import 4.code.about;

class Header {

public void title() {

String fullTitle = '/vrpg/';
}

public void menu();

public void board();

public void goToBottom();

}
class Thread extends Board {
public void Yeah I'm a jrpg...(OP Anonymous) {

String fullTitle = 'Yeah I'm a jrpg...';
int postNumber = 3454065;
String image = '1713082655187947.jpg';
String date = '04/14/24(Sun)04:17:35';
String comment = '...of course I have a 3 hour handholding tutorial and wall of text info dump intro at the start!';

}
public void comments() {
if(Anonymous && title=='undefined' && postNumber==3454085 && dateTime=='04/14/24(Sun)04:38:47') {

'>>3454065
Not jrpg only

I played a geneforge wrpg game epic give me for free and there were pretty unnecessary text describing every fucking room at the start

Like nigga draw, a picture can tell 100 words

The main character was fucking alone there shouldn't even that much text wtf'
;

}

if(Anonymous && title=='undefined' && postNumber==3454094 && dateTime=='04/14/24(Sun)04:50:55') {

'>>3454065
I wouldn't mind so much but it's so often the case that these long conversations will take ages to say basically nothing.'
;

}

if(Anonymous && title=='undefined' && postNumber==3454099 && dateTime=='04/14/24(Sun)05:06:41'  && image=='1594273527943.jpg') {

'>wrpg
>2 hours in character creator
>30 minutes on stats
>1 hour tutorial
>let loose
>realize build is shit
>start over'
;

}

if(Anonymous && title=='undefined' && postNumber==3454106 && dateTime=='04/14/24(Sun)05:24:41') {

'>>3454085
Text descriptions of rooms in an RPG are kino of the highest order, evocative of the roots of the genre and DM narration.'
;

}

if(Anonymous && title=='undefined' && postNumber==3454112 && dateTime=='04/14/24(Sun)05:35:24'  && image=='1699506523350075.png') {

'>>3454065
It's simple - include a "Skip Intro" option at the start of your game, or I simply skip the whole game.'
;

}

if(Anonymous && title=='undefined' && postNumber==3454126 && dateTime=='04/14/24(Sun)05:57:32') {

'>>3454112
the problem is that this kind of shit usually persists past the intro through the full game.'
;

}

if(Anonymous && title=='undefined' && postNumber==3454132 && dateTime=='04/14/24(Sun)06:05:27') {

'>>3454065
Any time the player is not in control of what is happening the game fucked up.'
;

}

if(Anonymous && title=='undefined' && postNumber==3454133 && dateTime=='04/14/24(Sun)06:06:28') {

'Trannylators being payed by the word is exacerbating this cancer.';

}

if(Anonymous && title=='undefined' && postNumber==3454135 && dateTime=='04/14/24(Sun)06:11:16') {

'>>3454106
Nah it's a total waste of fucking time, the whole point of a VIDEOgame is to see the fucking thing we play'
;

}

if(Anonymous && title=='undefined' && postNumber==3454138 && dateTime=='04/14/24(Sun)06:13:37') {

'>>3454133
This is something I've wondered about for a while. I don't pretend to know any amount of Japanese but from what I've seen it seems like between English and Japanese it's the wordier of the two. Or at the very least the way conversations work is. Is it at all possible for translators to just... HACK OUT extraneous text boxes to help truncate things? Obviously this won't fly in more cinematic games, which I frankly find increasingly aggravating to watch but that's a different argument and I digress. But yeah if a Japanese conversation is three text boxes could a translator knock it down to two to save breath?'
;

}

if(Anonymous && title=='undefined' && postNumber==3454139 && dateTime=='04/14/24(Sun)06:13:50') {

'>>3454135
The point of a video game is to have fun while wasting time, and seeing how text descriptions evoke tabletop vibes, it's soulful as fuck. Just high IQ things.'
;

}

if(Anonymous && title=='undefined' && postNumber==3454141 && dateTime=='04/14/24(Sun)06:15:55') {

'>>3454135
I'd argue this really depends on the game in question. If the contents of the room are going to be germane for any amount of investigation and puzzle solving, then yes, you should describe them, but anything that isn't going to serve a purpose should never be mentioned because it will distract the player. Learned that the hard way from my DnD days. Anything you tell a player, no matter how minute, will have some retard are your table completely fixate on it instead of the actual flags you're dropping.'
;

}

if(Anonymous && title=='undefined' && postNumber==3454143 && dateTime=='04/14/24(Sun)06:18:08') {

