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#I know that it's meant to be a bit of story and gameplay segregation in-game
sincerely-sofie · 5 months
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Cave-in: A comic starring Darkrai, Dusknoir, and an unconscious Twig on an expedition gone wrong.
(Note that this takes place after the ending of the fanfic, and people have settled into having Darkrai in their lives... for the most part. Dusknoir still hates his guts and doesn't trust him whatsoever.)
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glon-morski · 4 years
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On Noctis’ Injury And Its Effects On His Magic
A̷ ̷f̷i̷l̷l̷ ̷f̷o̷r̷ ̷t̷h̷i̷s̷ ̷k̷i̷n̷k̷m̷e̷m̷e̷,̷ ̷I̷ ̷g̷u̷e̷s̷s̷.̷.̷.̷?̷
Anyone who has played FFXV knows that as a child, Noctis suffered from an injury that rendered him unable to walk for a while – the reason for his visit to Tenebrae as a kid, and thus his first meeting with Luna shortly before Tenebrae fell. The Brotherhood anime and Kingsglaive movie expand on it a little bit, giving more information on the extent of the injury, as well as what caused it: a daemon called the Marilith. As a reminder, I mean this thing:
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The injury was severe enough that Noctis remained in a coma for an unspecified amount of time (though most likely at least a couple weeks, if not a couple months) and even once he woke and recovered a bit, he was unable to walk, his legs being paralyzed (or he was literally paraplegic, meaning paralyzed from the waist down; that’s a valid possibility as well, and an even more likely one all things considered). Furthermore, it is a widely assumed headcanon (and rather heavily implied, though never actually stated in the game) that he was infected by the Starscourge through this injury. For these reasons, he was taken to Tenebrae so the Oracle may heal him, though this led to Niflheim attacking and conquering Tenebrae as a result.
Well, fine, he was healed. That’s that then. Except it’s not, according to Noctis’ character sheet in the game’s archives.
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“An injury incurred as a young boy deprived him access to the full potential of his innate power”, huh?
Unless there was another ‘childhood injury’ that we don’t know about, which is unlikely, this references the Marilith. And that injury, though healed by the Oracle, apparently left marks deep enough that it affected Noctis’ ability to use his magic. But that begs the question: how exactly was he affected? No part of the game or the anime or ANYTHING gives us any real indication on that. So all we can do is speculate. That said, here are some thoughts I had on the matter.
1 – Warping
Noctis can warp. That’s obvious to anyone who played the first five seconds of the game’s gameplay or watched the first minute of the brotherhood anime. It’s one of the basic abilities he should have as a royal, of course he learned how to warp.
Here’s the thing, though: just because he can doesn’t mean it was (or still is) easy. In fact, Noctis had experienced uncommon difficulty in mastering this skill, as stated in the book/script ‘Prologue: Parting Ways’. Ignis outright says there that Noctis actually only mastered warping recently and goes as far as to speculate that his difficulty in learning might be connected to his childhood injury, which is as much of an indication that it’s the case as we can get since the characters visibly aren’t supposed to know for sure. Furthermore, if we consider Gameplay-Story-Integration – something FFXV does in spades, far more than I think I’ve ever seen any other game do – at the very beginning of the game, warping (and warp strikes in particular) is very costly in MP. In fact, unless you’re on a New Game+ (which doesn’t count), overusing warp strikes is the best way to end up in Stasis in only a few attacks, along with aerial combat which, surprise surprise, also makes Noctis warp and phase a lot to not fall down prematurely.
The effect lessens as Noct gains levels and thus more MP, but even late game you can sometimes end up in Stasis against stronger, aerial opponents if you’re not careful. That said, while the gameplay mechanic of gaining more MP as you level up is nothing new, here it could be explained in-story as well: as Noctis grows stronger because he’s fighting nearly every day and is thus forced to practice both his combat skills and his warping, he perfects the skill he had so he doesn’t need to use as much magic for it. He may have ‘mastered’ it before leaving Insomnia in the sense that he never fails to warp when he wants to, but for most of his journey he’s perfecting it so he can do it with more ease and using less of his reserves of Magic, and thus not fall into Stasis so easily.
Speaking of which…
2 – Stasis
Stasis is something akin to a ‘status ailment’, yet different. It’s what the state of having 0 MP is called. When in Stasis, Noctis can’t attack because he can’t summon his weapons and can’t avoid attacks well because he can’t phase, much less warp. He can’t use the magic flasks, either. The only thing he can do is run around but that, interestingly, only makes the Stasis last longer. In order to recover MP and thus get OUT of Stasis, he needs to stop moving entirely (and preferably hunker down behind a rock or something of that nature). Stasis only ends when he recovers all of his MP.
There’s a few things interesting about Stasis. The first, as I already mentioned above, is how to get out of it. You need to stop and cease moving entirely – which, if you’re in the middle of combat, is of course nothing short of idiotic. But then, since you can’t do anything anyway, Stasis is something you usually need to get out of ASAP if you’ve already failed to not fall into it in the first place. Finding a hiding spot and hunkering down helps as Noctis’ magic recovers faster that way. While there’s no indication how Stasis may feel to Noctis, however, there’s a widely-accepted headcanon that it is not pleasant. The fact that you have to stop and that crouching makes Noct recover faster lead to believing he might feel dizzy and maybe even nauseous or otherwise sick, that he as a character feels the need to sit or lie down when he ends up in Stasis. Which would make sense considering that, as far as we know, his Magic is and always has been a part of him, so having it deplete to zero is likely to not feel nice. It might be similar to when you’re anemic for the exact same reason: you need a certain amount blood and hemoglobin for your body to function properly. It’s not too much of a stretch to assume that it’s the same for Noctis and his magic power.
Noctis, however, is not the only character who may have to deal with Stasis if he’s not careful about his magic use. The others are the members of the Kingsglaive, as shown in the Comrades DLC. However, even at the very beginning of DLC, you have to try really hard to get the Kingsglaive character into Stasis. Like, fighting an aerial enemy and constantly warp striking it even though you have shuriken you can throw from a distance kind of try. In fact, in all the time I played Comrades, I only managed to get into Stasis ONCE and my reaction to it was ‘wait what? Stasis? HOW?!’ that’s how surprised I was that it actually happened, even though I theoretically knew it could. Furthermore, at no point in the Kingsglaive movie was Stasis ever so much as mentioned as far as I recall. So in this case, it is safe to assume that it’s either a case of Gameplay-Story-Segregation, or in case it’s not, that most Glaives only know vaguely that Stasis can happen, but rarely-to-never actually experience it. By comparison, early-game Noctis falls into Stasis nearly all the time (or he did the first time I played the game and before I learned to watch my MP and periodically point-warp, a tactic I largely dropped late-game and barely use in Comrades).
There’s one thing, though: magic is not a native ability of the Glaives. They get the ability to use magic by borrowing said magic from the king. Their bodies are not as adapted to it as Regis’ and Noctis’ would be by virtue of magic being an energy they don’t usually have access to. This is further reinforced by the fact that they have varying affinity for magic. So since the energy wasn’t theirs and their bodies were not meant to be able to use it, but do so anyway due to their connection to the king, it would make sense if there was a limit of how much magic they could borrow before something blocked them – either because the ‘sharing’ works by them having a certain stock which runs dry or because their bodies refuse to accept more magic from the king past a certain threshold, thus inducing Stasis. The same cannot be said for Noctis. He’s of royal blood. He was born with his ability to use magic. It’s part of him. It’s his magic, not someone else’s that he’s borrowing.
