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#but that isn’t the point of this post
divine-construct · 2 months
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also a hot take but i think you should pay for strollers on public transport. not for babies/kids on your lap (the way you don’t pay for small dogs you keep on your lap) but for strollers. they take up at least one adult person’s space. in all honesty i think you should pay for a suitcase on e.g. buses where there’s no space to store them away (unless you keep them on your lap) too because you have to pay for dogs if they take up space as well. and i think that rule shouldn’t suddenly stop for a child below 6.
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comradekatara · 3 months
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“the runaway” where everything is the same except when sokka says he can’t even remember what his mother looks like, katara angrily stomps all the way into town to make a purchase, then stomps all the way back up the cliffside, and just indignantly holds up a hand mirror to sokka’s face.
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m-aximumjoy · 1 year
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Some interesting similarities between the forms of Falling Devil and Darkness Devil.
There’s the use of multiple bodies to create a singular form, the angular shapes, the mantis-leg-like appendages, the sheer height.
These two also share very strong hand motifs, which makes sense for both of them: when it’s dark, you have to feel your way around, usually with your hands; when you’re falling, you try to grab onto something with your hands.
I’m curious to see if the other Primals look anything like these two.
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toocabaret · 1 year
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I’ve been having some Thoughts™️ about the weird meta paradox of gerri kellman’s sexuality. as basically The Older Woman on the executive floor she’s trying as much as is possible to blend in with her male colleagues while also not being perceived to be doing so. muted colours and understated makeup. a competent filing cabinet. her husband is dead and her daughters are nameless. she was sexual once but that’s out of sight out of mind and now it’s just the work. it must be a relief in some ways to become finally unfuckable because you’re over 40. she can finally be taken seriously, but only if she toes the line between being too female and not female enough. trying but not too hard. desirable in the past tense only. an honorary man but still in a skirt. and while the men around her can fuck their much younger assistants and get sports massages and run a sex trafficking ring on a cruise ship, she is the job and only the job and that keeps her safe. for a bit anyway.
the irony of gerri saving the company from the full legal extent of a sex scandal by dating someone from the DOJ??? like i’ll never be over it. even filing cabinets have to flatter and please and fuck when called upon. i genuinely don’t believe any of the other execs could have swung it because they’re not women. she dated laurie (generally unseen unless framed from another man’s possessive perspective) to save the men from going to jail for covering up rape allegations. the irony is delicious. and even though she did that, she’s discarded once she’s framed sexually. Dick Pic Gate was out of her control and yet when confronted with any element of gerri’s sexuality (even her PASSIVE sexuality, even after using it to save his company), logan dismisses her as weak or impractical or failing or whatever other excuse he uses to justify his disgust.
i would argue that roman’s interest in gerri is not in spite of but BECAUSE of her asexual framing. it’s a challenge that he’s never going to win which is ideal for his impotency issues; he can push and push and get the thrill out of it, out of the fucked up power dynamic, but he knows he’ll never have to actually fuck her. it’s all hypothetical: down a phone, through a door, half-joking, covered in sensible skirt suits. gerri’s deliberate lack of sexualizing is counterintuitively a turn-on for roman. and i bet the game of chicken they play is freeing for her too because the fact that she has to be professional and cannot be sensual is part of the fun of it. “roman is weird about gerri”. “it’s fucking disgusting”. not because of their family history, or their professional positions, but because she’s old. because the absence of her sexuality is enough of a presence to be off-putting. shiv patronising her about it as a power play is so weird because she’s talking to her simultaneously like a child and like an old woman, and gerri, agency-less, just has to keep reassuring her “i can cope”.