'>>3454141
Designing with retards in mind simply leaves you with retardation. Intelligent people who actually read books can separate mood setting and description from clues.'
;

}

if(Anonymous && title=='undefined' && postNumber==3454147 && dateTime=='04/14/24(Sun)06:21:17') {

'>>3454143
Intelligent people aren't playing video games'
;

}

if(Anonymous && title=='undefined' && postNumber==3454148 && dateTime=='04/14/24(Sun)06:22:19') {

'>>3454147
Why?'
;

}

if(Anonymous && title=='undefined' && postNumber==3454149 && dateTime=='04/14/24(Sun)06:23:03') {

'>>3454065
All the old best Square games avoided this shit. They would show you some cool intro cinematic to set the stage before throwing you into some simple combat you can't lose and letting you figure it out from there. And if you really needed to some in-depth for-retards explanation for what an ATB bar is or whatever then they just stick an optional building in the first town filled with NPCs that will explain everything in excruciating detail.'
;

}

if(Anonymous && title=='undefined' && postNumber==3454152 && dateTime=='04/14/24(Sun)06:26:10') {

'>>3454149
We still read manuals back then too, anon, though you didn't need them with most jRPGs.'
;

}

if(Anonymous && title=='undefined' && postNumber==3454154 && dateTime=='04/14/24(Sun)06:33:39'  && image=='Celes.jpg') {

'>>3454149
And despite being more "narrative light" most of these games managed to be more memorable because they kept to the important bits than a newer game that will have cinematic cut scenes in which a character rambles on for an hour about the same information the old game got across in a couple of paragraphs. One of the worst problems with modern game story telling is the confusion of density for depth.'
;

}

if(Anonymous && title=='undefined' && postNumber==3454155 && dateTime=='04/14/24(Sun)06:37:09') {

'>>3454065
I really wanted to play Ys, but the textwall made me give up.'
;

}

if(Anonymous && title=='undefined' && postNumber==3454159 && dateTime=='04/14/24(Sun)06:43:33') {

'>>3454155
Never even LOOK at a trails game if Ys got on your tits. It's the quick and to the point one.'
;

}

if(Anonymous && title=='undefined' && postNumber==3454211 && dateTime=='04/14/24(Sun)07:54:00') {

'>>3454138
>I don't pretend to know any amount of Japanese but from what I've seen it seems like between English and Japanese it's the wordier of the two.
Japanese will always be wordier, their characters have multiple distinct meanings so context needs to be firmly established in every conversation or else it leads to ambiguity. A good example of this is in names, names are traditionally given with a description so you can actually spell it with the right characters if you need to write it down. It's also why you have the trope of 'that guy'/him - because the character is somewhat mysterious you can't write down his name, doing so would require either the man in question (or someone close to him) to explain the spelling on his name, which in turn removes the mystery.'
;

}

if(Anonymous && title=='undefined' && postNumber==3454225 && dateTime=='04/14/24(Sun)08:11:57') {

'>>3454065
>>3454085
>have terminal ADHD
>plays JRPG's
Nigga fuck off back to COD or Fortnite if some reading offends you this much.
Its like playing football ( the real one, not the burger kind ) and bitching about having to kick the ball.'
;

}

if(Anonymous && title=='undefined' && postNumber==3454233 && dateTime=='04/14/24(Sun)08:26:35') {

'>>3454138
>But yeah if a Japanese conversation is three text boxes could a translator knock it down to two to save breath?
Do you know one of the problems bringing over older RPGs on something like the Gameboy and NES is that you have to use more characters in English than in Japanese to say the same thing? Look at old games that only offered four characters to enter a name. In Japanese you can enter in タケダ and it's a full name with only three characters. To do that in English it's Takeda taking up six characters. Do you know not all languages are the same? Do you know in Spanish to say "I'm hungry" is "tengo hambre". If you literally translate the first word "tengo" on its own it means "I have". Different languages can be much more different than you think they are, and might have smaller terms to convey a concept that'll take many words to convey in another language.'
;

}

if(Anonymous && title=='undefined' && postNumber==3454411 && dateTime=='04/14/24(Sun)11:48:32') {

'>>3454139
Reading autistic descriptions of rooms that serve no purpose is the opposite of fun
>b-b-but my tabletop
Holy shit what a shitty excuse, maybe some people don't care about gay larping with cardboard in a fucking single player game and just want to play the fucking game
>>3454141
I agree it would be okay if it was useful for some puzzle instead of wasting my time describing a square with 2 barrels and a table.
>>3454225
Being forced to talk to every villager for no reason (jrpgs) or pointless room descriptions (wrpgs) are both fucking trash

