Wednesday, May 8, 2024

Game 514: Princess Maker 2 (1993)

 
         
Princess Maker 2
Japan
Gainax Co., Ltd. (developer and publisher), Adventions (English translation)
Released 1991 for PC-98, 1992 for MSX and DOS, 1995 for TurboGrafx CD; English DOS version from 1996
Date Started: 5 May 2024
         
Princess Maker 2 occupies a strange genre with which I have almost no experience: the "raising simulator" in which you take a person or creature from a young age to an old age, making choices and prioritizing resources along the way, hoping for a positive final outcome. My understanding is that raising simulators are a sub-genre of life simulators. The earliest example on MobyGames is something called Little Computer People (1985) from Activision. You build a house and see if anyone likes it enough to move in, then watch as his life progresses with the resources you've left for him. The Sims series would of course do this in much grander fashion.
   
The way the game works is that you "create" a little girl by specifying her name, date of birth, and blood type. She begins the game at age 10. You then raise her until age 18, specifying every month what she's going to do (work, take classes, rest, or go adventuring) and engaging in ancillary activities like taking her shopping, talking with her, buying her gifts, and sending her to the castle to hobnob with the elite. Every activity raises or lowers a variety of statistics and opens up new options for later months. After an excruciating 96 such cycles, your daughter turns 18 and you get to see how she turned out.
      
This was a tough one to explain to Irene.
      
The reason that such a game qualifies as an RPG is because of the curious choice to make "adventuring" one of the options for the girl's monthly activities. You can send her into one of four wilderness areas, armed and armored, and she can spend a few days as if she's in a traditional CRPG: fighting monsters, collecting gold, and finding hidden encounters. It's an odd addition, not even necessary to complete the game. There are RPG elements to other encounters, too, such as an annual tournament at the castle and occasional challenges to duels.
   
Princess Maker 2 is, of course, a sequel. The original game came in PC-98 form in 1991, followed by DOS and MSX releases in 1992. It was released only in Japan. An "English translation" that I found online is not a full one, and the part that is translated is done very badly. I had trouble interpreting some elements of the interface, so I moved on to the sequel.
     
The interface in the original. I could probably figure it out now that I've experienced the sequel.
      
The original game's backstory is that you're a war hero who has just saved the kingdom from a demonic invasion. The king offers you any reward you want. Tired of war, you decide to ask for an orphan girl to raise as your own.
      
A sense of the quality of English in the translation.
     
The sequel keeps this basic backstory while expanding it a bit. Again, you've just saved the kingdom from a demon lord and his army, but you don't get your daughter as a reward. Instead, at some later point, while you're trying to help the king rebuild the land, you get summoned in the middle of the night to a nearby hill. A 10-year-old girl appears in a beam of light, and an angelic creature says that she's been entrusted to you. 
         
A nice illustration from the backstory.
      
The quality of animation in these opening scenes is excellent, with only the mildest influence of the usual anime features. The princess herself, as we'll see, is another matter. 
     
The royal family expresses their gratitude.
     
Something about these early images, plus the title of the game, plus the fact that it's from Japan (yes, I know it's a stereotype, but don't pretend that you don't know what I'm talking about) concerned me that the game would be overly exploitative of the girl. I thought it might be a bit creepy, frankly. I'm glad to report that this is not the case. A slightly-flimsy summer dress is as provocative as it gets. In truth, the game is almost progressive. Despite the title, you can "make" her into anything you want, from a housemaid to a military general. I suppose feminists might have some complaints about a few things, though: 1) Her measurements are displayed on the screen at all times, even when she's 10; 2) Even when she weighs 95 pounds at 5'2", the game will insist she's too fat to fit into a fancy dress; 3) There's an artifact that increases her bust size; and 4) She has absolutely no agency at all in her destiny. But that's still loads better than I was expecting.
    
I had concerns at this point, but they were mostly unfounded.
      
I named the girl Villainy, as I've always thought that would be a good girl's name. I don't know if the date of birth or the blood type have any impact on gameplay except that her birthday is an annual event. You also specify your own age and birthday, and again I didn't notice these things playing a role in the game.
     
