Tumgik
#cant really get away from what makes them all feel interchangeable bc its so core to what an open world game is
waywardsalt · 6 months
Note
Hey, thanks for the response on the post where I asked about what people dislike ab totk! I genuinely appreciate it a lot, and you summarized most of my thoughts about this beautifully!
Here's something you might find interesting: something about this game's pacing REALLY bothered me from the start, and I think I know what it is. Totk, despite being an open world game that you can pour a ton of time into, feels short. It's a really weird feeling, and I think it can be explained in that Nintendo is trying to use the linear storytelling format for a nonlinear game, which is also why the ability to see the tears in a random order was disorienting, and why the stories from the ancient sages felt so repetitive.
The gameplay is long, but the story isn't! If you compare it to Skyward Sword, for example! In sksw, you go through each of the areas once, and then again with some changes, and then again with more. There's several clear acts, and even if the game is super super linear and recieves criticism for that, it works really well in that context. Additionally, the characters more than make up for the linearity of the story. Totk tries to take that same format, but doesn't seem to understand that this format is for a linear story. It only has a very brief story, and the story to gameplay ratio is so dragged out that unless you get invested in the world, it all starts to feel really stupid and pointless. Unfortunately, totk fails at getting us invested, too.
I really hope this made ANY sense at all, ty again for the input!! I love the responses I'm getting on that post djbdjsndns :D
Hi, you're welcome for my uh... totk rant, I guess? I covered a lot of stuff in it but I wouldn't say I covered everything bc there is... a lot abt that game that rubs me the wrong way in one way or another.
totk is definitely an odd case, it being an open world game that does try to adhere to linear game rules, you’re right- and i’d say the story is severely kneecapped by that attempt on the game’s part to have its cake and eat it too. it tries to mix what botw brought to the table with what was done in the past, but because botw is vastly different in what it does than past zelda games, the result is a messily paced, poorly-told, gameplay-focused with piss-easy mandatory puzzle segments result, failing to capture the advantages of linear games and instead making those specific parts considerably weaker.
people give linear games shit for… honestly, im not totally sure, as someone who really enjoys linear games. they allow for a good focus on story and character, mostly because you can have a set pace and passing of time and order of events. totk tries to implement linear style elements into a game where you can do anything out of order, so in the end the story is surprisingly brief but slow paced because you have to travel so far for everything and they have to account for you doing everything in any order, hence... repeating the same fucking information as a reward for four of the dungeons (which, i don't care how you feel about this game, is an awful fucking choice i mean holy SHIT), and is probably why the interactions with the new sages include very brief character arcs or something, they wanted to include some kind of linear character stories but it all just got stuffed in between a bunch of mini-main quests.
the fact that effectively half of the main story happens ages in the past and is communicated through brief cutscenes that can easily be encountered out of order, too, is kind of a pitiful way to tell the story. they're all basically glorified exposition dumps since nothing about them will change, they're all events that have already happened and have nothing to do with the player except hyping them up i guess.
the dungeons themselves are awkwardly transposed from a more linear game style with them relying on a specific skill to some degree, but they just fall so flat compared to past linear zelda dungeons. in botw the divine beasts honestly worked because the mechanic of manipulating the beasts themselves and the activating of switches fit perfectly with the setup of the dungeons being huge machines, while there isn't as good of a story example as to why totk's dungeons have the same switch mechanic. botw's divine beasts work pretty well in an open world setting. totk's just fall to pieces in an open with setting, even discounting how ascend could just snap them in half entirely. you just... can't have the same kind of dungeons as past zelda games in an open world format. once you take out the array of specific-use progressively-earned items, you're just left with this tiny little gmod ass toolbox to do what felt like baby's first loz-style dungeon. go to the clearly marked waypoint, do one (1) simple puzzle, get reward.
i miss mini bosses, rooms with puzzles that had to be solved to unlock a door or a doorkey, and even the experience of wandering around just trying to figure out what to do next. honestly, the first half of the lightning temple was the best part of all of the dungeons put together, and then we're back to 'go to four different rooms to do four different easy puzzles'. linear games have genuine advantages over open world games, and open world games have their own advantages. in the story segments, totk just ignores the advantages inherent to it's game's basic style in favor of trying and failing to emulate the advantages of a very different game style.
totk is so paradoxically unable to tear itself away from the series' past while at the same time disregarding series staples and even big parts of its own goddamn prequel.
