Digimon World (デジモンワールド Dejimon Wārudo?) is a role-playing, adventure, and digital pet video game developed by Bandai released at January 28, 1999 in Japan, North America at May 23, 2000, and PAL at July 6, 2001 for the PlayStation. It is the first game in the Digimon World series. The storyline focuses on a human brought to File City on File Island by Jijimon to save the island. Digimon have been losing their memories and becoming feral and the city has fallen into disarray. The goal of Mameo is to save the island by helping Digimon recover their memory and return to the city.

As it came before the anime in Japan, it is very strictly based on the Virtual Pets. The game play revolves around raising a single Digimon from its Digitama form, hatching into a Fresh, up through In-Training, Rookie, Champion, and with work, Ultimate. A Digimon partner will die with age, and return to an egg eventually, so the player has to raise it again.

Fans of the anime will be familiar with the sixth stage, Mega; however this game was made only shortly after the Pendulum series of pets, which introduced Mega level.

To raise a Digimon partner, the player must train it, feed it, let it rest, and take it to the bathroom.

The other main aspect of gameplay is battle. The player's partner Digimon fight the Digimon that have become aggressive due to a crisis on File Island. Partner Digimon begin the game with a few basic skills but acquire more as they progress in levels through the game.

The PAL region's variant cover art features the seven initial Partner Digimon from Digimon Adventure. The group includes Tentomon which isn't obtainable but does however appear in Beetle Land and Gomamon, who is otherwise completely absent from this game

Gameplay

Digimon World's game play utilizes two major aspects: Raising and battling. The element of monster raising consists of feeding your Digimon, allowing it to rest, and leading it to the bathroom. As a Digimon grows and trains, it can digivolve into a stronger form; there are 5 stages of digivolution in total including the desirable Ultimate form. Raising a Digimon carefully and properly helps progress through the game, and improper treatment can lead to dire consequences. The second element of the game, battling, composes the other major aspect of the game. Digimon World's battle system heavily relies on options that a player can command, such as "Your Call" and "Retreat".[3] As a player ventures in the wild, Digimon may engage in battle when touching each others paths. Battles are usually inevitable while adventuring, and they are a reliable source of techniques that a Digimon can learn and money. Training a partner Digimon enhances its parameters, enabling it to fight with better ease and digivolve to powerful forms. Digimon World also provides various mini-games for the player, including fishing, arena tournaments, and curling. Sub-quests are also available, mainly for new recruiting Digimon and other hidden surprises.

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  • heartheartbreak [fae/faer]
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    9 hours ago

    "The towns which had arisen on the lands of lay and clerical feudal lords were subject to their authority. Townsmen owed a number of duties to the feudal lord, paid him quitrent in kind or money, and were subject to his administration and court. The town population very soon began the struggle for freedom from feudal dependence. Partly by force, partly by means of purchase, the towns obtained for themselves the right of self-administration, holding courts, minting coinage and collecting taxes.

    The town population consisted mainly of craftsmen and traders. In many towns serfs fleeing from their landlords found refuge. The town acted as the centre of commodity production, as distinct from the countryside where natural economy prevailed. The growth of competition from the fugitive serfs who had crowded into the towns, the struggle against exploitation and oppression by the feudal lords, caused the craftsmen to unite into guilds. The guild system existed in the feudal period in almost all countries.

    ...

    The guilds were a feudal form of craft organisation. In the first period of their existence they played a certain positive part in assisting the strengthening and development of urban crafts. However, with the growth of commodity production and the expansion of the market, the guilds gradually became a brake on the development of productive forces.

    The strict regulation of craft production by the guilds fettered the craftsmen's initiative and hindered the development of technique. In order to limit competition the guilds began to create all sorts of hindrances to those wishing to receive the rights of a master. For the apprentices and journeymen, whose numbers had considerably increased, the possibility of becoming independent masters had practically ceased. They were compelled to remain for their whole life in the position of hired wage workers. In, these conditions the relations between a master and his subordinates lost their former more or less patriarchal character. The masters intensified the exploitation of their subordinates, making them work fourteen to sixteen hours a day for insignificant pay. The journeymen began to unite into secret brotherhoods to defend their interests. The guilds and town authorities persecuted the journeymen's brotherhoods in every way."

    crazy how capitalism is born just like that