Furthermore, there is King Regis, who we know is weakening due to sustaining the Wall. He’s been weakened to the point that already at the time of Brotherhood, he lost access to his Arminger – not the entire arsenal, he can still summon regular weapons, but the Royal Arms no longer appear to him because he’s too weak. Yet even this weakened monarch withered by years of using the Ring of the Lucii is never so much as implied to experience Stasis, or to ever have experienced it. Even now, when he can hardly use magic in general, there’s nothing that may imply he’s close to or dealing with Stasis. His magic is there, he just cannot use it. But if Noctis’ father never experienced Stasis in all his life, then it would mean it’s weird that Noctis does, especially as easily as he does in early-game.
Unless, of course, his childhood injury and the Starscourge play a role in it. Hence why I believe they do.
3 – Elemental Magic
Another direct ability connected to his magic that Noctis has is his Elemancy and general spell-casting. And here’s where things get really interesting in my opinion. I’ll be breaking this into two separate parts, one about the obvious Elemancy from the game (i.e. making the magic flasks) and one less obvious aspect. Let’s start with the less obvious one.
3.1 – Elemental Deposits
In order to use elemental magic in the form of flasks, Noctis has to first store the energy from elemental deposits. These are strewn about all over Eos, most notably with one of each element (fire, ice, lightning) around every haven blessed by an Oracle. However, they’re also found in different locations to varying amounts. Mt. Ravatogh is littered with fire deposits and maybe a lighting here and there, but you won’t find any ice, which makes sense considering it’s a volcano. The cave behind the waterfall, aptly named Glacial Grotto, is littered with ice deposits and you’ll be hard pressed to find anything else (though there is exactly one fire and one lightning deposit). This implies that elemental magic is part of the very earth itself, which is important when you consider another thing:
Noctis is the only character who requires these depositis. Everyone else can cast spells ‘just like that’ as far as we know. The Kingsglaive? Both in the movie and in the Comrades expansion, they just do it. There’s not even so much as a mention of the deposits. Ignis, who’s implied to be the most magically adept of Noctis’ companions? His entire fighting style when you play him relies on elemental magic, and when you don’t play as him, he has elemental techniques to use via the tech bar like Sage Fire. He can do both whether or not Noct has stored any elemental energy himself, so it’s not connected to that.
Where, then, do these characters draw the magic from?
At first, one may think that they draw from the royal family. It’s how the Kingslaive’s abilities are explained in-game, after all. They can use magic because of their connection to the king, because the king gives them access to his own magic. The same goes for the Crownsguard, though to a lesser degree, as they don’t seem able to do much more than just conjure and dismiss weapons from the arsenal. Cor doesn’t warp once the few times he’s a guest member in your party and, unless I’m misremembering, none of the Crowsguard were able to warp in the Kingsglaive movie, either. Same for the Crownsguard enemies in Episode Ardyn. Outside the royal family, only the Glaives could do that.
So they draw their magic from their sovereign – King Regis in most cases, Noctis in the case of Ignis, Gladio and Prompto. Except we just talked about how Ignis’ fighting style, particularly when he’s the player character, relies heavily on elemental magic and he can use it whether or not Noctis has any elemental magic from deposits stored. This leads me to believe that using elemental spells is actually a two-fold job. Because the magic of the royal family is bound to the Crystal. But the elemental deposits can be found literally anywhere (even in cities in odd containers) and the kinds of deposits you find in certain terrain depends on that terrain, meaning the elemental energy is something that can be found in the earth… and by extension likely the sea and the air, too, it would only make sense.
So the royal family doesn’t actually have direct use of elemental magic, but their Crystal magic gives them a way to manipulate these elemental energies to form spells. This is further reinforced by the fact that when Noctis absorbs elemental energy, it is portrayed as colorful, smoke-like wisps or something. There’s no small flame or ice particles or sparks of electricity in the energy he absorbs (though they are there on the deposit before he starts siphoning it). That only comes when actual spells are cast. Which would mean it’s possible that whoever gets access to the Crystal’s magic via connection to the royal family gains an ability to manipulate those energies as well, and is thus capable of using elemental magic. Which would also explain why some people have more of an affinity for it than others because let’s be honest, that sounds like complicated, hard work.
As I said before, though: Noctis is the only character to actually use the energy deposits. So where do other characters grasp the elemental energy to manipulate it with the Crystal’s magic to create spells? The answer is simple: everything around them. The earth. The water. The very air. They can draw that energy from those places and manipulate it to form spells. And Noctis should be able to do the same. Yet he seems to require the deposits instead.
Could it be due to the fact that, for some reason, he lacks some aspect of his Crystal magic, be it fine-tuned control or something as simple as the instinct for it, that would allow him to weave these energies from the very air around him? Could it be that in order to grasp those energies and manipulate them, he requires a higher concentration of that energy? It seems to be the case. And by that logic, unless we assume he simply doesn’t have the affinity for magic, the only other possible explanation is his childhood injury.
But wait. One thing doesn’t add up. Noctis can use elemental spells in his parries, after all. Against certain enemies, when you block at the right moment and then press the attack button when prompted, an animation will start where Noctis counters, usually with magic. For instance, he can jump onto the flat side of a Red Giant’s sword, run up to it, up its chest, jump away and throw a fire spell at it. A similar counter is possible with one of the Niflheim machine enemies of the X generation (X-Angel or something along those lines, I think). And those counters, much like Ignis’ fighting style, can be executed whether or not Noctis happens to have elemental energies for Elemancy stored.
And that’s true. But there’s a few details to consider here. First, these counters are available against specific, late-game enemies. Besides which, no matter what the enemy’s weakness or resistances might be, Noctis will only ever use a fire spell in those parries, and not an overly powerful one, either. So going by Gameplay-Story-Integration again, this can be explained thus: by virtue of fighting and using magic far more often than he ever had to in Insomnia, Noctis eventually learned to draw the elemental energy from the air as well, but still not in what can be considered an effective manner. Especially since I’d consider fire to be the easiest spell to cast of the three (even if blizzard, by virtue of being connected to water, may be the one for which the energy is easiest to draw from the air in particular). Because lightning would be difficult to conjure from the air in general and blizzard, while probably having an amplitude of water energy that can be used, needs far more manipulation because you need to freeze it and stuff. By contrast, with fire, you just have to manipulate it enough that there’s a first spark and the rest is a chain reaction because the flames use the air (or rather the oxygen in the air) as fuel to burn. Furthermore, compared to blizzard and lightning spells, fire spells have far less of an area of effect. They’re more concentrated and thus safer to use for a counter without endangering one’s comrades, but that’s another matter entirely.
There’s another aspect of the deposits, too, namely that they’re the one thing in the game that Noctis’ companions never point out. If you pass a shop, they’ll talk about shopping or getting curatives. If you pass a haven, Gladio will often ask if you want to make camp. If you’re near a fishing spot, either Noctis or one of the others may comment on the opportunity to fish. But elemental deposits are never commented on by anyone. Almost as if they’re not seen. (Much like mineral deposits and places where you can pick up food, but admittedly, those really can be overseen. The same can’t really be said for elemental deposits, considering their glow and stuff.)
