Pokémon has always had a close relationship with lore communities because of the nature of the Pokemon world being just that, a world. A fictional world, with its own quirks and stories and legends different than but somewhat inspired by real-world folklore.
Mythology within the world of Pokemon serves not only as a main pathway for lore to be shared with fans. It also allows for the world to be explored within the views of the inhabitants. Mythology gives the characterization of the world. That said, mythology within Pokemon has always been contentious with regard to the subject matters addressed and the consequences of said stories.
While many don't have much to say about the myriad stories of the legendary Pokemon, that is the Pokemon that are deemed more powerful and rarer than most, other stories such as the Sinnoh myth of how people used to marry Pokemon were seen and received much more hostility and revulsion
With that in mind, however, in 2024 there was a leak of unprecedented scale of unreleased files about the creation of various Pokemon, their regions, and the lore surrounding both. Because of the leak, the function of mythology within the Pokemon world has come into question again because of the especially controversial nature of some of the stories.
With some clear parallels to Greek and old Japanese folklore of gods and spirits seducing mortals, there was a severe backlash and revulsion.
The general reception to the myths about certain Pokémon raises the question of what is the function of mythology in the games. And even if a myth isn't "canon" for a universe what role does it play in shaping its world and what does it say about the world that was being created?
Breath of the Wild and Tears of the Kingdom are newer Legend of Zelda games that feature open world mechanics and the return of the collectathon, in a sense. A collectathon is a type of video game where there are items and objects to collect in order to either progress in the game or obtain an upgrade. An older example of a collectathon would be Banjo-Kazooie or Jak and Daxter. In Breath of the Wild, the collectathon element of the game is Korok seeds, except there are about 900 to collect in the game. Tears of the Kingdom increases that number.
The topic taker should see if this newer collectathon element is too much to do for the player. The topic taker is free to examine other newer forms of collectathons than the two mentioned in this topic. Research points to include:
– The time it takes to do these collecting elements
– The reward for completing the entire collection
– Player feeling about the collecting element in the chosen game or series
– The topic taker is free to also include an element of the psychology behind why collectathons work, if they wish.
The writer could analyze how games like The Last of Us Part II and Disco Elysium tackle moral decision-making. Do these choices genuinely empower players, or are they crafted to create the illusion of control? By exploring the narrative techniques behind these dilemmas, the piece could shed light on how game designers manipulate player emotions to craft deeply impactful experiences.
This article could explore how Arcane expanded the League of Legends universe, focusing on how the series enriches the game’s storytelling. It might analyze how the show balances accessibility for non-gamers with deep nods to League fans, and what this approach means for the evolution of narrative-driven gaming.
The lore of league of legends has been established for a quite a while, but is currently being perfected and organized in a way in which even people who aren't players of LOL can understand it easily & in an entertaining manner. – Kajol1014 weeks ago
Skyrim has a video game has a reputation longer it seems than any and it's franchise and more dominant than most in its genre.
Despite its release over a decade ago it's still stands as one of the most popular RPGs to this day.
With that in mind it also has a very immersive and expansive world and within that world there is an innumerable mass of stories and legends.
One such tragedy is the story of what happened to the snow elves also known as the Falmer.
According to the law of the game the snow elves were a people that existed before Mankind and the land of Skyrim and through Conquest or retaliation the humans that settled the area eradicated them forcing them to join forces with the Lost race of dwarves that exist in the universe of Elder Scrolls and becoming cursed to be a fallen race of Mer or elf.
The author can use the lore from previous games they can use the lore from the Elder Scrolls Online they can explore the nature of existence for a species of people who seemingly don't exist anymore within the world that they used to.
Their story is called the tragedy of the snow elves and so one must ask was it a tragedy and Who Weeps for them?
Depression Quest in 2013 is a Twine engine game made by Zoe Quinn. The game / interactive fiction dealt with the difficulties of living with depression. Although, it was praised by the more mainstream gaming media for its depiction of struggling with mental health, the game also sparked polarizing reactions, and became a focal point for the online culture was. It was particularly of note as a justification for the harassment campaign Gamergate in 2014.