Naming my "daughter." Why are "Symbols" even an option?
     
The game begins in your daughter's bedroom on her 10th birthday. A butler, oddly named "Cube," gives you alerts as to anything happening that month, or if the princess is sick or whatever. A row of icons specifies a number of things you can do before setting the monthly schedule:
 
  • Check her statistics. There are 26 of them. For all but "Sin" and "Stress," higher is better.  
  • Talk to her: You can have a chat, scold her, or give her some pocket money. All of these options may reduce stress. You can only do this once per month.
     
Villainy's starting attributes.
     
  • Set her diet: You've got to achieve a balance between weight and constitution. I honestly left it at "Normal" for most of the game.
  • Check a different set of attributes: These include her birthday, sign, patron god, sickness level, delinquency level, popularity level, and health.
      
You can tell by the look on her face.
      
  • Visit the town and its services:  These are an armorer, a tailor, a restaurant, a pawn shop, a church, and a hospital. Everything costs money.
    
I don't think I visited the restaurant once.
     
  • Visit the palace: Here, if her "Decorum" is high enough, she can talk to a variety of people, including the king. Each person cares about a different attribute, and if that is high enough, the conversation goes well and she increases in popularity.
      
Why am I talking to you, then?
     
  • Equip items: You can equip one weapon, one set of armor, and a dress. She starts with a plain dress, but you can buy a summer dress, a winter dress, and a silk dress at the tailor. You need to change her from summer to winter dress when the seasons roll around, or she might suffer a hit to "Constitution."
  • Disk options: Save and load the game. Unfortunately, there's no option to turn the incessant music off, so I had to disable all sound.
   
Once you're done with those options, you set her schedule for the month. The month is divided into three periods of 10 days, and you can set a separate activity for each period. Your options are:
   
  • Go to school: She can take a variety of classes (e.g., "Poetry," "Theology," "Fighting," "Dance"). Each class increases two or more of her attributes for up to 9 points per session. Classes are expensive, though. A couple of them decrease attributes.
       
Schooling is valuable but expensive.
      
  • Work: You can make her work a variety of jobs for a daily wage. There are six of them to start (e.g. babysitter, farm, restaurant), but more get added as she gets older. By her 17th birthday, she can earn money doing everything from lumberjacking to dancing in a sleazy cabaret. Each job has a minimum set of attributes to be successful; if she's not successful, she doesn't get paid for that day. But each job also raises and lowers a set of attributes. 
       
It takes more strength than she has to succeed as a lumberjack.
     
  • Adventure: This sends her out into the wilderness. More on that later.
  • Time Off: School and work are stressful. If her "Stress" statistic exceeds her "Constitution" statistic, she can get sick and even die, ending the game prematurely. She can also become a rebellious delinquent. Time off, which comes in a variety of forms, can reduce that stress. You typically need to schedule a block of time off every other month at least.
     
The difficult variable in all of this planning is money. Despite being a war hero, you apparently don't get paid very much by the king. You start with 500 gold pieces and get another 500 every year. That doesn't go very far. 10 days of  novice "Dance" training costs 500 gold. A starting weapon and suit of armor costs maybe 350. Even giving your daughter "pocket money" costs 100 or more. You have to make it stretch for 12 months. So until later in the game, when means of earning greater rewards become available, you have to put the girl to work.
      
It's going to be a while before I can afford a katana and mithril armor.
     
The best-paying job at the beginning of the game is farm work, at 10 gold pieces per day. She won't be able to successfully complete every day at first, but once she does, she'll get a 50% bonus, earning her 150 per tenday. After a month of that, she might be able to take off a tenday for one training class.
   
Each job raises some statistics and lowers others. For instance, working on the farm raises "Constitution" and "Strength" but lowers "Refinement" very fast. After trying and failing to achieve any kind of balance in the gains and losses, I decided that the best strategy was to go all-in on one set of numbers--the ones that would be her primary career--and let the others drain all the way down to 0 if necessary. You've got 96 months. You can always try to develop them later.
   