Which… actually would make sense if you think about it. Episode Gladio and Prompto were both in locations that should have been rich in deposits – Gladio’s by virtue of being a generally magical location and Prompto’s because it’s still relatively near to Shiva’s resting place, which should make him stumble upon ice deposits all over, especially considering that there were several of them in abandoned containers on the railway where the train Noctis, Gladio and Ignis were using was forced to stop (you know, that spot right to Shiva’s corpse’s head?). Yet in neither location is even one deposit to be found. Not even in a ‘yeah, there is one here, but obviously you can’t make use of it’ kind of way. Similarly, there were a couple deposits in containers in Altissia, but when you play Episode Ignis, there is not a single one. Finally, there were even deposit containers in the ruined Insomnia. I find it hard to believe those would have been brought there by Niflheim, so they had to have been there before Insomia’s fall and might even have been lying around for years. And yet you also don’t see a single one when you play Episode Ardyn. Ardyn who, being a Lucis Caelum, has access to the Crystal’s magic as well as far as we know. Admittedly, he never uses the elemental aspect, though. Actually, all he does use is warping and the Royal Arms during his final fight with Noct. Nothing else. Almost as if… as if he’s lost access to it. Maybe because of all the Starscourge he’s absorbed.
Much like Noctis, who had been infected with it to a lesser degree as a child and who thus has issues with using it as well.
But back to the deposits. One more interesting thing to note in the case of Insomnia is that these deposits lie literally in random spots among the rubble. With the addition of the Glaive Encampment and stuff in the Royal Edition, you would think there wouldn’t be deposits at least around the encampment, right? The Glaives might not need them, but still, why would they just leave them lying around in random spots like this? Especially if it was known Noctis makes use of them. Then it would have been even more logical to gather them in a safe place for him, if only to make sure they’re preserved for him to use whenever he comes back. So why wouldn’t they do that? Why just leave them? Why won’t Noctis’ comrades ever comment on them, even when you have nothing stored and they would usually remind you to maybe stock up like they do with everything else?
Simple: no one but Noctis can actually see/sense them.
As I said before, one of the possibilities of how elemental magic is weaved into spells from the Crystal’s magic and natural elemental energy is that it’s done instinctively. It’s not that the characters can SENSE the elemental energies and decide to use them. They just go ‘I need this spell’ and instinctively reach for the energies they need for it. As the energies they need are literally everywhere around them, there’s no NEED for them to be able to sense them.
But Noctis is different in that the energies flowing all around him are not enough for him to actually grasp and weave into spells. He needs spots where those energies are concentrated. Spots which he needs to FIND. And so he may have developed a sort of sixth sense, a way to sense elemental energies when they’re concentrated enough (and possibly the Crystal magic, too, because the two likely aren’t that different; the Crystal magic could even be a sort of fourth element). A way that no one else has, because no one else NEEDS to find these places. Hence why they’re only actually there in the main game, which is from Noctis’ PoV. No other character could make use of them and because they don’t even need them, no other character can even sense/see them.
3.2 – Magic Flasks
As extensively discussed above, Noctis cannot easily cast spells, not the way the Glaives or Ignis do (and his father as well before he’s been weakened by the Ring of the Lucii, at least according to ‘A King’s Tale’). He can’t draw the energy from just anywhere, it needs to be concentrated enough. Furthermore, considering you can’t draw from elemental deposits even when you happen to be right next to one in a fight (and you can do a lot of things in the middle of combat via even the main menu in FFXV) and that it’s an ability that you can ‘level up’ via Ascension, it would be safe to assume even that is not easy for him. It takes time and he needs to concentrate. Because of this, it’s very possible that the difficulty of just drawing the energy makes the simultaneous manipulation of it into a spell nearly impossible for him (the exception being the aforementioned, tiny fire spell in counters). As a result, instead of drawing energy, manipulating it and then releasing the crafted spell simultaneously like the Glaives (as well as his father) do, Noctis needs to separate the steps.
Step one has been discussed extensively above. He draws the energy from places particularly rich in elemental energy – the deposits.
Step two, an intermediate step necessary due to the apparent difficulty in drawing elemental energies, is storage. As Noctis cannot manipulate the energy at the same time as he draws it, he needs to do something with it so he can do so later. The only logical thing to do is to store it, which he does likely in his own body (as he can do it since the beginning of the game and there’s no item or anything that’s in any way required for it).
Step three: he forges the spells. Now this one is interesting, because it doesn’t seem like Noctis has much issue with this particular step. Once he has the elemental energy necessary, spell-crafting seems to be simple, at least if one looks at it once again through Gameplay-Story-Integration glasses. As stated earlier, you can’t draw elemental energy from deposits while in combat. You can, however, craft spells mid-combat via the use of the main menu. So, going by the same rules as we did for the drawing of energy, this means that crafting spells is quick, easy and doesn’t require much concentration on Noctis’ part.
Why then does he always store them in flasks? If crafting the spells is so easy, why not cast them directly from his own energy storage?
Well, another widely accepted headcanon (to my knowledge) is that Noctis can’t control the spells that well. Not in terms of crafting them, but in terms of their power and where they land. Thus, he uses the flasks to both have better control in terms of aim, as well as actual power. This idea is supported by two things.
The first is how crafting spells works. You can decide how much of each elemental energy you want to infuse into a flask and you see what the end result will be before you actually craft the spell. This is, of course, an obvious game mechanic to avoid frustration for the players so they don’t craft blindly. But it would also make sense if this was another bit of Gameplay-Story-Integration, because Noctis himself likely doesn’t craft the spells blindly hoping he’ll get the right one, either. He can either ‘sense’ what spell will come out, or he’s practices crafting spells long enough to just know from experience.
The second thing is the difference in spells between Noctis and the Glaives. Whether you look at the Comrades DLC or the Kingsglaive movie, the magic of the Glaives is far more controlled than Noctis’. It’s more focused while being just as destructive and there doesn’t seem to be nearly as much risk of getting your comrades caught up in the cross-fire, and considering I only ever played Comrades offline (meaning with AI), trust me that the difference wasn’t between actual people knowing to get out of the way. Especially since it’s not like Comrades actually has a chatting system or anything, so it’s not like you can warn anyone ‘magic incoming!’ or anything. And yet unlike the main game, your party members are never actually caught in the crossfire.
Of course, there’s one big difference between throwing a flask (which is basically a magic bomb) and casting a spell yourself, and that’s the amount of control you have over the spell at any given moment. You need to control it to cast it, control where it lands by aiming and likely control it at the very moment of casting, so when the magic is released and possibly what it considers a target, as well. Flasks remove one-and-a-half of those. Noctis still needs to control the spells when he crafts them so they don’t blow up in his face or something before he stuffs them into flasks. But he doesn’t need to keep controlling it when he aims and he literally can’t control it at the moment of casting, because that happens on its own when the flask breaks. So while the Glaives can be assumed to control even the release of the spell (exactly when it goes off, how far it reaches etc.) this is out of Noctis’ hands. Once a flask breaks, that’s it, the energy inside literally explodes outward in a big, destructive mess. And that’s exactly how Noctis’ flasks work: a big explosion of magic that decimates everything in its path.
