[0:00] On the last episode of Mother's [0:03] Basement, Jeff Thu declared the golden [0:05] age of anime to be right the now. [0:09] However, while he was working on that [0:12] video, one thing did keep bothering him. [0:15] Well, two things actually. I hate [0:18] talking about myself in the third [0:20] person. And the second thing is, of [0:22] course, thoseing things. You know, [0:25] there's a guy in the hero's party. He [0:27] gets banished for how his inconveniently [0:29] huge car keeps tripping him up in [0:31] fights. Right after leaving, he [0:33] discovers he can blast ropes that take [0:35] the head off a dragon at 50 paces. Three [0:37] to seven gorgeous women start riding [0:39] around everywhere on his dick. And [0:41] either by design or by accident, he ends [0:43] up trapping his former companions in the [0:45] salty hot glue of revenge before the [0:49] story's through. That sort of thing. [0:51] though the sort of thing that I just [0:52] described, you know, the one with the [0:54] thing would probably be more fun than [0:57] most of the actual [ __ ] things that [0:59] get made these days. There's a lot of [1:02] problems to talk about regarding this [1:04] oddly specific subgenre. Not the least [1:06] of which being how coliny the whole vibe [1:09] can get. But the biggest problem for my [1:12] money is how video gamey the vibe tends [1:15] to be as well. Which, just so we're [1:17] clear, Mr. Fox News has nothing to do [1:20] with the Colombininess of it all. Those [1:22] are two separate issues, far more so [1:25] than even your average isekai, where it [1:27] is still very much a problem. These [1:29] things are absolutely lousy with RPG [1:32] elements in their world building that is [1:34] for the most part pretty lousy, too. [1:37] It's not impossible to build a [1:39] believable livedin world on video game [1:41] logic, but it sure is a whole lot easier [1:44] to just not do that. And the problem [1:47] isn't limited to stat screens. It's all [1:50] the blatantly artificial video gamey [1:52] tropes that come part and parcel with [1:54] them. Any one of which can rip you right [1:56] out of an anime's world if you think [1:58] about it for even a moment longer than [2:01] the writer obviously did. Now, is the [2:03] ubiquity of these things and isekai in [2:06] the same vein enough to make me rethink [2:09] calling this a golden age? Absolutely [2:11] not. There is so much good fantasy on [2:14] right now with none of this gamer [2:16] nonsense in it. But as a gamer who does [2:20] love him some nonsense, it pains me to [2:22] see just how bad most of this stuff [2:24] gets. Which is why today I want to do my [2:27] part to fix the problem by exploring [2:30] exactly what these anime are doing wrong [2:33] and how some better stories do it right. [2:36] And one of the positive examples I'll be [2:38] using throughout the video also happens [2:41] to be one of the most exciting sponsors [2:43] I have ever worked with. Chrysalis by [2:46] Rhino Z. If you haven't heard me gush [2:48] about it before, Chrysalis is one of my [2:51] personal all-time favorite lit RPG web [2:53] novels, which follows this kid named [2:55] Anthony who gets reincarnated as a [2:58] monster ant in this dungeon the size of [3:00] a planet and slowly builds his humble [3:03] colony up into a utopian global empire [3:07] where every citizen gets 8 hours of [3:09] sleep a night or else. The books are [3:12] just a delight to read and especially [3:14] listen to, carried by rocksolid action [3:16] writing, sardonic Aussie wit, and more [3:19] beautifully tortured ant puns than you [3:21] can shake an antenna at. All of which [3:24] are further enhanced by the unrivaled [3:27] audiobook performances of Sound Booth [3:30] Theater, who also offer IMO the best way [3:33] to get into the series through their [3:35] phenomenally generous box set, which [3:38] gives you the first three audio books. [3:41] That's 55 hours of listening for just [3:44] one Audible credit. As somebody who is [3:46] addicted to audiobooks, it's like the [3:49] best value I have ever found in the app. [3:51] With the hotly anticipated latest book, [3:55] Antindustrial Revolution, due out on [3:57] Kindle July 15th, there has never been a [4:00] better time to get into Chrysalis. And I [4:02] was recommending this [ __ ] months before [4:04] they paid me to do it. So, you know, I [4:06] mean that. And having said that, my [4:09] sponsorship obligation is now [4:11] technically out of the way. So, you also [4:13] know