I know I said I’d start yapping about palworld lore more and I haven’t but I’ve been more preoccupied with school since it started recently for me. However, that’s not to say I’ve stopped being obsessed with palworld. I haven’t been think about the factions as much since I’ve been think about how death works on the palagoes islands. Both that and where is the line drawn between video game logic and how reality is in palworld.
I take everything said in the journals and paldeck entries as fact for how that world works. So keeping that in mind, a lot of what’s said in the journals is put into the game (ex: moon being full all the time like Saya said in her journals and how bodies randomly disappear) that anyone who didn’t read the read the journals would probably think is just how that game worked. That’s exactly what I thought before I had the story we have so far.
But that begs the question, how far does the video game logic go? My mind has just automatically compared it to different games as many have with its designs. My mind, however, has compared more similar concepts. Rain world treats death in a very interesting way where respawning in cannon. Even when you die, you just wake up where you slept last. Palworld has something that feels similar. Now, I know that when you die in palworld you get to spawn in a variety of options depending on how many bases you have. But, this is where my question comes back. Where is the line drawn?
Is this why we can keeping fighting the tower bosses over and over again? Is this why pals just disappear when defeated? It feels like the best explanation so far but then again, how can we know whether or not it’s just to make creating the game easier for pocketpair.
I’m not too sure about this but I’d love to know what anyone else thinks since this has been eating away at my brain and I’d love some input. Anyway, thanks for reading
I’m losing my mind :3