But then we return to the question: why bother? Why not just cast from his ‘internal storage’ where he keeps the elemental energy before he puts them in flasks?
I believe that is due to the fact that casting normally would be too difficult and demand too much concentration, much like drawing the energy from elemental deposits in the first place. As I said before, putting the magic into flasks removes two steps of casting where tight control of the magic is needed: to aim and to release (and potentially to designate the targets versus the people who are not to be harmed). And that is the EASY step, as Noctis can even do it mid-combat. It’s the aiming and release that likely pose issues, which would make sense. When it’s merely in ‘wisp-form’, the energy may be more or less difficult to manipulate, but is likely easy to contain. Once it’s crafted into the spell and becomes magic, however, the actual power/strength of it likely amplifies, since you’re combining various energies together. It’s like a chemical reaction. As soon as you start mixing stuff, a kind of reaction happens and energy is released. This is likely the same. And containing that energy, that pure power that’s created when a spell is crafted, may be beyond Noctis’ grasp on his magic. Which would mean that he does not have that tight or fine-tuned a control over it. He can manipulate it to craft spells, but anything other than that is either difficult and demands a lot of concentration, or is outright beyond his capabilities.
(Again, there’s this one little spell he does in counter-attacks, but that might be about all he can safely manage.)
4 – Healing Magic
There’s one more aspect of Noctis’ magic in terms of spell-casting: healing, otherwise known as the Cure-line of spells (Cure, Cura and Curaga, as well as potentially Raise and Arise, though the latter two don’t seem to be a thing in FFXV in general). It’s the one type of magic that’s nearly entirely unavailable to Noctis.
He can’t cast healing spells. The Glaives can and do.
On the other hand, Glaives don’t use potions. I don’t think a potion, or any other kind of curative, has even been mentionned in the Kingsglaive movie (though it’s been a while since I’ve seen it so I may be wrong), and they definitely aren’t in Comrades. Curatives are something only Noctis and his companions have access to, and the description of each points out that they only work ‘by way of Noctis’ power’. So he’s the one that makes them.
The idea here is similar and yet different to magic flasks. For magic flasks, Noctis needs to gather elemental energy first. He doesn’t seem to have any need for it to create curatives. On the other hand, he can’t just stuff healing magic into a flask. He requires a medium of sorts, apparently preferably in liquid form considering he always uses various types of energy drinks. Interestingly, the potency of the curative doesn’t seem to be how much magic Noctis’ stuffs into it, otherwise they could probably buy Hi-Elixirs for the price of a mere potion, but rather what kind of medium (so energy drink) he uses. Almost like the magic he infuses it with directly interacts with the chemical contents of the medium to determine the curative’s potency. Which is, at the very least, plausible.
Here we have another wonderful bit of Gameplay-Story-Integration in that you can buy curatives of any sort nearly anywhere, up to and including Gralea. Which makes sense if Noctis himself is the one who creates them. Surely even the empire would have energy drinks for their human citizens, right? And furthermore, with the exception of one (1) cutscene in Episode Prompto where Aranea uses a curative (which, considering she’s met Noctis and the others in Tenebrae before, she might have gotten from them; even if they didn’t have enough stock themselves, Noctis could have turned all energy drinks she had into curatives to further enable her relief efforts; and let’s be honest, it’s totally something Noctis would do) no one else but Noctis and his crew ever uses curatives, or even seems to know they exist. I mean, all those hunters you rescue in random side-quests? You’d think they’d have their own potions and antidotes and stuff on them if it was something that could be bought anywhere. Except all they can buy is an energy drink. Only Noctis can actually make it into a curative.
As for actually casting a healing spell in any form, Noctis cannot do that at all. The only thing he can do is mix a curative or some food into his elemental spells to create healcast spells. (Which, by the way, is another example of magic actually interacting with matter on a chemical level or something of that nature – though it’s likely more abstract than that - to determine an additional effect. If you use other items, you get stopcast, venomcast, failcast etc.)
5 – Sharing Magic With Others
The final point in which Noctis’ injury may have affected how well he can use his magic is actually sharing it with others, the same way Regis does with the Crownsguard and the Kingsglaive. However, at first glance, in this one point, it doesn’t seem like Noctis has any difficulty compared to his father. He shares his magic with Ignis, Gladio and Prompto easily enough and they can do everything a Crownsguard is supposed to.
As stated before, the Crownsguard doesn’t seem to have that much access to elemental magic, at least going by what little we see of them in the movie and the fact that in-game, Cor isn’t very magically inclined in terms of elemancy, either. However, they can materialize weapons from the arsenal. But they can’t warp. Cor never does and neither do the Crownguard operatives in Episode Ardyn.
The Glaives (and the Royal Guard they’re derived from) can use elemental magic and they can warp (though some are better than it than others). They can also manifest their weapons, as prove in both Episode Ardyn and Comrades.
I don’t remember if it was said in the Kingsglaive movie itself or if I read about it elsewhere, but I’m pretty certain it was stated somewhere that these differences were due to how powerful the ‘sharing link’ between King and subject is. The Crownsguard, being a ‘defense and reaction only’ kind of force and derived of what used to be the Lucian army to boot, only have the most basics of links to allow them access to the arminger arsenal. The Kingsglaive, on the other hand, was meant to basically be the new Lucian army (and yet, ironically, they’re based on the former Royal Guard). They were meant not to be a defense force, but an attack force. And since most of the magic the king can make available is more attack-oriented anyway, he bestowed those powers to them.
There’s also the fact that this more powerful link is more draining, too, which was likely another reason the Crownsguard only got the bare minimum of magic access.
Thing is, Ignis, Gladio and Prompto are all part of the Crownsguard, so they should also only have this ‘basics only’ connection. And yet Ignis can use elemental magic like no other Crownsguard member. Which leads me to believe that Noctis, being young and not yet burdened by the Ring, gave the strongest connection he could to his friends, allowing them access to every aspect of his magic.
But wait. If that’s the case, why don’t the other three warp? Ever?
Well, in Prompto’s case, that’s simple. He’s only been trained for a couple of months and while he was accepted into the Crownsguard, it’s downright said at the beginning of the game that his training was more meant for self-defense than to actually protect Noctis. Ignis and Gladio, however, don’t have that excuse. Gladio in particular has been trained in combat all his life. You’d expect him of all people to know how to warp, right?
Here’s the thing though: if you look at the Brotherhood anime, then outside of the few scenes actually set after the beginning of the game, neither Ignis nor Gladio are shown to be able to use magic. Even in the scene in episode 3 (I think?) where Gladio and Noctis trained with wooden weapons, they didn’t call for them or dismiss them with magic. In Noctis’ case, he might not have wanted to or he might still have been struggling to, since he was still a teenager then. In Gladio’s case, it’s safe to assume he hasn’t had access to it at that point. Especially since neither Ignis nor Gladio wear a Crownsguard uniform in the anime.
