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Fixing "Gamer Fantasy" Anime

Transcribed Jun 14, 2026 Watch on YouTube ↗
Intermediate 12 min read For: Anime fans, fantasy writers, and litRPG enthusiasts interested in worldbuilding and narrative critique.
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AI Summary

This video critiques the overuse of video game tropes in modern fantasy anime, particularly isekai and litRPG. It explores the historical roots of these tropes in Japanese RPGs and argues that while game elements can be useful narrative tools, they often undermine worldbuilding and immersion when used lazily. The video offers examples of better implementations and suggests alternatives.

[00:00]
Golden Age of Anime

Jeff Thu declared the current era a golden age for anime, but was bothered by the prevalence of 'gamer fantasy' tropes.

[01:02]
Problems with Gamer Fantasy

The subgenre suffers from being too 'video gamey' and 'colony' (cringey), with RPG elements like stat screens and guilds that feel artificial.

[04:22]
Historical Roots in JRPGs

Japanese fantasy anime's game-like tropes stem from the influence of Ultima and Wizardry (1981), which shaped Japan's RPG design ethos and fantasy fandom.

[07:48]
Adventurer's Guild Trope

The adventurer's guild, originating from Wizardry and Dragon Quest, is often used as a lazy plot device without logical worldbuilding, ignoring historical precedents.

[12:39]
Better Guild Examples

Shows like 'Sentenced to Be a Hero' and 'Legend of Heroes: Trails' handle guilds more realistically, with political complications and moral ambiguity.

[14:12]
Adventuring as a Job

The concept of 'adventurer' as a day job is philosophically weak; terms like 'delver' or 'mercenary' are more fitting.

[15:57]
Decentralized Power Structures

Better worldbuilding involves multiple guilds with conflicting interests, creating organic conflict rather than a single quest hub.

[17:43]
Dungeon Design

Avoid 'floor bosses' that respawn; make monster deaths permanent to maintain stakes. Dungeons should feel like ecosystems, not game levels.

[19:34]
Game UI in Anime

Stat screens and HUDs are immersion-breaking but can be justified if integrated into the lore (e.g., DanMachi). They serve as a signifier for the genre.

[21:53]
Shared Knowledge in LitRPG

Game mechanics allow transferable knowledge between series, but the best stories use them as a springboard for creative, unbalanced builds.

[24:14]
Visual and Flavor Design

Boring UI and system voices kill fun. Examples like Dungeon Crawler Carl's AI and Chrysalis's Gandalf show how to inject personality.

[28:02]
Conclusion: Tools, Not Crutches

Game elements are narrative tools; understanding their utility and limitations is key to using them effectively.

Game tropes can enhance fantasy stories if used thoughtfully, but lazy implementation ruins immersion. The best gamer fiction uses these elements as a foundation for creativity, not a crutch.

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"Title accurately reflects the video's focus on critiquing and fixing gamer fantasy tropes in anime."

Mentioned in this Video

Study Flashcards (8)

What two PC RPGs from 1981 heavily influenced Japanese RPG design?

easy Click to reveal answer

Ultima and Wizardry.

04:22

Why did Japanese RPGs develop differently from Western CRPGs?

medium Click to reveal answer

Japan lacked a tabletop RPG culture, so they focused on building better versions of Ultima and Wizardry, leading to more console-friendly innovations.

05:16

What is the historical problem with adventurer's guilds in fantasy worlds?

hard Click to reveal answer

Mercenary companies had little reason to form regulatory bodies, and hunting was a noble privilege, so guilds for adventurers lack historical precedent.

08:31

Name two anime that handle adventurer's guilds well, according to the video.

medium Click to reveal answer

Sentenced to Be a Hero and Legend of Heroes: Trails.

12:39

What is the video's suggestion for naming adventurers instead of 'adventurer'?

easy Click to reveal answer

Delver, dungeoneer, mercenary, monster hunter, explorer, seeker, cave raider, or bracer.

14:45

Why does the video criticize respawning floor bosses?

medium Click to reveal answer

They make the world feel low-stakes and video gamey; monster deaths should be permanent to maintain tension.

17:55

What is the 'system voice' in litRPG, and what example is given of a well-done one?

hard Click to reveal answer

The system voice is the entity that reads out skill descriptions; Dungeon Crawler Carl's AI is a standout example with a sadistic game show host personality.

