The V-Converters seen in the 1st generation Virtuaroids were designed after and is reference the Sega Saturn. As a matter of fact, the Saturn was on the market by the time of Operation Moongate's release in the arcades. Coincidentally, the game was ported to the Sega Saturn in 1996. Along with that, the original Sega Model 3 Step 2.0 version of Oratorio Tangram also has the V-Converters resembling the Saturn, despite that the Dreamcast had come out in Japan that year. The V-Converter is the core of a Virtuaroid's system, also containing the machine's cockpit unit. It is a device that contains a V-Disc, the core component which has a Virtuaroid's blueprint data on it. The V-Converter initiates Reverse-Conversion, by reading and materializing the blueprint data onto the physical plane. The V-Disc is created when a V-Crystal is crushed and evenly shaped into the form of a giant, CD-like disc. During gameplay, whenever a Virtuaroid dashes, the V-Converter's lid flips up, revealing the spinning V-Disc. In most Virtuaroids, the V-Converter is mounted on the back, but some VRs have their V-Converters placed on other areas, such as the TG-11-M Guarayakha, whose V-Converter is on the back of its head. Love V-Converter Console
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The V-Converter is a partial copy of the V-Crystal, and forms a gate field like the original. Then, it consecutively captures and buffers the human mind data under the influence, and based on that, it starts the behavioral emulation of the person him/herself. Of course, if this phenomenon is left untreated, human beings are absorbed into persons as a former V-Crystal and become disused. For this reason, an effective V-Converter control OS was required. It was the Mind Shift Battle System (M.S.B.S.) that was the first and leading candidate to come out among various candidates.
The M.S.B.S was an OS for battle weapons based on mental control whose necessity was pointed out in the XMU project, and prototypes were completed by V.C.7e. However, at the technical level at that time, the XMU project did not get the performance they expected, and the development work was interrupted, leading to the discontinuation of the project. However, within 0 Plant, there were many staff members who were involved in the XMU project. They pointed out that M.S.B.S. control is possible if the V-Crystal/V-Converter only responds to the mental waves (although this in itself was a serious mystery). The V-Converter connection experiment of the system which was carried out before long showed good results that were incompatible with those which had been previously tested so far. The M.S.B.S. blocks the V-Converter's activity every minute of the unit to prevent excessive Virtual-On phenomenon. The mind data absorbed by this became a minute part corresponding to minute time, and the time when human consciousness was lost can be kept to the extent that does not hinder the activity. By doing this, human beings have finally grabbed the clue to control OT products at will. Of course, there was also a drawback in M.S.B.S. V-Converter control. This system, which was originally a combat weapon operating system, was premised on forcing the spirit of human beings and the control system of weapons by mind connection. This forced the parties to excite the tense state of combat and to maintain it. As a result, the mental burden on the operator has increased dramatically. The mind connection over a long period of time always faces the danger of collapse of consciousness, and when a single person with the average mental strength was to do the same, the connection was limited to 90 seconds. Also, as of ver.1.66 or later, due to the nature of the system that depends on the converter, the performance has largely been influenced by the Virtual-On aptitude of the operator. As a result, smooth operation of the system cannot be expected if the appropriate value is low. Naming a object, person, robot, story name, or thing in a story seems like a small, inconsequential part of daily fan discussions and quality of life of being into a fan made universe...but it is a big part in being what triggers our thoughts from such names and where they come from. For example when people say Temjin they think of the main robot, however when its from its source name of Tenjin they think of the Lightning God which makes people think of how much influence its etymology had on the design or concepts of the series.
It really does have have more impact than you might think. As part of the quest to find and explore all possible nooks and crannies for content left to be expanded on from the original creators canon it is important to not have anything including the naming to be overlooked. The use of ever little data from the series can be overlooked and not used, or it can be seen as a possible way to evolve the way expansion projects run in their path of what can the series become. The typical fan wants to just see the name as a passing thought to identify the character or thing as a way to make a larger selection of the story or the game. Often times people have so many choices in other game titles and other universes that there is a quick boredom that can overcome the person if they are looking for lore that should be there, but is not there for them to consume and make them think of the story. They just want to consume the product and then move on, but someone who wants to dive deeper or even create wants to know how everything works so they can talk about it with others and think about it to themselves or in a group. -Temjin Brand Based on the god of learning Tenma Tenjin kami is where Temjins name originates from as an alternation of the shortened "Tenjin". The lessons are carried out from the life and stores of "Kan Shōjō (菅丞相)" that could be apart of the inspiration to the brand itself. -TSC Brand. cn TSC originally an initialism for "The Soul Consumed" is a virtuaroid group within the drammen virtuaroid works. It is run by the multinational company RNA. -Drammen Brand (division of TSC). cn Drammen is a virtuaroid maker that specializes in smaller acquired companies that study connections between crystals and users (project Fei Yen). The name origins are based on the municipality and city of Drammen that is the namesake of the Drammenselva river. -Fei Yen Brand (division of TSC). cn The meaning of Fei Yen is chinese for “Flying swallow bird” referring to Chao Fei Yen in chinese literature of the wen xuan poem Pan Chieh-Yu (poem in rhyme-prose form). -Angelan Brand (division of TSC). cn Angelan is based on the name Angela from latin and christian texts. It is derived from the Greek word ángelos (αγγελος), meaning "messenger of gods". -Dorkas Brand Dorcas (Greek. Dorkás) was a disciple who lived in Joppa, referenced in the Acts of the Apostles (9:36–42) in the New Testament "Tabitha, which means gazelle" or greek is Dorcas. -Apharmd Brand The word pharm is derived from Old French farma "a medicine, drug, spell." While Apharmd has no direct connection to any real words the thoery is A is for The One, pharm is to Alter by method, and D is for doctorate in education... this would