The site owner spouts white supremacist garbage and the mods react to my concerns by laughing at me. I'm not going to put up with a toxic community like this anymore.



Baldur's Gate Siege of Dragonspear Controversy

I like it when people whine about the writing without giving any concrete points in which the writing is faulty - it conveys that the complainer has no idea what they're saying.

Also, while you can like or dislike Mizhena and her role in the game, I don't think it warrants such an absurd amount of hatred. However, I made a thread some time ago related to this, so I'm open to the topic of transgender people in games in general.

A Few Questions on Proper Game Making

RPG Maker MV has a neat feature that makes exploration even easier - it contains the option of having each map display a name upon entry.

There's something else you might want to consider in an open world game: As you may know, most RPGs feature a leveling system of some sorts, which leads to different problems when balancing enemy stats/levels. With static levels, you enforce a play order that stifles the player's ability to explore freely. On the other hand, scaled levels can feel dissatisfying as they strip character levels of any value. What is your approach to this?

[RMVX ACE] i've had alot of problems with lighting this belongs in that forum.

Game Design & Development is if you want to know what would be a good application for lighting effects for visual, aesthetic or technical reasons and such.

Discrimination within the narrative

@PentagonBuddy: Just remember that racism in fiction can not only stem from a problematic society, but also the writer's own racism.

Also, an explanation about how media influences people:

While media influence is certainly far more complex than "Monkey See, Monkey Do", to believe that games and such do not influence people is naive. One factor of this is lack of comparison with real things. For instance, if the only cows you've ever seen are on the cover of Milka chocolate bars, you'd have no reason to believe real cows are not purple. Compounding such experiences is a thing called Source Amnesia. If you frequently play games where conflicts must be resolved by violently taking down the offenders, you are likely to forget about that you learned about using force for conflict resolution from a video game. This is possibly migitated if you resolve conflicts nonviolently, be it from other games or real experiences. On the other hand, this influence can be in the other direction - in that your opinions shape what games you play rather than vice versa.

Jaws is a prime example of media influence - many shark species were hunted to an endangered or near-extinct state because the film portrayed them as unstoppable monsters that need to be exterminated.

Heck, there's even a word for deliberately using media to influence the population towards a political agenda - it's called propaganda.

[RMMV] Text Code in Display Names

You could always do a custom picture for each area? I don't know much about MV but I assume you're talking about like what VX ACE has with map names shown on screen?

MV has a default function that lets you display the map's name. I want this text string to support text codes.

Every project needs a WRITER. Am I the one for your project?

A new user with actual credentials? That's not a common sight at all.

[RMMV] Text Code in Display Names

I'm trying to mark maps in my RPG with a red display name when there's random encounters in them. However, it seems that display names for maps don't support text codes. Anyone knows a way around that?

Discrimination within the narrative

Sorry, I just thought it might be relevant to mention it in that context, but I guess I was mistaken. Still, I want to continue the discussion about discrimination rooted into gameplay rather than story.

Discrimination within the narrative

remember the half-elf racism in Tales of Symphonia? If you haven't played it, don't waste your time. If you have: holy shit, remember how clumsy that shit was? It was more about the human protag -- a person who was privileged by that universe insofar as race goes -- standing up for his half elf friends, who rarely spoke up for themselves and instead were subject to horrible, violent abuse from most of the people around them. And in the end?? The resolution we got?? "Racism is bad.... we shouldn't do racism.... but also HALF-ELVES STANDING UP FOR THEMSELVES IN UNSAVORY WAYS THAT INVOKE VIOLENCE TO ANSWER THE VIOLENCE THEY FACE IS JUST AS BAD AS ACTUAL DISCRIMINATION!!!!" which is just such a huge No, You're Wrong, Narrative.
I have absolutely no memory of that game's story beyond Colette's personal quest to evolve into a mute robot. But...

I actually really like stories where a type of morality that is, as you say, "a literal 4 year old could tell you that" is turned on its head and made impossible, or wrong, or worse than the alternative, or the hero just doesn't do it. Stories that are about a villain, or an antihero, or just a shitty situation that the protagonist can't solve. I like playing as the undead or the death knights in Warcraft. I like Skyrim's main arc of "There's a civil war between totalitarian invaders who are oppressing religious freedom and super-murdery racists. Choose a side." I like inviting Magus to join my team. I like that there's a genocide path in Undertale, when they could've made the game only have the pacifist path. I like Shakespearean tragedies!! I like it when there isn't a good guy.

I don't know why I like these kinds of stories. Maybe because they help show people other points of view? It's easy to come up with a fantasy where you can always do the perfect thing all the time, but it seems like a power trip, almost on the level of creating a mary sue character. There are reasons why people do the wrong thing in real life, and stories can help show those reasons and help people relate better to them and have sympathy for them. When you read a tragedy, it charts a character's downfall - I think there is value in such stories, perhaps far more value than there is in stories of heroism and happy endings. But there are lots of other reasons why tragedies and stories about villains are popular and worthwhile, and someone who majored in literature can probably explain it way better and tell me all the ways I'm wrong.

So, I would probably enjoy a game that had the player engaging in racism and sexism and discrimination, the same way I would enjoy watching or performing Macbeth or Othello.

Racism and Sexism being favored in games can happen outside the narrative as well, when race and gender significantly impact a character's mechanical abilities:

-In Pokémon Gold&Silver, the Attack DV (random number between 0-15 that provides a stat bonus) determines the gender. So except for female-exclusive species (whose base attack values tend to be garbage to begin with), female Pokémon never have full Attack DVs.
-In Final Fantasy Tactics, male generics have more Brave on average and female ones more Faith. There's far more value in having high Brave/low Faith than vice versa.
-In the first instance of Dungeons & Dragons, humans can have various classes (Fighting Man, Thief and Magic User mainly) while other races such as dwarves and elves use a class named after their race.
-In general, most RPGs tend to give frontline/damage dealing classes to male characters whereas female characters get backrow/supporting classes more often.

What are you thinking about? (game development edition)

Some question regarding Javascripting: Does somebody know what method I need to run to force an action of a battler (via JS, not events)? I need it for an eval in a skill that uses a followup if the user is above 50% HP.