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The Creepiness and Significance of Majora’s Mask

It’s very refreshing to see a different type of story in a Zelda game. Many of them are just exceptionally simple:  

  1. you are a hero  
  2. interact with *only* key characters  
  3. ???  
  4. save the world!

But Majora’s Mask seems to do something different. It wraps you around the lives of each of the worlds inhabitants. It forces you to help with their seemingly trivial struggles to advance a slight bit further in your own. At some point, you may ask yourself: “why am I doing all of this again?” It’s as if you, the player, forget your ultimate goal. I’ll give you a hint, it’s not saving Zelda. Instead, it’s a very trivial goal: recover Majora’s Mask for the Mask Salesman that you meet in the very beginning of the game. Being as trivial as it is, it’s very easy to get lost in the game (ie, immersed) and forget that you even have to do it (that is, until you’re faced with Skull Kid).

[spoilers follow]  

I mean, lets look at this from Link’s perspective. First, he rides into the foreign Termina (which itself sounds like Terminal). He is greeted by Skull Kid, who promptly knocks him off of Epona, takes his Ocarina, turns him into a Deku, then flees. That right there is pretty dark — Link is now stuck being a Deku, no ocarina to play, and no horse.

Then comes along this creepy Mask Salesman. And wait, haven’t we seen him before? Yes, we have. Link gives no indication as to whether or not they’ve met, but as players, we know better. All he wants us to do is his dirty work. A correct assumption; he wants us to recover his mask that Skull Kid stole. After we chit-chat in the clock tower, where time strangely stands still, we are sent out into the vast world, alone, and still with no horse or ocarina.

So we arrive in this big town full of people. What do we do? We’re new here, we have to ask around to figure out what’s going on. There’s Kafei, the masked kid who’s scared of getting married because he was turned into a child by Skull Kid (that brat, we better make him pay!). Anju, the innkeeper who’s torn because she doesn’t know what happened to Kafei and thinks it’s all her fault. That poor girl, we think. I wish I could help her, we think. But wait, we can! But put that out of mind for now; there’s more misery to discuss. Just around Clock Town, there’s Granny (the sweet old lady who gets attacked by Sakon), Kamaro (the man who couldn’t die peacefully), the Rosa Sisters (the dancers that just can’t get it right), Gorman (the poor man who had all of his performances cancelled), Guru-Guru (the man who stole the Bremen Mask), and several others I’ve likely missed. Right there, that’s a whole lot of shit going on between sadness, hopelessness, and grief. You know what? That’s only the first of five major areas in the game.

There’s the other two… concerning events. The Goron’s mask and the Zora’s mask. Link meets the spirit of Darmani, the Goron war-hero that gave his life trying to save Snowhead from a curse. His method of death? Blown off of Snowhead temple, and into the giant fucking valley. That has to have been awful. Then there’s the Zora’s mask, given to Link by the dying Mikau. Why is he dying? Because of a climate change in the Great Bay. Oh yeah, and all of Lulu’s eggs? Those will die too if you don’t help her.

The only other thing I absolutely must go into is Ikana. Ikana is a wonderfully mysterious place, full of mostly dead, haunted, and invisible people. Okay, so there’s only one invisible person, but still.  

On your way into Ikana, you can find Shiro, the Stone Mask-giving soldier. I say can, because you need the Lens of Truth to see him. It’s evident that he’s been sitting here for a long time.. how he’s not dead, I have no idea, but he just wants a potion to revitalize him. Shiro has something of a self-esteem issue, because he’s been ignored by passer-bys for what appears to be many years.  

Get a little farther in, and you can see that Ikana is a wasteland. There is approximately two people living there. First, you see this wonderfully colored music house with a water wheel next to a dried up river. Then you get a little bit closer, and you see that the house is being circled by Gibdos. Wonderful, these people are being trapped in their house by some mummies. How could life be any more bleak for these poor folks? Oh wait, the poor little girls father is a bloody Gibdo, and she’s trying to keep him safe. It’s almost as if the Gibdopocalypse struck right down on them, like a bolt of lightning.  

Another thing to mention is how fitting Ikana is for the Waterfall Shrine. You fight mini-bosses there, after defeating them. Their spirits are stuck in Ikana, forever.  

If, by this point, you’ve got the Garo’s Mask (which you get by stopping some assholes vagabonds unnamed horse-keeping brothers), you can dig a bit deeper yet. Every Garo you defeat will say this:

“R-regrettable… Although my rival, you were spectacular. I shall take my bow by opening my heart and revealing my wisdom… Belief or disbelief rests with you. To die without leaving a corpse… That is the way of us Garo.”