in my experience with the game, as far as i can remember, i believe i went around and opened all of the towers, did some shrines and the depths, got the master sword, did the main quests with some side quests, then sped through getting all of the memories in order, then did the final boss. in between all of that, i managed to get all of the armor, do every single shrine, and open the entirety of the depths. i did not give a single damn about the story by the end. for me, with my playstyle, everything was just... spread out over such a long period of time so there was barely any urgency at all, i experienced the memories all in quick succession while already knowing the big twist (which. btw. i didnt care about. i wasnt really endeared to zelda and link's lack of visual interest during cutscenes just brought up the question of if he doesnt care why should i), and since this game's story is more linear, it just felt so disjointed and strange and... not important.
with botw it makes pretty good sense why link may take ages, why you could get the memories however you want, all of that. zelda is keeping things with ganon on pause for you. all of the big stuff happened in the past. you are here in the present, in the ruins of the past, a blank slate come to eventually complete the mission that you had failed, at the same time discovering this new world and becoming re-acquainted to it with this strange second chance you've been given. totk doesn't have this excuse. at least in past zelda games, you did things in a specific order, so when you wanted to fuck around, it was usually something related to or based on your progress. if you want to fuck around in oot what you can do is based on where you are in the game and even then it all ends up wrapping back around to bolstering link for the end. getting hearts, better items... like every side quest in every other loz game did. in totk you can do a sidequest for like. one flower. and what does that even do for you. it doesn't have the excuse of the honestly pretty well crafted setup and world state of botw.
i really don't know what happened during the development of totk, and i can't imagine it was the smoothest thing in the world, esp considering the pandemic hitting in the middle of it. but just... it just feels like it failed in so many regards and was just... so disappointing, and yet people are heralding it as the best zelda game and- this is not what i want a zelda game to be! i want a zelda game to have those wonderful puzzle-filled dungeons with well-written main characters and music that fits the setting and feels supported by the game's events and a unique setting with unique little nooks and crannies and good pacing and act structure and like. some kind of heart to it. not just another big open-world game created to be the big open world game where you can do this one amazing specific cool thing that TOTALLY is worth the $70 or whatever else it may be priced around the world.
idk. to me what makes zelda games zelda games is the linear storytelling and those complex dungeons and specific method of progression, and botw's new open-world emulation of the sense that loz 1 gave does not and probably will not ever be able to mix with that linear style unless you have massive in game game style shifts to allow for it. either return to the old format or just commit to the series becoming Triple A Open World Game Series Number 34
#asks#salty talks#bitching abt totk#wind-awoken#ty for the ask i love tearing into this game bc its at least helped me understand some stuff abt game design and what kinds of games i like#and why. too bad this game is rancid imo#dude i fucking love skyward sword. the linearity lends itself to a sense of progression and time passing and just. ugh. its so good#totk critical#totk neg#totk salt#covering my bases :)#i just. yeah gamedev is hard but if this is the mess we got after 6 YEARS what the fuck happened??? what was scrapped????#they had SIX FUCKING YEARS and having the ancient sages regurgitate the same info 4 times made it to the final release#what in the fuck happened in there#i dont really like the idea of there being a permanent move to open world bc its clearly just following the crowd on this one#its just such a massive departure from all other loz games (including loz 1 tbh) that that has to be part of it i feel. it makes sense#botw + totk dont feel unique like the other loz games do. they just. feel really similar to shit like elden ring and fenyx bc like.#thats just how open world action adventure games are ig. ironically theres not a ton of wiggle room with the open world formula#cant really get away from what makes them all feel interchangeable bc its so core to what an open world game is#best you can do is add some standout aspect like the general. Being A Souls Game in elden ring#totk adding dumbass glue doesnt even feel unique bc like. its just what every other sandbox game lets you do with some added jank#progression feels meaningless when it has no impact on what you can do in the game and thats the only kinda progression in totk#get more health make armor numbers bigger make better food fuse better weapons. you cant even upgrade the abilities this time#yeah botw has similar pitfalls but it at least owns being an open world game. it utilized and embraced the format#idk. totk before release was increasingly overwhelming to me and post release it was just such a massive letdown#i remember trying in earnest to pull a wagon using a horse and just. having the worst time. ultrahand sucks unless you make death machines#or one of like five specific traversal things
16 notes · View notes
getallemeralds · 5 years
Note
So, I have a character who is a system, and I wanted to know before I develop them further, how does DID work, from a personal account? I really really really don't want to accidentally create yet another TOXIC misinterpretation of a real condition (because I know how horrible that can feel), and I hope I'm not saying anything wrong even now. (P.S. I love your blog, but I'm too shy to come off anon.)