I knew that if I was going to play this absurd game, I was going to experience the RPG part, so I decided to concentrate on developing her martial skills. I had her work the farm when she needed work and take classes in "Fighting," "Fencing," and "Strategy" when I had enough money to afford it. She rapidly built her muscles and stopped getting sick so much.
        
First attempts at combat didn't go so well.
      
Eventually, I bought her a dagger and suit of leather armor and sent her out into the wilderness. This was very premature. Until she has a "Combat" skill of at least 50 (halfway to the maximum) and "Strength" and "Constitution" topping 200, she can't fight even the easiest enemy without missing every attack. That takes until she's at least 12, closer to 13. I found that the tables turned quickly, though. By the time she had a "Combat" of 75 and the other two numbers above 250, it was hard for her to lose a battle. I went from not being able to beat one enemy in the eastern forest (the easiest area) to being able to fight dragons in the western wastes (the hardest) in little more than a year.
        
Thus ended my first few attempts at adventure.
       
Combat is very simple. You don't see enemies in the environment; you just get thrust into combat at regular periods. Your initial options are to fight, talk, flee, and hide. Monsters never talk, but there are some NPCs who occasionally do (to no benefit).
      
I guess it's a good thing you don't have to approve.
      
If you fight, you face off with your enemy. The game shows relative hit points, magic points, fighter reputation, magical reputation, and morale. A successful attack causes loss to both health and morale, and if either reaches 0, the battle is over. Combat actions boil down to just F)ight and M)agic. If you choose magic--another set of statistics that you can train or work for--you just cast a generic blast spell.
       
Eventually, I got better.
     
I don't believe you gain any attribute increases for successful monster combats, but you do gain gold, and the rest of the game becomes a lot easier at this point. A tenday spent in the wilderness can easily earn you 1,000 gold pieces, enough to take a couple of classes instead of working for pennies. The only downside is that combats increase your "Sin" meter, and I understand that can lead to bad endings if it gets too high. You have to ameliorate that by working in the church or tithing at the church in town. Some enemies don't drop gold, so you learn to just hide from them.
   
But adventuring also has other benefits. Each area has treasure chests that might give you heaps of gold or artifact items. Unfortunately, these are one-use only and do not respawn. Each area has one "boss" creature that gives you an artifact item. Artifact items raise your attributes; for instance a Black Scale adds 3 to "Defense," a Silver Pelt (from a silver wolf) adds 5 to "Magic Defense," and Venus Jewels not only add 20 to "Charisma" and "Refinement," but they give you a boost to these statistics every year on your birthday.
    
Opening a chest on an island.
     
The areas you can explore aren't epic--they're small enough to explore in a single outing--but they're fun. Little signs give you some context and history of the areas. The eastern area is forest; the northern is ice and snow; the southern is ocean (with rock pathways and bridges); and the western is desert. They're supposed to get more challenging in that order. I'm not sure I solved all the quests in these areas. For instance, the eastern forest has some huge obelisk I could never make any sense of. Several areas have houses that never seemed to have anyone home.
    
No idea what this is about.

And I never found a dragon in this area.
        
The northern area has some stairs that lead up to an encounter with the War God. He tells you that humans have to turn back from this point, but you can attack him. Even towards the end of the game, when I had epic combat skills, I couldn't even hit him in combat, let alone defeat him. But there was more development I could have done.
        
Good idea.
       
The western wastes have some ruins guarded by a young dragon. If you defeat him and drive him off, you can enter the lair of an ancient dragon, who pointedly tells you that he's too old for this @$*% and lets you loot his Dragon's Fang (+20 "Fighter Reputation") from a nearby chest without even getting up.
     
Anyway, with the money afforded by these outdoor adventures, I could afford better weapons and armor, which helped with the duels and contests back in the palace. There are other special encounters I need to tell you about. I've already finished the game, but this entry is getting pretty long, so I'll relate the rest in my next entry.
     
Villainy got a little cocky.
     
A quick note on the provenance of this game: My understanding is that this version of Princess Maker 2 was prepared for public release in the United States by having Adventions produce an English translation, but for whatever reason, it never hit the shelves. The Florida-based publisher IntraCorp was supposed to be the distributor for the translated game. The version I'm playing was prepared for "exclusive use" of an IntraCorp employee; naturally, it somehow got leaked. My further understanding is that an official English translation from Korean publisher CFK was published on Steam in 2016. It's called Princess Maker 2 Refine. I love that no one in the development, publishing, distribution, or marketing chain bothered to tell anyone to put a "d" on the end of it.
      
Total time: 6 hours
Playing out of: duty, mostly, but with a slight amount of curiosity 

60 comments:

  1. "Something about these early images, plus the title of the game, plus the fact that it's from Japan (yes, I know it's a stereotype, but don't pretend that you don't know what I'm talking about) concerned me that the game would be overly exploitative of the girl."

    From your description of the gameplay I feel certain we can assume that this did in fact spawn an entire genre of 'adult' video games.

    It actually DOES sound like an interesting mechanic on its own. A normal version where the main PC is you, rather than a ward, and your adventuring life is managed in this way might be quite interesting. Choosing how you manage down time between adventures, working and managing money, learning magic/swordsmanship between travels, etc., could be quite fun.

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    1. Hanako Games' Long Live the Queen went this route, and it is a lot of fun, though you're mostly bound to the castle of the kingdom she rules. (And it's very, very easy to die, but the game plays that up, to an extent.)

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    2. It sounds a bit like the mechanics in "the game series that shoulden't be named"

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    3. I see that someone has already beaten me to mentioning Long Live the Queen. For the record, Long Live the Queen, while similar to Princess Maker in certain respects, is essentially a visual novel. Every week you choose a leisure activity, which affects the Princess' mood, and some classes to take, which affect her skills. Then it's off to the visual-noveling, which, while it is full of skill checks, does not otherwise resemble an RPG.

      Person of Con is not kidding about the deaths, by the way.

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    4. It feels like someone took the character creation system from Traveler and fleshed it out into a full game.

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  2. Oh hey, one of the greatest games ever made. Nice pick!

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  3. "She has absolutely no agency at all in her destiny. But that's still loads better than I was expecting."

    Wh... What *were* you expecting then?

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    1. Presumably either for PM2 to *actually* be an eroge, or for it to just barely avoid that label by things like judicious fade-outs and avoiding showing anything *too* titillating.

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    2. Delvin is correct. I thought it would involve a lot of options for dressing the girl, for instance.

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    3. Rest assured, guys, I was feigning my outrage from the get-go.

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    4. Well one ending can have you marry her, or she can become a dominatrix… So there are uncomfortable bits in there, but unless you go for those endings, the rest is pretty tame as Japanese games go

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  4. "Naming my "daughter." Why are "Symbols" even an option?"

    I have a theory that Elon Musk must have been an avid fan of this game back in the day.

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    1. I think it's more of a holdover of the need to support Japanese inputs, where the symbol page would likely be 16-bit and include Kanji, Latin letters and perhaps some symbols to fill the space.

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    2. Specifically, for something like this, they'd have their two alphabets and then Latin letters.

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    3. Ha, immediately thought of Musk, too, when reading Chet's caption, but I see BESTIEunlmt beat me to the joke ;-)

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    4. I'm getting old. Back in the day a prince joke would have been a no-brainer here.

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  5. Given that the game endings allows the princess to either marry young dragon or you, I wouldn't say your feelings were that wrong.

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    1. Wow. I did not experience that ending.

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    2. Those are considered to be Bad Endings based on their score effect - they give fewer points (zero) than if she marries some random person (20).

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    3. It's apparently been a long time, but what's wrong with the young dragon? I really wouldn't put either anywhere near the worst thing that could happen in this game, since you can go to some pretty nasty endings if you really screw up.

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    4. I don't get it either. Dragons are rich and likely to be slain by some knight/adventurer. It's like marrying a billionaire with a pacemaker.

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    5. There's an ancient dragon in the cave right next to the young one, so the odds aren't necessarily as much in the princess' favour.