>y-y-you have ADHD!
Or I want to play the fucking game? I could be playing something more fun with that time instead sitting through text that won't even matter 20 minutes later in the game

Talking to every villager or examining the room should be optional things instead of forced shit'
;

}

if(Anonymous && title=='undefined' && postNumber==3454518 && dateTime=='04/14/24(Sun)13:20:31') {

'>>3454411
>>3454411
>Reading autistic descriptions of rooms that serve no purpose is the opposite of fun
Your post is autistic and serves no purpose, so why not create an image to describe it? A description that sets the tone of the game and informs you of the world and can vary by the character's stats and knowledge of the world, which is separate from the player, is soulful and RPG. Take Geneforge, you see implements and creatures that you, as a player, do not and cannot recognize, but your Shaper character does, so the description gives context. Face it, you are trying to make a universal law about using text that is simply myopic.'
;

}

if(Anonymous && title=='undefined' && postNumber==3454526 && dateTime=='04/14/24(Sun)13:28:55'  && image=='1572845103664.png') {

'what's the point of threads like this?';

}

if(Anonymous && title=='undefined' && postNumber==3454531 && dateTime=='04/14/24(Sun)13:31:59') {

'>>3454526
lurk more. it's pretty obvious.

>trip dubyas'
;

}

if(Anonymous && title=='undefined' && postNumber==3454539 && dateTime=='04/14/24(Sun)13:43:10') {

'>>3454518
>no u
Epic bro
>it sets the tone
You know what else sets the tone? Graphics, music, dialogue. Replacing all that with just a long ass wall of text for every fucking room is just annoying.

>you see implements and creatures that you, as a player, do not and cannot recognize, but your Shaper character does, so the description gives context
So give me a monster log I can check If I want? That would be better since I could read the descriptions of the monster anytime withoutnit interrupting gameplay , not that I need a fucking description for everything like a retard, I have eyes.'
;

}

if(Anonymous && title=='undefined' && postNumber==3454541 && dateTime=='04/14/24(Sun)13:44:37') {

'>>3454539
>not that I need a fucking description for everything like a retard, I have eyes.
But you do. You don't know what any of that shit is by sight, but your character does.'
;

}

if(Anonymous && title=='undefined' && postNumber==3454543 && dateTime=='04/14/24(Sun)13:48:45') {

'>>3454541
>right click
>examine
Non intrusive and the players knows it's completely optional

Even so the idea of having the main character lore dump the player sounds awful'
;

}

if(Anonymous && title=='undefined' && postNumber==3454550 && dateTime=='04/14/24(Sun)13:59:53') {

'>>3454543
>Even so the idea of having the main character lore dump the player sounds awful
This isn't what's happening, the description allows a separation between the knowledge of the character and the player, which is RPG, that mere visual presentation cannot. Do you get its purpose now?'
;

}

if(Anonymous && title=='undefined' && postNumber==3454551 && dateTime=='04/14/24(Sun)13:59:59') {

'>>3454539
Stick to your Skyrim, underage. RPGs are for people who like to read.'
;

}

if(Anonymous && title=='undefined' && postNumber==3454563 && dateTime=='04/14/24(Sun)14:07:53') {

'>>3454550
There are better less intrusive ways to implement that and you don't need to be a fucking wizard to knwo what a fucking empty room is.
>>3454551
>skyrim
Ironically TES did it better with Daggerfall
>enter place
>here is your autistic description of shop/dungeon that looks the same as any other shop/dungeon
>but hey at least you can still move and ignore it if you want'
;

}

if(Anonymous && title=='undefined' && postNumber==3454566 && dateTime=='04/14/24(Sun)14:11:46') {

'>>3454563
>There are better less intrusive ways to implement
There are many ways to implement it, sure, and you shouldn't describe things in a room that are obviously shown and known by the player, but you do agree that text can make up for limitations is visual depictions vis a vis character/player knowledge separation? You see that the "show, don't tell" rule isn't a universal application in an RPG and that text has distinct advantages?'
;

}

if(Anonymous && title=='undefined' && postNumber==3454574 && dateTime=='04/14/24(Sun)14:21:43') {

'>>3454138
Kanji - the hieroglyphs that represent ideas. These are (generally?) the same meaning in Chinese and Japanese but are not said the same. These are also made up of smaller parts like the symbol for forest being 3 tree symbols combined.
Hirigana - phonetic consonant vowel letter pairs for Japanese words
Katakana - phonetic consonant vowel letter pairs for non-Japanese words
Furigana - hirigana over kanji to show it's pronunciation. Because different ideas are combined in different words they have different phonetic sounds associated with them. This is how names are done, they take kanji and combine the first syllable of whatever words they were taken from.