be "The Indoctrinated One". -Yzerman (division of yzerman) soul operations. cn The last name Yzerman comes from Dutch. As is Staal. Ijzer (Yzer) = iron, Staal = steel. -Specineff Brand (division of yzerman) soul binding. cn Theories of the etymology of the Specineff name have suggested it is the combination of the words "specific" and "enough," and that it is an acronym for "specific enough to meet authority needs." On the other hand the brand name might not have a specific meaning and simply reflects a specific and soul-based technological image for death personified. -Ableebin Brand (division of yzerman) soul separation. fn German. Ableben. (eng. deceased). The name is for dealing with the deceased that would separate soul and body in extraction tests - most famously the secret Able experiment that transferring a soul to v-crystal grounds to make a V-disc. -Bushugi Brand (division of yzerman) soul extraction. fn Japanese. Bushugi.it is said to be named after sending those off to the world of the dead at a funeral. This is to represent where the souls are collected for the data base to mark a unhappy occasion by its namesake. This group would be those interested in soul collections. (Sengoku era soul collections.) -Belgdor Belgdor comes from a term to represent Old English and Belgium from the borrowed latin word Belgae. It roots itself from Proto-Celtic "belg-, bolg- to swell with anger, to be bulging, to become furious." In Dutch it is referred to Gebelgd. It could be a a hint at the Belgdors large top heavy appearance in a bulging like stature of its problematic size. -Grys Brand Dutch. grijs for grys and bok/vok for the animal buck antelope. The afrikaan term is Grys-bok. Dr Yzerman, a famous RNA scientist that worked as apart of the development of Viper II. He had finished what he deemed necessary of the blue prints and procedures necessary in the demands of the group and begun a experiment that was more of his ideas. Claiming it was a calling to see what could be done with life in pressing it as a source of something rather then its complete loss. Since he was done with what he was sent out to do it seems like he had other plans in mind for his research and development in the labs. It would be that Yzerman could have been anxious to work on what he would say a experiment that would not restrict his genius of what he set out to do, which would be the connection between souls and V-converters. No longer a loss or negligence of the dead, but to use the souls as a way to power up the systems. This would start with project Specineff and the Soul Binder Project... The VR Specineff started from where the original team had left off... this would be the flight with the Viper II's to make some of the best developed flying weapons for that world. Another project on the side would have them working on flight as a weapon that would be an alternative to the plane transformation of the Viper II. This would be in the next generation 2 virtuaroid Specineff. The Specineff would have made Yzerman to see the importance of spirits and enhancements that used human souls to create a great and dangerous endeavor of V-converter soul binding and soul research. It would most likely not be best to be out in the open, so it was probably code named EVL Binder that would create a sort of fear to those who would come across the project. It was suspected that research would have started with some of the oldest theories of the ruins and the research done there... some say that it might have to do with the souls trapped inside the earth crystals. It wouldn't be surprising if Dr. Yzerman was involved in the development of the Earth Crystal Restraint System that kept souls within "Bradtos" itself. Its more than likely that the system that was developed would have put the souls of those of High-VOP (virtual on positivity) rating people into the artificial V-Crystals where souls were stored. No one knew for certain what was going on in the labs. Silence was all that would be heard as messages were sent to get updates on the development of future VR weapons and equipment...Project Specineff was no secret...but using a power source that had not much to do with the original systems of the VR process was both exciting and worrying. It wouldn't be long till those who were working on the new systems would be announcing what they have worked on for quite some time... the E.V.L. Binder... it amplified the pilot's negative emotions, increasing their synchronization to the M.S.B.S., and would enhance the fighting style of both user and VR with improved fighting power and strength. Development of Specineff:Specineff (RVR-87) is a cursed assassination Virtuaroid in VOOT. He is depicted by Skeletal appearance with Shogun helmet, claws, shuriken shaped wings and wields a long rifle with an extendable energy scythe. He is the fastest VR (on the ground) in the game with weak armor and V. Armor. Many of his attacks can can pass through obstacles, making him able to flush enemies out from behind cover and also have a unique ability of disabling weapon gauges. The project of Specineff came from an approach as the unorthodox as it wasn't just for purposes of advanced weaponry. But really what it was for was to find power from sources that were untapped for a considerable profit that alligned itself with other projects under the data research gathering from the secret objective. The development of the Specineff was done as a statement against the armies unwilling to go to unethical experiments for a peaceful end. A Dark enlightenment of the dead from the past was all Dr.Yzerman would need as he had little reaction to peoples critism of working on souls. Others seemed angry and even hateful that the dead were being treated as science experiments for recycling and power, but it was unclassified and not researched, so it hard to point at what was completely ethical or not. But from anyone who heard of how the structural materials were used from such souls was enough to know that it could be messing with the ones that bring life and death themselves... the gods. The structural materials used in the RVR-87 Specineff were made from V-Discs that had the spirits of people inside of them. These people went insane and their madness and grudge living on within them would be imbued within the unit. It had taken the end and brought it to life by bringing Souls as a function to develop promises of returned knowledge of powers of the past. Each unit bringing its own research and its own life to the table to be analyzed and stripped for its hatred amplifying benefits to the system itself. Soul Discoveries by RNA:Recapturing DNA samples would lead the way to bring the future from the past. The EVL Scientist division would be working with actual troops from the field to look at the tests in person. Samples would have to be collected as they go to old ruins, graveyards, and warzones of the past to compile where they could go and look for what they would need. It would be places that the death was and could be places, it would lead to people, and then have a number of important locations that would lead them to their place of study for souls.
