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SolidArf
United States
Приєднався 18 кві 2021
B+ video essays about video games, movies, and pop culture.
Follow me or support the channel!
-- Twitter: YouJustGotArfed
-- Ko-Fi: ko-fi.com/solidarf
PATCH NOTES:
- Current profile picture from Animal Crossing: New Horizons.
- Previous profile picture generated via @G0966's RPG Character Creator on picrew.
Follow me or support the channel!
-- Twitter: YouJustGotArfed
-- Ko-Fi: ko-fi.com/solidarf
PATCH NOTES:
- Current profile picture from Animal Crossing: New Horizons.
- Previous profile picture generated via @G0966's RPG Character Creator on picrew.
Representing Monsoon in Games
A micro-essay about the rainy season -- and how it fundamentally changes landscape, traversal, agriculture, etc. in tropical regions. While a lot of video games show off rain as an aesthetic, very few of them tap into its potential as both a hazard, and a source of life...
Maybe farming sims like Stardew Valley can point the way ahead.
Made as part of a one-minute micro-essay collaboration with The Essay Library! Go see their latest collection on "Seasons":
The Essay Library Anthology Vol. 8 - Seasons: ua-cam.com/video/ewoXycDfy4k/v-deo.htmlsi=GtnmQoqRLYWDe2WU
Playlist Version: ua-cam.com/play/PLRuGAa254s9PH6kg1sMXcacbQpp4sFyXA.html
Follow me or support the channel if you're able!
-- Twitter: YouJustGotArfed
-- Buy Me a Coffee: ko-fi.com/solidarf
-- Website: aarafafzal.com/npcs
Maybe farming sims like Stardew Valley can point the way ahead.
Made as part of a one-minute micro-essay collaboration with The Essay Library! Go see their latest collection on "Seasons":
The Essay Library Anthology Vol. 8 - Seasons: ua-cam.com/video/ewoXycDfy4k/v-deo.htmlsi=GtnmQoqRLYWDe2WU
Playlist Version: ua-cam.com/play/PLRuGAa254s9PH6kg1sMXcacbQpp4sFyXA.html
Follow me or support the channel if you're able!
-- Twitter: YouJustGotArfed
-- Buy Me a Coffee: ko-fi.com/solidarf
-- Website: aarafafzal.com/npcs
Переглядів: 333
Відео
What I Learned Photographing NPCs in Final Fantasy 16
Переглядів 3,7 тис.2 місяці тому
Final Fantasy XVI's approach to NPC storytelling is minimalist but extremely effective. Almost every single unnamed character has some kind of narrative arc that carries across the game. They might not have routines or move around much in any given moment, but when you revisit different towns at different points, you'll see something new each time. Hear a new snippet of dialogue. See a relation...
Searching for One Marvelous Scene
Переглядів 5954 місяці тому
Five years ago, a slew of video essayists and creators came together to each pick one scene from the Marvel Cinematic Universe and talk about its craft, impact, and deeper meaning. I wasn't making videos back then - but I did have a conversation with my close friends where we asked each other "What would be your One Marvelous Scene?" This is my answer, five years on. At the end of the second ac...
Chants of Sennaar Micro-Essay: Language and Discomfort
Переглядів 4884 місяці тому
A micro-essay on Rundisc's "Chants of Sennaar," a game in which you decipher a language and use your growing vocabulary to solve puzzles. I'm fascinated by the way you're forced to adapt to new rules for grammar as you move through its world and particularly fascinated by how the game, at some points, forces you to be complicit in how its language oppresses certain people... Made as part of a o...
What I Learned Photographing NPCs in Spider-Man 2
Переглядів 2,6 тис.6 місяців тому
Excelsior! We're dropping back in to Marvel's New York for an extended look at the NPC design in Insomniac Games' Spider-Man 2 (2023). Easter Eggs! Weird dialogue! Product placement! And a heap of cool details galore... all enhanced through one of the best photo modes in the biz. A huge thank you to the following translators, who deciphered the NPC dialogue that's spoken in other languages: * S...
The Spider-Man Game That's So Lost...
Переглядів 1,7 тис.7 місяців тому
What if... you had to play as a Spider-Man action figure? Join me in the distant future of 2057, as we unpack the story of the lost Spider-Man game... "Spider-Man: Size Matters." April Fools! Alternate timelines! Toy Story-core! This video was made as part of The Essay Library's April 1st anthology on "These Video Essays Do Not Exist," about things that don't exist. But who knows? Maybe they do...
