2476: The Growth of the Visual Novel

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When discussing my full writeup on Supipara earlier today, it occurred to me that visual novels are in a much better place here in the West than they were even a few years ago.

When I first encountered visual novels — like, first first encountered them — they were like a hidden gem of the Internet. Gorgeous Japanese pixel art, interesting stories, memorable characters and porn, all in one happy package. Naturally, despite a number of them having been officially translated by the well-established (and still standing) JAST USA, they were mostly distributed through… shall we say, questionable means. (If I remember correctly, this was still the days of KaZaA and Limewire over dial-up, well before BitTorrent became a thing.)

I had a lot of fun with some of these early visual novels but was never quite sure if it was “acceptable” to talk about them, what with them being widely regarded as porn first and foremost. Fortunately, a number of friends and I all discovered Parsley’s wonderful True Love around the same time, and found ourselves thoroughly captivated by its wide variety of different characters, its interesting stat-based gameplay and the various mini-stories each of the game’s heroines got you involved with.

Other memorable early visual novels I encountered included Ring-Out!! which was about a young girl sold into essentially sex slavery dressed up as professional (all-lesbian) wrestling for the gratification of rich, bored playboys with nothing better to do and less-than-progressive attitudes towards women. While this game’s plot was a thinly-veiled excuse to have, well, lots of lesbian wrestling in lingerie, it stuck with me long after I first played it because it presented the protagonist as a very “human” character caught up in events beyond her control, not quite sure how to deal with what was essentially a horrific situation to be caught in. There were a number of different narrative paths through the game, each of which explored what might happen if the protagonist responded to her situation in different ways. Short version, though: if ever you wanted to feel really, really bad about popping a boner over some lesbians doing lesbian things, Ring-Out!! is the game for you.

I also quite vividly remember Three Sisters Story, because although it presented you with the opportunity to bump uglies with all three of the titular sisters over the course of the narrative, doing so would cause you to suffer the indignity of a bad ending where you didn’t end up with any of them after the dramatic finale. This was surprising to me, and confirmed something I already suspected: there was a lot more going on in many of these games than excuses to display lovingly-drawn images of depraved sexual acts.

It would be a good few years before I got back into visual novels, and Japanese games in general. I typically credit Katawa Shoujo with my current interest in Japanese popular media, despite it being largely Western-developed, and by this point, discussion of visual novels — including their lewd bits — had become much more “acceptable” to many, though still not all, people.

After Katawa Shoujo, I decided to catch up on a number of visual novels, primarily from JAST, who were still pumping them out, and a couple from relative newcomer MangaGamer. I had a great time with many of them, and still fondly look back on a number of these titles such as the gloriously silly My Girlfriend is the President and the lengthy, emotional road trip story that is Kira-Kira!

Visual novels still hadn’t quite hit the mainstream, though, and this was disappointing to me, as here was a genre of game — no, I’ve often argued it’s a distinct medium in its own right — that was exploring subjects and themes more traditional games typically shied away from for various reasons, whether it be concerns over the subject matter itself to simply not being sure how to make a game about people just living their life actually fun and interesting to play. I wanted more people to appreciate this fantastic medium and enjoy the stories I’d enjoyed, but it remained difficult to convince many people that they were anything more than just porn, even if I cited specific examples of how they clearly weren’t.

When I look around today, I see a very different landscape. Visual novels are everywhere on Steam, and not just from Japanese developers: these days we have works from English, American, Russian, Korean authors… authors from all over the world who want to tell their story in the distinctive way that the visual novel medium allows them to. And the genre/medium as a whole has, I feel, finally hit the mainstream.

That’s absolutely delightful to see for me, as someone who was around when they were very much an “underground” sort of experience; the growth of the visual novel sector — both adult and all-ages — has been wonderful to observe, and so long as there are great stories that people want to tell, there seems to be no shortage of new experiences to enjoy.