It would seem there are endless possibilities that could turn up, but not all possibilities are good. The intentions of bringing back valuable styles of the past could bring back anything from the medieval ages to the samurai wars and the most notable famous war heroes to end suffering. But in able to end suffering of the living the tormented souls would go much past their living obligations and be pushed into the battle front once again. Such souls may not agree to serve a corporation or an army that has its own mission... and would likely take it up with the scientists that brought them back from the dead without them wishing to be brought back to the living. With multiple divisions each working on their own projects it would be not very easy to know which alone was responsible for the soul transfers or even know if the soul itself could have made the leap back to the living without boing berserk... it is amazing that the technological advances wouldn't just stop in the middle of the process leaving a shell of a VR with the soul not being able to be compatible to the EVL Binder. As it was found to be successful the souls would not beable to go back if they were even that aware... and if there was any who went their own way it would not be reported as they would each be seen as project failures that would be pitiful mistakes that were sub par to the expectation of using souls as power. But it was indeed a hefty profit to be made with RNA ordering a bulk amount of the VR Specineff to test out the performance of such war machines. The technology of the EVL Binders would be attracted to many groups as it was very profitable in its unique perks. Different styles would be brought back to make more choices of how to fight with VRs, there would be different types of spirits that might bring about different categories of power, and new materials that only could be made from those who died. And from the exploration of its possibilities the technology would lead into the direction of bringing back the powers lost to history. According to Watari Juro, producer of the Virtual-On games, the reason for the collaboration project was that since the Virtual-On series has been dormant for more than a decade, they needed entice previous players of the Virtual-On game as well new players. For the older players they wanted something that could surprise them, and this is where the "Toaru" series comes into the picture. For newer players, it is a way to stand out of the crowd as there are now many new robot fighting games and for those who don't know of the game's history would only look at the game as something of "more of the same".
Despite the initially cold response from both "Toaru" and Virtual-On series fans, Watari Juro was confident that they were heading to a good direction after the release of the crossover novel. According to Watari Juro, they chose to have the mecha that were used in the second game Cyber Troopers Virtual-On Oratorio Tangram (which is later reflected on the crossover game's own logo) for the collaboration as it just had the right amount of mecha in the game. Who would pilot which mecha wasn't decided until Watari Juro could consult talk with Kamachi but he always had a vague thought that Kamijou Touma would pilot Temjin. When designing the mecha, since Index was the main heroine, Katoki Hajime suggested in giving her a mecha with her silhouette, ending up with the unique Bal-Bados (BAL-RlooN) mecha Index pilots. While developing Watari Juro felt it necessary to have the game be released on a home console first instead of the arcades. Like the novel, the story is written by Kamachi Kazuma, and is a sequel to the crossover novel. As there were many playable characters that were killed-off in the crossover novel, the story in the game is essentially a reset of the events in the novel. Katoki Hajime is retained as the illustrator and mecha designer for the games. JC Staff, the animation studio that worked on all animated Toaru Majutsu no Index and Toaru Kagaku no Railgun content was later tasked on animating the promotional video for the game,[8] which was first later released on September 19, 2017 in the 2017 PlayStation Press Conference in Japan. Everyone has heard of the general V crystals and makes one ask what are the different colored V crystals that show up in the game themselves like the blue one that Temjin has in the opening of VOOT. V-Crystals were ground up and then made into V-Discs, which are the CD-like things in the V-Converter that resembles a console. Planetary V-Crystals The V Crystals also had more variety of rare types of V cystals that are named after their planets such as the Earth Crystals, the Jupiter Crystals, and the Mars Crystals. While there aren't too many of the crystals of the rare type and would take unimaginable power to fight those who want it or even to find knowledge of its whereabouts would make it some of the most powerful crystals to be inside a virtuloid. This could make the Planet V Crystals incredibly powerful and used in a deadly way when the V Crystals are placed to have some effects to them unlike other V Crystals. What this mean is even though we know about the Planet V Crystals that are found inside select few areas on the planets that could take decades to find and difficult to spot when searching for it that could possibly take someone's whole life to obtain. There are also Moon Crystals, which are on the moon, which means there could possibly be crystals that are unique to each planets moons. The earth in particular has Moon V Crystals that are shown in the game. Artificial V-Crystals Along with that, there are also Artificial V-Crystals, like the ones used in Angelan's staff that are seen in Virtual On Oratorio Tangram. Artificial V-Crystals had been made in place of natural found V-Crystals that are artificially constructed by different groups. The current speculation would be that only a limited amount of virtualoid production plants have researched into the artificial v-crystals as a race to make more virtualoids viable for construction. List of Artificial V-Crystals (White Cores) Xxxxxxxx V-Crystals (0th Plant) Xxxxxxxx V-Crystals (1st Plant) Transvath V-Crystals (2nd Plant) Adaxianth V-Crystals (3rd Plant) Drammeth V-Crystals (4th Plant) Udleth V-Crystals (5th Plant) Yzerrenth V-Crystals (6th Plant) Xxxxxxxx V-Crystals (7th Plant) Refoeth V-Crystals (8th Plant) Xxxxxxxx V-Crystals (9th Plant) V Crystals have been described to beable to contain spirits of beings and therefore can feel emotions such as pain, fulfillment, anger, happiness, satisfaction, and suffering. This would be the case for the storyline that explains of the journey of Bradtos with the entrapped souls. There are Souls Entrapped Bradtos has a story of V-Crystals... The Story of Bradtos and the V-Crystals The Earth Crystals were built in to be stored by the VR Bradtos in order to prevent the amplification effect of the Earth and Moon that summons Tangram. Bradtos has eight artificial V-Crystals, each with a soul of a person with a high VOP rating, to suppress the power of the Planet V-crystals of Earth. The souls are very much alive inside the artificial V-crystals containing the powers within. In the canon it is said that as the souls can still have feeling and communicate to one another within the imprisonment they had once become angry about their imprisonment and so they let out a grudgeful cry with a desire for liberation. They began to erode away at the spirit of the personnel that were working in the surrounding area in conjunction with the Earth Crystal, and Bradtos evolved into a dangerous attack platform. Colored V-Crystals Colored V-Crystals are the result of different energy which comes off of virtualoids in the series that can be most noticable when looking at the pink energy of the Vr Fei-Yen or the purple energy of the VR Specineff. From the games graphics there seems to be no end of colors in the energies that are produced by the virtualoids and have been listed as a color chart to see what each of the colors mean to their respective V-crystals. Within the lore there is discussions of the types of V-crystals, however the color of V-crystals is not in great detail with its references to Plajiners Fei Yen research of using the color "Pink" for energy exertion. The community has been trying to make V-crystals as a way to connect their own personal twist of who they are to be represented by. This made a list of many studies into what actual crystals mean in their spiritual sense that is often times referenced in many Japanese anime such as Sailor Moon with the Dark Moon Saga. The V-crystals that are told by the lore of the books refers to a area near south africa and asia that holds many mineral mines in real life as well... This is what makes understanding the crystals meaning have its connection in its definition of spirituality that can be transformed when it is formed into a V-Disc and once again through the V-Converter to make a interesting customization system that feels very personal to the player fan-base. List of Natural V-Crystals (Color Cores)
