Eroge
Back when I played World of Warcraft, I’d always run into these “casual guilds.”
They didn’t have any strict raid schedule. Anyone could join, and the guild leader would help out the newbies a bit, and the atmosphere was relaxed. Every now and then they’d run a raid, but most of the time there were no rules at all — just people screwing around.
A lot of the hardcore players wanted the kind of guild with a rigid hierarchy and harsh rules that could push into better raids for better gear. They had nothing but contempt for the “casual guild” type. Most of them couldn’t wrap their heads around what the point of such a lazy, ambitionless guild even was. But the members of those casual guilds didn’t care. They just quietly lived their lives.
I’ve had my own hardcore phase too. I used to not get casual guilds either — until I got old, until I no longer had the time to dump into a game as a hardcore gamer, and I joined a casual guild, because no other guild would take me.
Once I was in, I understood. The guild looked like it was just “a tag for people who don’t have a guild,” but it wasn’t that simple. The core of a guild like that is almost always the leader. The leader is very likely a middle-aged guy — good-tempered, easygoing, doesn’t get angry. Because the guild takes all comers, the leader is constantly playing peacemaker.
Members might rub each other the wrong way, but most of them have no complaints about the leader.
Plenty of members leave when they find a new guild, and the leader wishes them well. Some people complain that the guild has no events, can’t down bosses, can’t get gear, and all the leader can do is apologize and say he’s useless.
For a casual guild like this, lose the leader and it’s done for in a heartbeat. But these leaders have a hell of a lot of willpower, and they always manage to keep the guild alive.
Once I was chatting with a guild leader and asked him out of curiosity: “Why do you pour so much energy into keeping a guild like this running?”
“A game is like society,” he answered. “There are always people out there who don’t belong anywhere, who have no home. They need something like a family to take them in, to give them a harbor that feels like home.”
I still think about that line a lot. It makes a lot of sense. Whether our parents are around or not, we always feel lonely — that loneliness of “nobody is here with me” — so we need something like a “family” to let us escape and rest for a while, a harbor for the heart.
That’s why you see people trying to do this in real life too — adopting orphans and whatnot. In fiction there are even more of these characters: the ones who take in lost children, the “hopeless good guy” setup, that’s everywhere. Like this game, Ouchi ni Kaeru made ga Mashimaro desu (お家に帰るまでがましまろです).
Kage no Umi no Apeiria (景の海のアペイリア)…
This is a game built on deception.
Last week in Zhengzhou I met up with a friend from Beijing who works at a well-known internet company with business all over the country. He’s fairly famous on G+ as a road-bike inner-thigh chafing specialist and senior programmer critic, “Neo Slixurd.” Since his name is Neo and he’s gay, I usually call him “Genio,” or just “Genniao” for short.
Chatting with Genniao is always a good time. We started by discussing whether “Princess Xiaozhu is actually an idiot,” and quickly reached a consensus. The conversation later drifted to the fact that I play galgames.
What Genniao was most curious about was how I learned Japanese so fast. It wasn’t fast at all, honestly — play porn games every day and you’ll learn fast too. My experience with that is documented here.
His second question was how many games I actually play. By my own count, I got through about 80 last year. That number isn’t exactly accurate, since I personally treat galgames as novels — meaning I only read “the main ending the game anoints as canon.” Every other ending is just a “possibility” to me. If you’re in love with a heroine you can fantasize about it, but it’s not the real story. So for most games, unless it’s something like Hatsuyuki Sakura that splits the whole story apart, I just take the main route and skim the rest. A single game isn’t that long either — if you clear every route, according to ErogameScape most Japanese players need about 19 hours. That’s not so bad, but who plays this stuff every single day?
Finally we got onto where galgame stories are headed. Genniao said the games he’s played are all older ones or the more famous ones, and he has no idea what the newest stuff is like. I explained that most of the newest games are still clichéd as hell — a notch above the current mainstream seasonal anime in overall quality, sure, but that’s just a product of the audience. ErogameScape stats show most eroge players are in the 25–30 age bracket, not the under-20 elementary-schooler tier you get watching anime on Bilibili in this country.
“Honestly most eroge plots are pretty stupid. Like the one I’ve been playing recently.”
And that’s how I brought up Hataraku Otaku no Renai Jijou.
A while back I was reading some stories on a blog by a guy who claims to be an eroge-industry insider, and I came across this:
つまりシナリオとは発売後に作品を支える要素であり、昔から初動の売り上げにおいてはイラストの方が重要であった。
(The initial sales of a game are mostly about the character designs and art style; the scenario is just one element that supports a game after release.)
And then something even better:
だから打ち合わせでは「キャラとイチャイチャしていれば話の中身なんてなくていい」と本当に言われるし、「○○先生に原画を担当してもらえる時点で売り上げは確保できているから、シナリオなんてクソにならない限りどうでもいい」とさえ言われてしまったりする。
(So at planning meetings people literally say things like “as long as the player can flirt with the characters, the story doesn’t need any substance,” and even “if Mr. XX is doing the original art, sales are guaranteed, so who cares about the scenario as long as it doesn’t turn to shit.”)
Of course, none of that beats this:
ゲームの傾向も変わってきていて、2004年頃は「エロなんかいらねぇシナリオの質が重要」なんて一部で言われていたりもしたが、今企画会議でそんなことを言おうものなら袋叩きにされる。 理由は簡単で、シナリオを重視した作品よりもキャラクター性を重視した作品の方がグッズの売り上げがいいからである。
(The direction of games has changed too. Around 2004 some people were saying “who needs porn, what matters is scenario quality,” but if you said that in a planning meeting now you’d get beaten to a pulp. The reason is simple: character-driven works sell more merch than scenario-driven ones.)
Well… what can you say? That’s reality, I guess?