Thursday, 14 May 2026

13/5/2026: A tale of two games

It all started with a screenshot.

It was me ranking 152 in tier 19 inside of the FEH arena. This is nothing special -- I have given up fighting in arena for a very long time since it was heavily biased to merged units. At a point around duel skill lv4 was just out, when some grail units were score comparable with those premium units, I actually tried hard spending up to 50 swords(?) (that arena ticket thing) to get the best possible scores. It actually worked and I ended with a few arena crowns. But then I quickly stopped doing that since it's too tiring and gruesome. I even stopped caring about staying at least above tier 18. All I do is to come up with a team with the bonus unit and hope for 5 auto wins at easy.

What's different is the number 2857: this is a special number to me, and I am even surprised to find that this is the first time I talked about it here. It is special in many ways: it's the decimal approximation of 2/7 (that's why the cut off is beautifully at 1000), it's room number in tenhou where I played 10000+ games in, it's the osu! map ID of a classic song...but here, this is what attracted me to write something about it.

I wrote about proportions of players in different tiers in 2017, then updated when they added tier 21 (crown tier) in 2018 although the distribution stays almost the same with the update. If we know the approximate proportion of players in each tier, we can use it to approximate the number of active players around.

According to what I calculated, tier 19 contains about 14% of players. With 2857 players in tier 19, that is ~20k active players in total. And what did we have in the past? Quoting what I wrote: 

What is surprising is that they did not make the top tier unreachable -- tier 20 contains top 7% of the players... This is quite generous --- or overly generous. Consider that there are around 100k active players in the pool currently...

That is a 80% drop in active players!!!

Well that's not a big shock after all, as we all know the game's been declining since the wave of three houses resides. We know that from the number of votes in the choose your hero event, sensortower rankings the complete failure of SD mode... and this arena figure is merely another straw adding to the declining situation.

I remember how the AR cutoff drops gradually -- in the past you needed a score close to tier 39, something like 20980 or so to get a gold chair (rank 3000+). Then it gradually creeped down to 20950, then 20900, then 20850...and now you basically secures a golden chair by staying at T38. Some has been arguing the change due to the shift in balance between offence and defense, but all such arguments pale in front of the plain number of players in a tier, not to say IS is still rotating metas between attacking and defending units.

Many modes become stupid and unenjoyable -- some too easy and auto-able, while some too hard and rage baiting (Pawns of Loki...). Content creator leaving. Devs start recycling old artworks to produce new units. Powercreep at borderline out of control. This is a game with its fate in sight.

The only question is...when will we see Fortune Weaves and related units in FEH?

*

Another dwindling game I want to talk about is Godville. This is a game where I might have implicitly talked about, but I am quite surprised that I never covered it clearly on my blog.

This is a 'ZPG' game, a 'zero' player game where you observe your stupid hero working on his own quest with limited interference. This is inspired from the classic Progress Knight which is strictly ZPG -- it caught my eyes for a while, but eventually abandoned because it takes up CPU resources constantly (this is another thing I want to talk about sometimes in the future!), if so why don't I use the resource to mine bitcoin instead? That was the time where regular laptop computer could mine bitcoin with proper value in 2026.

And for Godville, they started from scratch: a diary written by the hero, interferences like voice command, encouragements and punishments; guilds; PVP modes like arena and dungeons; long term goals like temple and arks...

For once, I was so dedicated to optimizing my hero's performance. I had 100/8, 100/4, 100/2 in my first 300 arena duels. There was a random roadside skirmish mechanic in the past where you could run into duels even without entering arena -- and I left a party temporarily just to deal with that stupid fight. I wrote guidelines for those modes -- the guides are called "guide to sailing", not "xxx's guide to sailing". I was top 10 for reaching 3 consecutive long term goals, all while playing in a rather relaxing pace.

(Fun fact, this is a game maintained by two Russian devs with payment accounts in Hong Kong. Perhaps not fun anymore since 2022...)

It was a game that I fully endorse until the new adventure modes and the new long term goals became slightly more biased to P2W. You can't gain extra progress without very dedicated and resource consuming gameplay. I was mildly annoyed when the long term goals like that was produced, although I still ranked 10 at the end. But then we get yet another long term goal of similar nature, so that was the time where I decide to enjoy the game in a backseat instead.

I still enjoy the game in terms of what my hero would do:

05:46 Forretrio told the funniest joke in the world. Shyborg cracked a rib laughing. 05:48 Shyborg told the funniest joke in the world. Blackpony cracked a rib laughing.

or when my little pet did something stupid but adorable:

02:15 Pokie healed the monster. the Headless Chicken looks confused, but happy.

...who doesn't like that? Every diary entries are voted and filtered with the single goal of being universally humorous, and I think the game is doing a great job in that aspect. It is totally free to read all these. The game provides absolutely enough resources as long as you don't blow them into competitive rank racing.

It was the game's 16th birthday a few days ago. The devs were honest: "We’ll be straight with you: the community has been quietly shrinking. Not dramatically — but enough that it matters."

We were given the task to invite players to try the game, and I am more than happy to do so. If you want some simple humor, want games that do not necessarily need any input, want some numbers growing (but not the quick way), please give Godville a try!

No invitation link, no commission. Just pure passion on a game I have spent long enough on. :)

Wednesday, 22 April 2026

古早遊戲BGM巡遊(12): Battle With the Four Fiends

提到FF(最終幻想)的經典歌曲,幾乎所有人都反射性般想起片翼天使。當然以FF影響力之廣,就連我這個在PS2世代沒有PS2的人也能說出好幾首片翼天使以外的經典。FF5的Battle at the big bridge、FF6的Terra's theme、FF7的Crazy Motorcycle Chase和Jenova、FF8的Liberi Fatali……嘛,很多都是因為Osu的緣故就是了。比如說我就很愛t+的Against Gilgamesh,這首原曲其實就是Battle at the big bridge。

那麼今天我們要說的是甚麼BGM呢?來讓我們把目光再往前挪一點,那是FF遊戲介面還長得很像後來RPG Maker遊戲的年代。


這首在原遊戲中是配給四天王的戰鬥BGM,氣勢非常充足。如果要類比的話會讓我想起寵物小精靈前兩代的戰鬥BGM吧(說起來,我還沒在這個系列提過紫苑鎮?)。不過比起一般的16bit戰鬥音樂,大量使用鑼鼓則把戰鬥的氣勢再往上抬一個層級,從普通的戰鬥變成打四天王的戰鬥。

--如果就只有這樣的話,這首BGM頂多就是FF系列眾多優秀BGM裡的其中一首而已。

嗯哼,我想熟悉我的讀者已經能猜出我想講的東西了。

這首BGM的重點其實是2008年由Hyadain制作的同名remix。


原曲是短短三四十秒的循環曲,Hyadain做的就是把原曲循環五次分別配上給四天王(四天王有五個人是常識吧)的詞,一人包辦五種聲音(包括一個女聲),一個傳說級別的作品就此誕生。

為甚麼這首歌成為傳說呢?我們現在在Youtube看到的動畫版本都是別人在原曲上再創作的,但要首先要吸引別人三次創作本來就不是易事。在我看來其押韻和富有節奏感,而且充滿捏他和同人想象的歌詞也許才是大家給予如此評價的主因吧。

小時候的我當然不怎會日文,但這兩段根本不需要甚麼文字功底就能聽懂:

し、四天王の中で私が一番
セクシィだと思うんだが
ウン ソウカモネ

愛美又百合的風系天王和自戀有有點暴露的火系天王的對話,簡單的兩句就表達出兩人不同的性向。當然在原作遊戲裡面不可能明確出現這些設定,但這些描述跟遊戲中的戰鬥畫面(battle sprites)卻又沒甚麼矛盾:風系天王那金髮旋風之下幾乎甚麼都沒穿,而火系天王一臉要把披風掀開的樣子,披風底下只露出一隻結實的長腿。稍稍聯想一下就能想到作為金髮女性的風系天王應該覺得自己是個超級大美女,而火系天王則是迷戀自己雄性肉體的露體狂。這樣不就跟同人歌詞對上了嗎?