What I Learned Photographing NPCs in Tears of the Kingdom
Переглядів 155 тис.8 місяців тому
Hylians, Rito, Zora, Gorons, Gerudo & Koroks: The NPCs of Gaming series returns with a look through the camera lens at the NPCs of Hyrule! Settle in, because this is a long one. * Opening Titles: 0:00 - 0:40 * NPCs of Hyrule Part I Hylians: 0:41 - 22:51 * NPCs of Hyrule Part II Worldbuilding and Design: 22:52 - 31:00 * NPCs of Hyrule Part III The Other Hyruleans: 31:01 - 53:05 * The Camera Rune...
Russian Doll Micro-Essay: Becoming Someone Else
Переглядів 2929 місяців тому
"Mother, mother, on the wall..." This is a one-minute micro-essay on Netflix's Russian Doll, created for The Essay Library's collaboration "Becoming Someone Else." Go check out the full compilation: ua-cam.com/video/zM2Fa-NpBE4/v-deo.htmlsi=pqoXvsJZ_2J9MjIS Some incredible micro-essays in there that push the boundaries of the medium. Honored to have been a part of it. Twitter: YouJu...
SolidArf - Channel Trailer 2.0
Переглядів 3389 місяців тому
Hi and welcome! I'm Arf, and this is what I do here. An updated channel trailer for 2023, since I made my original two years ago. Ways to follow/support me: Twitter: YouJustGotArfed Instagram: npcsofgaming Buy Me a Coffee: ko-fi.com/solidarf Website: aarafafzal.com/ Special FX from Visual Lifestyle: ua-cam.com/video/OE4IylbkyLQ/v-deo.htmlsi=oiDS2q-zGpQKRUy5
The Kingdom Hearts 3 Trailer We Never Saw
Переглядів 2,8 тис.Рік тому
In 2014, a small crowd of Kingdom Hearts fans was shown an exclusive preview for Kingdom Hearts III. What they saw became the basis for both a marketing and storytelling arc years in the making… This is the road to Cable Town. Twitter: YouJustGotArfed Buy Me a Coffee: ko-fi.com/solidarf BEHIND-THE-SCENES: This script went through several iterations, and acts as a nice "season finale...
The Games That Helped Me Grieve
Переглядів 1,6 тис.Рік тому
This is more personal than my other videos, so please do not feel any pressure to watch it. This is for myself and my family friends first and foremost. It was written and recorded one year ago, when my grandma passed away. I wrote it over the course of a single, difficult day and recorded it over the course of two long nights. The games covered: A Short Hike: 0:00 - 8:19 Night in the Woods: 8:...
What I Learned Photographing NPCs in Guardians of the Galaxy (2021)
Переглядів 656Рік тому
We're back with a look at the NPCs in Eidos-Montréal's "Guardians of the Galaxy" (2021), published by Square Enix. There are a *lot* of different types of alien races here, and their origins / cultures are more fleshed out than you might expect. It turns out there's a lot to complement my photos in developer notes and presentations. I've brought it all in one place, so sit back and enjoy our gu...
What I Learned Photographing NPCs in Star Wars Jedi: Fallen Order
Переглядів 1,2 тис.Рік тому
May the Fourth be with you! Just in time for Star Wars day (and the release of Survivor), the NPC series returns with a look at the NPCs of Star Wars Jedi: Fallen Order (2019). There aren't a lot of them, but there *is* a lot to talk about: Stormtroopers, Clone Troopers, and Wookiees abound! Expect more new entries in the "What I Learned Photographing NPCs..." series soon. :) What I Learned Pho...
Glass Onion & See How They Run: How a Mind Deceives Itself
Переглядів 338Рік тому
What do 2022's Glass Onion and See How they Run have in common? Despite being whodunnits modeled after classic Agatha Christie, both films are less interested in being puzzles and more in being cinematic roller coaster rides. Twists, turns, and surprisingly simple truths await... but that simplicity is clouded by our own desires to seek something more complex. Put your deerstalkers on, friends....
Hollow Knight's Loneliest Levels
Переглядів 484Рік тому
Like everyone else, I adore the combat of Hollow Knight but in its beautiful, bug-infested world, the areas I find myself reflecting on are the ones that use combat minimally. Why do I love the White Palace and the Abyss so much? Feel free to follow me or support the channel! Twitter: YouJustGotArfed Buy Me a Coffee: ko-fi.com/solidarf BEHIND THE SCENES: - After editing this video, ...