Here’s the thing. They’re already dead. Ikana’s researcher says: 

“They are merely shells that are empty on the inside. They’re the shells of spies from an enemy nation sent to investigate Ikana. They have been unable to forget their living days. Even now their spirits—emptiness cloaked in darkness—continue to spy.”

This only raises more questions. Why were they spying? Who is this enemy nation? What did Ikana do? Were they that powerful that they just couldn’t die? And the most pressing of all, the last line, “their spirits—emptiness cloaked in darkness.” It’s clear there’s some despair in each Garo. 

Now, lets take another step into Ikana. Most namely, the Graveyard (as if this whole place wasn’t one large graveyard). If you go at night, you can see a whole mess of Stalchildren just sitting around the fires, as if this were an army or something. Oh wait, it is. The proof lies in your fight with Captain Keeta, the leader of them all, who is also dead. Upon his defeat, he gives you what I assume is a soldier, because the Captain’s Hat is basically a Stalchild in hat form. 

I’m going to skip a few steps and assume you have the Mirror Shield. You know, I really liked the old design of the Mirror shield, and was repulsed by the new design. Lets take a few moments and compare the one from Ocarina of Time, and the one in Majora’s Mask. See how the one from Majora’s Mask looks like a horrified face? Looking back on it, it fits a lot better, because it’s creepy.

Lets skip to Ikana Castle now. There are a lot of ReDead here. There’s also a lot of not-twice-bakeddead things here. Lets skip to Igos du Ikana, the King of Ikana in life and death. Ever since his death, he deters any who try to bring any form of light into his kingdom. After all, his whole kingdom shattered, and re-united in death. It’s hinted at that there was the Great War of Ikana, which led to the death of every inhabitant in Ikana. I won’t go into the Great War much here, but if you want to read more into it, here you go. After his defeat, Igos teaches Link the Elegy of Emptiness.

Ah, the Elegy of Emptiness. The Link statue is used in creepypasta all around the internet, so that by itself is a bit dark (and just plain weird). Then there’s the Deku statue, which is rather useless. Perhaps it’s a representation of the Deku tribe as a whole. I mean, they are living in a poisoned swamp and can’t help themselves. Then there’s the Goron statue. This instantaneously reminds me of Darmani, because of the scars and the pose. It’s possibly symbolizing that even after death, Darmani is still strong. Then there’s the Zora statue, easily identifiable as Mikau. It has a horrified look on it’s face. Originally I wanted to say it was laid back, but then I looked at a picture. 

Oh yeah, did I mention the only three masks (aside from the Zora, Goron, and Deku) that you have to get are the Gibdo, Captain’s, and Garo’s? All of them represent something that’s dead.

All in all, I think this game is a masterpiece. There are few modern games that I find to be as eerie as Majora’s Mask. I mean eerie, not shityourpants scary.

    • #zelda
    • #design
    • #spoilers
  • 2 weeks ago
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Recent Stuff

Yes, stuff.

It looks like we all slowly took a break from working on kEllyIRC again (man, that just seems to happen). Rahat decided to venture off into the wild world of the world wide web. He made a small website with some neat effects, and at one point there was also a background pattern. WHY IS THERE NO PATTERN, RAHAT?! 

I started working on a 4X game (eXplore, eXploit, eXpand, eXterminate) based on some medieval setting and a bunch of nonsensical crap. It was fun to start, I’m glad I did. I learned a lot more about trimming down BYOND’s savefile size (instead of storing direct references, store a bunch of ids, if anyone cares), and it was pretty cool. That’s a technique that is definitely pretty useful, in my opinion. Sorry for the lack of screencaps, but there really isn’t anything impressive about it at this point. In fact, it looks repulsive. However, do observe this wonderful tree that I made:

Yeah, I’m a boss. What of it?

I eventually stopped working on the 4X game (code-named Exvisceration, thank you someone elses typo!) to make a forum system for said 4X game. I mean, having a game where you potentially cooperate with other people in a persistent world (one that not everyone exists on at any given time, mind you) does not work well in real time. I know it doesn’t, and I would never subject players to such an awful idea. 

..So I started this forum system, right. Then I got distracted, right. It’s still sitting on my hard drive, half finished. I guess I really wasn’t feeling writing more CSS and HTML (and then using BYOND like PHP to pull it all together), because I took a break from it. It’s still an avenue I’d like to take in the future. I mean, who doesn’t want to say “yeah, I designed my own forum system.”? I sure do. Not that it’d be impressive, but I still do.

I’m not entirely sure when I’ll get back to my personal projects, either. But on a side note, android development is pretty fun sometimes.