With that in mind the author can explore the value of the game as a game and delve into how did this game challenge traditional gaming norms at the time? What does its critical and consumer reception reveal about the the world of indie game development and the modern social media landscape?
My corrections didn't save. Depression Quest in 2013 is a Twine engine game made by Zoe Quinn. The game / interactive fiction dealt with the difficulties of living with depression. It simulated this by presenting the player with prompts and then restricting their possible answers. Although the more mainstream gaming media praised it for its depiction of struggling with mental health, the game also sparked polarizing reactions and became a focal point for the online culture wars. It was particularly of note as a justification for the harassment campaign Gamergate in 2014. With that in mind, the author can explore the value of the game "as a game" and delve into how did this game challenge traditional gaming norms at the time? What does its critical and consumer reception reveal about the world of indie game development and the modern social media landscape? – Sunni Rashad2 months ago
The topic taker should analyze the requirements of some trophy lists to beat games on the "Hard" Difficulty and/or unlock special items or extra difficulties in the game. Examples that come to mind are Final Fantasy Remake and Rebirth, Kingdom Hearts III, DOOM, and the God of War series. The topic taker is free to include other games to the list that they may know about–the list serves as a jumping off point to get the topic taker started. The topic taker should consider the following for their article as well:
– Is completing a game on Hard Mode enjoyable?
– Is requiring finishing a game on a Hard mode restrictive or prohibitive in any way?
– If someone chooses to play at difficulties other than hard mode, does that mean they are more or less of a gamer in the eyes of the game's community?
– Should Hard Mode be a requirement for getting certain items or cutscenes or trophies, or should that content be available regardless of the difficulty?
The topic taker should address these points with research and examples from the games they choose that is relevant to the points. If desired, the topic taker can look at the psychological research done on this subject and how it affects players' self esteem, if the research exists.
I think that it’s worth including as a separate item a description of hard fashion through an analysis of the creativity of the FromSoftware studio – MagnoliaDunbridge5 months ago
Replayability is a measurement of how much fun a game is to play over and over again – how much new content there will be on each playthrough, how much you can vary your playstyle, how many different endings or paths the different quests/stories have for you to explore each time. It is something it is generally considered good for a game to have, especially in certain genres. Many players want to be able to play their favourite games again and again, but with enough variation that it is never boring.
However, replayability is something that cannot be (and isn't) pursued in every game. Many story focused games are not particularly replayable, as their goal is to focus on telling one very good or in-depth story – and to focus on replayability could take away from that. There is also the fact that to make a game very replayable takes a lot of time and effort to code and design all the different playstyles/endings/quests etc. This is time and effort that may be needed elsewhere or would possibly be better spent polishing the main game. Not everyone plays again and again after all, so is it really so crucial to ensure that every single playthrough is entirely unique?
This article would delve into the concept of replayability, exploring whether it is truly important for games to be infinitely replayable or more important to create a good experience the first time round.
Very nice! As a longtime player, may I particularly suggest Hogwarts Mystery for examination? The developers added a replay option within the last year or so, so that players could change their houses or relive certain moments if they wanted. The downside though, is that replay kicks you all the way back to first year, and you lose access to anything you've won or purchased. It's a conundrum for sure. – Stephanie M.1 year ago
A very interesting topic! Although I don’t think every game has to be replayable, replayability is certainly a feature unique to the game as a storytelling media. If there is only one possible storyline, novels, anime, or film allows the producers to polish the story even better because those media have a better control on the pace of the stories than games. However, Baldur’s Gate and Elden Ring cannot be easily transformed into other media, because they have various possible ending. That is something only possible with games. – AlisaN1 year ago
Cool point, I've found that replayability has a bit of a personal edge for me. Replaying games at different stages of life is way more of an experience than any new game plus content or add-on. – jsmilo12 months ago