So that would mean their link to Noctis, and thus his magic, is relatively recent. Two, three years at most. And warping isn’t something that’s easily learned. Noctis might have additional trouble with it because of his injury, but even among the Glaives there are those who warp better (Nyx) than others (Libertus, who complains it makes him nauseous and that he needs to practice more). And these are highly skilled combatants with lots of experience and decent-to-exceptional magical affinity who have likely been training for years before being sent into the field (a lot can be said about Regis, but definitely not that he would send poorly-trained soldiers into a war). So learning to warp, whether you have aptitude for magic or not, takes time. Thus it is very likely that Ignis and Gladio could learn to warp if given the time and opportunity to do so. It’s just that once they leave Insomnia, they never do.
There’s one more thing, too: Ignis has a tendency to throw his daggers in combat and Gladio often throws his sword at Noctis during training. Both ultimately end up summoning the blades back to them in the end, but there’s always a second or so of delay before they do, as if they were originally trying to do something else. Like warping after the weapon. It’s thus very possible that shortly before leaving Insomnia, they have both begun warp training, it’s just that they haven’t had the time to finish it and actually learn to warp. And then once they leave Insomnia and then Insomnia falls, they don’t get much opportunity to train. Even during the ten years Noctis is in the Crystal, or rather especially during that time. Because daemons are springing up all over, the nights are getting longer and it’s basically the apocalypse. You don’t really get the chance to learn a new skill when something like that happens, you focus on the skills you already have to better them in a way that can make it possible for you to survive. So in the end, they never really learned. And after the Dawn, they didn’t really have the opportunity to anymore.
However, looking at everything else, it’s safe to assume Noctis allows them free, full access to his magic. His ability to do so is not hindered by his childhood injury.
In conclusion:
Noctis’ injury, sustained by the Marilith and likely made worse by a Starscourge infection, affected his magic on nearly every level. It made warping (and possibly conjuring weapons and other items) more difficult for him to learn. It immensely impacted his ability to cast spells, both of the elemental and the healing variety. It made him susceptible to falling into Stasis. Almost every aspect of his magic that we know of has been affected in some way. The only part of it that still seems perfectly fine (or at least there’s no reason to believe it’s been affected in any way) is his ability to create a ‘sharing link’ to give someone else access to magical abilities.
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felassan · 4 years
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I'm sorry if this is a dumb question, but... How exactly does lyrium potions work? I mean, lyrium can't be digested because it's literally poison, right? So how do mages replenish their mana during fights, given that they are unable to simply sip the mixture and throw the bottle away? Is there any explanation of this process?
hi Nonnie, no you’re fine, it’s not stupid. I encourage folks who have questions or things they’re wondering about to hmu like this becuz I genuinely enjoy talking about this stuff and tryin to help :) I put this answer under a cut because it became quite long (although Tumblr coding is doing something whack with it idek).
as you say, lyrium is a really dangerous and volatile substance, and can cause both psychological and physical harm, especially to mages. there’s not an out-and-out explanation on your query or how lyrium potions work that I’m aware of, but there’s a few things at work here. (mages are definitely able to sip the mixture of a lyrium potion and replenish mana for the record! we see this in the books, and drinking lyrium potions also grants mages such things as the ability to enter the Fade when fully awake and temporary short-term access to power levels far greater than their natural magical potential. this is supported in the lore. mages also don’t need lyrium potions to perform magic, it only enhances what they can do and speeds up the replenishing of their strength. the average combat-experienced mage can probably cast more than three spells in battle without needing to chug a potion.)
now first, the explosive and seriously dangerous kind of lyrium is actually lyrium in its raw form, the ore as it is untouched in the earth. the most experienced members of the dwarven Mining Caste are capable (just about) of safely mining it. they can do this due to their natural resistance, though it must be noted that they’re not immune, that the resistance is only partial, and that if they go to the surface it’s lost over time. they then process and refine it into a form which is less dangerous. it’s this processed, refined lyrium which is in lyrium potions. the reason why we don’t know much about how the dwarves go about this mysterious process of processing and refining is because they keep it secret, and a jealously guarded one at that, to the point that only a handful of Mining families know how. but whatever they do, it renders lyrium into a variant form which is less dangerous, although not harmless of course. it needs to be processed like this for mages to even be able to approach it.
next, only a small quantity of lyrium is in a given lyrium potion (per the item description they have in one of the games). I suspect this (what feels to me as essentially amounting to dilution) also has an impact in lessening the potential for harm, or the extent of the harm done. this idea is supported by lore: “mages [consume it in a] diluted form... [overindulgence is bad,] particularly in more concentrated amounts”. in addition, to make a lyrium potion, the lyrium is “mixed with liquid”. this is just a feeling of mine, but I can’t quite imagine that a lyrium potion is simply a small quantity of lyrium diluted/dissolved/mixed up in a larger quantity of water. this is bordering on headcanon, but it’s possible that whatever other ingredients are in there, they help to render the lyrium to be.. more inert? more stable? less harmful to the body.
the lore also does actually acknowledge that lyrium potions have a damaging effect on the body for mages (see Vivienne’s comments on mana imbalance). there’s an element of what’s called gameplay-story segregation here. mages in Thedas aren’t truly chugging lyrium potions all the time on the field of battle the way we do in-game to restore mana, just like Dragonborns in Skyrim don’t really stop in the middle of a battle to eat ten wheels of cheese and five loaves of bread in order to regain HP. as a function of gameplay, spells require mana to cast, and so we require a way to restore mana. in reality mages wouldn’t be drinking lyrium potions anywhere near as often, and use of lyrium potions by (sensible) mages would be considered and measured. this is because the lore does actually say/acknowledge that long-term or excessive use of lyrium (i.e. potions) by mages can even lead to physical mutation (the uppermost magisters of the ancient Imperium reportedly became unrecognizable and inhuman-looking due to this). so it’s a resource that would be used sparingly and at time points which would be ‘spread out’, so to speak (or so I think). it should also be noted that unlike templars in the later stages of lyrium addiction, which is progressive and doesn’t get better, mages with mana imbalance are somehow able to recuperate from the effects. whatever the reason for this is, it’ll be do to with their being mages.
also, during the development of DAO, the effects of lyrium use and addiction were originally going to be shown in both mage characters and those with the templar spec. drinking the potions was supposed to yield diminishing benefits. DGaider wrote once on this saying:
The implementation we had was that, if the addiction developed, the use of lyrium had diminishing returns. You needed more and got less. The problem we encountered, is that mages pretty much needed to drink lyrium potions [note: this ties to gameplay-story segregation as mentioned above]. Addiction was practically guaranteed. So there needed to be some method of dealing with the addiction without rendering it pointless, and ideally some kind of story implication...
...and you can see why it suddenly became costly. If we could come up with some other implementation that was meaningful, I'd like to see return in the future -- it was something templar characters were meant to face as well as mages, after all.
ultimately they dropped it because they couldn’t find a way of implementing it that was both playable and cost-effective. the fact that this was dropped in this way contributes [on a meta level] a bit to the origin of where your question comes from.
hope this helps make sense of things somewhat :)
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gamesception · 4 years
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@retphienix​ said:
I gotta thank ya for the @ because I struggle to keep tabs on tumblr with all the updates bricking my addons etc x.x Not that I was particularly on top of things before that lol.
god, same, yeah.  no problem.
Also thank you for reminding me that Hollow exists, downloading now because I’m more or less juggling games to see which I intend to sit down and marathon a lot of and that’s a good idea for a title!
I really cannot recommend it enough.  Easily the game I’ve played the most over the last couple years, and probably the game I’ve enjoyed the most since Undertale.  That includes Dark Souls, which I first played during that period, and I *really* liked Dark Souls.