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  6. Reminds me a bit of Crusader Kings, which is a child-raising sim masquerading as a grand strategy game.

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  7. So while his daughter's out there waiting tables or fighting for her life... what does the dad DO all day?

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    1. duh, poring over the calendar and scheduling activities! You know, all the hard work!

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    2. You carry out tasks designated by your father as he plays Princess Maker Maker 2. Did you think that you had any freedom of choice?

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  8. This is a fun curiosity, a seemingly absurd juxtaposition (time management: the game! featuring cute girl and the God of War! It almost seems like three random elements drawn out of a hat) with an impressive degree of polish, pretty foundational for the Japanese social simulator genre. There are a number of bad endings where the girl's final occupation and spouse point in the lurid direction you might otherwise expect from seedier Japanese games, but they are certainly not a core part of this game.

    Love or hate your conception of anime "style", Gainax is a mega anime company and has been since the '90s, hitting big early on with franchises such as Appleseed and Evangelion.

    (I would love to see you defeat the War God, BTW!)

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    1. They *have been*. Sadly. To cut a long story short they had some scandals and went down the drain. I think today they only exist as additional animators for other studio's projects.

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    2. Did those scandals involve little princesses and how they would spend their time, maybe?

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    3. More of the tax evasion and unpaid royalties kind, at least going by Wikipedia

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    4. ... And some indecent stuff the VP did...

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    5. Is that recent financial shenanigans? If so, they didn't learn the first time?

      Because that time there were rumors of a "Springtime For Hitler" situation with Evangelion.

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    6. They were accused of wanting Evangelion to flop?

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    7. The series had some obvious funding problems near it's end. The entire last episode was due to this, not getting the action sequences they wanted.

      This was primarily due to the financial crimes of some of Gainax's executives. Several, as I understand, got arrested while the series was running in Japan.

      But not much specific was known in the U.S.. So rumors started about it when NGE came here. One of which was that a known depressive was given charge of making it, specifically to ruin it. The just didn't expect Anno to seek therapy at that time.

      One funny thing about that was that it was noticed that the series was at it's most upbeat while he was still depressed. And after he got help the series itself got depressing.

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  9. Hmm, let me try to predict GIMLET:

    Game world: 5. Lore is there and your actions have consequences.

    Character creation and development: 9. Lots of choices, the whole game is about character development. -2 points for lack of XP or levels, so 7.

    NPC interactions: 7. You can marry several of them, it doesn't get any better than this. -1 point for an ability to marry your adoptive father.

    Encounter and foes: 2. They are there, alright.

    Magic and combat: 2. They exist, alright

    Equipment: 4. It exists and offers meaningful consequences of acquisition.

    Economy: 7. Very relevant for most of the game, gets broken by the end, although time management remains relevant.

    Quests: 4. A good variety, although side quests are not numerous enough.

    Graphic, sound and interface: 4, because I rolled a D6 and that's what came up.

    Gameplay: 7. Very replayable with 60-odd endings.

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  10. This was something I've been looking forward to primarily because it is a fairly unique style - there's few exact matches for the concept outside of deliberate imitators.

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    1. I think there are a lot, but because they're all in Japanese, we don't ever play any. IIRC, over there tend to use similar concepts.

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  11. Why are "Symbols" even an option?

    https://www.independent.co.uk/arts-entertainment/music/news/elon-musk-child-name-grimes-pronounce-x-b2469396.html

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    1. Right, filo, I made that reference some ten paragraphs above you, thanks for parroting my point ;)

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  12. The funny thing is that the Quest for Glory games almost qualify as raising sims - there is a fairly similar time-management cycle to them. It's particularly noticeable in QfG2 and 5, but it's there in all of them, and becomes really noticeable in retrospect after playing Hero-U, which is explicitly a school sim, but the structure is strikingly similar to the earlier QfG games.

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  13. I enjoyed this game a ton when I found it on abandonware sites back in the day. I think if they'd ditched the JRPG adventure stuff and fleshed out the life sim mechanics, it'd be a remarkably unique RPG.

    As it is, it's still a fascinating experiment in game design.

