Talk:Zhanyin Lorra/@comment-25358172-20140828101512/@comment-5051846-20140828182932

I do have a few issues with the practicality of the design, and I'll try to explain why they might have weight. While practicality isn't always an problem, it can be important to marketing a design. If you cannot imagine normal movement in the outfit, this can dissuade fanartists from drawing it, animators from animating, and prevent the original outfit being used in PVs without drastic variations. These variations could reduce how recognisable the Vocaloid is, due to disparity in how they are represented (this matters most to lesser known Vocaloids, some can be recognised easily without their main outfit). Suspension of disbelief is also important, because part of the point of having mascots is being able to evoke empathy and create an emotional connection with the audience, one which couldn't be achieved by faceless software. If the 'face' isn't believable, it can reduce the connection felt by some of the audience.

While I don't think Lorra is going to be effected by this on an extreme level, I do think she is one of the new releases most at risk. It would be difficult to impossible for her to crouch in her outfit, depending on the material, and she would not be able to swing her arms by her side in the most normal fashion when she walks. This may not sound like a major disadvantage (it has been conquered by wearers of frilly dresses throughout the ages), but it could make her walk cycle a little awkward. I'm hoping we get to see how the game handles these problems, if she goes through extensive movement. If it showcases believable workarounds for these issues, it could help inspire more work involving Lorra.