BUT it’s worse than that because it’s so meta. Because gerri is hot. her actor is attractive and like roman, many people watching find her sexless, no-nonsense framing to be titillating. me included. what if roman likes gerri not because of oedipal issues but just because she’s hot and god forbid we find a woman over 50 hot? but whether or not gerri is hot in the context of the show shouldn’t be a big deal, she should have been able to escape this by now!!! she’s in her 60s she’s a widow she’s tired stop sexualizing her!!! but don’t NOT sexualize her either because that’s problematic too and old women can be hot and old women shouldn’t have to be hot and suddenly i’m making gerri do what waystar does and exist as something sexual and non-sexual at the same time. she has a huge plotline in which she’s essentially a sex object. whether or not gerri is fuckable is talked about as much in the show with mildly-disgusted fascination as it is in the real world!!! she can’t win she’s hot she’s old she’s sexually framed she’s deliberately trying not to be she wants sex she doesn’t want sex she’s covering sex with sex and she’s telling roman to leave her alone so she can just do her damn job because she knows that this is what will bring her down!!! sex scandals historically don’t get men fired but an unsolicited dick pic knocks gerri off her podium in logan’s head forever. even now i’m talking about it at such length because i’ve given it so much thought!!! she’s the only woman in the old guard and she’s one of the most sexualized characters in succession. but only as a joke. in the abstract. never actually. because that would be weird. right?
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unicyclingdogs · 2 months
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sky and wars!!! :)
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depressedaro · 6 months
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“love” is not a catch all word for connection and it is not the word everyone feels and it is not a useful descriptor for everyone’s feelings and it’s a word loaded in specific ways, please respect that people might not want to use it
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krashlite · 2 months
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I think that c!Jimmy liked being a Bad Boy and a Big Dog because for once in this series a role let him be reckless without being mocked/put down by his allies and without truly harming anyone through the risks he took. In this essay I will explore his character through this lens
Jimmy is an extremely optimistic character, almost always seen smiling and laughing about whatever’s going on. Not in the sense that he laughs when he’s nervous, but in the sense that he makes light of whatever scenario he’s in. On a deeper level, this also translates into overconfidence in a glass-half-full type of way. If there’s a chance a plan could go south, he only focuses on the potential benefit. If there’s a chance he loses a fight, he only focuses on winning
This isn’t to say he’s unaware of negative outcomes, he just chooses to ignore them. The result is him making poor decisions over, and over, and over again. Jimmy knows exactly why he did that but from an outside perspective he’s regarded as stupid
This is seen as early as 3rd life, with Scott practically putting him on a leash to stop him from fighting Ren and his army. Specifically when they manage to chase Dogwarts away from Joel’s base, Jimmy goes to give chase and Scott immediately stops him. They’ve won, and he doesn’t understand why Jimmy would push it further. Jimmy, on the other hand, is thinking about how they’ve been chased across the map like rabbits and knows DW will be back unless they establish themselves as a threat. Now’s the perfect time, since they have the upper hand
But again, Scott doesn’t see this. In his mind, the battle is won and they shouldn’t expend more time, energy, or resources on it. Ultimately he doesn’t want to see Jimmy hurt and believes that restricting what Jimmy does will protect him from harm
I think this shows a fundamental difference in how they interact with the world. Scott’s more practical- he only does what he feels is necessary and is humble enough to know when the risk isn’t worth the reward. Jimmy, on the other hand, wants to test the limits and see what he’s able to accomplish through, once again, taking unnecessary risks.
But this is where things get messy
Again, there is a fundamental difference in their thought processes. This causes them to clash, and since Scott is the one who held more “power” in the relationship (being the one to decide many aspects of their base and being the one to make most deals and plans for the both of them), resulted in Scott putting Jimmy down A Lot. This started with Jimmy returning from the desert without several of the armor pieces he left with and continued throughout the war.
Jimmy, in response to this treatment, started acting More reckless as a means to prove himself. He wanted to be seen as just as strong, smart, and capable as the people around him. Ultimately, he wanted to be respected in his own right, and that didn’t really happen this season!
Nor did it happen in LL,
LL was an entire mess for so many reasons and most of it was due to the game mechanic itself. Lives being treated as currency caused rifts in many alliances, especially the Southlands
This coupled with the fact that Jimmy is already back in 3L habits, trying to prove himself constantly, makes an incredibly messy situation. His efforts in monopolizing sugar cane are downplayed and mocked, he spends so much time getting spyglasses just for Mumbo to lose them. These are meant to be harmless jokes (and really, they are) but Jimmy’s coming off of an unbalanced power dynamic and a tiny bit of it eats away at him and he can’t figure out Why.