Art and the Environment in Concrete Genie
Переглядів 373Рік тому
Art and the Environment in Concrete Genie
TOEM, and Why I Love Scrapbooking in Games
Переглядів 651Рік тому
TOEM, and Why I Love Scrapbooking in Games
A Hundred Histories of Crash Bandicoot 4: It's About Time
Переглядів 503Рік тому
A Hundred Histories of Crash Bandicoot 4: It's About Time
What I Learned Photographing NPCs in Kingdom Hearts III
Переглядів 50 тис.2 роки тому
What I Learned Photographing NPCs in Kingdom Hearts III
What I Learned Photographing NPCs in Spider-Man (2018)
Переглядів 1,3 тис.2 роки тому
What I Learned Photographing NPCs in Spider-Man (2018)
What I Learned Photographing NPCs in Gravity Rush 2
Переглядів 3,9 тис.2 роки тому
What I Learned Photographing NPCs in Gravity Rush 2
What I Learned Photographing NPCs in Final Fantasy VII Remake
Переглядів 1,9 тис.2 роки тому
What I Learned Photographing NPCs in Final Fantasy VII Remake
What I Learned Photographing NPCs for a Year (2021)
Переглядів 2,8 тис.2 роки тому
What I Learned Photographing NPCs for a Year (2021)
The Camera(s) of NEO: The World Ends with You
Переглядів 1,7 тис.2 роки тому
The Camera(s) of NEO: The World Ends with You
Gravity Rush: A Hierarchy of Sinking Worlds
Переглядів 8 тис.3 роки тому
Gravity Rush: A Hierarchy of Sinking Worlds
Rediscovering Spira: Learning to Love Final Fantasy X-2
Переглядів 8733 роки тому
Rediscovering Spira: Learning to Love Final Fantasy X-2
Psychonauts: Video Game Drowning and The Aquato Solution
Переглядів 1 тис.3 роки тому
Psychonauts: Video Game Drowning and The Aquato Solution
Inside: Storytelling Without Words (But With 14 Exceptions)
Переглядів 1993 роки тому
Inside: Storytelling Without Words (But With 14 Exceptions)
I still love this about both games the npc’s make the world feel so much more alive, if you look at pokémon scarlet/violet those npc’s have only one line of dialogue and don’t go anywhere.
Such an interesting topic. Flooding is a mechanic I'd love to see tackled more in games; it holds so much potential!
Thanks so much Wilson! Yeah, I'm eager to see if more games use it in future. Feel like Death Stranding 2 might set a precedent!
ngl I was expecting an hour or so of discussion on rain in video games
I miss the rainy season of Bangladesh so much 😭
I'mma go watch it--but now I want to see you do a Stardew video. Have a good day. Can't wait for your next full upload.
I never thought of rain like this!! The most rain comes up where I live (Florida) is, like, hurricane season (which is just late summer/early fall) but it makes perfect sense that some places would see that as its own season
This is really amazing, well done! :D
Thank you for such an inspirational video <3 !
Arf! I've only just watched this as I've just finished FF16 today! Beautiful video as always. I enjoyed my time in 16 (story & characters, not gameplay) but completely missed the level of detail you found, thank you for this! I appreciate the world even more
Thank you for your support as always, Lizziee! I'm so glad these details resonated -- even if the gameplay maybe didn't. It means a lot that this video helped. 🙏🏽
8:57 the NPCs reacting to your oufits, time of day etc is mainly kudos to the dialogue writers and quest designers. Dialogue trees allow designers to create dialogue for when specific conditions are met, and these designers were meticulous when it came to writing for the several different cases you mentioned. As far as programming goes, the programmers allowed these conditions to be referenced in the dialogue authoring tools -- which was already present in Breath of the Wild and is a common feature in many RPGs.
36:25 LMAO
Thanks for the video, you basically reminded me of what I enjoyed out of gaming, which is immersing yourself in a whole other world and having fun doing whatever you feel like, but unfortunately I feel that the newer generations of gamers don't get that, and the companies that are aiming for that audience neither, because theres a bunch of games out there that don't give you the chance to just take things slow, and you have to play by the hands of those developers and stuff, where they don't even give you the freedom to sequence break which was one of the best things that a lot of older games let you do, but alas I am glad to see that at least some new releases still let you do your own thing, and that the spirit of exploration and immersion still lives on.