Tumblr media
hey anon!! it means a LOT to me that you sent this message :D theres a lot of really messy-bad potrayals of DID in the media so seeing people actually going to the effort of asking systems abt their experiences is really heartwarming for us. (plus the fact that ppl keep asking us in specific abt system stuff omg,,)
im gonna preface this by saying that, in the end, i can only really talk about my own experiences with full confidence. systems can work pretty differently from each other, but this is how we function and also some details ive noticed from system friends + general discussion over the years
so, to start off: Dissociative Identity Disorder is, at its core, your brain trying to respond to trauma in a pretty severe way. that being said there ARE systems that didnt experience severe trauma and still developed, and im not really sure about the mechanics behind that but i find it really cool and it totally exists. im gonna focus on trauma-based systems bc that’s our ~tragic backstory~ and also tends to be what most people opt for when creating system characters anyway, but the only real difference from what i can tell is, uh, a lack of trauma.
I HOPE YOU’RE READY FOR ME TO SAY THE WORD “TRAUMA” A WHOLE LOT JFC
(system friends are welcome to reblog with corrections or added info!!)
anyway. the way your brain responds to things is really weird. if something happens where you’re just, like, completely unable to handle it, like you dissociate yourself so hard because there’s no way you can manage this, your brain has a chance of going “uh… well, fuck, uh” and generating somebody who can manage it. or it might decide to be a dick and take all of the fucky internalized garbage and turn it into a person whose sole existence is to be an asshole. (they have the potential to get better, i think… ours didnt.) honestly theres a bunch of reasons and a bunch of “roles” that could lead to an alter/headmate* forming.
* we use the terms interchangeably depending on mood and whos fronting. i think its supposed to be “alter” is DID, “headmate” is implication that theyre non-traumatic? we like using “headmate” because it brings this fun mental image of us being a bunch of roommates constantly starting shit with each other and goofing off which is pretty accurate about 75% of the time
i keep getting distracted bc my cat is here. this is gonna be fun to go back and edit.
whatever the original situation is, you’re suddenly not alone in your own brain. and it’s REALLY WEIRD. communication was VERY hard. Icarus, our system original, used to do a very “cliche” thing of sharing a journal with their early headmates, where theyd write a sentence and then theyd write a reply (although back then they didnt realize that was a system-related thing and just thought they were having a fun conversation with their ocs. which… they were, just. Actually Talking.) they didnt have any inward perception of themself or their headmates either, so that kinda built up over time (with some help) along with the appearance of our headspace so that there was… actually a location for people to interact in. once they had a better awareness of things, mental communication got a bit easier– its sort of like background chatter really, when everybody’s awake. sometimes i get weird out of context things from Mae yelling at somebody, or sometimes ill be talking to a friend and someone’ll butt in.
when talking out loud, this usually leads to us suddenly stopping and then laughing or going “no!!!”. when on discord and around people who know who we are… well.
Tumblr media
speaking of Mae, she’s pretty much my sister. not like… biologically? because i don’t think thats possible for me, but shes kinda literally my “other half” which ill get into later. headmates can have strong attachments to other alters! friends, best friends, family, dating, whatever. they can also do that with people outside the system, and itll be different for each headmate. there’s like 4 people dating Jorb but i just see him as one of my best friends. we’re people and we have complex social interactions that can get to be kind of a nightmare when you’re around a bunch of people who don’t know that you’re Not Leo and that youre suddenly not super up to existing around people in general.
plus even if like… so Jorb’s dating 4 of us like i said, but his relationship w/ each of them is different? Ica is very clingy and likes rambling to him, Summer’s pretty much just always happy to hang out, Mae makes fun of him a lot but in a loving way, and Leo is… kinda “all of the above” because that’s his gimmick. plus even tho a few other alters have a sibling-ish relationship with Mae like i do, usually its just me and Mae that do the “chaos siblings” bit.