White V-Crystals [Rock Quartz, the Crystal of Perspective] Slate V-Crystals [Idicolite, the Crystal of Discernment] Blue V-Crystals [Calvansite, the Crystal of Faithfulness]] Celeste V-Crystals [Aqua, the Crystal of Enlightenment] Pink V-Crystals [Rosequartz, the Crystal of Compassion] Burgundy V-Crystals [Almandine, the Crystal of Actuality] Red V-Crystals [Red Garnet, Perseverance] Yellow V-Crystals [Lemon Quartz, the Crystal of Willpower] Orange V-Crystals [Orange Calcite, the Crystal of Attainment] Green V-Crystals [Green Apophyllite, the Crystal of Clarification] Olive V-Crystals [Atacamite, the Crystal of Awareness] Teal V-Crystals [Blue Apatite, the Crystal of Manifestation] Purple V-Crystals [Amethyst, the Crystal of Composition] Magenta V-Crystals [Rubellite, the Crystal of Passion] Brown V-Crystals [Smoky Quartz, the Crystal of Treachery] Black V-Crystals [Black Quartz, the Crystal of Insulation] Grey V-Crystals [Grey Quartz, the Crystal of Equilibrium] Players from an assortment of games. Ranging from role playing paper and pencil games, strategy board games, strategy video games, and multi-person shooter video games. And in the hyper loretastic novel scene, there are many things that don't work well together, but great for their independent missions.
Getting into Battletech isn't easy. Most avid gamers play their game of choice as their main game title and their knowledge is mostly of what their exposed to within that realm. Countless times their is confusion within changes and require hours into understanding the Battletech Universe. The deep universe also has steep learning curves with lengthy amounts of knowledge needed for customization and discussion that people have been studying and imagining for decades. The last wall to break through would be the large crowd of older middle aged to late aged males which are set in their particular lore and a newcomer needs to go in, be apart of this longstanding community, when there are not many who aren't within that target audience at the table. While there are younger audiences and women who are interested in Battletech it is definitely a whole discussion itself on balanced appeal. While this lack of diversity is not uncommon in robot themed stories, you would currently in 2018 find it hard press to find full groups of younger or female faces in the hardcore ranks. But a unique aspect against all odds of toxicity of other game groups there is one thing that Battletech as broken through - the open gate of passing on information about Battletech as grand-father like figure members as a apprentice of a committed unit. ALL ACROSS THE GLOBE The Battletech Universe Community, or BUC, is an entity that developed through the international network that is online social media. It consists of multiple discussions, from tiny groups of gamers with only a handful of people, to the larger amount of people who attend Conventions. These groups take place in community members garages, local video game cafes, college game arenas, and group event pot lucks, or even the less common hobby store. Within the BUC, the atmosphere is unusual in comparison to other gaming communities due to the mix match of strategy players and competitive esport players. It has a large impact upon entering the community to see the powerful message of "were real people who will be playing on a table" or on the other end "we need to talk on microphones to have a chance at winning". Its designed to feel the aura of being with other people in most situations instead of practicing or playing alone. The factions really emphasize it. Battletech in this case can be said to have a connection as well as a division among players in its bond of tabletop gamers and video gamers. The human-to-human aspect of gaming helps bring people together in game and more so on message platforms. This human-to-human aspect that came from tabletops is one of the most important things to have traveled into other parts of the BUC with its diverse spread of games. This makes serious gaming in the BUC more of an option rather than a point of entry and is mostly seen at mostly the highest level of competitive play. Its contrasting from the game communities of League of Legends, or Call of Duty. Its dishonorable at times to hide behind a keyboard and in serious matches of fandom or competitive play will always involve hearing another player talk back. While each game has its own toxic keyboard warriors it is a bit different in the lack of respect people give those people in the Battletech comm. Those who have strong and valid points with clear intentions are seen as more respectable due to their clear communication that is most valued. Prevention is not possible for all occasions, and has its fair share of community members that want everything the way they envision it... but, the environment doesn't get its kicks from bullying and asks members to show their point or skill of their trade and see how the universe can improve. The BUC has its motivators that lean to creative subjects to talk about or display through artistic talents of expression. This much more arms open approach draws in many players while feeling welcomed and they stay if they jump down the lore texts to understand what community members are discussing from each time era in the story. Which then traces back to history of the franchise that has its roots in tabletop gaming at the hobby stores. BRICK AND MORTAR HOBBY SHOPS It used to be quite common to find a hobby shop in a city that sold tabletop games. People use to play in the store and at malls as a common go to thing for entertainment and socializing. For much of the 1980s, there was a thriving market of hobby shops that while not making it rich, sure had its hands full with an eager player base. Whether it was Battletech Tabletop, or Battletech CCG, and or the Click System there were many Battletech game products and in the way of books. When compared to the modern day availability of such items is scarce. Many young adults were raised on these games, since video games were still a niche market for so called geeks and not yet widespread and mainstream as they are today. People saw plenty of piloted robots with Battletech, Macross, and later on Exosqaud, so it would only open more interest into the love of robots as anime brought Votom, Gundams, and Evangelion. Back then it could be a secret group of friends that just talked about the passion of cool looking robots without fear of being harshly judged. For some these would be the Golden Age of Hobby shops. People thought a lot about the possibilities of the battles and the stories when not actually playing. When community members walked away from the match or the products it would be all week that they would have time to think of what could be or what if in the ways of combinations of weapons or lore direction. Ideas would be like the what could be for a clans fate being forced death in the story, or what would happen if you placed what loadout on what mech, or stewing on a game loss in hopes to have a chance at trying a different strategy to find a way to victory of better builds. Each person has had their own stories at their local hobby shops, some even