Japanese combines a small number of kanji for nouns/verbs and then has hirigana for verb tenses and other grammar.
Translating Japanese to English generally takes at least twice as much space. The issue is that they are adding a ton of extra bullshit not in the actual text.'
;

}

if(Anonymous && title=='undefined' && postNumber==3454577 && dateTime=='04/14/24(Sun)14:22:44') {

'>>3454141
Fuck you and your gazebo.'
;

}

if(Anonymous && title=='undefined' && postNumber==3454588 && dateTime=='04/14/24(Sun)14:33:50') {

'>>3454574
>Translating Japanese to English generally takes at least twice as much space.
One of the most entertaining challenges as a j-e translator is operating under arbitrary limitations (space, size, etc) and seeing how much of the meaning you can retain without it coming out sounding like complete shit. It's nice that we do have basically unlimited space in modern times, but it's still a fun exercise.'
;

}

if(Anonymous && title=='undefined' && postNumber==3454597 && dateTime=='04/14/24(Sun)14:41:41') {

'>>3454065
Yeah, I'm a wrpg...

... of course I don't give the player a reason to care about the characters, setting, or plot, either at the start of the game or ever!'
;

}

if(Anonymous && title=='undefined' && postNumber==3454707 && dateTime=='04/14/24(Sun)16:09:24') {

'>>3454597
This is based if it's because the player makes all the characters in the party'
;

}

if(Anonymous && title=='undefined' && postNumber==3455089 && dateTime=='04/15/24(Mon)03:27:10') {

'>>3454065
I don't care about long intros, but taking 5 hours to round up the party really grinds my gears'
;

}

if(Anonymous && title=='undefined' && postNumber==3455101 && dateTime=='04/15/24(Mon)04:06:07') {

'I like story and dialogue in games but I prefer when the intro thrusts you into the gameplay quickly so you can get invested in that side of it';

}

if(Anonymous && title=='undefined' && postNumber==3455229 && dateTime=='04/15/24(Mon)08:33:50') {

'>>3454551
>Stick to your Skyrim, underage. RPGs are for people who like to read.
100% of people who make this argument have terrible taste in writing.'
;

}

if(Anonymous && title=='undefined' && postNumber==3455378 && dateTime=='04/15/24(Mon)12:23:45') {

'>>3454065
looks like RPG Maker
what game'
;

}

if(Anonymous && title=='undefined' && postNumber==3456471 && dateTime=='04/16/24(Tue)14:28:21') {

'>>3454411
>Being forced to talk to every villager for no reason (jrpgs) or pointless room descriptions (wrpgs) are both fucking trash
If you wanted to skip all the introductory text that establishes the world and characters, perhaps you should've read a low brow fantasy novel instead of wasting your time as well as a perfectly good spot for a thread on this dead board.'
;

}

if(Anonymous && title=='undefined' && postNumber==3458213 && dateTime=='04/18/24(Thu)14:00:57') {

'>>3456471
Show don't tell'
;

}

if(Anonymous && title=='undefined' && postNumber==3458218 && dateTime=='04/18/24(Thu)14:05:16') {

'>>3458213
>Show don't tell
The completely brainless bring up this guideline at every opportunity, because it's one of three bargain bin "improvements" they can bring up when inevitably their ADHD makes itself known.'
;

}

if(Anonymous && title=='undefined' && postNumber==3458222 && dateTime=='04/18/24(Thu)14:07:57') {

'>>3454085
if i were to make an rpg i will always hold on to that fallout 1 had the perfect intro. a quick 1 min video of the issue and what the player needs to do for the main quest. than bam your off to start the game with a marker on the world map of where you need to go, and in the way you run into a town that happens to have some side quests and more info/worldbuilding.'
;

}

if(Anonymous && title=='undefined' && postNumber==3458264 && dateTime=='04/18/24(Thu)14:47:46') {

'>>3458213
this doesn't mean what you think it means'
;

}

if(Anonymous && title=='undefined' && postNumber==3458305 && dateTime=='04/18/24(Thu)15:19:25') {

