- Location
- Mid-Atlantic
I'd appreciate the effort of a more serious vote, or a lower-threshold opportunity to make common sense moves. There was definitely a "blink and you'll miss it" element to this write-in for me.
One thing that's bugged me about the quest format for the past year is the extent to which the vote structure can impose artificial stupidity on characters. Yes, in many many ways the votes make sense as very strict limits on a quest protagonist's actions. In a fight you can only react in a limited number of ways. You can only be in one place at a time (usually). Your time is limited, your resources are limited.
...
But the nature of the vote format, especially when combined with strict requirements for write-ins, does a lot to neutralize and cripple a player's prudence or curiosity. One of the main ways those traits express themselves is that a prudent or curious character will perform small commonsense actions and ask simple questions, consuming little time but hopefully gaining knowledge or preparing against a threat.
When the vote structure acts to quash any "also, make a cursory effort to determine if our arch-nemesis is nvolved in this random event" reactions, the effect is that it's very hard for the quest protagonist to take sensible precautions against threats. Such that they come across as being blithely indifferent to problems that in reality they never had much of a chance to come to grips with.
I feel this is related to the reasons why we still don't know what's up with Endivan taking down a super-saiyan despite people having been interested in that for multiple years of in-game time and despite it literally involving one conversation between Kakara and her father... a father she is on good terms with and talks to regularly. I know that conversation is planned 'for later,' but if this were, say, a tabletop roleplaying game where you can just have the character ask things without having to convince twenty people to pick a specific write-in vote, we'd have found out long ago.
One thing that's bugged me about the quest format for the past year is the extent to which the vote structure can impose artificial stupidity on characters. Yes, in many many ways the votes make sense as very strict limits on a quest protagonist's actions. In a fight you can only react in a limited number of ways. You can only be in one place at a time (usually). Your time is limited, your resources are limited.
...
But the nature of the vote format, especially when combined with strict requirements for write-ins, does a lot to neutralize and cripple a player's prudence or curiosity. One of the main ways those traits express themselves is that a prudent or curious character will perform small commonsense actions and ask simple questions, consuming little time but hopefully gaining knowledge or preparing against a threat.
When the vote structure acts to quash any "also, make a cursory effort to determine if our arch-nemesis is nvolved in this random event" reactions, the effect is that it's very hard for the quest protagonist to take sensible precautions against threats. Such that they come across as being blithely indifferent to problems that in reality they never had much of a chance to come to grips with.
I feel this is related to the reasons why we still don't know what's up with Endivan taking down a super-saiyan despite people having been interested in that for multiple years of in-game time and despite it literally involving one conversation between Kakara and her father... a father she is on good terms with and talks to regularly. I know that conversation is planned 'for later,' but if this were, say, a tabletop roleplaying game where you can just have the character ask things without having to convince twenty people to pick a specific write-in vote, we'd have found out long ago.
Last edited: