Atelier Sophie - Teamwork outside the battlefield

 I am right in the middle of... making something super important (no spoilers this time!) so I enlisted the help of practically everybody.

Now all I have to do is wait for them to deliver the parts.

Sophie achieves a lived in feel and conveys its story using T+/L triggers. Raising a flag sets a trigger at a later date (or later, hence T+), and at a location where you can't avoid going.

Such as your atelier, obviously.

A small activity hub (Sophie's Kirchenbell) does compliment the idea (Firis put the hub on wheels, and it also works) 

Atelier doesn't always tell you that you've raised these flags. But right now I've got a week to kill and essentially feeling like I just went on an online shopping spree and readying to hug the postman.

Sophie went to visit the watchmaker. Check the noob gamer react of "oh, he won't help, so I'll just have to ask again". But you know what? Guy didn't ask me to pluck underarm feathers from arctic emperor penguins, he just changed his very own, damned rotten mind.

When will game designers (and very frankly, story tellers) figure that having to run 10 reverse-nested errands to get a silver screw is no fun?

Also: a well furbished outfit means not having to go on a field trip whenever a key request comes up. The satisfaction of going "yea, I have dis" is only matched by the frustration of "sigh, where am I supposed to even search for one of these".

Atelier needs meta-quests encouraging the player to maintain varied inventory.

Comments

Popular posts from this blog

"Oh-Ah" moments in Atelier

Atelier Lulua: Cute girl crafting Bombs

40 days in Totori's Life