25:37

How does 'So I'm a Spider, So What?' integrate its skill system into the world?

hard Click to reveal answer

It has a religion that worships the skill system, logically extrapolating from the premise of a magic voice granting powers.

23:42

💡 Key Takeaways

💡

JRPG Roots of Anime Tropes

Explains the historical origin of game-like elements in fantasy anime, linking them to Ultima and Wizardry.

04:22
🔧

Guilds as Lazy Plot Devices

Critiques the adventurer's guild trope for lacking logical worldbuilding and historical basis.

07:48
⚖️

Adventuring as a Job is Underwhelming

Argues that 'adventurer' as a profession undermines the concept of adventure, suggesting better alternatives.

14:12
🔧

System Voice as Character

Highlights how Dungeon Crawler Carl's AI system voice adds personality and humor, elevating the litRPG genre.

25:37
⚖️

Game Elements as Narrative Tools

Summarizes the video's core message: game tropes are tools that require understanding their utility and limitations.

28:02

✂️ Creator Tools: Viral Hooks

AI-generated clip ideas for Shorts based on the transcript

The Gamer Fantasy Anime Problem

49s

Opens with a hilarious and relatable description of cliché isekai tropes, instantly hooking viewers who are tired of the formula.

▶ Play Clip

Why Anime Worlds Feel Like Video Games

60s

Explains the historical root of JRPG tropes in anime, offering an insightful and educational take that appeals to both gamers and anime fans.

▶ Play Clip

Adventurer's Guilds Make No Sense

60s

Critiques the illogical adventurer's guild trope with historical reasoning, sparking debate among fans who love or hate the trope.

▶ Play Clip

How to Fix the Adventurer's Guild

60s

Offers concrete, creative solutions for worldbuilding that decentralize power structures, appealing to aspiring writers and worldbuilding enthusiasts.

▶ Play Clip

Game UI in Anime: Good or Bad?

60s

Debates the pros and cons of game UI in anime, using popular examples like Overlord and DanMachi, which is highly engaging for fans of those series.

▶ Play Clip

[00:00] On the last episode of Mother's

[00:03] Basement, Jeff Thu declared the golden

[00:05] age of anime to be right the now.

[00:09] However, while he was working on that

[00:12] video, one thing did keep bothering him.

[00:15] Well, two things actually. I hate

[00:18] talking about myself in the third

[00:20] person. And the second thing is, of

[00:22] course, thoseing things. You know,

[00:25] there's a guy in the hero's party. He

[00:27] gets banished for how his inconveniently

[00:29] huge car keeps tripping him up in

[00:31] fights. Right after leaving, he

[00:33] discovers he can blast ropes that take

[00:35] the head off a dragon at 50 paces. Three

[00:37] to seven gorgeous women start riding

[00:39] around everywhere on his dick. And

[00:41] either by design or by accident, he ends

[00:43] up trapping his former companions in the

[00:45] salty hot glue of revenge before the

[00:49] story's through. That sort of thing.

[00:51] though the sort of thing that I just

[00:52] described, you know, the one with the

[00:54] thing would probably be more fun than

[00:57] most of the actual [ __ ] things that

[00:59] get made these days. There's a lot of

[01:02] problems to talk about regarding this

[01:04] oddly specific subgenre. Not the least

[01:06] of which being how coliny the whole vibe

[01:09] can get. But the biggest problem for my

[01:12] money is how video gamey the vibe tends

[01:15] to be as well. Which, just so we're

[01:17] clear, Mr. Fox News has nothing to do

[01:20] with the Colombininess of it all. Those

[01:22] are two separate issues, far more so

[01:25] than even your average isekai, where it

[01:27] is still very much a problem. These

[01:29] things are absolutely lousy with RPG

[01:32] elements in their world building that is

[01:34] for the most part pretty lousy, too.