just stayed around to paint their miniatures with discussion on colors and load outs. It was very important to know what a mech was made of and its capabilities to see what the potential could be through tinkering. It was even more stimulating sometimes than the outcome of the match to see the creation in action on the battlefield on tabletop or even on the computer screen. AGING WITH THE ROBOT ERA There are plenty of reasons why the community went for critical thinking and creative experimentation that led to its unique gaming scene. First off: tabletops and the card game were expensive at the time with a moderately high cost entry which made sort of a shield from those not already involved with miniatures or cards. This ment people werent able to easily access the products with being limited at the time to brick and mortar stores. If a store didn't carry something the player couldn't buy it. Secondly the popularity of the video game had made people interested in straying away from the tabletop and the card game. This meant many critical thinking and discussions with people were traded for a single player experience in story modes and training missions that were much less time consuming in comparison to other game types. It also allowed for quick and easy customization and spread of ideas on builds with less emphasis on lore. And as games got older they became cheaper and then economically easier to try. This would start the divide of tabletop players and video game players into two distinct trend types of gamer. ROOM TO MOVE FOREWARD Nowadays the investment for a game might mean a thousand or two thousand dollar computer, or a whole army of figures painted, or scrounging for collector worthy cards... all taking huge losses in just entering the scene upon entrance. It just seems more trapped then having meaningful discussions with people and learning about their opinions and builds that they have tested, but with the internet and the era of information the whole scene had changed. What didn't change was the heart of the community in its person to person approach. It then causes a sort of elite membership club scenario that puts it at odds with other games that are less expensive. This starts showing the dark side of things when community players identify too closely with their faction as apart of who they are in real life and not as their character. And then it would lead to entitlement or demands on what should be made from their creative point of view without much a defense of why other then because it was their opinion. Despite its shortcomings there is always a lesson to the banter. When it comes to making the community come together it is to concentrate on what people have in common and not concentrate on their reason to divide. Understanding that new players come and need guidance as well as affordable ways to have their entry into the BUC as a enjoyable experience. And to remain in a how to improve state of mind as a place to have fun and be safe while enjoying the content of the rich universe that is Battletech. We start a game in a mode and victory is on ones mind as we load up into our chat and talk to people in each lance and the team in general. Hoping that those who have experienced a game have what it takes to win over the enemy with builds that work for strategies that are executed and communication that is flawless. While it is the expectation it would be best to know that it isn’t always the outcome of each match. With each person wanting something different from the game there could be a bunch of reasons they are in the match itself.
A match has its team dropped on to the map in their sub groups of the entire group. This all changes in its direction from the game pushing for a direction and the power is passed over to the player. They the players on the team can either decide to go head on or use a number of possible strategies while having most but not all agree in the plan. Those who dont follow will either agree to go their separate ways or start a verbal disagreement on the comms which will lead far into the match and lead the team to defeat at times. When you add oral communication into the picture with the comms its another layer of if people agree or disagree with voice and not just text with action. People might see others and themselves in a particular light of wisdom based on personal perception, levels to prove pilot superiority while excusing their own rude behavior, and leading to arguments of a better or worse that can’t be proven within the match of right versus wrong. A discussion that can happen over and over if paired with random players and happens less when people are on the team and get use to one another. As it has its negatives it also has its positives with being one of the most addictive parts of the game is the human interaction of the other players on the multiplayer. It feels even better when the satisfaction someone will get from annihilation of the enemy is heightened regardless of game modes objectives. It brings that team aspect to the forefront with hearing someones voice and identifying with their personality in the heat of battle to depend on one another for the move. When players are neither in disagreement or agreement of a team with their group chemistry they fall under the category which seemingly has no quick fix cure. This brings those who are the toxic players that spend their time and engagements on and off the game to make the experience horrible. This comes from the nature of not caring about anyone but themselves and pushing for the worse case scenario for the game itself, the developers and their team, and the people who stay loyal to the franchise for a number of reasons. There are so many of them these days in games that people playing have a hard time seeing a discussion thats run by a toxic troll to a discussion that is honest and critical in its nature and both go on to be dismissed. This can be a whole discussion in itself and will be put aside for now, getting back to the effects of what Gamesmanship can do. Lets first look and ask ourselves a few scenarios. When someone dives in can they win the match with Short-Range Missile build? (SRM), when someone who who uses Air strikes win the match? can toxic people become friends just for the time that is online in battle for the best of the team and its performance? Anything is possible and there has to be a system in place to insure to communicate status and repercussions in place to show consequence as what happens a lot in real life. While it doesn’t solve the problem to rid everyone of their toxic behavior it makes people think twice before choosing that problematic path. It can also lead to numbers that could give the developer important information on how they can approach the problem at hand. By looking at people who are arise as people who are making the game a better experience can show the contrast from those who are constantly reported in the system and to find patterns on both. Based on that the system itself can finally begin its analysis and take actions to make a automated way to deal with the problem with each update making it even better than the last. It can’t be understated how important it points to how communication effects the game almost as much as the mechanics of the game. It may take quite awhile for people to realize how communication is essential in controlling toxicity and more specifically how game function does this to speak out to its player base. Making such a system would tell players on servers that they can play safely in their matches where they could all participate with less worry of interruption and celebrate the engagement in the Battletech universe. Concentrating less on who is doing some sort of bullying tactic and who is embraced in battle for the sake of enjoyment, which is why many people go to games in the first place. The final result of nurturing their player base and bringing confidence to the people who originally had supported the game in its creation from the community. With no system there is no objective to change, but players who are against systems will tell you otherwise. Being