that every time I reference it from [4:15] now on is purely for the love of the [4:17] game and OF COURSE FOR THE COLONY. TO [4:22] understand why so many modern fantasy [4:25] anime are like this, you first need to [4:27] understand why JRPGs are like that. [4:30] Which all comes back to 1981 and the [4:33] releases of Ultima and Wizardry, the [4:36] most influential PC RPGs of all time, [4:40] especially in Japan. That might come as [4:42] a surprise since neither series saw an [4:45] official release there until 1985 after [4:48] homegrown games like Lizard, Mugan, No [4:51] Shinszo, Tower of Duaga, Hidelide, and [4:54] Dragon Slayer had already taken root and [4:56] right before Dragon Quest would turn [4:58] console RPGs into a full-blown [5:00] phenomenon. But none of those games [5:03] would exist in the first place if [5:05] Japanese computer nerds like Yugji Horry [5:08] hadn't fallen in love with import copies [5:11] of Ultima and Wizardry earlier in the [5:14] decade. Everything about Japan's [5:16] divergent branch of the genre stems from [5:20] that point. In the west, the fundamental [5:22] ethos of CRPGs has always been emulate [5:25] the tabletop experience with deeper [5:27] character customization and eventually [5:30] more role-playing options. But the [5:32] Japanese never had that experience to [5:35] begin with. Not until TSR tried and [5:38] mostly failed to bring Dn D to their [5:40] shores in the mid80s when the JRPG boom [5:43] was already underway. So in Japan, the [5:47] ethos for designing RPGs has always been [5:50] build a better wizardry and or Ultima, [5:53] which led them to more console friendly [5:56] video game ccentric innovations like [5:58] action RPGs and linear cinematic [6:01] narratives told through complex in-g [6:03] engine cutscenes much sooner than [6:05] Western devs who were busy going allin [6:08] on more textheavy playerdriven stories. [6:11] But Wizardry and Ultima didn't just give [6:14] Japan its first taste of role- [6:16] playinging. They were also foundational [6:18] to its entire fantasy fandom. Of course, [6:21] Japan had produced plenty of fantastical [6:24] films and shows in the preceding [6:26] decades, inspired by various mythologies [6:29] and fairy tales from around the world, [6:31] but as far as that medieval European [6:34] capital F style of fantasy went, Lord of [6:37] the Rings was translated in the 70s [6:40] around the same time as Earth Sea and [6:42] some other influential Western epics, [6:44] which did go on to inspire some [6:47] important Japanese literature, most [6:49] notably 197 79's Green Saga, a legendary [6:53] light novel series that is still running [6:55] today at 150 volumes and counting. But [6:59] all these books were a niche within a [7:01] niche at a time when genre fiction was [7:04] almost entirely synonymous with science [7:06] fiction to the Japanese. Aside from a [7:09] few exceptions that emerged around the [7:12] same time and out of the same nerdy [7:14] zeitgeist as the first wave of JRPGs, [7:17] Swords and Sorcery stuff only gained the [7:20] cultural clout needed to justify, for [7:22] example, making a whole mess of anime [7:24] out of it after the gaming boom began, [7:27] with some of the earliest hits being [7:29] adaptations of Dragon Quest, Dragon [7:32] Slayer, and Wizardry. While the west [7:35] sees stat screens and other gaming [7:37] conventions as an offshoot of an [7:40] offshoot of the foundational works of [7:42] fantasy, in Japan, games are the [7:45] foundation. So when, for example, the [7:48] adventurers inn and Gilgamesh's tavern [7:50] from Wizardry 1 were amalgamated into [7:53] Patty's party planning place in Dragon [7:55] Quest 3, and the idea was then [7:58] standardized as the adventurers guild by [8:00] other games in need of party recruiting [8:03] and questing hubs. It was only natural [8:05] for fantasy books and anime to adopt the [8:08] concept as well, often with very little [8:11] thought put toward how such a thing [8:13] might actually, you know, work outside [8:16] of a video game. Now, guilds in general [8:20] obviously had a place in the medieval [8:22] societies that fantasy strives to [8:24] emulate, but the logic that justified [8:26] their existence doesn't necessarily [8:29] apply to adventuring. And we know that [8:31] because there were no guilds for the [8:34] realworld equivalents of adventurers in [8:36] wartime. Mercenary companies had very [8:39] little reason to form regulatory bodies [8:42] with other mercenaries they were [8:43] probably going to be trying to kill next [8:45] week. Plus, they already had a pretty [8:47] standardized apprenticeship program of [8:49] here's a spear, try not to die. And in [8:52] peace time, most of them were too busy [8:53] being bandits to build bureaucracies. Of [8:56] course, having loads of monsters to hunt [8:58] instead of killing people could [9:00] potentially change that calculus, but [9:02] historically speaking, hunting was the [9:05] near exclusive privilege of the [9:07] nobility. In part because wild game is [9:09] full of valuable resources, and in part [9:12] because the hunts themselves made great [9:14] murder practice for knights. Two factors [9:17] that are going to be even more [9:18] applicable if we're talking about [9:20] magical monsters rather than deer or [9:22] foxes. None of that's to say that [9:24] fantasy worlds have to be 100% [9:27] historically accurate. That wouldn't be [9:29] very fantastic. But historical precedent [9:32] is vital to crafting even the most [9:35] imaginative of worlds because history is [9:38] the best model that we have for how [9:41] civilizations tend to behave. And the [9:43] mark of a great worldbuilder is how well [9:46] they can justify deviations from that [9:49] model with good answers to tough [9:51] questions. So, what purpose does an [9:54] adventurer's guild serve? Not to gamers, [9:57] but society. What could possibly make a [10:00] state want to let essentially an [10:02] independent freelance militia operate [10:04] within its borders? Why would the army [10:07] not be dealing with monster related [10:09] problems and reaping the associated [10:11] rewards? What effect does seeding those [10:13] resources and that authority to private [10:15] individuals have on politics or the [10:18] economy? On that note, who's even paying [10:20] for all these quests in the first place? [10:22] And what do they or the adventurers get [10:25] out of running their monster part [10:27] trades, surveying contracts, bounties, [10:30] and such through these middleman [10:32] organizations instead of just working [10:34] with each other directly. Far too many [10:37] gamer fantasies just completely ignore [10:40] all that. The Adventurer's Guild exists [10:42] because the protagonist really needs an [10:44] instant support network after getting [10:46] isekai or some governing body to manage [10:49] the employment contract with the party [10:51] that just banished him. And that's it. [10:53] It's there cuz the story needs it there. [10:56] And once it's there, it is likely to [10:58] warp that entire story and the entire [11:02] story's world around itself because [11:05] these guilds are just such darn useful [11:07] writing tools. Can't figure out how to [11:10] get your hero where they need to be for [11:11] the next arc? Put it on the quest board. [11:13] Need to create a sense of power [11:15] progression? Give them a rank up. Need a [11:17] place for them to meet a new ally or [11:20] rival? Hey, the guild tavern's right [11:22] there. In that way, this place that has [11:25] no place within the world becomes our [11:28] hero's primary point of contact with the [11:30] entire civilized side of it. filtering [11:33] every bit of the setting that the writer [11:35] did bother fleshing out through this [11:37] physical embodiment of a video game menu [11:40] and giving it the same artificial [11:43] aftertaste. And this isn't just [11:45] detrimental to immersion. It also [11:48] hamstrings storytelling as every major [11:51] player in the fantasy world is now [11:53] forced to play around this blatantly [11:56] video gamey, often politically inert [11:58] plot device. It becomes a spanner in the [12:01] gears of organic character-driven social [12:04] conflict that good worldbuilding is [12:06] supposed to create and all but forces [12:08] the writer to fall back on clichéed [12:10] formula. Of course, it's not impossible [12:13] to tell a good story around the guild. [12:15] Mushoku Tensei is absolutely peak, but [12:18] the guild is mostly a means to other [12:20] ends there, providing funds for the [12:23] actual adventures. The only part of the [12:25] story that's really driven by just [12:27] taking random quests off the job board [12:29] is the arc where Rudy is profoundly [12:32] depressed, which I think maybe says [12:34] something about the emotional texture of [12:36] that particular plot structure. Now, I [12:39] did quite enjoy how sentence to be a [12:40] hero handled its adventurer's guild, [12:43] which was