There’s still work to be done — most notably with regard to the distribution of adults-only titles, which can’t be sold on leading digital distribution platform Steam in their uncut forms, and which some companies are selling the sexual content for separately rather than simply providing a free patch or alternative download — but for the most part, we’re in a much better place than we were even a couple of years ago. And, I feel, it’s only going to continue to get better from here.

Also, buy Supipara. (Read more about why you should do this here.) I want to see the other chapters released!

2475: Necessary Evil

I’ve grown to hate money.

Well, that’s not quite true. I like money when I have it. I hate the feeling of anxiety it gives me when I don’t have it, however, especially in situations like I’m in at the moment where I’m owed a considerable amount of money (like, over £1,000) in outstanding invoices from freelance work I undertook nearly two months ago.

It’s not character-building to have no money through no fault of your own; it doesn’t teach important life lessons; it just plain sucks balls.

It’s exceedingly demoralising to be strapped for cash when you know you’ve been working hard for your pay, and said pay is nowhere to be seen for one reason or another. It makes all the effort you’ve put in feel like a waste. Meanwhile salaried employees waste time on a daily basis fucking around with Fantasy Football and other such shit, secure in the knowledge that they’ll get their paycheck at the same time every month, come hell or high water — particularly if they’re an established employee with a decent enough track record to be considered a fixture.

I already struggle with anxiety and depression, but when money is tight, too, I just want to bury myself in a dark place and not wake up. It makes an already difficult situation feel all the more hopeless and desperate, and I’m running out of ways to cope with it.

I quit the job I described yesterday that didn’t feel like its benefits outweighed its many drawbacks — this is not the job that owes me over £1,000, I should add; rather, it was the part-time courier work I mentioned in passing a few times recently (which subsequently ballooned to an underpaid 7-day working week). I calculated that any money I would earn from it would immediately be eaten up by expenses incurred working that job, so it’s simply not worth the hassle, stress and physical discomfort it causes, particularly without any opportunity for a break.

I feel bad turning down a source of income, but if the net profit is negligible, I’m better off staying at home, saving the wear and tear on my car, not having to pay up for fuel and having the time and energy to pursue other opportunities. That’s how I’m rationalising it, anyway.

Just have to hope one of these opportunities I currently have an application in for and my fingers crossed for actually comes to something, but it’s frankly rather difficult to feel hopeful right now. I guess that at least means it will be a nice surprise if anything does happen.

2474: Pay Your Damn Workers

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One of the things I’ve noticed as someone who has spent more than his fair share of time looking for suitably gainful employment is the number of employers out there who undervalue their workers, expecting them to work long hours at demanding jobs for pitiful pay — and in some extreme cases, expecting them to work on a voluntary basis.

The growth in the number of jobs where the people who do all the heavy lifting (literal or metaphorical) have to act as self-employed is disheartening. It’s clearly a transparent, cost-cutting measure that means employers don’t have to provide workers with any kind of benefits — whether it’s basic things like holiday and cover for days you can’t work, or more structured benefits such as pension plans, healthcare and the like — under the pretense of being more convenient and flexible for the worker.

The above would be more acceptable if the payouts for workers were commensurate with the amount of effort (and/or physical exertion) they have to put in, but sadly more often than not they simply aren’t. What you end up with are a bunch of companies who are effectively paying their workers less than minimum wage while offering them no benefits, no National Insurance contributions, no Pay As You Earn tax deductions and little to no job satisfaction.

At the time of writing, I’m working two assignments on a self-employed basis. One of them pays a fair wage for some honest, specialised work, so I don’t mind working for them in this way at all — though I do, at times, wish they’d pay me a bit sooner and provide me with enough assignments to make it a legitimate full-time job, as that would go a long way to assuaging my presently perpetual state of anxiety. The other, I’m feeling, does not feel like it has enough benefits to outweigh the drawbacks, even though it presents the prospect of more regular income. (That said, taking into account the expenses I incur while working this latter position makes said income look even more woeful than it already is.)

