Danbooru

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Blacklisted:

Imaginator said:

Appreggio was a manga i believe that existed around the same time as kantai, though kantai existed a little before hand. They even had a crossover event at one point.

Arpeggio manga started on 2009, the anime (which deviated from the manga) first aired on late 2013, which lead to the crossover.

Imaginator said:

As a fellow game designer, ive played with the idea of making a game that subverts gacha tropes, by making a game where charchter death really matters and is severe and to contemplate on the moral implications of creating synthetic life for the purpose of war.

I would love to see some kind of conditions to get certain characters, like some chars doesn't appear if you like to waste all your resources in useless crap, others won't appear if you trait bad your team and others if you only get online to collect your daily free gifts. And not, I'm not portraying myself.

Imaginator said:

As a fellow game designer, ive played with the idea of making a game that subverts gacha tropes, by making a game where charchter death really matters and is severe and to contemplate on the moral implications of creating synthetic life for the purpose of war.

I'm not sure this could ever really work in a gacha game. KC is the only one I know of that has a permadeath system, and it's a constant target of derision by both fans and detractors, the Dev's given reason for the system not doing it any favors either.

In the context of KC, it more than anything else only serves to add tedium to a game that's already lacking in what most would consider "gameplay", forcing you to retreat a map because the game's RNG, that you have little direct influence of, decided to crit one of your ships to red health, and risking all the resources invested in acquiring and strengthening them has zero beneficial tradeoff.

In the broader context of gacha games, it's an incredibly counterproductive and player/consumer unfriendly mechanic. Gacha games as a general rule thrive on a collection system that generally incentivizes players to spend real world money to acquire the units they want, some examples being more generous than others. The possibility of time, effort, resources, and money being lost because they made a mistake or the game was too challenging is not an appealing idea to the majority of players, especially outside of specific genres.

It could work, I'd be very interested in seeing people try to make it work, but there are very good reasons that despite all the games that spawned from KC's sudden explosive popularity, no matter how closely they imitated the original, most if not all of them excluded the permadeath mechanic.

blindVigil said:

It could work, I'd be very interested in seeing people try to make it work, but there are very good reasons that despite all the games that spawned from KC's sudden explosive popularity, no matter how closely they imitated the original, most if not all of them excluded the permadeath mechanic.

Doesn't arcade have a soft-permadeath setup? Where if one of your ships sinks, you can revive them but with stats reset, revive them but take a hit to your profile stats or banish them/let them become shipwreck at the bottom of the sea?

I personally do not like Gacha games, especially games with absurdly small drop rates. They'll lure you in and then it's a horrid grind. That's one reason why I quit Girls Frontline, and I lost the desire to go back to that game.

ToastedWaffles said:

What about Arpeggio then? That used ships. I'm a hobbist game developer but some time along the track I might take the ship girl idea, look at another game's design and see how I could merge the two (or more) ideas together. Look at Azur Lane - they took the ship girl idea and made it literally bullet hell (discount Touhou). Still makes some sense because you are dodging enemy fire, but requires fast reflexes.

I will agree though that originality needs to be a key point. Although on the other hand, if your competition sees a juicy fruit hanging on the tree to snipe, they can do so. SEGA/C2 could have ported a version of KC in 3D to mobile and desktop devices. They didn't, and that's how games like Abyss Horizon and Blue Vows/Oath come into the arena.

Sorry for the long comment, but had to give rationale.

So, in order to respond properly, I looked up what shipgirl games are out there, and I found quite the list:

Arpeggio of Blue Steel (has a game)
Kantai Collection
Warship Girls
Victory Belles
Azur Lane
Abyss Horizon
Blue Oath

Just two of these games are already too much for such a concept as shipgirls, but whats worse is that all of them, save for Azur Lane, just copy off of Kantai Collection with very little variance. Warship Girls and Victory Belles just bop off of regular Kantai Collection while Arpeggio, Abyss, and Oath look so similar to the arcade version. I get that competition is good and all, but how about some different gameplay? A shipgirl game like Xcom, FTL, or Windwaker would be awesome!

Kensuke Tanaka said:

The vessels and fleets that once cut through waves on the sea, that dashingly strode across it. And the ships and people that struggled in difficult conditions when the war took a turn for the worse and bitterly and regretfully sank beneath the waves. I started making KanColle out of a desire to share their existences, making sure they weren't forgotten.

Yep, gonna stick with this one till the end.

It's amazing to realize Tanaka Atsuko voiced Neena. But her voice was great for the character. And Aika, despite its OTT panty antics, was still entertaining.