able to play a MechWarrior game is said to be a remarkable opportunity to have a chance at robot shooters in a niche and experience the rich world of Battletech by being player, so each person who plays is allowed that honor. Which is really hard to defend as it is a point of perspective with plenty of assumptions that go with it, including: first off you play the game humbly and always help other players regardless of your personal views of them which can happen, secondly you are proactive person who sees the big picture that leads by example of good deeds, and thirdly have the tolerance and compassion to never complain over losses or gloat over victories with never speaking in a way to offend players or accuse players. That is an awful lot of expectations to a person who comes from a competitive game environment where toxicity in the genre is the norm amongst its varying age groups. There is nothing wrong with people stating their opinion or being good natured in their spirits of bringing positive vibes to the game for a thriving community and amounts of money for further development. Being able to play a revival of the MechWarrior series is really valuable and even unexpected, but this can not discount peoples treatment of other people as descent human beings. Luckily in the case of MechWarrior the amount of international players is wide and the retention of civility is common in a hand full of countries, but it still needs a way to point players in a direction of respecting other players. But, there is something strange and disrespectful when there are players that spend the entire existence in the fan base to bring others down and take them away from the game they love. The community will preach that in good faith, invested hope, and setting a player example will reach to everyone doing the same, however not everyone wants things to be peaceful as many people have many reasons why they play the game. A big point is pointing and discussing the reporting system that many people feel doesn’t handle cases quick enough or can distinguish severity and give that specific consequence to a player, but in truth only the developer knows some of that information. This results in another hot topic to discuss of players who report feeling ignored and that the developer ignoring the topic to ignore and excuse poor handling of the feature itself. Another discussion for later, but it does still pertain to what people consider when talking about player behavior and having honor in games. And many players, specifically toxic players will even tell you that they don’t want to change anything about player behavior to change anytime soon. Because, they see themselves as superior and sitting on a pedestal, because they don’t want discussion or debate over facts and lead by how they feel, and they want the separation of developer and players to stay far away from each other to make clear that players are only players. This divide can be seen on the forums, it can be seen in game, and it can even be seen when people talk about the game in person. Toxic players would hate any sort of system that would even bring the idea of respect for one another in fears that they would lose control of keeping divisions of players and game makers. There are plenty of reasons that people stay in the game. Not all of which remains for the enjoyment of the game, since some have stated that they enjoy trolling players and watching from the sidelines, and some want to just shoot LRMS silently in the distance with their privacy and not responding even by keyboard. So, unless some sort of system is in place to show what is wanted from the game to respect other people there would be no reason to just wake up one day and change the way a person would want to play. Why change from being on the sidelines if its what they like? Incentives, but even that wouldn’t guarantee nothing, but it would at least make them wonder a bit. They might ask if they want any of the incentives, or if they get something a little extra to contribute some communication they might benefit in someway, and as it becomes practiced it would be ingrained in the way they play without even needing to put much thought in just being respectful and keep communication in a game. With that in mind it is great to bring to the table the idea of fostering the idea of Sportsmanship and making it more specific to video games would be “Gamesmanship”. While controversial it creates specifies of suggested ways of playing a game. While much of the information might be in the legal notes agreement it is a pretty high chance the rules arent clearly stated and even need to be taught as well as enforced for anyone to follow them pass the agreement phase. This means that players who are expected to act a certain way don’t by their own will and need some reason to do so and be reminded of it, otherwise it is quite easy to just shove the idea aside and claim to be wronged by the company itself. It also benefits to teach gamesmanship in how to also respect other players and gaining morals through the game in the foundation of making such a system if there is incentives. These Game Incentives would be for a Gamesmanship System that effects the way people socially judge a person in the game before a match in game lobbies, during the match in chat and comm speak, and afterwards with ratings to encourage people for better reputation points to effect a gamesmanship level. These can be varied by parts, c-bills, etc and have a % of chance in getting smaller rewards that heightens throughout gamesmanship levels and goes to a minimal of 0% chance of rewards. It can be discussed on player voting systems to get different types of "Titles" that can be categorized: At the end of a match there could be a: Perseverance Vote, Communicator Vote, Friendly Vote, and have reports be the negative Votes with its own categories adding to the player (-) in reputation. Player votes should be in notifications for a feel good moment or awareness of negative actions, player reputation should be publicly displayed and shown to the player them self to think over. Holding players accountable with benefits is a great approach to ethics in a video game over matches, but it definitely can and will be improved as more games test out the waters of such a system. How is it not perfect? Say there are players that are in preset games in a group of friends who are giving perfect votes to each player in their group and have unethical voting that passes the system, but is a step in the right direction of pushing people towards certain player behaviors. Despite its possible flaws it would likely reduce the number of people being toxic for the benefits, wanting a incentive positive status for bragging, and accomplish within the system instead of exploiting it. And that leaves those who would be exploiting the system to be taking their own fun out of the game, fixing rotten scores, while adding bonuses to their groups with monotonous reminders of lying to the system for personal gains. This maybe resolved in friends being unable to vote all the time or separate random reputation from friend reputations and tournament level reputations as a possibility too, but it would need time to develop with numbers leading the way. Its powerful to bring people together by learning to treat others as other people online and would seem to be common sense. But the toxic environment that forms when the developer does not get involved shows that people would rather stay in their own belief than to listen to others to be in good faith in one another in person versus person modes. With a strong gamesmanship system it brings people who are young, people who are adults, and even older people together from different factions together for a good match. Such a system would be needed in showing people the positive outcomes of conduct such as, fairness, respect for one's opponent, and graciousness in winning or losing. These are also the building blocks of creating friendships, which can create even more frequent enjoyment of playing the game itself past any mechanic or game mode could ever produce in the playing experience. This experience would lead to the main goal for gamesmanship to achieve cultivating a positive reputation in game. It would be a guideline towards assisting and teaching people the basics of socializing and respects that may not have been available or learned on their own. It would be the difference in being the developer willing to reach out on the communication line to assist players with a system, complimenting where its due in credit, and concluding a game with a gg or other statements of a fun time. All of these things would hope that the game would continue to prosper on all levels and in particular in the community experience. We finally have a decent amount of time between the incidents of when accusations, threats, and discrediting was sent to my private messages when articles that were being worked on were released for discussion. So looking back it seemed that controversial things tend to be high discussion points, but have a tendency to go nasty if people let their emotions grab the better of them and things go sour without being civil. The harsh learning a lesson of passion and the unshakable fandom that is in discussions can come out in a multitude of ways.