ゴルビー ゴルビー
セシルの実の兄 月の民
洗脳 監禁
手口は キム・●●●●●

即使你沒有玩過遊戲不知道セシル是誰,不知道月の民的含義,但是作為四天王中的第五人,這位仁兄的身份並不難猜。如果洗腦監禁還不夠直白的話,那麼像金將軍的人不是終極大反派又能是誰呢?這種天馬行空又極度貼切的比喻大概也只能在niconico的黃金年代看到,在二十年後的今天反倒沒甚麼人敢用了。

到了現在再回頭看這首歌詞,又發現裡面埋的不只是各種同人想象,還有藏著遊戲裡真正的梗。比如前面兩隻土系和水系天王,在遊戲中是可以被輕鬆打倒的雜魚,他們在歌詞中則自嘲自己怎麼這麼容易被打敗;炎之天王在歌詞中強調自己的堂堂正正,在遊戲中也用著同一台詞讓玩家先補血再上前挑戰。類似的遊戲細節在歌詞中還有不少,真正有玩過遊戲原作的人聽到歌詞時大概會會心微笑吧。

我已經忘記自己是怎樣接觸這首同人創作的了。是Youtube、是niconico、還是Osu呢?原版於08年3月1日同步傳至Youtube和niconico上,字幕版和大家熟知的動畫版都在5月出現,在Youtube的話附翻譯的動畫版則是在9月出現。Osu的話在同年8月已經出來了,還把動畫版做成了Storyboard。當時正流行著這種小圈圈高間距的圖,對於我這種剛進Osu正學習用滑鼠瞄準的玩家來說簡直是一場惡夢。現在上線一看我也只在Normal打過分數而已。

到目前為止,我們頂多可以說這是一首被經典同人作品帶到主流的BGM。Hyadain版本在2008年推出,剛好是FF4在DS上重製的一年後。當時認出這首原曲的nico民和YT民,比起玩過1991年原版的應該更多是玩過重製版的玩家吧。

但這故事還沒完。

到了2023年,這首歌又以令人意想不到的形式復活--這次不是以同人作品的形式,而是以官方作品再次登場。在FF14的後續更新中炎之天王Rubicante作為BOSS登場,其BGM Forged in Crimson正是Battle of the Four Fiends的remix!這個版本由Hyadain本人編曲,由FF4當年的設計師兼寫手時田貴司填詞,可以說為橫跨三十年的夢幻聯動畫上完美的句號。這也是為數不多、從同人晉升官方的例子。除此以外我能想到的就只有從做寵物小精靈非法ROM變成為朱紫寫BGM的Toby Fox(雖然我覺得這個更像是因為他做Undertale的人氣啦),還有從做Sonic同人2D引擎到成為Sonic Mania開發者的Christian Whitehead了。但是比起這兩位,Hyadain的身份更接近單純的同人創作者,也讓這個合作本身更讓人驚奇。

……雖然不得不說,我還是更喜歡Hyadain的版本xD。

Forged in Crimson的歌詞沒甚麼惡搞,主打表達Rubicante的熾熱和強大。當然明白官方不可能過份惡搞,但是這種直白英文的歌詞實在沒甚麼格調,唱起來糊成一團直接被網友吐糟還以為是拉丁文之類的「裝逼」語言,怎麼聽了半天才發現是英文啊。更直接的評語還包括"Amazing how they managed to condense Elemental Fury down into 1 syllable"(笑

當然,更多的評語還是對這種夢幻聯動的致敬,尤其這句的出現頻率簡直突破天際:

"Of the four of us Fiends, I believe that I'm the sexiest."
"Mmm, sou ka mo ne..."

看來不只我一個對這畫面有著深刻印象呢。

哦對了最後問一句。有誰小時候英文不好,把Fiends讀成Friends的呢?我就是其中之一,害我在Osu有時一直搜不到……