[01:37] It's not impossible to build a

[01:39] believable livedin world on video game

[01:41] logic, but it sure is a whole lot easier

[01:44] to just not do that. And the problem

[01:47] isn't limited to stat screens. It's all

[01:50] the blatantly artificial video gamey

[01:52] tropes that come part and parcel with

[01:54] them. Any one of which can rip you right

[01:56] out of an anime's world if you think

[01:58] about it for even a moment longer than

[02:01] the writer obviously did. Now, is the

[02:03] ubiquity of these things and isekai in

[02:06] the same vein enough to make me rethink

[02:09] calling this a golden age? Absolutely

[02:11] not. There is so much good fantasy on

[02:14] right now with none of this gamer

[02:16] nonsense in it. But as a gamer who does

[02:20] love him some nonsense, it pains me to

[02:22] see just how bad most of this stuff

[02:24] gets. Which is why today I want to do my

[02:27] part to fix the problem by exploring

[02:30] exactly what these anime are doing wrong

[02:33] and how some better stories do it right.

[02:36] And one of the positive examples I'll be

[02:38] using throughout the video also happens

[02:41] to be one of the most exciting sponsors

[02:43] I have ever worked with. Chrysalis by

[02:46] Rhino Z. If you haven't heard me gush

[02:48] about it before, Chrysalis is one of my

[02:51] personal all-time favorite lit RPG web

[02:53] novels, which follows this kid named

[02:55] Anthony who gets reincarnated as a

[02:58] monster ant in this dungeon the size of

[03:00] a planet and slowly builds his humble

[03:03] colony up into a utopian global empire

[03:07] where every citizen gets 8 hours of

[03:09] sleep a night or else. The books are

[03:12] just a delight to read and especially

[03:14] listen to, carried by rocksolid action

[03:16] writing, sardonic Aussie wit, and more

[03:19] beautifully tortured ant puns than you

[03:21] can shake an antenna at. All of which

[03:24] are further enhanced by the unrivaled

[03:27] audiobook performances of Sound Booth

[03:30] Theater, who also offer IMO the best way

[03:33] to get into the series through their

[03:35] phenomenally generous box set, which

[03:38] gives you the first three audio books.

[03:41] That's 55 hours of listening for just

[03:44] one Audible credit. As somebody who is

[03:46] addicted to audiobooks, it's like the

[03:49] best value I have ever found in the app.

[03:51] With the hotly anticipated latest book,

[03:55] Antindustrial Revolution, due out on

[03:57] Kindle July 15th, there has never been a

[04:00] better time to get into Chrysalis. And I

[04:02] was recommending this [ __ ] months before

[04:04] they paid me to do it. So, you know, I

[04:06] mean that. And having said that, my

[04:09] sponsorship obligation is now

[04:11] technically out of the way. So, you also

[04:13] know that every time I reference it from

[04:15] now on is purely for the love of the

[04:17] game and OF COURSE FOR THE COLONY. TO

[04:22] understand why so many modern fantasy

[04:25] anime are like this, you first need to

[04:27] understand why JRPGs are like that.

[04:30] Which all comes back to 1981 and the

[04:33] releases of Ultima and Wizardry, the

[04:36] most influential PC RPGs of all time,

[04:40] especially in Japan. That might come as

[04:42] a surprise since neither series saw an

[04:45] official release there until 1985 after

[04:48] homegrown games like Lizard, Mugan, No

[04:51] Shinszo, Tower of Duaga, Hidelide, and

[04:54] Dragon Slayer had already taken root and

[04:56] right before Dragon Quest would turn

[04:58] console RPGs into a full-blown

[05:00] phenomenon. But none of those games

[05:03] would exist in the first place if

[05:05] Japanese computer nerds like Yugji Horry

[05:08] hadn't fallen in love with import copies

[05:11] of Ultima and Wizardry earlier in the

[05:14] decade. Everything about Japan's

[05:16] divergent branch of the genre stems from

[05:20] that point. In the west, the fundamental

[05:22] ethos of CRPGs has always been emulate

[05:25] the tabletop experience with deeper

[05:27] character customization and eventually

[05:30] more role-playing options. But the

[05:32] Japanese never had that experience to

[05:35] begin with. Not until TSR tried and

[05:38] mostly failed to bring Dn D to their

[05:40] shores in the mid80s when the JRPG boom

[05:43] was already underway. So in Japan, the

[05:47] ethos for designing RPGs has always been

[05:50] build a better wizardry and or Ultima,

[05:53] which led them to more console friendly

[05:56] video game ccentric innovations like

[05:58] action RPGs and linear cinematic

[06:01] narratives told through complex in-g

[06:03] engine cutscenes much sooner than

[06:05] Western devs who were busy going allin

[06:08] on more textheavy playerdriven stories.