I would love to hear your take on it, when and if you end up getting around to it.  It’s also nice to recommend a game to you that isn’t, like, bad in more ways than it’s good, with the great aspects that do peek out at you through the jank only serving to taunt you with the actually great game that might have been.
I do maintain that a game that’s bad in interesting ways can be a more compelling experience, and make for more interesting analysis, than a game that’s just good, but Hollow Knight isn’t *just* good.  It’s fantastic, in a dizzying myriad of compelling ways that are all interesting to discuss, from the way it builds its tone and atmosphere to the way it highlights the best of what the classic 2d metroidvania has to offer while also sidestepping a lot of the genre’s pitfalls.
I don’t know what it is lately with various games I enjoy or try to keep tabs on suddenly and arbitrarily making difficulty spikes that don’t fit the game?  I mean, it’s hollowknight, it’s a souls like and all that jazz, but you’d know better than me in this scenario since YOU PLAYED IT
It’s not all that bad, since it really is quite overtly segregated from the rest of the main game, and isn’t necessary to get what otherwise feels very much like the actual canon ending.  Honestly, though, I think there was maybe an over reaction on Team Cherry’s part to what seemed to be a relatively common complaint about the base game, one that I would have shared honestly, in that it didn’t feel like there were enough difficult late game bosses to take advantage of the knights full move set.
This is something of a natural consequence of the open design of the game.  It starts out pretty linear, but once you get a couple movement abilities virtually the entire map opens up and you can go almost anywhere, finding meaningful progression pretty much wherever you go.  As a result, though, the devs are almost never sure of what upgrades you already have when you reach a boss, so they couldn’t really include any in the main game progression that required you to have particular upgrades to effectively fight them.
I think the trade off in favor of exploration is worth it, but it does leave a bit of a gap in difficulty for those who are old hats at 2d platformy action games.
But it seems like what the devs heard was “Hollow Knight is a baby game for little children”, and their response was basically
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The first three content pack updates added several new and much harder endgame bosses, most of which are a ton of fun and have fantastic presentations.  They even went back and ramped up the difficulty of some of the lackluster bosses in the base game, in particular one boss in one of the few late game areas that does need more of the knight’s move set to reach now calls on the use of those abilities in the fight itself.
And people loved it!  All these expansions went over great.  People loved the Grimm Troupe in particular, in part because of the legendary difficulty of its final boss.  So it’s perhaps not surprising that the devs pushed even further in that direction for the final DLC, one that revolved entirely around bosses, and it’s not surprising that they ended up overshooting the mark for a fair portion of the audience.  And given that there are many players super invested in the lore of the game that found themselves gated out of new endings by an absolutely brutal slog of an overlong boss rush capped off by a much more difficult version of the one boss in the main game that most players already thought was impressively hard?
I really do think the Godmaster DLC is worth trying even for those who go in content that they’ll never beat it.  Some of the fights that can be accessed much earlier in the DLC are really cool and worth experiencing in their own right, but I have nothing against anyone who takes one look at it and just nopes the heck out, and I can’t disagree with those who point to it as one of the few noticeable flaws in what is otherwise a truly majestic game overall.
Some of it probably comes down to that “souls like” moniker.  Hollow Knight really isn’t a souls like.  Its a classic 2d metroidvania action-platformer, that just happens to have a similar tone, story structure, and method of lore delivery that are all heavily inspired by Dark Souls specifically.  And the game really benefits from that influence.  But where the game tries to parrot souls-like mechanics, whether in super hard bosses that the player is meant to throw themselves at repeatedly until they ‘click’, or in the corpse run mechanic, which is overly punishing in the early game when money is hard to come by and some progression paths are gated behind expensive purchases, but means nothing at all in the late game since HK doesn’t have a leveling system like DS does, so once you’ve purchased the stuff you want there really isn’t any cost to losing your cash on hand any more?  That doesn’t work so well.
Worse, it’s actively detrimental to the idea of exploring wherever you like, by pointing the player back in the same direction every time they die, when players in the early mid game might be better served by taking death as an indication that maybe they stumbled into an area that’s a bit much for them right now and they might be better served by trying another path first.
There’s one clear example early on of a particularly tough optional boss fight against multiple opponents.  If the player dies to this boss, the game even puts a friendly npc on the path back who heavily implies that the boss is maybe too tough for them, and the player should look for a way to upgrade their weapon before coming back.  But that npc shows up /before/ the player reaches their corpse, which happens much closer to the boss itself, and by the time you get there to get your money back - again, this is still relatively early game so loss of your money really stings - and by the time you reach your corpse you’re right outside the boss door, and taking another crack at it can feel less daunting than climbing all the way back out of the area.
If you do beat the boss, ... actually, no I wrote a fair bit but no, cut that.  I've got more to chatter on about that but I don’t want to spoil more than I already have.  The point is, while it’s really cool you can beat this boss and the area behind it “early”, and I love that the game lets you do that, the corpse run mechanic pushes players who are less comfortable with the game mechanics to keep throwing themselves at the fight when they might be better served by trying another progression path.
monhun
I haven’t played the the new Taroth or however that’s spelled.   Heck, I haven’t fought master rank jiva either.  The most recent thing I’ve tried is the raging brachy.  I actually found that fight pretty fun.  Reminded me why I like Monster Hunter.  But after seven runs in a row without getting a single reactor drop it also reminded me why I don’t like Monster Hunter nearly as much as you & Bard do.
Still, we should do a few runs together again at some point.
Man, what a thing to type when discussing a souls like, asking to martyr myself mentioning difficulty spikes or difficulty modes/options heh.
Honestly, I kind of share the criticism some people have made of the souls-like genre overemphasizing difficulty.  Mechanical challenge is a key aspect of the games, but Dark Souls 1 in particular is really Not That Hard.  It’s obtuse more than anything else, but once you know what the stats mean, know how to upgrade your weapons, and have a feel for the mechanics, it’s not that bad.  Especially if you take advantage of the summoning / multiplayer mechanics. I know purists can get uppity about getting help, but those mechanics are part of the game for a reason.  Dark Souls is probably the easiest of the souls-like games I’ve played so far once you know how it works.  I’d also say it’s probably my favorite, and I don’t think that’s a coincidence.
The over-emphasis on difficulty alone when people discuss souls games can get in the way of enjoying them.  For instance, it leads to situations like new players trying dark souls for the first time bumping into the skeletons at the start of the game and thinking “wow, dark souls really IS as hard as they say” instead of “these guys are clearly too tough, I must be going the wrong way”.  It can also lead to developers focusing too much on challenge, and on a particular /kind/ of challenge, and missing out on the other compelling aspects of Demon’s Souls and Dark Souls, including the way Demon’s Souls in particular emphasized delivering a variety of game play scenarios, or how it understood that a well placed deliberate anti-climax of a boss can sometimes be more engaging than yet another straight forward test of reaction time and pattern recognition.
>final achievement BIG CONGRATS, THAT’S SICK! I know what going over the edge on a game renown for challenging gameplay can do to ya, and that’s quite the darn accomplishment!