I don’t know. I’m just currently feeling physically exhausted and incredibly disheartened at how things have been going for me, and I don’t know the best thing to do about it. The vaguely rational part of my brain tells me that sucking it up and paying my dues is the sensible thing to do, regardless of how exhausting it is and how awful a work-life balance it affords me. But the part of me that wants to not collapse and actually have time to enjoy life — even if it’s with tight purse strings — suggests that the healthy thing to do, mentally and physically, might be to nip things in the bud before I get too stressed out by the whole thing.

Goddammit, GamePro. Why’d you have to close down? I was happy working for you. Genuinely. More happy than I’ve ever been working any job since. All I want is to be happy and satisfied with what I do, and to be paid a fair wage for it. With every passing day, I worry more and more that I’m never going to achieve that.

2473: Closing Date

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It is the closing date for applications for a job I’d actually quite like tomorrow. Supposedly the closing date marks the time when said job will actually start shortlisting applicants, so no-one will have heard anything back from it yet.

This particular job application sticks in my mind because the process was much more than the usual CV and coverletter crapshoot that 95% of positions seem to require. Rather, the application process was more of a “virtual interview”, with a number of questions specifically designed to let the applicant talk about the ways their skills and experience make them eminently suitable for the job.

This strikes me as a good way of finding someone that you would actually like to work for you, because it allows the applicant much more opportunity to talk specifics about how they think they will suit the position, and it allows the employer much more opportunity to judge the applicant through specific examples rather than the usual generic rubbish people put in cover letters about being “passionate” and “enthusiastic” about things no-one in their right mind is passionate and enthusiastic about.

I understand why the majority of positions advertise on the big sites and simply require a CV and cover letter, mind you — with the sheer number of positions each company has to fill, it would probably be impractical to 1) design a unique questionnaire for each position and 2) have someone actually go through the answers in detail rather than simply judging on the basis of a CV and cover letter — perhaps only superficially in some cases.

That said, the organisation that is recruiting for the position I mentioned — I’m not giving specifics just yet because I don’t want to jinx anything — is not exactly a small operation, and doubtless employs hundreds of people for its various roles at the very least. And if they can find the time to produce a tailor-made questionnaire specifically for the position that I’ve applied for, it would be nice to see other companies following suit.

Surely it would be for the best in the long run? It’s pretty easy to lie on CVs and in cover letters, whereas if you’re given specific, directed questions it’s a lot harder to bullshit your way through them if you don’t actually have the answers. For once, I actually felt like I had the answers to the questions and could speak from a position of confidence rather than the subservient position of self-justification that I normally feel like I’m in. That made me feel pretty good about the application — though naturally it will also make me feel pretty bad if I don’t get the position, because it feels like the first good opportunity that has come my way in quite a long time.

I would like a normal life with a normal job. Instead, I’m currently working 7 days a week for peanuts doing something mind-numbingly boring and physically tiring. But I guess I should be semi-grateful, at least: peanuts is, after all, greater than zero, and I hope — I wish more than anything — that this is only temporary, and that good things will come to me soon.

I have to hope that, because the other possibility is becoming increasingly unbearable to contemplate.

2472: minori

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As I’ve noted previously, I’m going to do a full write-up on minori’s kinetic novel Supipara Chapter 1 (localised by MangaGamer — if you feel like picking it up, doing so through that affiliate link gets me a few very welcome cents) at some point in the very near future over on MoeGamer, but I have to finish reading it first!

In the meantime, I wanted to take a moment to appreciate what developer minori has done with Supipara and, I believe, with their other works, which I’m yet to familiarise myself with, but which I have bumped right up the list after getting about halfway through Supipara.

Most visual novels fall into one of two categories.

Novel types fill the screen with a text box and narrate everything, just like a regular novel, and images appear in the background behind the text box — usually a combination of unique images for the situation, and character sprites to depict who is present or talking. Good examples of this approach include Kana Little Sister and Kira-Kira!, both of which are highly recommended if you want some compelling, character-driven stories that will make you cry your eyes out on numerous occasions.