the basic system.. thing… is that there’s “front”, which is being in control of the body– so, like, i’m currently fronting/in front, because im the one currently active and using our computer and staring at our cat.– and then theres the headspace, where everybody hangs out when theyre not in front. the headspace itself can differ in style & functionality for each system, and i think theres some systems that dont really have a location at all? but for us its like a full on location where we have individual rooms, places to visit if we get bored while away from front, etc.
theres also like, being at/near/away from front? so currently im in front, but Leo is pretty much always lurking nearby if he’s awake (we have individual sleep schedules that dont always sync up to the “irl” one, Trust is almost always sleeping), Ica’s somewhat in the back talking to Rookie so i cant really make out what theyre saying (its probably about either a youtube thing they both like or about a comic they want to do), and everyone else is either asleep (in which case they could be nearby but i cant currently “ping” them, so id have to actually take a sec to ground myself in headspace more) or in a different room. communication is easier if im in front and somebody is nearby, or it can be like with Ica rn where im like “well, theyre talking, but i have no idea what theyre saying and am making a guess based off their usual interactions”, or i could pass off front to go talk to Ica and come back (in which case my memory would be kind of vague and weird because information doesnt always properly translate), oooor i could actually go bug them while still in front. which.. im not gonna do rn bc then id get super distracted.
switching front differs between systems a lot! and even varies from day to day. like there are days where we wake up and we have absolutely no idea who we are bc we went to bed as one person and woke up as another. or we could be talking to somebody and then realize “wait, i stopped being Leo a bit ago, who am i”. or we could pass off front to somebody, like if Summer really wanted to front sie’d run up to me and let me know and we’d swap. or if something critical happens (usually a breakdown), Leo or one of the other headmates that’re more built to handle stressful situations will literally drag somebody out of front to make sure they dont hurt themself. or sometimes we throw front at people unexpectedly, like either mid-breakdown where we go “okay i dont wanna be here anymore, tag youre it” or sometimes because we think its funny because its the metaphysical equivalent of getting clonked in the head with a dodgeball, except the dodgeball is “being in control of our shared physical form”. usually mae’s the one that does that lmao
there’s a couple major categories of how alters come about. there’s “walk-ins”, where they kinda just… appear externally? like they just show up. sometimes we get a feeling of “huh. i think somebody might be here? or somebody might be showing up soon.” and have to rummage around for a while until they approach us or we find them. our walk-ins aren’t like, inherently aware of system stuff at first, so they usually get a crash course before they first front (if they choose to front at all) and it can be kinda entertaining. Rookie’s a walk-in! also Hiro, from a couple years ago. most of our walk-ins are fictives (fictional characters, usually appearing in response to us getting extremely attached to something or somebody) but a couple of our trauma splits are also fictives so that’s not like, a Rule or anything. i think these are mostly associated with non-traumatic systems but we get em fairly often so man idk
theres also… uh, i dunno what theyre actually called? we used to call them “constructs” but that sounds kind of mean. these alters exist to fill a specific role! and we usually dont talk about them on here with the exception of one major one, they just kinda hang out. Dhe exists to keep the system stable and manages the “backend” so to speak. Imp is kind of a mix of our intrusive & impulsive thoughts that came about from us trying to separate ourself from them so that we had an imaginary entity to go “nope!” at, which… stopped being imaginary, and is now a gremlin that lives in my brain. they can show up in response to trauma but arent split off of somebody, they kinda just pop into existence to help manage things.
the more… well-known, i guess? alter origin is ���trauma splits”. rather than “just showing up one day with no real connection to the system origins”, trauma splits are formed when somebody in-system, uh, splits. it could be in response to a single situation or something built up over a long time, but somebody just kinda breaks and somebody new that has a bit of the original alter’s identity (if kinda influenced by the situation) shows up.
this can vary. All is a trauma split off of Leo himself, who got saddled with all of our brain hell about our ex and their insystem appearance is influenced more by eir than by leo which is… something they struggle with. Mae has a trauma split from a similar situation that is “Mae but from 2 years ago”, so basically her old identity before she reworked herself after getting put through total hell. and then uh… then there’s me and Mae! Icarus quite literally exploded into several people, with Pat (me) and Mae being the most distinct ones. we’re STILL finding out alters used to originally be a part of them that later evolved into their own people, like Summer and Toby. my identity is shaped pretty heavily not just by who Ica was at time of splitting, but also what they wanted to be jumbled together with trying to rationalize what was happening to them (they’re a pretty big fan of megaman star force, which has a media-typical system in it, so they leaned into hard “its like pat and rey from mmsf! i like pat, i wouldnt mind being like pat, its scary but im like one of my current favourite characters” and so i ended up being like, half-weird shapeshifter, half-green-haired prettyboy. and yeah thats where my name comes from!)