Thanks!  I’m quite proud of myself, even if there are harder things that I still haven’t done in the game yet, and probably won’t ever.  Stuff not tied to explicit achievements, but that still have little in game rewards or markers that you’ve done them.  I certainly wouldn’t say I’ve mastered the game.  But I’ve probably gone as far as I’m going to go, and I’m quite content with how far that turned out to be.
Not that I’m done with the game.  I’ve played it all the way through three times already, and I can already tell it’s a game I’ll be coming back to replay fairly regularly.
>no thanks, I think I’m good I’m probably projecting since I’ve said the same thing 100 times (or thought to) on this very blog, but I ‘assume and apologize if I’m wrong in doing so’ you say this because you feel some sense of guilt like you didn’t ACTUALLY do all you could and you must put on airs for the blog and let me say, screw that noise.
Oh, no, not at all.  Yes, there’s stuff left that I’m not able to do, and there’s people WAY better at the game than I am, but going by steam achievement records less than 3% of the people who beat the first boss go on to beat the final pantheon, so by that metric I’m in the top 97% of rattatas Hollow Knight players.
So yeah, I feel pretty chuffed with myself.
>Can’t promise it’ll suddenly be my next game, and even if it was it wouldn’t sadly get much showing I suspect because my pc is more or less down. I DID get replacement equipment so MAYBE? But I haven’t sat down and attempted to get my old setup running again.
So it goes.  Again, if and when you do play it, I’d love to hear your thoughts on it.  Even if I can’t, like, watch you stream it or whatever.  Honestly, I’d like to be able to just blather on about it to you at more length without feeling like I’m spoiling stuff.
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itsclydebitches · 4 years
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(1) Rawb has compassion that's for sure. Man the fact that for 6 years now he would make shows and stream on Christmas day, all because he had lonely fans who he knew needed that, is amazing to me. I just like seeing someone actually focusing on empowering the younger generation of creators and he as has 12 years of experience doing this so he's qualified for that. He' using his statues of influencer responsibly. Plus giving advice on how not to act like his like his toxic younger self.
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It’s definitely a challenging question to answer. Not simply because “How do we get students interested in material?” is pretty much THE concern of every teacher out there, whether it’s because they’re truly passionate about their subject and want to create as much engagement as possible, or because they’re practical and want to fill as many seats as possible, keeping their departments funded and their salary paid. It amounts to the same. More than just the acknowledgement of, “This is an ongoing question everyone is struggling with as technology/interests change” we need to remember that most teachers don’t have nearly as much control over their material as many students assume. Not unless they work at an open-minded university, have tenure as a safety net, have the leeway to teach things outside of GE requirements, have the funding and access to certain resources, etc. If, for example, I decide I want to teach my students video games it’s not enough to just get my syllabus approved by the department---a potential hurdle in and of itself, depending on where you teach. Students need to access primary texts, which in this case is much harder to achieve than just telling them to buy books (and we all know that the cost of “just” buying books is an ongoing problem as well). Does this student own an XBox, Wii, Nintendo, etc? Can’t exactly ask them to buy one for a single class. Does the school have video game platforms as a resource? Perhaps so, but it’s a hassle for the student to come to campus, get permission to access this resource, sit in a public space, and play the very limited number of games the school has on file for an amount of time that allows for even halfway decent analysis. That’s not really conducive to a good experience. Or learning. So then how about we limit the games to laptops? Everyone has a laptop nowadays. Well, not actually, but let’s take a gamble and hope. Can we play this game? Nope. It’s PC only and plenty of people own Macs. So we’ll limit the corpus further. How about this game? Great... but it also costs $40. Will the school give me money to pay for the primary texts myself? No they will not. So that’s not a great investment when you need to assign 6-10 games across the course of the semester. The students would be dropping a small fortune and none too pleased about it. 
All of which is the precise sort of thinking I had to do, weeks before the class was held with very little idea of what was available to me and no idea who would be in my class/what resources they had access to/what they were willing to acquire.To say nothing of the hundred other questions like, “Is it worth engaging with this game for a week when it’s meant to be played for 200 hours?” Or “Is a media-heavy class truly accessible?” (I had to completely re-work one visually-heavy class when I learned a week before the class started that one student was blind.) Or “Does limiting the syllabus in this way even result in a satisfying, educational experience?” A lot of the feedback I received was akin to, “Hey, why did we play this game instead of this one way more representative of the genre we were discussing?” and the answers kept coming back to, “Because this game exists on dual platforms, was $50 cheaper, and had chaptered gameplay I could easily assign. I can’t just tell you all to play for an hour because then everyone will have had a wildly different experience, especially when considering skill level. There has to be set division akin to assigning page length because that’s how school functions.” Obviously incorporating media interests isn’t always this complicated, but it does help demonstrate why seemingly simple questions like, “Why don’t more teachers include video games? People love them and it would get everyone engaged!” aren’t actually simple at all. It does get people engaged... if you can pull it off. 
Regarding incorporating other aspects, I (like many) usually fall back on creative projects. I haven’t exactly figured out a fun way to teach MLA citations yet because some information just needs to be presented without complications, but other assignments can come with more freedom. Try re-writing this story as a series of tweets. We’re talking linguistics this week, so go analyze the specifics of Discord conversations. I was just speaking to a colleague about how fandom praises AO3′s tagging system and bemoans the fact that this doesn’t exist for mainstream fiction. We were working through the potential usefulness (and fun) of asking students to tag whatever it is they’re reading in class, encouraging formal categorization as well as free-form reflections. Ultimately though, a group of 24 students are far more likely to come up with cool ways of engaging on their own if they’re given the freedom to explore and the courage to do so. I prefer to keep things broad then, knowing that with a bit of encouragement students will find a way to connect that broad topic back to their own interests. Many students do, for example, find the topic of gender incredibly boring, if not stupid or even something they’re really resistant to... but a lot of them are athletes and, with a little nudge, start questioning why the pro they look up to isn’t paid as much as another, or why this particular sport is still segregated by sex when their own experiences suggest it shouldn’t be. Suddenly they’re giving presentations about something they’re passionate about---that also fits the assignment requirements---and talking about their pro’s latest Instagram post---that’s also now cited properly. It’s about finding a balance. Some information/classes will always just be boring. It’s inevitable, especially when one considers the basic fact that what’s fascinating to one person is going to be dull as hell to another. But to my mind the more instructors who are at least taking small steps to implement the things their students are engaged with outside the classroom (What if I encourage them to take pictures of the PowerPoint and google new terms instead of just banning phones?) and the more students who have guided freedom in the classroom (What if I acknowledge that academic writing conventions can be very limiting, so let’s compromise by you learning the rules for future use but I also encourage you to break those rules here if you have good reason?) the better. 
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tumblunni · 6 years
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Also yeah while im on the subject
I really hate fantasy settings where magic is limited by biological sex. Because usually its used to enforce some sort of stupid gender stereotype that the writer believes is "biologically innate" rather than predjudice, by making up a world where it actually is biologically innate. Or its like "oh but women cant do those jobs" but again, a made up excuse for it to be LITERALLY TRUE. And usually they either dont even touch on the subject of trans and gay people (since it often conflates heterosexuality with gender...) or else it actually does bring it up and just creates a cavalcade of even more everything-ism...