Adventure types look more “gamey” in that they have a smaller text window, usually at the bottom of the screen, and for the most part they unfold from first-person perspective, with characters looking “out of the screen” at you, or, more accurately, at the protagonist. Particularly important scenes are marked by “event” images that eschew the usual perspective in favour of a unique image to depict what is going on. In adults-only visual novels, the sex scenes fall into this category, but they’re also used to highlight important events in character development too.

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minori’s approach is closer to the adventure type, but with a much less game-like aesthetic, more carefully crafted and directed to appear almost more like an animated movie than a typical visual novel.

Your typical adventure type visual novel doesn’t tend to shift the perspective around too much. Characters all stand in front of the protagonist, regardless of whether they’re talking to him or to each other, and they all look “out” of the screen. In Supipara, meanwhile, there’s a much more dynamic approach to presentation: we get different perspectives and camera angles, mostly reflecting the protagonist looking in different directions, much as you would when interacting with real groups of people, but also to highlight important moments in conversations.

Perhaps most notably, minori isn’t afraid to show the back of characters’ heads, which isn’t something you’d think is particularly unusual until you notice quite how much they do it. Only then does it dawn on you that no, this doesn’t normally happen; the player-protagonist is normally the centre of attention, even if they aren’t being directly addressed, and it’s a little strange to see characters turning away from you to address other people.

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This adds an interesting twist to the aesthetic at times, allowing you to feel like you’re “standing with” a character while another addresses the pair of you. At other times, it is used to make it feel like you’re walking along behind a character, or that they’ve turned to leave. It’s a very effective touch that makes a big difference to the overall presentation.

And that presentation is overall absolutely stunning. Supipara is without a doubt one of the most gorgeous visual novels I’ve ever had the pleasure of reading, and its art is animated, too. Characters blink, mouths move, poses change in the middle of utterances. It gives the whole work a huge amount of personality and makes it enormously compelling. The characters are already well-written, but seeing them acting more “human” than simple static sprites helps make them even more adorable.

As for the story, well, I won’t spoil anything for now — at least partly because I haven’t yet finished it! — but it’s an interesting blend between light-hearted high school slice of life and some stranger, supernatural goings-on. It has a very pleasant tone to it with some wonderful characters and a gorgeous setting that I want to spend the rest of my life in. And irritatingly catchy music.

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Full write-up coming soon on MoeGamer, but in the meantime, pick up Supipara with confidence — both because it’s a great visual novel in its own right, but also because doing so helps fund the rest of the series’ development and localisation!

2471: Memoirs of an Ordinary Person

I’ve been listening to some audiobooks while I’ve been working the past few days. I’ve just finished Dave Gorman’s Too Much Information — a work that resonated all too well with me, given my growing frustration with the cacophonous “noise” of everyday life — and have since started on Sue Perkins’ Spectacles, her memoir.

One thing I’ve often wondered over the years is whether or not there’s any perceived value in the memoirs of “ordinary people” — in other words, memoirs written by people who aren’t celebrities, or even those who haven’t had anything seemingly noteworthy happen to them. And I’m inclined to think that there is — after all, the best celebrity memoirs are the ones that talk not about being a celebrity, but about their childhood, or formative experiences growing up, or things that they’ve experienced that helped make them the person they are today. Things that are relatable to the audience; things that are relatable to “normal” people.

There’s value in having a celebrity name attached, of course: someone who enjoys Sue Perkins’ TV and radio appearances is likely to pick up her memoir simply because they like her, for example. But this doesn’t mean her life story is inherently more valuable than anyone else’s. In fact, I’d wager a guess that there are lots of people out there who have had lives far more interesting than today’s celebrities have.

In my experience, whether or not the person whose life you are reading about is famous or not is largely irrelevant; what does, on the other hand, matter is whether or not they have interesting stories to tell.