by uh basically just not [12:45] having one. The organization that bears [12:47] the name is really just a loosely [12:49] affiliated band of thugs and killers [12:51] working under a former pirate lord who [12:53] went semi-legit. It's an explicitly [12:56] amoral entity that causes problems from [12:59] basically the moment it's introduced and [13:01] ultimately betrays humanity in a [13:03] desperate grasp for wealth and power as [13:06] one would expect a bunch of mercenaries [13:08] to do. If you think about it, it's kind [13:11] of weird how often adventurers guilds [13:13] are instrumental in saving the world. [13:16] Now, I say that, but one of my favorite [13:18] explorations of the trope, period, is in [13:20] the Legend of Heroes Trails games, which [13:23] are in no small part about the political [13:26] complications of running such an [13:28] organization and the ramifications of it [13:30] existing at all. Smaller countries tend [13:33] to love how the guild supplements their [13:35] military and police, but those [13:37] organizations have their own [13:38] antagonistic relationship to the [13:41] civilian contractors that are taking [13:43] their job separate from public opinion [13:45] or how the overall government feels. [13:47] There are also bigger countries where [13:49] the guild has no presence at all because [13:51] the leaders see them as a threat even [13:53] though they have a strict policy of not [13:55] interfering in politics. The series does [13:58] so much to make this inherently fake [14:01] concept feel like an organic part of a [14:04] living, breathing world. I also think [14:06] I'm a bit more inclined to like the [14:08] Bracer Guild just because they don't [14:10] call it an adventurers's guild. This is [14:12] definitely a personal nitpick, but I [14:15] find the idea of adventuring as a day [14:18] job to be deeply philosophically [14:21] underwhelming. It's not that I don't [14:23] like stories about ordinary jobs in [14:25] fantastical worlds. Drifting Dragons, [14:27] Planetess, and Interspecies reviewers [14:30] are all among my favorites. But [14:32] adventure definitionally has to be a [14:35] break from routine. If someone is [14:37] fighting monsters and exploring dungeons [14:40] every single day for a living, they're [14:42] not an adventurer. They're a gold farmer [14:45] or a delver, dunge engineer, mercenary, [14:48] monster hunter, explorer, seeker, cave [14:50] raider, bracer. Call them whatever you [14:52] want. Just call them literally anything [14:55] else, please. Or better yet, do [14:58] something else. If you've got a big [15:00] dungeon in your story and absolutely [15:03] need a guild to manage access to it, [15:06] fine. But instead of making them a [15:08] catchall guild for every kind of dungeon [15:11] explorer, maybe have them work with [15:13] other guilds for mages, rogues, and [15:16] warriors. Buy equipment from the armorer [15:19] and fletchers guilds and sell materials [15:21] to merchants and alchemists. Or better [15:24] yet, let those guilds post their own [15:26] quests in their own guild halls and hand [15:29] out their own rewards for killing [15:31] monsters outside the dungeon. You're not [15:33] actually making a video game. You don't [15:36] need one monolithic entity to act as [15:39] your quest hub, temp agency, vocational [15:42] school, and power scaling leaderboard. [15:44] So all those things can be in one nested [15:47] menu. Instead, try spreading those [15:49] duties out to a bunch of different [15:52] organizations with their own different [15:54] needs, strengths, weaknesses, and this [15:57] is the crucial part, reasons to [ __ ] [15:59] with each other. Maybe the merchants [16:01] don't like the thieves for self-evident [16:04] reasons, or the mages and alchemists are [16:06] competing for influence with the [16:08] nobility. Perhaps the church distrusts [16:11] the Delvers Union for their proximity to [16:14] that obviously demonic dungeon. Or maybe [16:17] some bishop is just using that rhetoric [16:20] as a justification to have the Paladin [16:22] affiliated warrior guild take their [16:25] place as dungeon gatekeepers. The more [16:27] you decentralize the power structures [16:30] your world is built on, the easier it is [16:33] to pit them against each other and make [16:35] some interesting [ __ ] happen that [16:37] doesn't have to start on the job board. [16:40] In Chrysalis, there is both a [16:42] semi-secret society of OP dungeon [16:44] crawlers called the Abyssal Legion and