

    I finished DQIV last night, only have Chapter 6 left but I'm probably going to stop my handheld DQ gaming and focus on finishing up Tactics Ogre instead.

    As for my NaNo story... I already hate it and have been getting more inspired to go back to a different one I did a few years back. I have some ideas for it that I feel will vastly improve the narrative so I don't quite feel like a hack. Sadly, I've been watching so much Death Stranding stuff lately, that I feel like I should be trying to come up with something a bit more avant-garde since I tend to have more fun with those types of stories or projects. I've been focusing too much on mundane real life stories as of late and I feel I may need to jump into something abit more creative and world building focused.
  3. That reminds me I need to do that myself. I also did the Dragovian chapter on the 3DS, but never got around to rebattling the final boss to see the golden ending. Will make an attempt at some point, that's for sure.

    I've yet to sit down to NaNo, but I will try to do that today. I'm gonna work on my short story collection so that I have some stuff that I can start sending out to contest while the whole book gets rejected multiple times. Good to hear that you're excited aboyut a new project. The stuff where you've got nothing planned is usually the most rewarding once it's done.
  4. Yeah, but you still kind of had to sacrifice a comrade to get that better world. So I would still say it's a bit bittersweet. At least compared to the rest of the franchise.

    In DQVIII news, I beat the Lord of the Dragovians and gained the right to undergo the Dragovian Trials. Might try to make a few more alchemy items like the Dragon Slayer before I go further. Technically I already accomplished what I wanted here and unlocked the new ending, but I figure I should give the trials a chance since the first fight wasn't terribly difficult.

    In DQIII, I'm in the post-game and debating if I really want to tackle the Zenith Dragon stuff or just call it a day. In DQIV, I've reached the final dungeon of Chapter 5. I did stop to complete the Immigrant Town sidequest which I always forget how disappointing it is compared to VII's better version of it.

    In other news, I am doing NaNo, though I'm not really sure how well this one is going to go. I'm coming back to an older story I've been mulling over for years, but finally felt I was in the right mindset for it. Probably taking this piece a little more personally than I should. On the brightside, I don't really have much of a plan on how this story is really going to unfold, so there is a lot of potential for this piece to go into some interesting directions. It's rare for me to write a piece where I don't have a clear idea of what the ending is going to be. I don't even know who all of the characters are going to be. So this should be interesting. I missed writing today, but I'll write some tomorrow since I have time off finally.
  5. Even then, I don't think DQVI is that bittersweet? I feel the only really sad thing about that ending is Ahslynn disappearing, with the world pretty much being left in a much better state aside from that
  6. I finished DQIII. Forgot how much more cinematic the Super Famicom version was with the final battle. Very reminiscent of the battle with Magus intro which was super nice. Zoma wasn't quite as nasty as Baramos was, but he is incredibly Disruptive Wave happy which I guess is normal since he was the first boss in the series to have it. Still makes him annoying. I think one of the reasons I really liked DQIII besides the twist is the fact the ending is really bittersweet at best. I mean you save both worlds, but now Loto is trapped in a foreign land with no way back. They witnessed the death of their father and now their mother lost both her husband and child. Not to mention Zoma's final words basically foreshadows the events of the later games. It's a pretty dark ending compared to some of the other entries. I think only DQVI ended on such a bittersweet note.
  7. I'd imagine they do a better job in some regards, but a lot of those genres also tend to be more episodic, so they can just leave the stories on a cliffhanger to get the player coming back for the sequel. At least that's what I would imagine. I hear mixed things about games like Life is Strange and the Telltale franchises. I feel the tougher part for them would be trying to keep the story going in a way that remains fresh and exciting.
  8. I mean, that's probably one of the factors. When it's a big budget thing, you need to think economically and make cuts in places that would make the most sense from a marketing standpoint (and not necessarily a narrative standpoint). It probably explains why indie titles don't suffer this problem, as they're usually already made from passion using shoestring budgets, so ironically, they have more freedom in that regard. Still, I wonder what it's like for more mainstream narrative-driven games, where the narrative is the selling point. And I don't mean RPGs, since not everyone plays those for the narrative - I mean more stuff along the lines of Life is Strange or Tellatele games or something (never played those so I don't know).
  9. I doubt we uncovered it as much as we're just acknowledging something everyone knows. Granted, I sometimes also wonder if the lack of care for a game's back half may also have to do with the changes in gaming demographics. Westerners are a large market, but we're also older and likely have more responsibilities like family and careers to work. I wonder if we looked at data, we could summarize that most gamers really never finish games to begin with, so many companies feel its safe to skimp on those parts because they know the consumer is likely never going to reach it anyway. I mean most of the people I know my age who play games outside of the online world tend to spend most of their time playing styles of games that really don't have an endgame sequence to begin with and usually play more for co-op fun or for unwinding as opposed to playing a game for the experience itself.
  10. Well, aside from the examples you mentioned, I feel chapter 4 (of 5) in the first Witcher game is its strongest, though that's a weird case, considering the fact that it is kind of out of place compared to the rest of the game, counting as more of an Arcadian Interlude, but it's woven in so great and has such an incredible feel to it that it really kind of makes the game?

    Also, now that I think about it, it seems that the Persona games are all pretty good about having well-fleshed out later halves, and that goes for both the OG Persona and new Persona games. In Innocent Sin you do get the slightly overlong Zodiac dungeons and the final dungeon to P1 is just ridiculous, but narratively speaking, they still feel strong and fleshed out. Of course, in the case of Persona 3, the game only really goes from great to sublime in its back half, so that's definitely an example of that, though I guess the opening is pretty gripping as well.

    What's interesting is that this may actually be something that modern games have the edge over older games in, as I feel there's much more room for creating games based on a concept that's already been fleshed out and paying equal attention to all the important parts, rather than just the beginning and the end. But then again, even a game as incredibly well-designed as the Witcher 3 does kind of rely too much on retreading the story of the books at its back half, so we're back to square one in that regard. It's interesting that of the two expansion packs, the shorter (and much more narratively fulfilling like omg I can't stress this one enough) actually averts this by being impeccably paced throughout, while the second (the clearly much more rushed one but with an incredible map to explore and tons of glorious fanservice for longtime fans) really does feel like it rushes through its back half.

    I think we may have uncovered a curse.
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