I now have a favourite interaction with the NPC's. When you strip down to your undies, as you know, the npc's comment about it. Infront of the Outskirts stable, there are the three gerudos looking for the hero. I stripped down, climbed the tree and jumped into the middle of them. I then interacted with them, they were shocked and I won't spoil what they do, but it is quite funny.
And if you wear the Yiga mask they turn away and refuse to speak with you
@@beans-t1h ic ic
I also noticed the new depth to NPC interactions in TOTK, but I'm still upset that nobody frickin commented on Zelda's Tears quest line!!!!
Something I noticed that changed with me between the two games when it came to the camera was how I took the pictures to fill the compendium. While I wasn't that careful with the monsters or weapons (usually just bought most of them), I really liked taking pictuers of the animals and materials. With that said, when I took the pictures in BOTW I just made sure that it was in the middle of the square and well lit up. But in TOTTK I'm more of that even if I still want it in the square I also want it to look like a good picture when I open the compendium, just like a photo in a photoalbum. Which makes it so that I can try 10 times with just ONE bird untill I get the best picture. 😄😄
If you walk by Robbie without any clothes, his speech bubble will say something like "Laundry day, huh?"
this is such a wonderful video. It held my attention for a looong time, thank you!!1
So critical and yet hopeful. I fuck with it sir. Your students are very lucky
I never noticed how many of the kids had grown up, and it's a super cool way of showing the passage of time.
This attention to detail with even the most insignificant NPCs is why I love Tears. I don't care that people don't always recognize Link. I don't think Link would care much either. But I recognize them.
I mean, with L'ubor's questline, I think the fact the town takes the wrong lesson rings more true - you're not going to magically resolve bias and racism with one speech from a child. Look at actual reality - with mountains of experience, data and history to refer to, people still plow through with the wrong idea, or do the right thing for the wrong reasons. The whole story isn't about perfect endings, but that despite setbacks and misunderstanding and failures, you have but one path, and that's forward.
Such a beautiful point about Zelda and her love of photography at the end. ❤️❤️ Currently filling out the totk compendium for the third time. This time I have set myself the challenge of photography everything (excepting items exclusive to caves or depths, or tied to a certain weather pattern) during the game’s sunset golden hour. Which amounts to about three real time minutes each in-game day. 😅 But it’s definitely about the process, the quest, and observing all the little details for me!
I never noticed that about Verla! That is so cool. Some of my favorite NPCs to rediscover were the ones taking part in the monster control crews, especially the four you rescue in Gerudo Canyon. And I’m glad Hunnie’s encounter with monster cake did not make her permanently contrary. 😂
30:20
The game's dark journalist take on bearers was great. It should make u uncomfortable and feeling anger and disgust. This is a world that wears its evils proudly on its sleeve after all.
I’m obsessed with this game, thanks for this
i love taking aesthetic shots in both games. I always wanted Nintendo to do a photo contest just so I could show people my sunset pictures.
so...the slaves in the game are crystal magic benders
Clive is so hot!
I thought it was just me that would people watch in games...
I think this is an incredibly cool and unique series, and I can't imagine the amount of work that went into collecting all of this footage. Kudos to you for taking the time to dive so deep on an often underappreciated aspect of game design. Please take what I'm about to say not as an attempt to undermine your work, but to start a genuine conversation about the NPC quality in this game. Having played the game, I think this video can give a somewhat misleading impression of the overall effect these NPCs have on the typical gameplay experience throughout FFXVI. The fact is, that their presence is seldom felt. FFXVI's NPCs are extremely static, and are typically locked into a looping animation for much of their existence. Their dialogue only changes very rarely, after major story events--and that's just for the NPCs that stick around for longer than just one section of the game (NPC's from Rosalith Castle, for example, are never seen again). As such, you can usually expect their dialogue to remain unchanged for several hours at any given time (this is a long game, after all), which immediately breaks immersion should you happen to walk by them more than once. The animations are decent for whatever repetitive movement they might be engaging in, but they often don't match up to whatever it is they're saying--and sometimes it doesn't even feel like they are addressing you specifically. The example you gave at 15:02 of the two ladies commenting on Clive and Jill being a cute couple illustrate this quite well, actually. Notice how their movements seem completely at odds with their dialogue, or how they don't ever turn to face Clive despite their lines being directed at him. Likewise, facial expressions and lip movements often don't register any dynamism in relation to context either, and when combined with the context-blind animations, give the NPCs a very uncanny valley, robotic air. Like you're watching the animatronic puppets at an amusement park. I would also argue that FFXVI's NPCs are particularly disappointing in light of their relative scarcity. When you play a game like Spider-Man or GTA, you expect a very large number of NPCs because