a [16:47] separate guild of adventurers who are [16:49] really just monster resource farmers and [16:52] rarely make it past the top layers of [16:54] the dungeon, but still think they're hot [16:56] [ __ ] The Legion has power and influence [16:58] with the surface kingdoms, which it uses [17:01] to heavily regulate the flow of [17:03] resources in and out of the dungeon and [17:05] try to stabilize its monster ecosystem. [17:07] While the guild would very much like to [17:10] usurp that power and milk the dungeon [17:12] for all it's worth. All of which ends up [17:14] coming to a head in some of the most fun [17:16] and unpredictable moments of the early [17:19] books. Don Machi does just have the one [17:22] adventurers guild, but it's really just [17:24] a mediating force between all of the [17:26] different familias and the gods that [17:28] lead them, who of course have their own [17:30] rivalries and relationships with each [17:33] other, and the adventurers under them [17:35] have similar relationships, and it just [17:37] creates a very messy situation where [17:40] organic conflicts can naturally arise. [17:43] Speaking of dungeons though, how to do [17:46] them right is really a subject that [17:48] deserves its own full video essay. But [17:50] if you'll permit me just one brief [17:52] comment on the matter, please stop [17:55] putting floor bosses in them unless your [17:57] anime or book is actually set in a video [18:00] game. You can have all the big cool [18:03] monsters you want gating the hero's [18:05] progression to the next floor. Just [18:07] don't call them bosses. And especially [18:10] don't have them infinitely respawn so [18:13] that every party trying to clear the [18:15] dungeon has to fight all the exact same [18:17] big cool monsters as all the other [18:20] parties in the exact same order. That [18:22] [ __ ] feels so boring, low stakes, and [18:25] video gamey. Sword Art Online didn't [18:27] even do it. Look, I'm not saying your [18:29] dungeons have to be ultra realistic and [18:31] devoid of game logic. The idea of a [18:34] self- sustaining underground magical [18:36] ecosystem is one of my favorite things [18:38] about Dungeon Meshy, Maiden Abyss, and [18:40] Chrysalis for that matter. But if you [18:42] just want to have a big evil magic hole [18:44] in the ground full of monsters, puzzles, [18:46] and maybe some lore, that's cool. I like [18:49] those. All I'm saying is if you're going [18:51] to make me spend a whole episode [18:52] watching a guy kill a big cool monster, [18:55] it should stay [ __ ] dead. Jack of all [18:58] trades, stakes of none. Boom. Got him. I [19:02] sat through like eight more episodes of [19:04] that show as research for this video and [19:06] I feel like I watched literally nothing. [19:09] It's solo leveling minus the hype and [19:11] aura. It honestly put in perspective how [19:14] little of a problem stat screens and [19:16] skill points really are in the grand [19:19] scheme of immersion shattering video [19:21] game nonsense. Even without any of those [19:23] things, it feels more like watching a [19:26] bad let's play than almost any other [19:28] anime. and like half the dialogue in the [19:31] game they're playing is tutorials. That [19:34] said, putting a video game HUD in your [19:36] anime is just about the most glaringly [19:39] fake thing you can do to a nonVRMMO [19:42] world, and it's a big pet peeve for a [19:45] lot of fantasy enthusiasts. It even [19:47] bothered me back in the day when these [19:48] sorts of things first started coming [19:50] into vogue, except in Overlord and Slime [19:53] because those anime are, you know, [19:55] actually good. I kind of just got used [19:57] to it there very quickly. In fact, as is [20:00] the case with any good anime that does [20:03] such things. And while I do really like [20:05] how, say, Don Machi makes its stat [20:08] readouts a diagetic part of its world, I [20:11] don't even think that's strictly [20:12] necessary if you want to build an [20:14] immersive fantasy setting around RPG [20:18] systems like that. Ultimately, I've [20:20] reached the conclusion that game UI is [20:22] just another kind of signifier that [20:24] tells the viewer, "Okay, this show is [20:27] going to be like this other show you're [20:29] familiar with." In the same way as [20:31] seeing a glowing aura around a muscled [20:33] up martial artist, or a mage spewing [20:36] particle effects out of her staff, or a [20:38] dude cutting a boulder in half with a [20:40] sword. It's