Like i mean i love the game Jade Coccoon and considering it came out in the early 2000s i can understand it being more sexist, and its supossed to be a dark game anyway and a lot of the societal structures in Syrus Village are meant to be wrong and evil even if the characters act like its the way the world should be. The villain of the game is basically the toxic atmosphere of your shitty town and their paranoia of things they don't understand. Tho that means the player kinda has no motivation to finish it cos the main conflict is also saving those same villagers from dying and theyre all fucks. Anyway i'm going offtopic! What i mena is that i dont think it was a particularly sexist example of the inexplicable gender segregated magic trope. But just cos its a fave game of mine im gonna pick it to talk about anyway. Hope i dont sound too negative on it, cos seriously i love it loads!
Ok so to use Jade Cocoon as an example, here its a thing that only men can be cocoon masters and only women can be nagi. Tho it also gets a bit complicated because nagi is also an ethnicity as well? Its kinda like being romani, they're a race of displaced people who travel the world giving their magical services to other countries while searching for their lost homeland, which you end up finding at the end of the game. So yeah its extra weird cos male children of the nagi race are born with no powers whatsoever and cant even become cocoon masters, yet they get the ruling position in this homeland place? Like thats a better metaphor for how christian societies work, honestly!
Anyway im going offtopic again!
Basically, cocoon master = adventurer dude who catches monsters, nagi = magician who purifies those monsters so you can use them in battle. So when you catch stuff it becomes an inventory item rather than being able to use it on your team right away. And also nagi women can fuse monsters together to make super badass new ones and basically the gameplay system works really well to make you believe your wife is absolutely necessary to your quest and you would die without her, even if she cant fight. And honestly its actually kinda romantic! I just wish it wasnt presented as this weird sacred heterosexuality arranged marriage nonsense where all women are physically unable to go to a dungeon and all men are physically unable to not fight every day. Or at least thats how the powers work and if you try and step out of that role you fuckin die. Like it would be romantic to have a couple of a battle partner and a supporter magician if they actually chose it, yknow?
And whats annoying is that they actually do bring up the subject of people defying gender roles and canonically state that you not omly die but bring a curse upon everyone and are hated forever. They dont mention trans or gay people, instead the excuse is that a man loved his wife so much that he tried to learn nagi magic to lift the burden from her. Cos oh yeaj women get 'punished' by god for doing this magic?? Cursed tattoos all over their body the more they use it, and everyone hates them and eventually they turn into a fairy and forget they were ever human. And in the japanese version you can actually fight other nagi women who met this fate, theyre just another monster that you can fight and capture. They were censored in english cos they looked like really racist stereotypes of black women! Ugh! So yeah anyway nice straight husband is punished by the magic straightness enforcing rules of the universe for loving his straight wife too much. So what is the even point? If a man tries to use nagi magic it creates the "black cocoon" of cursed doomness and blah. Literal punishment for not conforming to gender. Damned if you do, damned if you don't!
Anyway this setting always made me wonder about all the stuff it just glosses over with this implication that every one of these relationships worked out fine. Like even before we rub lgbtq topics all over a retro videogame, there's a lot of logical holes! Like seriously how many of these arranged marriages ended up loveless or abusive? How many women just didnt want to stay confined to one room forever and not even have anyone look at them because their magic markings are shameful yet its also shameful not to want to do it?? How many men were terrified of going out on this advebture fighting literal demigods sent by heaven to punish humans? How many of them just had no ability to fight and died immediately because of shitty traditions, while perfectly qualified women had to sit there and watch it happen? What if there werent enough straight men and women of the same age and people were forced into gross pedophilic shit or other horror scenarios just cos there has to be this one magical straight couple or the village dies? Whenever theres this stupid gender magic its ALWAYS portrayed as idyllic and never failing ever, unless *gasp* people dont follow the gendrules...
And then SERIOUSLY do no queer people exist in this universe?? Man i'd be so interested in their stories! I actually had an oc idea of a self insert version of me as a travelling merchant. Because maybe what if nonbinary people could do both sides of the magic at once and thus adventure alone without being tied to a village's straight marriage system? So i'd just go around purifying monsters and then be a place you could buy new and rare mons from other villages without having to catch them. Maybe an easier way to get the super rare drop fusion materials for tiger pattern and stuff? And like seriously itd be good to have a character to talk to who agrees that your village is made of assholes. I cant say its bad writing cos it was clearly intentional, but they shoulda at least put a bit more incentive to keep playing even if you didnt care about these people. Also it would help plug the plothole of how a village even survives if it doesnt have the required people to form this magical straight marriage. Have some mysterious enby avengers who travel all across the world and save everyone regardless of country! All we ask is you buy some of our lovely souveniers! Maybe a pet patalchu for your family? Seripusly why dont they ever show anyone using the purified monsters for anything other than fighting the unpurified ones? You'd think they'd be really useful in repairing the village and guarding the walls and like..regular industrial jobs. Help the place actually advance and not have to live day to day on scraps,bickering amoungst themselves as the monsters grow ever closer to breaking through. Hell, you could even have them help spin the cocoons for other monsters! If this magic only depends on having a dick or not, then cant we just dress up some animals in the magic straight marriage outfits? XD
And like aaaa man im getting so emotional just imagining a trans woman who's constabtly told she will literally bring about the apocolypse if she tries to fill the female role in this ritual. And then one day she tries to spin the magic silk and she thinks she's committing the ultimate sin and they were all right. But the magic responds to her touch, and she makes a spell more beautiful than any other woman in the village! It would probably be harder for a trans man cos the magic doesnt have so much of an immediate proof like that. Just going out and winning a fight with a monster can be called "dumb luck", and knowing these assholes they'd probably keep calling it dumb luck even after the thousandth time you save their life!
And man, i wonder how gay relationships would work in such an annoyingly strict system of enforced heterosexuality? Would it be like the magic isnt REALLY gender locked at all, and it can just be any couple with either partner taking either role? Or would it be that it is one magic per gender but the bigoted villagers were wrong about it being impossible to do things without both? Like maybe when you're going into battle alone as a single cocoon master you cant fight without catching other monsters. But when two cocoon masters love each other their magic is amplified and they become able to like.. I dunno.. Imbue each other with elemental strength so they can fight the monsters hand to hand? Cos really the elemental system is the only reason you cant do a no monsters run of the game as it is. Maybe since they cant purify monsters but they can still catch them, they equip the monsters as sort of a power rangers transformation? Or socket them like materia on their weapons? Or just if the world was less segregated into tiny sexist racist villages they could simply buy the purification coccoons from another local nagi, and villages without a coccoon master could buy the services of travelling ones. Oh, and maybe two nagi lesbians could be even more badass! Cos if they can only purify and not fight, maybe their double purification is so strong that they can just straight up walk into the forest and monsters don't attack them. They dont even need to do the full spell, they can calm a beastie's rage just by holding out their hand and patting it on the head. So they coukd be infinately more effective and not have to just tenporarily clear single travelling routes of a few monsters, but actually work towards slowly purifying the entire forest and creating a peaceful land again. Tho i mean the game did have a unique atmosphere with the whole 'no hope of ever beating them' aspect. It was unique to see a society formed around the idea of never going into forests or you Die. But magical lesbians and their family of a million pet dragons is honestly better!
And uhhhh ive gone all offtopic now and i camt stop thinking about how much i love magical lesbians with a million pet dragons
The End
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