Every persons opinion matters to the loremasters who enjoy the tabletops, to the mechwarrior player thats into shooters, to the casual to hardcore level players, to the team killing troll who is anti PGI, and even those who are civil players who respectfully play the game for what it is, to the elitist game players who claim they are awesome. The thing is each persons voice can count and that it needs to be heard and discussed or else issues will continue to repeat themselves as a sort of predictable cycle. Especially if it isn’t easy to access with broken search engines, mountains of forum posts, or social media where topics disappear as fast as they came. This was realized in a article i wrote about raising awareness of an issue of online hate as well as asking people if the content that was discussed was even wanted. The presence of the articles have made some people feel uneasy, but alot of people on the discussions had actually enjoyed the diversity that it brought to their post feeds. Some stated that people hate when people take action and are possibly signs that they had given up all hope and are frustrated in previous attempts at discussions being ignored. Some had even recognized that articles were filled with passion and love for the franchise and the wishes each post had for development and discussions. On the other end with a few statements being negative had gone with going full on bashing the issues and treating them as the end of the games vitality. This would be a different perspective of the articles to create a stir of passionate rage that was directed to the writer. This direction had shown the many reasons people play or don’t play the MechWarrior Online game with their attempts at weakening the discussion through complaints of what it lacked over what it could improve over. Several people had voiced the the game should never change, and some people stated that the game would die with further development. This felt like it was a way to dismiss discussion or avoid it altogether by treating it as insignificant to consider other peoples views. At first things were pretty upsetting and the keyboard warriors really had gotten the wrong buttons pressed where things felt grim. There was no new visuals drawn, there was no new developments in writing articles, and there wasnt any more interfaces currently being worked on for the people. It brought up the issue that was being brought to the community about what to do with the messages that are pretty common online. The typical hate messages, irritation rants, and pointing the finger so to speak with a particular message sticking out more than the rest that was showing their anger about bringing up any sort of MechWarrior discussions. This person was not revealed by name and it was suggested that this person not be flamed or bashed, attacked or put down, but a question of the benefits of article writing and talking about it. The message recieved was on 11/3/17 “Get wrecked Matt, you make horrible cuts bleed in your posts and bring a pain to the MWO group page community. You have all these thin skinned adults all grinding on your art when you just came here. You need to post less and give us real results so people can face the realities of game developers not giving a F!@#!@$ about their player base. Stop fabricating hope. It’s annoying.” The message didn’t deserve an argument in being disrespectful, but the person was given a response to cool them down. The person was probably viewing things from being experienced and highly skilled in the game title and with a prideful point of view. This would mean a lesser view of those who haven’t put in the work for becoming skilled and pointing at beginning or casual players and to those who weren’t following the title for the same or longer amount of time. They also allowed themselves to be separated as the willfully ignorant and placing those who discuss the title as a select crowd that are wishful thinkers, so naturally it was important to explain the perspective of wishful thinkers. The difference between those who choose to discuss a topic and contribute to making a difference in parts of the game is a way to fully understand. With understanding there can be better discussions that move the whole topic forward with solid ideas that can be seen for what they are in the points themselves. But, as it is the internet there are alot of other people who choose to look the other way on a topic and keep trying to silence the discussion in hopes of things never changing. This is where situations happen where people can easily cherry pick what they like about the game and discount all the rest of everyone elses opinions as a way to hurt the title. Putting others down for their opinion can make people feel bad and it never shows the care to know about the persons background of investment in the series either, so it could make the offended party look like a spoiled brat if it ever comes to light. While not all people are into the Battletech Universe there are many out there that had gave the game a try because MechWarrior Online was based on it. People come together for the long lore legacies, the interesting technology and hint of cyber punk, big stompy robots called mechs, and shooter genre combat. People have their own histories growing up with the series, some even draw and program projects that extends the nostalgia factor, and some are even brand new players that are curious to go figure everything out. It would be horrible to never figure the stories of this people and say they are flat out wrong about everything they enjoy from the series from their personal experience with it, or their reasons for playing the MechWarrior series, or their own connection they made throughout their bond of the title. Being civil is an important part of keeping the integrity of the discussion to inform those who don’t know who want to know, state a opinion that could gain some traction, or just state the obvious or joke around to keep the conversation going. Too much toxicity and harshness can bring down peoples spirits into discussing anything about MechWarrior at all and prevents people from stating their opinion in staying reserved in consideration of a flame war. Pretending that things can’t be discussed and that someone is right and someone is wrong with a black and white without taking time to look at the grey in between. That very idea can stand between moving everything forward or stopping the discussions in their tracks with people insisting that their way is superior without considering all the angles one could tackle a complex topic as game development. When Alex Iglesias, the celebrated creator of the designs of MechWarrior Online video game franchise, he hit people like an laser barrage with his fresh style, and sustained praise to his designs amongst the player base. He produced artwork for Catalyst Game Labs and is most noted for his work as the lead Battlemech artist at Piranha Games.