And, well, I don’t like to blow my own trumpet too much, but I do feel I have more than a few interesting stories to tell. My life has certainly been eventful, if nothing else. This blog has occasionally dipped into memoir-esque territory, but as an idle side project, I’ve started writing down some of the things I remember from my past.

I am a normal human being. Well, as normal as anyone is these days, which is to say I’m riddled with neuroses, suffer from depression, anxiety and social anxiety—two very different, but related things.

I digress; I am a relatively normal human being. I haven’t survived some sort of unimaginable tragedy, I haven’t had to cope with a life-threatening illness or the challenges of a physical disability and the nearest I’ve come to being involved with a famous person is working in an Apple Store at the time John Cleese came in with a black credit card, proclaiming that it could “sink a bloody battleship”. I didn’t serve him, I was just there; that’s how much of a relatively normal human being I am.

Nonetheless, Things have happened to me, much as they have doubtless happened to you, your friends and the rest of your family. These Things may not have seemed like a big deal at the time, but if you’re anything like me, you’ll have found that the strangest things stick in your memories for many years, and it seems like quite a shame to run the risk of them, at some point, being filtered out of your mind in favour of some new and ultimately useless piece of information you picked up from Wikipedia. We live in an age full of constant noise, after all, with every piece of media around us vying for our attention and threatening to fill our minds with useless dribble that might get you lots of Likes on Facebook, but which doesn’t really compare to the fond memories of your childhood.

My memories aren’t all fond. Some of them are downright painful or embarrassing, and some of them, to this day, still make me feel overwhelmingly negative emotions such as anger or grief. It’s healthy to share such memories, though; otherwise, they just get bottled up inside, and, over time, you run the risk of them overflowing and forcing you to, I don’t know, run naked through a shopping centre with a chainsaw in each hand singing Stairway to Heaven. Or, you know, something.

With all that in mind, then, writing them down in some form seems like a reasonable idea.

2470: The Not-Games

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There seems to be a perpetual struggle in the world of video game enthusiasts to define exactly what is and is not a game.

At the head of this nontroversy is Fullbright Studios’ Gone Home, a first-person interactive story where you walk around a house sans its inhabitants, piecing together a number of different plot threads scattered around the place, some of which are more explicit than others — and some of which are handled better than others. I liked Gone Home, but I felt like its “main” story — the one that lets you “finish” the game when you reach its ultimately rather mundane conclusion, despite what it has built you up to expect — was by far its weakest aspect, with much more interesting things going on through the “unspoken” stories: the bottle of whiskey hidden on top of a bookcase; the condoms in a drawer; the documents lying around the place.

To some people, Gone Home isn’t a game, much as similar games in the genre that has become semi-derisively known as “walking simulator” aren’t considered games either. Dear Esther, The Stanley Parable, Everybody’s Gone to the Rapture, and others like them: all too many people are far too hung up on the rather dull question of whether or not they are actually a game rather than unpacking the dense, interesting narratives that each of these experiences feature.

For some reason, visual novels appear to largely escape this sort of discussion, despite being less interactive than a walking simulator. In your average visual novel, you click through reams of text for hours and hours and hours and occasionally make a choice. In a particular subset of the visual novel called the kinetic novel, you don’t even make any choices: you just read and read and read, and then it’s over with you not having actually done anything.

Even these almost entirely non-interactive affairs don’t seem to get lambasted in the same way as Gone Home and its ilk, though, despite arguably being less of a “game” than something that has a 3D engine, WSAD movement controls and mouselook. In fact, even some of the most well-regarded games in the genre — The Fruit of Grisaia is the most prominent that springs to mind — only have maybe one or two meaningful choices to make in the whole game, with each acting as a fairly transparent means of setting a flag as to which character’s route you’re going to follow, and whether your get their Good or Bad ending.