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  14. I don't know if the date of birth or the blood type have any impact on gameplay except that her birthday is an annual event.
    What, you've listened to jazz for that long and you don't know about blood types? How can you possibly understand the richness of the timbres when you don't know that Duke Ellington's drummer is O-? Ah, I get it, you're an O- yourself, a total poseur. ;)
    Bloodtypes are the Japanese version of astrology. Any amount of time spent around Japanese media and it'll come up. They correspond to various personality types, leaders, followers, hotheads.

    You also specify your own age and birthday, and again I didn't notice these things playing a role in the game.
    IIRC, you can set your age to pretty amusing numbers. If I'm not mistaken you can make yourself an old man or possibly younger than your daughter, which is absolutely hilarious. Also, let's say I'm not shocked you didn't end up being a good parent. Though, then again, giving your child the name Villainy wasn't the best foot to start off on. I do wonder where you're going with this first child. As they say, the first one always turns out bad.

    I hope you plan on playing through it again. The big appeal of games like this is that you truly get a huge amount of endings. Your choices actually do matter.

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    1. As a matter of policy, I always pretend to think that references of Omegaverse stuff is actually about Japanese bloodtype astrology.

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  15. I love how, in the "unconscious from battle" picture, all of the bandages are on her hair. Also the butler is an Incubus for some reason.

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    1. That explains his name.

      Apparently, according to the manual he was sent to work for the hero by Lucifon (the prince of darkness) as a token of respect for the hero having beaten him during the demon invasion, plus as a way to take care of Cube himself after he was wounded and crippled in the war against humans.

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    2. Also, "unconscious villainy" sounds like character flaw.

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  16. Villanelle is another good name.

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    1. That would also be Villa Nelle, the House of Helen, of sunlight.

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  17. I played through this game exactly once, and put pretty much all her time into work, smarts, and court etiquette. I thought I was definitely aimed towards a librarian/courtier sort of ending. Instead, I remember the disappointment when she told me she was going to become a housewife to a merchant. Has any game ever captured so well the experience of being an entitled, over-controlling parental figure?

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  18. With a starting "sin" of zero, it seems like Purity or Chastity would be a more likely name.

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  19. "A slightly-flimsy summer dress is as provocative as it gets."

    English version was slightly censored. In the original, you can strip the girl nude and there is screens of various summer activities during vacations where she also can be seen nude. But nothing worse than that.

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    1. I believe there was a patch for it as well, although I have never seen it and it was one of those rumors.

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    2. I'm not sure about a patch, but the old DOS version has a debug/testing mode still implemented that corroborates the above, plus the 2016 re-release on Steam is unedited as far as I know.

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  20. I remember playing Little- Computer People on the C64. Maybe there are differences between the versions, but I don't recall having to build a house, it was there from the start and the little person always showed up / moved in soon without having to do anything for it.

    It had a certain novelty effect and was fun to watch and interact with for a little while, but at least for me that wore off quite fast. Didn't have a Tamagotchi later either or play any SIMS games.

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    1. For some reason, when I got my C64 it came with three copies of Little Computer People. Complete, big box editions too.

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    2. My recollection is that I played it and enjoyed it a lot the first time, but it never successfully loaded any time after that, as if something had gone wrong with the disk.

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  21. "My understanding is that this version of Princess Maker 2 was prepared for public release in the United States by having Adventions produce an English translation, but for whatever reason, it never hit the shelves."

    The details of this are recounted on a page I linked to in an earlier comment thread where the CRPG credentials of PM2 and the use of this English version were discussed when it showed up on the 'upcoming' list.

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  22. Reminds me a lot of Monster Rancher. The first two were fine games!

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  23. AlphabeticalAnonymousMay 10, 2024 at 8:15 AM

    Unrelated to PM2, but today's Penny Arcade comic hits too close to home to not be shared:
    https://www.penny-arcade.com/comic/2024/05/10/the-other-blur
    (no offense intended, CB - we know you try to purchase your games when possible!)

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  24. Is "Cube" a play on "succubus"/"incubus"?

    ReplyDelete

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