Getting into Battletech, Iglesias was exposed from his uncle who had a mountain of books and a gaming computer where he was exposed in the early 90’s. From there the rabbit hole went to MechWarrior 2: Mercinaries, MechWarrior 3, MechCommander, MechWarrior 4, Living Legends, Battletech Novels, Battletech CCG, and The Pods. The mechs were the attraction, but the novels were what kept the interest in the BUC. The Fandom continuued from Iglesias in his urge to collect things from what was available. This would include some source books, technical readouts, some board game boxes, and knick knacks, but with such a small niche of players and no idea how to play the board game it sorta was more for the collection. Back when Iglesias started drawing things it was at really young age of crayon drawings of tanks and random sketches. This would continue as he got older and started getting into robots to explosions and eventually Battletech. But with Battletech he would try and draw game manuals when there were still books that came with the cames, game box art with terrain maps, and other Battletech products with art that that he could find to copy to try and mimic the art styles. Professional life started when school life concluded. The beginning and the end was with a BFA in illustration from Ringling School of Art and Design, Gnomon school of visual arts classes, and previous work at Day 1 Studios, Ignition Entertainment, and freelance. He would always be updating and working on things with Deviant Art with mechs and plenty of them. It was a way to go and get out there with the internet and get some recognition and comments from people who enjoyed his art style. Then jumping to getting involved with Catalyst Game Labs (2007) Mike Vaillancourt worked on a few illustrations (Cthulhutech books) introduced Iglesias at Gencon to Catalyst Games who were mostly Ex-FASA writers and staff along with their Art director Brent Evans who later sent in for some book cover illustrations. Piranha Games came into the picture with Bryan Ekman asking for Iglesias for the challenging role of adjusting proportions, art matching game specs, and refreshed designs completely in some cases. This would be a change for Iglesias in looking at some of the older designs and making them fit for game design, which is not as easy as it sounds, since it has to fit for gameplay and its animations. When working on mech designs Iglesias had stated that his approach would first look at the original design, then secondly emphasize aspects of it while maintaining its identity, while replacing or reducing other elements for its fit into the game world. What this did was to keep in the tradition by respecting the many designers who made variations on the mech with their distinct changes to the designs themselves, like some of the unforgettable designs of the Battletech CCG. The experience was not only tradition, but it was also challenging in taking on the MechWarrior revival frontier and the adrenaline of being lucky enough to work on a beloved IP. With authentic love for the MechWarrior series and the Battletech Universe game Iglesias a creative power supply in his head to take off from to develop new design concepts. The Drawing process first starts with getting a reasonable amount if not all the existing art for a Mech to referance off of. Taking the design at its essence begins the process of identify design elements and shapes that make for the visually distinction of the previous designs. From there it is looked on the inspiration of the designs in the cockpit to the torso and event in the armor or arms themselves. The shape may start as a blob of black and white and then slowly mold into a silhouette or rough draft that changes for awhile with experimentation into several favorable concepts. It proceeds to cleaning up the lines and making distinct shapes for a clearer view of the illustration and finishing up with that begins the color process. The coloring process involves working on the lighting, weathering effects, paint jobs, and of course the color. Fans who had seen many of the artwork from previous Catalyst Games books noticed the gritty more realistic designs that brought more of that old Battletech feel to the designs. This would follow and build a fanbase that would start people talking about the designs as well as MechWarrior all over again. The concepts that were available online which werent chosen for the final models were seen as contrasting, like in the Atlas faces that would take models to the next level. Creating the designs of the game brought back the ideas that people had in the woodworks of faction based designs, specialty designs, and it was just exciting seeing all of Iglesias’s work come to the screen. Toxicity of Fans had a hard time if not impossible time transferring from Piranha Games to Iglesias for having so much vision of what is respectful of lore. They can’t say that the expectations weren’t met with the difficulty of making mechs look nice and show the life of each mech in a great way that enhances the old designs. Even the controversy of adding hips to the Nova, Viper, and Locust almost just seemed passed over for the designs staying so true to the sourcing. The enhancements just feel naturally like they would be natural updates to the mechs designs without it leaving the feeling that its from the Battletech Universe. While each piece is not completely preserved it is one of the best renditions when even compared to its original designs, which sparks the curiosity that if mechs did stay true to the old designs as well... fans would not beable to contain the imagination of what could be with Iglesias’s creative visions for the IP. |
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December 2018
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