I wonder why this is? Is it subject matter? No, I don’t think so, because while, say, Gone Home has its narrow-minded detractors for being “progressive” — I think the statute of limitations is probably up on it by now and we can say its main story is actually about a young lesbian couple running away together — there are certainly plenty of well-regarded visual novels out there that deal sensitively with homosexuality, both male-male and female-female.

Is it about artistic intent and the overall “honesty” of the work? Perhaps. Titles such as Everybody’s Gone to the Rapture often draw ire for being “pretentious” and, while I enjoyed all of the titles I’ve mentioned thus far, it’s kind of hard to argue with that label. Everybody’s Gone to the Rapture in particular feels very much like a case of “let’s make this as arty and confusing as possible” before kind of running out of steam in its final moments and getting just a bit too silly and implausible. Dear Esther suffers from a similar problem, deliberately mixing a number of different narratives together — with some randomisation in the mix, too — to try and obfuscate what the whole damn thing is actually about for as long as possible. The Stanley Parable, meanwhile, completely runs with this and knows exactly what it is doing, laughing along with the player at every opportunity, too.

Contrast with a visual novel, such as the one I’m currently reading/playing: Supipara, by minori. Supipara is a kinetic novel: there are no choices whatsoever. Yet it’s charming, compelling and addictive purely by virtue of its beautiful presentation, likeable and mysterious characters and intriguing premise that blends the mundanity of a slice-of-life tale with elements of the supernatural.

At no point does Supipara let any part of itself run away or overwhelm the rest of it. Its supernatural elements are incorporated honestly and without attempts to obfuscate or explain them away as quickly as possible, hoping we won’t notice — Life is Strange, I’m looking at you. It just is what it is, and it invites you to judge it on that basis. There’s no need to critically analyse it just to understand what the fuck happened in it — though this isn’t to say there isn’t value in applying some literary theory to unpack the various subtexts and themes in it — and thus it can be enjoyed on a number of different levels without Dear Esther’s implicit suggestion that “you must be this smart to enjoy this ride”.

I don’t have an answer to the question “is [x] actually a game?” because your definition of “game” will doubtless be different from mine. Ultimately it doesn’t really matter, anyway; the only thing you should be asking yourself when engaging with a piece of interactive entertainment — regardless of how interactive — is, quite simply, “is this a good use of my time?” If yes, great. If no, maybe put it down and try something else instead, while acknowledging the fact that some people might enjoy it more than you. There’s really no need for the bitter arguments that have ensued since technology has allowed developers to get a bit more “artsy” with their creations.

Supipara is great, by the way. I’m going to do a full write-up on MoeGamer in the near future once I’ve read the whole thing, but for now I’ll say it’s one of the most beautifully presented visual novels I’ve ever seen, has a compelling, if low-key story, and some grade-A waifus. And what more, really, do you need to have a good time of an evening?

 

2469: OK Google

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With the courier work I’ve been doing for the past few days, I’ve been relying heavily on Google Maps for navigation around the area, and I’ve been discovering the benefits of voice controls — it’s much easier to simply say “take me to…” and Google work it out for you than to type in a postcode using Android’s cumbersome and clumsy keyboard.

I’ve actually been pretty impressed with the accuracy of the voice recognition, since it even recognises non-standard words such as street names without too much difficulty, and it uses your location to make an educated guess at which one of the many Alder Roads in the world you might have actually wanted to go to. I counted only two hiccups in an entire day’s work: one when it wanted to send me to Hedge End (which is the other side of the Southampton conurbation to where I was working) and one when it wanted to send me to Birmingham. Granted, one of those mistakes was pretty large, but given that it understood me on all the 50+ other occasions throughout the day, I think I can forgive it.

I find myself wondering if voice recognition will actually become particularly widespread or accepted. Apple now includes Siri with Mac OS as well as iOS, Microsoft has Cortana in more recent revisions of its operating systems, Google seems keen to bake voice recognition into Android and all its services and even my TV will let you talk to it. The technology is certainly there and seems to work reasonably well in most cases — certainly considerably better than it did even just a few short years ago — but it’s still painfully awkward to use, particularly if you’re in an environment where there are other people around you. And while I’ve seen the benefit of being able to shout at my phone while I’m in my car, I don’t see the same benefit from talking to my computer, TV or games console when its physical controls are right there and allow me to complete the task I want to complete just as quickly “manually”.