the developers need to believably sell the concept of a metropolis to the player. Accordingly, you will usually expect each individual NPC to be somewhat more generic, given the incredibly large volume. FFXVI is not like that. There are no large scale, explorable cities in this game (it's one of the most disappointing things about the game, actually). Most of the time you are only exploring small areas or towns, and as such, there are only a handful of NPCs at any given time. With such a relatively low NPC density, you would expect the game to have some top-notch bespoke interactions with these NPCs, maybe some truly unique or memorable models. But that never happens. And in fact, its questionable whether FFXVI does anything more notable with its NPCs than games with far higher NPC density. When you compare their dynamism to something like the NPCs in Watch Dogs 2, for example, it's night and day. Even comparing them to NPCs in The Witcher 3, they don't really feel like an huge improvement, despite that game being 8 years old at this point. It's actually interesting because I feel like other games get a lot more out of their NPCs by simply having them move around more, even if they don't have as much detail in their modeling or dialogue, simply because a sense of movement can create the illusion of a bustling town or city more than a really intricate piece of armor. All of this is to say, FFXVI's NPCs feel largely lifeless and outdated. Yes, they have impressively detailed models, but on a typical playthrough, you are not going to be zooming in on NPCs to marvel at the intricacy of their clothing. Most players are simply going to walk by them to see their reactions and hear their dialogue and maybe see what they do if one stands around a while. The job of most NPCs is therefore to sell you on the world you are inhabiting *at a glance.* And I don't think FFXVI's NPCs really succeed on that front.
@@lets-mosey Hey, thank you for the thoughtful comment! This is the kind of good-faith feedback I live for. My intent isn't really to represent an average experience with any of the games I cover -- but to examine what else is going on we don't typically pay attention to. I actually agree with you that most of the NPCs feel like animatronics. One thing I'm trying to contend with in this series is: How much do subtle details matter? Do they actually impact the average player’s experience in a meaningful way? I love your point about NPCs serving their most important function *at a glance* -- and I agree that FF16's NPCs fall short on that level, especially re: the context-blindness. Where I diverge a bit is that I think there *is* a lot of dialogue! The frequency of NPC updates does depend on the town/region/etc., but generally I found there to be a lot of easily missable conversations. NPCs repeat lines and animations on the same visit, but do change things up after relevant story beats (and with more frequency if the story is progressing close by). A few even show up in the wild. Again, jury's still out on how much that matters when these are so removed from the typical player’s path... Essentially: Square used a lot of constraints but I was impressed by what FF16's NPCs manage to do within those constraints. As AAA development costs start ballooning, I worry NPC quality will become one of the first things developers will start to skimp on -- and I want to meet each game where it's at. I've found FF games to strike a good compromise within the RPG genre. With GTA or Spider-Man, I look for a very different, more vibrant NPC pool (though, less responsible for commenting on the story). I didn’t mind that FF16 didn't quite have that -- but it’s why my main critiques are pointed at where they fall short narratively, instead of mechanically. I'm with you that the mechanical flaws can result in some narrative flaws, though.
Wow, this was an amazing video! I never noticed every NPC was so deep. Maybe you could check out Majoras Mask too, it has evolving Npc's with hourly routines aswell.
Wow I called myself actually stopping to interact with every npc after every major quest, but there are s o o o many in this video ive never seen before, or larger details that went unnoticed to me initially. Phenomenal ~ So glad yt actually recommend me something good for once ;A;
FFXVI is such a masterpiece.
Gerudo carrying hot items to stay warm at night is a cool detail
Man, amazing video, make me appreciate the game even more! Hope more people see this
I think the Monster Control Crew wearing buckets as helmets because most of the actual helmets got rusted is a really cool detail.
The situation with the Gorons in the Gerudo town are very interesting, Because i myself when first encountering that issue after wrapping up that quest-line, Attributed it to a newfound sensitivity of the Gerudo, Their homes had just been desecrated and occupied within incredibly recent memory and they had only barely fended off the bands of monsters of the demon king who had threatened their home. Meaning that while perhaps years ago they might have just shrugged it off and let gorons inside due to a sense of security and confidence, They've taken a newfound safety with sticking more closely to their traditions. Similar to the Gerudo of Ocarina of Time who due to the military conflicts of that time, Had become incredibly wary of outsiders even those they had commonly traded with. So instead of "I've got no clue what a goron is, Come inside" its slipped into "I dont know which a Goron is, Which means they cant come inside." Interesting to see varying perspectives on the series of events, their causes and their results though, But considering the allowance made for Link, I expect that the Gerudo will quickly get over this and become more open if we ever see another time-skip in this specific setting.