just one of many types of [20:43] magical aesthetic that some people [ __ ] [20:46] with. And if you use it, you just have [20:48] to accept you're going to lose all the [20:50] people who don't. Most of those people [20:52] do still complain about Don Machi after [20:54] all, even though it puts so much extra [20:56] work into justifying the numbers on a [20:59] lore level. Now, the numbers can suck [21:02] all the tension and strategy out of [21:04] fights by objectively confirming that [21:06] Protagon is in fact stronger than the [21:09] guy he's fighting and doesn't have to [21:10] worry about anything. But that's just as [21:12] true of power levels and shownen. By the [21:15] same token, choosing skills and spells [21:17] from a drop- down menu does kind of [21:19] demystify your fantasy world, but not [21:22] significantly more than any other kind [21:25] of hard magic system does once the rules [21:27] are fully explained. It just has that [21:30] effect quicker because anyone who's [21:32] played a video game before has a head [21:34] start on understanding those rules, [21:36] which also means they have a head start [21:38] on getting to the fun theory crafting [21:41] power scaling stage of enjoying those [21:43] rules. So, it is definitely a tradeoff [21:46] on your fantasy world's overall level of [21:49] immersion, but it has some serious [21:51] upsides. Part of the reason that gamer [21:53] isekai, those [ __ ] things, and lit [21:55] RPGs are so addictive and share so many [21:58] fans between each other is because so [22:01] much knowledge is transferable from [22:03] series to series. As soon as you finish [22:06] one, you can jump right into another and [22:08] get more of what you were enjoying on at [22:11] least a basic level. Problems only [22:13] really arise when a story fails to move [22:16] past that basic level and just gives you [22:18] yet another guy who's really strong and [22:20] fast and good at everything cuz his [22:22] numbers are so big. That's all fine and [22:24] dandy for Baby's first lit RPG, but as [22:27] soon as you get a taste for the harder [22:28] stuff, it loses its appeal. The best [22:31] gamer fiction uses that shared knowledge [22:34] pool as a jumping off point for dreaming [22:36] up hypersp specific builds and weird [22:39] broken synergistic skill sets that could [22:42] never exist in a real game because it [22:44] needs to be balanced and it would be too [22:46] hard for new players to understand. In [22:49] shownen power system terms, it lets you [22:51] jump right into coming up with part five [22:54] and six level stand concepts without [22:56] having to lay the groundwork of parts [22:58] three and four first. And those systems [23:01] succeed or fail by a lot of the same [23:04] metrics as a shownen power system. So [23:06] long as the skill sets or spell lists or [23:09] what have you are tailored to reflect [23:11] the main characters personalities and [23:14] their foes challenge them to use their [23:16] powers in interesting and creative ways [23:19] that the viewer or reader is able to [23:21] follow and anticipate by paying [23:23] attention. They're probably going to [23:25] have a fun time and that's all you [23:27] really need. You can of course go [23:30] further with it in the same way that [23:32] shownen like Hunter Hunter or Jujutsu [23:34] Kaizen can integrate their power systems [23:37] much more deeply into their settings and [23:39] themes. So I'm a Spider, so what has a [23:42] whole religion that worships the skill [23:44] system, which is a fun logical [23:47] extrapolation of what might happen if [23:49] everyone in the world had a magic voice [23:51] in their head that gave them magic [23:53] powers. Chrysalis takes the idea several [23:55] steps further with multiple dungeon [23:57] worshipping sects and cults split by [24:00] vehement dogmatic disagreements on [24:03] optimal build strategies and the ethics [24:06] of exp farming. But all of that is just [24:09] meat. So long as the gravy is tasty, [24:11] folks will eat your gamer slop right up. [24:14] For the tastiest possible gravy, though, [24:16] it is best to add a little bit of visual [24:18] spice. Aside from making it play boring, [24:21] I think the worst thing you can possibly [24:23] do to your fake game is make it look [24:25] boring. And holy [ __ ] do a whole lot of [24:29] Gamer Fantasy anime ever look like Excel [24:31] spreadsheets and default RPG Maker [24:34] templates. Just a teensy bit of UI [24:37] design in your menus