I think we’re still lacking a certain degree of artificial intelligence necessary to make voice activated technology truly useful, worthwhile and ingrained in society. The aim, presumably, is to have something along the lines of Computer in Star Trek, where you can say pretty much anything to the voice activated computer and it will successfully parse what you say (within reason) and perform any task from turning the lights on to inverting the phased magnetic resonance coils into a Gaussian feedback loop. Specify parameters.

I wonder whether that’s something that is truly desirable, though. Is it really more convenient to be able to vocalise something you want your computer to do? It probably is for those who aren’t as computer-literate, but then there’s still a chunk of the population who don’t use computers or mobile phones at all. A shrinking chunk, admittedly, but a chunk nonetheless, and I’m not sure fully voice-capable hardware — which will probably still be on the expensive end of the spectrum — will convert that sort of person into being a believer in technology.

Still. “OK Google” helped me find my way around today, and that, at least, impressed me. Perhaps I’ll discover more interesting uses of it in the future.

2468: Empathy

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While I’ve worked a number of crap jobs over the years, one positive thing that I do feel I have taken from each and every crap job is a sense of empathy: a feeling that yes, I understand how people who do this every day have it.

Consequently, I find it pretty hard to get mad at people who are just doing their job, sometimes with all manner of obstacles not of their own making in the way.

I try and extend this attitude to everything about life, even those jobs that I haven’t directly done myself; I know what it’s like to have to pay your dues (and indeed am continuing to pay my own dues in the hope that something actually good will happen one day) and, as such, don’t get mad when my order in a restaurant is late, or if a package doesn’t arrive on time, or if someone in customer service isn’t able to help me on this particular occasion.

This doesn’t mean I blindly forgive, obviously; if someone has clearly fucked up somewhere then I’d expect them to be suitably apologetic about it. But the reason for them fucking up in the first place? I might be able to understand that, whether it’s working long hours, working for pay well under what you deserve for challenging, demanding work or having to meet increasingly unreasonable targets from the higher-ups in the company who are completely out of touch with the man on the figurative street.

I like to think this is a generally positive quality in myself, and it’s also one thing that keeps me hanging on when times are tough such as they are at the moment. If nothing else, I am developing “life experience”, coming to understand how all manner of different people experience the world and what they have to put up with from Joe Public.

Joe Public can be an asshole.

Joe Public can, however, also be appreciative of someone who goes out of their way to help them, or someone who does their miserable job with a smile on their face, or someone who simply has a kind and friendly word to share.

I try and fall into the latter category whenever possible, even when it’s tough to do so. To date, my attempts have usually been successful, and even, in a couple of instances, have defused situations of high tension that have arisen for usually stupid reasons.

I derive a small degree of comfort from the fact that every time I do this, I am helping to develop myself as a decent human being. I derive somewhat less comfort from the fact that having empathy for other people is, unfortunately, not a particularly marketable or profitable skill — at least not without expensive training to forge that raw material into something a bit more tangible.

My faith in myself may be at an all-time low thanks to being kicked around repeatedly by all and sundry over the years, but at least I still have this to hold on to, I guess. It’s something. Not much, but it’s something.

2467: Encylopaedia Eorzea

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I’m going to do a more detailed write-up on this over on MoeGamer when I’ve read and thoroughly digested everything in this massive tome, but I thought I’d give some initial thoughts here.

Encylopaedia Eorzea is here! Yes, for a long time the Final Fantasy XIV team had been suggesting that a lore book might be on the cards, and at FanFest last week, it was finally revealed. It was put up for sale at the start of this week and seemed to develop a waiting list very quickly; fortunately, I managed to get in early and snag a copy.