Sometimes.

ta~

    • #BYOND
    • #kellyIRC
  • 3 months ago
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kEllyIRC — odds and ends

It’s been far too long since I’ve blogged about kIRC. Rahat and I have recently resumed work on the client, and we’re both hard at work getting everything on our todo list taken care of! Ray said he’d join us shortly, but we all work on valve time, so who knows how long that will be! Just kidding! Anyway, on to the content:

First and foremost: quicklinks!

Gone are the days of googling your this quicklink makes it easy and quick!

Although this is not what they will look like forever, this is a good representation of them. Anything that has a database and allows for searching or referencing will work for these nifty little guys! Yes, that does include xkcd and bash.org! Save yourself the trouble of opening your web browser to search and just search from here. It’s so convenient!

Lucky number 2: Chat logs!

Comes in two formats! Plaintext and HTML!

This is by no means what the logs will look like — the color/style is rudimentary on purpose. It’s going to get a “prettification” sometime in the near future.

Last but not least: The Script Editor!

Ah, but who hasn’t seen this lovely thing before? Wait, wait, what are those? Line numbers? You’re kidding, man! It’s starting to look like a real IDE!

Nope! No jokes! I definitely want this to be as close to a full IDE as possible, without any details spared. Yes, this means code completion and code folding will be in here too! 

This is really shaping up, and it’s hopefully going to be ready for a proper release in the near future!

But in the mean time, you can chat with us in #kellyirc on irc.esper.net!

    • #kellyIRC
  • 4 months ago
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I have a website!

You can find it here: http://seiyria.com

Eventually I’d like to pull some posts from one of my blogs to it, and then make all of the pages something proper, but for now, it’s just a home for IdleMaster. But the layout and colors are definitely finished. It actually only took about 2 hours to make, too, yay!

    • #personal
    • #IdleMaster
  • 5 months ago
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Psssst.

This definitely isn’t a precursor to me doing something, no sir-ee..

(lets hope I keep at it, this is kinda fun!)

(also, new theme! woot! definitely not as pretty as diaphanous, but it has more features, so it’s okay!)

    • #Coggoid
    • #aMazeing
    • #maze
  • 6 months ago
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Procedural Generation VI: Story

Now this is a tough question: how do you procedurally generate a story to go along with your game? The answer is pretty simple: you don’t. 

A story is a fine-tuned work of art that backs up how the game itself works — this can’t exactly be generated, however, there is something you can do. Assuming you followed my other ideas for monster placement, world generation, etc, you could make a mad-lib story. 

If you generate the world such that monsters get progressively more difficult the farther away from center you go, then something like this can happen:

The town of arkaloth, surrounded by a faction of goblins, was under attack! A brave hero stepped up to face the goblins surrounding the town. The elder of arkaloth told the hero that there is a cave beyond the goblins where there is a magician that controls the goblins. The hero goes to face the magician, and in his dying breath, he tells of his master, in a land far, far away, who is really pulling the strings. The hero ventures across the desert lands, through the marsh, and then finally through the forest of evil. Here, in the forest, lay a magical artifact that is powerful enough to take down the magicians master. 

[etc etc]

This can be generated on and on and on. It would make for an interesting setting each time you beat the game (if you even make it end). This would make the game never-ending, leaving the player with just a mounting series of goals to complete. Forever. The best part is, it would theoretically be challenging the whole way through the game.

    • #ProceduralGeneration
    • #nameless
    • #design
  • 9 months ago
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Procedural Generation V: Quests

Previously, I have talked about world generation and monster placement in a procedurally generated world. Quests rely on both of these significantly. I’ve also discussed quests before, so I’ll be using that information as well.

To procedurally generate a quest, we need information about the surrounding world and the monsters contained in those areas. When I discussed monster placement, I mentioned breaking each area into segments. This has many advantages for us when we want to access that data about quests. 

We have a few choices. Since we have all of the data about every area surrounding us, we can:

  • make a quest that wants us to destroy x monsters in a segment
  • make a quest that wants us to discover a piece of land in a segment
  • make a quest that wants us to find an item in a piece of land

.. and so on, for each type of quest I listed in the prior quest post.

Having all of the information about the world makes these things very easy (theoretically) to do, since we just have to pick an area, segment, and then utilize the contents of that area however we want to. 

    • #ProceduralGeneration
    • #design
    • #nameless
  • 9 months ago
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Castle Carnage

Castle Carnage is a round-based PvP game.

It consists of a DM, guarding a castle, and multiple players seeking to destroy the source of evil in the castle. 

The DM is responsible for guarding the castle, and as such, his responsibility is to create more rooms, traps, and monsters to make it as difficult for the players to get his source of life as possible. 