Even though I finished the game twice to get the platinum trophy and made a conscious effort to pay attention to details the second time this video has shown me so many details and little stories that I missed with the npc's. So thank you I really enjoyed the video.
The presence of the NPCs as you have hilighted in how they're used and how their day to day's are portrayed has been very good, im ashamed i never noticed some of these myself. im surprised you didnt showcase as much of Waloed, i admit, inspite of the lack of NPCs in that overall region, the lack of them paints a...well in the context of Valisthea, a kingdom of the dead of sorts, streets and houses left to rot as all that remains are beastmen and those whove lost their wills to the aetherfloods, an almost worst case scenario image for Valisthea, contrast that with the lives of those in storm compared to ash, its contrast is surprisingly effective an impactful to me.
@@jonathandear4914 Thank you for the comment! This is a really good point re: Waloed. It's such a stark and desolate contrast, but it really is effective. Probably something I should have brought up. I ended up axing their section from the script. The few Waloeder NPCs I'd identifed were (1) the folks in Mikkelburg, (2) the crew of Barnabas' ship, and (3) the Waloeder woman in the Hideaway. I'd considered talking about how cool it is that even these minor NPCs (including the one at the Hideaway) are voiced with the Scandinavian accent the major characters from Waloed have. They're few in number but there's definitely a lot of detail there!
Hi, i only discovered your channel through this video and i enjoyed a lot. Thanks for all of the attention to detail and effort
9:58 - wow such details that there in the game, but you just pass them
47:41 this is actually one of my favorite NPC interactions in TotK, solely because after you complete Malena's quest you can find her and her husband Platt at Rutile Lake on Satori Mountain, hunting for endura carrots. Their dialogue there is just really sweet!
In the defense of Terry Town and Bolson not remembering you. YOU as in Link did not build Terry Town, Hudson did, you simply supplied the materials. To Terry Town you are nothing more then a sub contractor that got them wood (probably sourced from the local forest just down the hill). Do you know who gave the construction company that build the house you are currently in? No, so why would the villagers do? As for Bolson, he probably knows link, but he takes me as the guy who would forget someone with such little presence as Link.
This is my first time coming across your channel and this is seriously so wholesome and cozy. You are showcasing beatiful art and animations that are so underapreciated. The attention to detail that goes into these games and NPCs is wild. Thank you for following around NPCs and sharing their stories. I love this so much and I'm only 11min in! Edit: Finished the video, really well made! I loved it so much!
My brother and I were talking about accents (we’re autistic and he was stuck switching through various accents), but I noticed the way you pronounced some words were ways I’d never think to, and I wanted to ask out of genuine curiosity (ima frame it better I hope), where does your accent come from? Like our differences in saying Kakariko as an easy example. From my tiny knowledge on language, I can say I put a softer accent on the ‘K’s and ‘R’s.. I just wanted to ask is all. I’m sure anyone else reading this can immediately tell I’m just an uninformed American, but either way I hope I did a decent job asking, and for you to have a good day! (I also really love virtual photography, I should do it more often)
Oh yo! Speaking about the video’s topic, I’ve thought of ideas that sound fun for me to do with ToTK!! I had a thought while scrolling though the Hyrule Compendium, about what if I took pictures of everything with some parameters, like them being “quality shots”, or being near or at the location of finding them. I then had the idea of doing that, and also making an irl compendium with drawings and thoughts, like if I were someone actually there making my own observations
I've never been a particularly observant person in games, especially in TOTK and BOTW when everything really cool is big and noticeable, but this video has inspired me to really take in all the details the devs put in next time I play! Taking pictures of tiny creatures and monsters seems like a really fun pass time.
This makes me realize how much I missed in my first playthrough. I understood that the NPC's changed after certain events and progress in the game. I did not expect for the changes to be contiguous that they have their own plot going on in the background. Really nice work by Square to put this much effort into world building.
I love the bird ppl in tears /wild (I don’t know how to spell the name) if I had to be a tears/wild person I’d be a bird person!
I love your break down here ❤