£34.99 gets you a formidable hard-backed book over 300 pages in length, printed on gorgeous thick, parchmenty paper and presented in full colour. The book is heavy enough that it would probably do some damage if you smacked someone with it — and you all laughed at Arcanist, Summoner and Scholar’s auto-attack!

The tome as a whole is split into eight different “books”, each dealing with a different aspect of Eorzean lore.

The first, and shortest, concerns “the basics” of the planet Hydaelyn and what makes Her tick, including geography, the relationship between Hydaelyn’s light and Zodiark’s darkness, the Twelve gods in the Eorzean pantheon, and the basics of “aetherology” — the underlying (fictional) science of how the elements interact with one another to create life, magic and other effects.

The second, and one of the longest, concerns Hydaelyn’s history, reflecting on the world’s cycle of Astral and Umbral eras, with the latter’s arrival being heralded by a Calamity of some description — each elementally themed in the case of the first six, and the seventh (used as the initial story catalyst for A Realm Reborn) covering all elements in the sheer magnitude of its disaster. This book is particularly interesting because it gives some background reading on the mysterious ancient civilisations of the Amdapori, the Mhachi and the Allagans, all of whom are explored to a certain degree in the game itself. It also provides a good primer of the storyline for Final Fantasy XIV 1.0, which is no longer playable, but which is concluded through A Realm Reborn’s cycle of raid dungeons, The Binding Coil of Bahamut, The Second Coil of Bahamut and The Final Coil of Bahamut.

The third book provides a primer on the different people of Eorzea and where they came from. It only explores the playable races of Hyur, Elezen, Lalafell, Miqo’te, Roegadyn and Au Ra — those hoping for some information about the Padjali or a hint as to whether or not we’ll ever see Viera in the game will have to keep theorycrafting.

The fourth book is the longest and concerns the geography of Eorzea, including all the zones from A Realm Reborn and Heavensward as well as short look at Ala Mhigo (subject of the upcoming expansion Stormblood) and the Garlean Empire (recurring villains).

The fifth book concerns Hydaelyn’s “servants”, and explores the various characters that you come into contact with throughout the game, right from the main “protagonists” the Scions of the Seventh Dawn to the recently introduced Warriors of Darkness. This section also includes information about groups involved in sidequests in the game, too, such as Hildibrand’s Agents of Inquiry, the organisation NOAH who spearheaded the investigation into the Crystal Tower and a section entirely devoted to more minor NPCs such as those who served as the face of the Relic quests, and poor old Edda, who has had a rough ol’ time of it both during life and in death.

The sixth book looks at Hydaelyn’s “disciplines” — in other words, the playable classes in the game. Interestingly, the book makes no mention of the base classes on which the more familiar “Jobs” are based; the focus is entirely on the higher-level incarnations of the Jobs.

The seventh book concerns Hydaelyn’s “burdens” — the various beast tribes of the realm, and the Primals associated with each of them. This section also looks a little at as-yet underexplored groups such as the gigants, as well as the eikons of the Warring Triad, which we’re halfway through the story for in the game at the time of writing.

The eighth and final book is a bestiary of monsters from around the realm, divided into the various “-kin” categories. It also incluides a look at voidsent, elementals and chimeras.

There is a lot of information in this book, and it’s presented in a clear, enjoyable to read manner. The thing I’ve found most beneficial about it is that it provides a good summary of the various storylines that have unfolded during the game since its launch; this is several years ago now, so it’s not surprising that some details may have slipped many players’ memories! The lore book acts as a good reference guide for those who may have forgotten some of the finer details.

Above all, though, Encyclopaedia Eorzea is clear evidence that the team behind Final Fantasy XIV have built more than just a game. They’ve truly built a world for people to inhabit, which has its own history leading up to today, as well as many more stories yet to tell. And if you flip through it’s pages, you’ll understand just why so many people still like to call Eorzea home.