[06:11] But Wizardry and Ultima didn't just give

[06:14] Japan its first taste of role-

[06:16] playinging. They were also foundational

[06:18] to its entire fantasy fandom. Of course,

[06:21] Japan had produced plenty of fantastical

[06:24] films and shows in the preceding

[06:26] decades, inspired by various mythologies

[06:29] and fairy tales from around the world,

[06:31] but as far as that medieval European

[06:34] capital F style of fantasy went, Lord of

[06:37] the Rings was translated in the 70s

[06:40] around the same time as Earth Sea and

[06:42] some other influential Western epics,

[06:44] which did go on to inspire some

[06:47] important Japanese literature, most

[06:49] notably 197 79's Green Saga, a legendary

[06:53] light novel series that is still running

[06:55] today at 150 volumes and counting. But

[06:59] all these books were a niche within a

[07:01] niche at a time when genre fiction was

[07:04] almost entirely synonymous with science

[07:06] fiction to the Japanese. Aside from a

[07:09] few exceptions that emerged around the

[07:12] same time and out of the same nerdy

[07:14] zeitgeist as the first wave of JRPGs,

[07:17] Swords and Sorcery stuff only gained the

[07:20] cultural clout needed to justify, for

[07:22] example, making a whole mess of anime

[07:24] out of it after the gaming boom began,

[07:27] with some of the earliest hits being

[07:29] adaptations of Dragon Quest, Dragon

[07:32] Slayer, and Wizardry. While the west

[07:35] sees stat screens and other gaming

[07:37] conventions as an offshoot of an

[07:40] offshoot of the foundational works of

[07:42] fantasy, in Japan, games are the

[07:45] foundation. So when, for example, the

[07:48] adventurers inn and Gilgamesh's tavern

[07:50] from Wizardry 1 were amalgamated into

[07:53] Patty's party planning place in Dragon

[07:55] Quest 3, and the idea was then

[07:58] standardized as the adventurers guild by

[08:00] other games in need of party recruiting

[08:03] and questing hubs. It was only natural

[08:05] for fantasy books and anime to adopt the

[08:08] concept as well, often with very little

[08:11] thought put toward how such a thing

[08:13] might actually, you know, work outside

[08:16] of a video game. Now, guilds in general

[08:20] obviously had a place in the medieval

[08:22] societies that fantasy strives to

[08:24] emulate, but the logic that justified

[08:26] their existence doesn't necessarily

[08:29] apply to adventuring. And we know that

[08:31] because there were no guilds for the

[08:34] realworld equivalents of adventurers in

[08:36] wartime. Mercenary companies had very

[08:39] little reason to form regulatory bodies

[08:42] with other mercenaries they were

[08:43] probably going to be trying to kill next

[08:45] week. Plus, they already had a pretty

[08:47] standardized apprenticeship program of

[08:49] here's a spear, try not to die. And in

[08:52] peace time, most of them were too busy

[08:53] being bandits to build bureaucracies. Of

[08:56] course, having loads of monsters to hunt

[08:58] instead of killing people could

[09:00] potentially change that calculus, but

[09:02] historically speaking, hunting was the

[09:05] near exclusive privilege of the

[09:07] nobility. In part because wild game is

[09:09] full of valuable resources, and in part

[09:12] because the hunts themselves made great

[09:14] murder practice for knights. Two factors

[09:17] that are going to be even more

[09:18] applicable if we're talking about

[09:20] magical monsters rather than deer or

[09:22] foxes. None of that's to say that

[09:24] fantasy worlds have to be 100%

[09:27] historically accurate. That wouldn't be

[09:29] very fantastic. But historical precedent

[09:32] is vital to crafting even the most

[09:35] imaginative of worlds because history is

[09:38] the best model that we have for how

[09:41] civilizations tend to behave. And the

[09:43] mark of a great worldbuilder is how well

[09:46] they can justify deviations from that

[09:49] model with good answers to tough

[09:51] questions. So, what purpose does an

[09:54] adventurer's guild serve? Not to gamers,

[09:57] 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.

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