The players are responsible for infiltrating the castle and destroying the life source of the DM. They are talented adventurers of different descents (Mage, Thief, Warrior), and they use a total of 8 weapons across two different styles per descent (Mages have staves and rods, Thieves have daggers and gloves, Warriors have longswords and greatswords). 

Each game goes in several steps:

  1. Pre-round, the point where adventurers can buy new equipment to arm themselves, and the DM can make additions to the castle
  2. Round, the point where adventurers and the DM go at it
  3. Post-round, the point where adventurers and the DM get their rewards, and prepare for the next round

This cycle repeats until the game itself is over. A typical game consists of 5 rounds.

    • #CastleCarnage
    • #BYOND
    • #Development
  • 10 months ago
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Procedural Generation IV: Items

Let’s see. With this post, I have to cover a general idea of how it can be done, as well as a more gray area with this: when you do and don’t. Realistically speaking, I should’ve done that with monsters too, so I’ll recap from that post, too.

Monsters
In most cases, you will want some special monsters, like bosses, who do unique things off the bat. I completely disregarded this, but this is something that has to be blended in with the random generation. Some things can be random, but even then, some things have to be made from scratch to fit more specific purposes (take, for example, dungeons).

Items: How
Items are probably the most simple thing to procedurally generate, as most people know — many games do this, and it isn’t hard to replicate. Pick a few attributes, make a few levels of each attribute, and done. Maybe even some fancy name changing too:

lightning, electric, shocking
flaming, burning, blazing

Obviously these can mean anything. They can be statistic increasing, they can have their own effects, whatever. Although I don’t mind these things personally, you probably want to avoid generating things like Shocking Sword of Blazing. 

Items: When
Much like the monsters, you don’t want to do these all random all of the time. I’ll list some reasons here:

  1. If you have any semblance of a story, you most likely have story-related items, and don’t want to randomly generate them.
  2. If you want any uniquely named items, you most likely don’t want those to pop up randomly, or have similar attributes.
  3. I was going to write a third reason, but it seems I could only think of two, so consider this filler content.

Now, what you can do: make it so some zones randomly generate items, or every monster has x% to drop a randomized item, or some-such. If you make these items scale with the level of the area, then you have a bunch of randomization that scales with your game, which is good. Although, as with any form of randomization, it can be duplicated pretty easily without an extensive amount of unique traits, so if you do choose randomization, you have to make sure you create an EXTENSIVE amount of traits, and try to make it so the process is difficult to run through the same time twice. 

    • #ProceduralGeneration
    • #nameless
    • #design
  • 10 months ago
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Procedural Generation III: Monster AI

Previously I talked about monsters, and how the world would figure out what to do with them (placement, mostly). Now the part two of monsters: how they work. 

Initially, most monsters will be fairly dumb:

walk around
hit things

.. to oversimplify things.

However, through the monsters experience, I would like them to be smarter.. provided they survive. For example, one day this goblin is walking around, and sees a fellow goblin fall into a trap:

walk around while avoiding things that look like that
hit things 

Suddenly, he just got a lot smarter (at least, he can avoid his own traps, which is good..). Maybe as a byproduct of my laziness, or maybe because I know I can’t predict everything, I want the monsters to get smarter by themselves. This can go even further:

walk around while avoiding traps
hit things that are smaller than me

This way, the goblins won’t pick on big monsters or other beings. Obviously there are a lot of rules that can go here, so I won’t list them all. As for actual implementation though, I have threeish ideas.

  1. I can make each monster run on its own script, it’s own experiences, etc. This leads to a more individualized world.. however, these monsters die a lot. A lot of experiences would be trashed because someone decided to kill them.
  2. I can make each monster population run on a whole script, making each population of monsters have a collective sort of intelligence. But this is removing a lot of individualized components that I like.
  3. I can make each monster run its own script, except, when it dies, the monster that spawns in it’s place would have that same script. It’s like sending knowledge through the generations. I think this is the one I would lean more towards, because after a lot of persuading discussion (source here), I think it is the best fit.
  4. On a side thought, perhaps I could make some general knowledge once a certain percentage of the population shares knowledge of it, thus merging 2 and 3.

No matter how I look at it, it’s going to be immensely complex, but very rewarding. But lol, AI creating AI and the AI manipulating itself. Meta AI.
ta~

    • #ProceduralGeneration
    • #nameless
    • #design
  • 10 months ago
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Creator of Nameless Lands, and other projects in the works.
Known mostly as Seiyria, but other aliases include DivineTraveller, Element, EllyMent, Majik, Chaarch, Trivlioro, and probably many more.

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