(Ica got put back together w/o anybody needing to integrate, which we were all very scared about, and it’s still kind of surreal to me because… me and Mae used to be able to stick ourself back together and thats how we found out about what happened to Ica in the first place? and we havent tried that since bc we have no idea what would happen. Ica 2: Ica Harder?)
despite their origins, trauma splits can be way more than… being a split. :V;; Toby’s not just a tiny splinter of Ica, he’s a quiet guy that gets stressed out and isn’t totally sure how to interact with people. i’ve existed for like 7 years at minimum and im a totally different person than i was when i thought i was still Ica, ‘cause ive had time to grow and change (and a problem Ica keeps running into now that theyre back is… they kinda Didn’t change because they were MIA for 6 years.) like everything else though this is variable– there can be “temporary” splits that dont develop properly and might get integrated back in, which has only happened to us when we were at the lowest point in our life where we were stuck constantly splitting to try and cope with whatever the hell was going on.
so Ica was gone for 6 years, which meant our system was without an original or main– there wasn’t anybody to be head of the system, basically. for a while i was operating under the assumption that i was Ica, so i filled in that role for a few years before i made the realization. eventually i kinda… stopped being able to, though, bc of stability issues, and then we were back to not really having a proper main anymore. to make up for it, we started going by Leo collectively and kinda… trying to pretend to be a single person? and so that ended up creating a construct to fill the role of “system main and the person we pretend to be when passing as singlet/not a system”: Leo himself! he’s kinda the most prominent traits we all have in common rolled into a single guy, which means that not only is he a pretty good system representative but we can also pretend to be him pretty easily (unless it’s someone like Toby who acts totally different). i dont know how common this situation is, i think normally it’s just “if system original is gone, another alter steps up” like originally happened to us before i had a severe case of problems disorder.
uhhh this is very rambley bc there’s a Lot to cover and now im trying to figure out how much of it i HAVE covered. systems are complicated and weird! OH WAIT okay i have one last bit.
so like, for us, first realizing we were a system was total hell. we fought a lot. as more alters showed up through various means, there were times where Ica felt like they were completely out of control of their own life bc of having to manage everything. there were a lot of panic attacks of people fronting and not being sure they were even REAL, despite… being in front. but we still felt like we were deluding ourself. this was in, like, late 2011, so systems weren’t a THING. they were a very fringe community that everyone hated. we got constantly harassed, which only fed into Ica’s panic hell and our identity issues. interpersonal relationships became a nightmare, especially because we have BPD as well which varies in severity for each of us but… for me it’s pretty bad! there were times early on where every day was another fun new breakdown from us arguing with each other or our friends or not being understood or… etc.
so… how are we holding up ~7 and a half years later? pretty well, actually! we talk to each other. we do things for each other, like buy food or games we know specific headmates like. Ica is back and way happier than they were in 2011, and is thrilled to get to hang out with everybody that’s showed up since. we help each other through problems, because at the end of the day our system ended up being a support network. Ica couldnt function on their own, so we’re like… 10+ people working together to try and be a single functional person. and we feel pretty okay with that! we still fight, and we still start shit, but we’re not in constant crisis anymore. we’re still working through all of our trauma, especially the more “recent” stuff that kinda broke our system for a while until we were able to start rebuilding, but we’re doing it together. :D
so… yeah, it can start out as a stereotypical “nightmare system”, with constant infighting and toxicity and self-sabotage and etc. but we worked through it! it took a while, but we’re overall more stable than we were before. we got out of the bad environment that was fucking us up, we got mental help for our other brain hell (we havent been able to bring up the system to our therapists bc its literally a non-issue now and we focus more on other things like our depression, anxiety, PTSD, etc), we found people that support us for being us, and we were able to like… figure things out. and it was a mess! i still have issues about my own identity because of literally thinking i was someone else for two years. Ica’s still trying to figure out how to adjust to things, especially bc they missed our entire “cringe culture” phase so they came back to find that i’d dismantled a lot of their middle-school settings. and, uh, some of their friendships as well.
systems are fuckin weird
9 notes · View notes