can go a long way, [24:39] and you can go a whole lot further with [24:42] that design because, of course, nobody [24:44] actually has to interact with them. I [24:46] think my all-time least defensible [24:49] nitpick of Sword Art Online has got to [24:51] be saying that the menus should have [24:53] been thought controlled. Nah, those [24:56] drop-down touch interfaces are [24:58] absolutely fire. It is never not fun [25:01] watching Kyito flick through a menu, [25:03] which is more than I can say for [25:05] watching Kyito fight. In many cases, [25:07] game UI also comes part and parcel with [25:10] flavor text and system voices, which can [25:13] do just as much, if not more so, to kill [25:15] the fun if they read slash sound boring. [25:19] Far too many anime, web, and light novel [25:22] writers treat those aspects as an excuse [25:24] to fill some time with dry, repetitive, [25:27] loweffort technical descriptions when [25:29] they should be using them as an [25:31] opportunity to inject some extra flavor [25:34] and personality into their worlds. I [25:37] don't think it's controversial to call [25:39] the AI from Dungeon Crawler Carl the [25:41] definitive example of how to make the [25:44] systems voice a compelling character in [25:46] its own right. Its sadistic game show [25:49] host personality and not at all [25:51] disguised fetishes imbue every item and [25:54] skill description with delightfully dark [25:57] humor from the word go. And the gradual [26:00] unraveling of its psyche is one of the [26:02] series most compelling subplots. It [26:05] makes every new item and skill we [26:07] discover feel as rewarding for the [26:09] reader as it does to the characters. And [26:12] that being my intro into the genre did [26:15] kind of set me up for disappointment [26:17] with almost every other lit RPG audio [26:20] book I've tried. But thankfully [26:22] Chrysalis wasn't one of them. And that [26:25] was one of the first things that really [26:26] sucked me into it. It makes it clear [26:28] very early on that the system voice [26:31] Gandalf is a dude with his own agenda [26:33] that may or may not line up with [26:36] Anony's. And while it doesn't quite have [26:38] that same laugh out loud factor as the [26:40] system AI, it is still very rewarding [26:43] every time Anthony unlocks one of the [26:46] full monster profiles with design notes [26:49] from Gandalf that reveal more about his [26:51] plans and personalities. And the full-on [26:54] conversations he gets to have with [26:56] Gandalf whenever he evolves are a [26:58] brilliant way of tying milestones in [27:00] Anony's power progression to some of the [27:03] story's most interesting lore reveals. [27:05] Low-key, one of my favorite things about [27:07] this season's The Strongest Job is [27:09] apparently not a hero or a sage, but an [27:12] appraiser provisional is how it handles [27:14] Protag's support voice, Sappochan, who [27:17] gradually evolves from a neutral [27:19] exposition dispenser into a proper [27:22] character over the early episodes. I [27:24] also really like how it mixes things up [27:26] by having the gods speak directly into [27:28] his brain, a conceit the show frequently [27:31] mines for comedy gold. You don't have to [27:33] go the funny route with this, though. [27:35] You can also make it a little scary, [27:37] like roll over and die, or put some Dark [27:40] Soulsy lore tidbits and mystery [27:43] breadcrumbs in your descriptions. I just [27:45] need some reason to care. If you can't [27:49] make your system voice at least as [27:51] entertaining as a Pokédex, your story is [27:54] probably better off without it in much [27:56] the same way that it's almost certainly [27:58] better off without an adventurer's [28:00] guild. At the end of the day though, [28:02] even that is a matter of how you use it. [28:04] Game elements are narrative tools just [28:06] like any other trope that serve to [28:09] streamline some aspects of storytelling [28:12] while restricting others. The key is [28:14] understanding their utility and [28:16] limitations and making them work for the [28:19] story you want to tell instead of [28:21] against it. If you are a storyteller, [28:24] then I hope this video helps you do [28:26] exactly that. And if you're just a gamer [28:28] slop enthusiast, I hope it makes you [28:30] better able to identify the really good [28:32] [ __ ] when you see it. I'm Jeff Thu, the [28:35] system voice of anime watching, signing [28:38] out from the sitting on my ass guild.