'>>3454112
Cop out and only encourages worse and more bloated cutscenes.
Fix your fucking dialog. If players are skipping cutscenes on their first playthrough it means your storytelling is bad and there's too much bloat.'
;

}

if(Anonymous && title=='undefined' && postNumber==3459025 && dateTime=='04/19/24(Fri)09:58:15') {

'>>3458218
>>3458264
>>3454566
You're the cancer what ruined storytelling, kys.'
;

}

if(Anonymous && title=='undefined' && postNumber==3459050 && dateTime=='04/19/24(Fri)10:35:22') {

'>>3459025
why bump a thread if you have nothing to say.'
;

}

if(Anonymous && title=='undefined' && postNumber==3459118 && dateTime=='04/19/24(Fri)11:57:40') {

'>>3458264
>>3458218
https://youtu.be/qUDNiyOf92o?feature=shared'
;

}

if(Anonymous && title=='undefined' && postNumber==3459121 && dateTime=='04/19/24(Fri)12:03:06') {

'>>3459118
>contemporaneous setting
>shallow story
>pc is a non-character
>not an rpg
this is an rpg board.'
;

}

if(Anonymous && title=='undefined' && postNumber==3459418 && dateTime=='04/19/24(Fri)18:32:38') {

'>>3458218
It's worth noting that RPGs are not novels.
"It's better if you see for yourself" is an acceptable excuse to force the Player/Character to navigate to a certain location and, you know, play the game.

But it's BAD when it's used to consecutively delaying exposition.
"I want to talk to you...but not here"
"It's a surprise."
"I could tell you. But then NPC#104 wouldn't have anything to do."
"Thank you for coming all this way. I'll gladly answer any of your questions...but first, I need you to make me a sandwich."
"Why? I'll fucking tell you when you're done, bitch!"
"Alright. Alright. You'll be wanting to know about the thing. It's right over there, just past a small wave of monsters, take a left. Then a right. If you find a treasure chest with the God's Hand Gauntlet" you've reached a dead end.'
;

}

if(Anonymous && title=='undefined' && postNumber==3460069 && dateTime=='04/20/24(Sat)13:51:46') {

'>>3459121
Okay, Fallout 3 intro'
;

}

if(Anonymous && title=='undefined' && postNumber==3460079 && dateTime=='04/20/24(Sat)14:02:11') {

'>>3460069
this is an rpg board'
;

}

if(Anonymous && title=='undefined' && postNumber==3460243 && dateTime=='04/20/24(Sat)17:22:27') {

'>>3454411
>Being forced to talk to every villager for no reason (jrpgs) or pointless room descriptions (wrpgs) are both fucking trash
So as i said - if you miss the point of rpg's that much and have that severe case of ADHD you are better of playing Fortnite, not rpg's.'
;

}

if(Anonymous && title=='undefined' && postNumber==3462298 && dateTime=='04/22/24(Mon)22:13:06') {

'>>3460243
The point of rpg is to make your character stronger to face challenges where their builds matter

Not to talk to old women and fat fucks about how peaceful the generic starting village is'
;

}

if(Anonymous && title=='undefined' && postNumber==3462525 && dateTime=='04/23/24(Tue)03:20:44') {

'>>3454574
>This is how names are done, they take kanji and combine the first syllable of whatever words they were taken from
this is not at all how it works'
;

}

if(Anonymous && title=='undefined' && postNumber==3464813 && dateTime=='04/25/24(Thu)08:14:25') {

'>>3454065
You should play older jrpgs, lots of them just throw you at the starting town and expect you to figure it out yourself'
;

}

if(Anonymous && title=='undefined' && postNumber==3467468 && dateTime=='04/27/24(Sat)06:45:12') {

'>>3462298
>The point of rpg is to make your character stronger to face challenges where their builds matter
No, thats hack and slash or mmorpg.
Point of rpg is ROLEPLAYING which needs rich world, interaction with npc's, peaceful exploration/quest solving etc.'
;

}

if(Anonymous && title=='undefined' && postNumber==3467551 && dateTime=='04/27/24(Sat)09:18:13') {

'>>3454065
>3 hour tutorial?
heh. See you in New Game+'
;

}

if(Anonymous && title=='undefined' && postNumber==3467935 && dateTime=='04/27/24(Sat)14:22:17') {

'>>3467468
That sounds like a gay ass adventure game, go play pretend like a little girl while we Chads play with numbers like real men'
;

}

}
}