Jimmy doesn’t understand why he doesn’t feel valued in the team, so he starts looking at arbitrary reasons Why. The reason he settles on is the life count, with Grian’s death making it known that Yellow-Names are on the brink of being exiled.
This comes back to the game mechanic. Jimmy sees Martyn with four lives, with the ability to either a) bring Grian back to Yellow or b) offer a Yellow-Name in the alliance a life to keep them safe, and Martyn Doesn’t. This tells Jimmy that Martyn either doesn’t trust him or doesn’t value him enough to even attempt to protect him
I think this was even voiced a couple of times during LL, with Martyn closely guarding his lives and finding every reason he could to justify it (he was fully in the right for keeping them, even if doing so hurt others). Jimmy backed off, but there was just a small amount of bitterness that lingered
With Martyn, I think Jimmy picked up on the fact that Martyn was more concerned with protecting his Alliance than the people in it. He needed a group around him, but wasn’t terribly concerned with them otherwise
And that’s what fueled his decision to steal the life. If Martyn doesn’t respect him, if he doesn’t trust him, if he doesn’t care enough to protect him, why should Jimmy do the same. Why should he be a human shield for someone who barely looks his way. Impulse and Mumbo could stay if they wanted, but he wasn’t going to
Which makes it hurt so much more when Martyn asks to run away with him, when Martyn says he cares about Jimmy more than anyone else in the alliance. I want to remind you, Jimmy’s an optimist. He looks at the half-full cup. He doesn’t consider Martyn could be lying because he wanted so badly to just be Seen. So Jimmy gives it back
As it turns out, Martyn was lying. He calls him an idiot, and Jimmy is exiled immediately
All the resolve that Jimmy had in stealing the life crumbles then and there. He starts hanging around the Southlands alliance like a lost puppy, basically begging them to take him back. Martyn’s little ruse inadvertently showed Jimmy that, really, all he wanted is to be valued and supported. The life counts stops being an issue because he’s able to recognize the real issue- he feels undervalued and he feels stupid
That’s a factor even after the Southlands reunites, after he’s almost unanimously voted back in but Grian’s insistent on a recount. I think it’s the main reason why he’s so risky when he goes down to red- with him falling for a trap that he easily could have avoided
Again, it’s the same as 3L. He feels disrespected and undervalued so he takes unnecessary risks in order to prove to himself and to others that he’s just as strong, just as smart, and just as capable as they are.
This is later coupled with Mumbo’s extreme bloodlust when he turns Red. On Red, Mumbo was needlessly violent and is basically the only Red to swing at anything that moved. And I do mean Needlessly violent, he got himself and others into several dicey scenarios because he was impulsive and wanted to Stab. He gave the server a reason to be cautious of Mumbo and any other Red-Name. If Mumbo was a loose cannon, how would others be?
Except Mumbo was only aggressive towards Non-Reds (obviously) and was otherwise supportive of those on his side
I think this actually greatly influenced Skizz’s decision to leave BEST behind, with him seeing Mumbo as someone worth defending/standing by. Not only was he a visibly strong ally with a reputation, he genuinely cared for and supported those who were at his side. In Skizz’s case, he offered a source of stability where BEST couldn’t, and I think the same is true for Jimmy.
Jimmy sees this, and sees Mumbo as someone who can both show him how to be dangerous and respect his abilities in this game. Mumbo was respected as a threat and genuinely cared for those in his company. So he’s the perfect ally, right?
Actually, no, and this isn’t where the Skizz comparison ends either. Remember, Mumbo created the reputation that Reds are a worthy threat and that they’re violent without cause (“oh but what about Joel?” Joel was a joke at best and an annoyance at worst. He I think he definitely did influence Mumbo’s actions but that’s another essay entirely). Mumbo influenced Skizz’s aggression this season, with him becoming more bold in who he threatened or even attacked
So how does this compare to Jimmy? Both of them were coming off of alliances where they were unsupported, so they leaned more into Mumbo’s habits- good and bad. Except they didn’t really see it. Good traits were associated with Mumbo, their friend, and bad traits were associated with their shared condition, their Red-Life.
The plan to trap the bunker played on both, but was coupled with Jimmy’s bad habit of shooting for the best possible outcome. Mumbo had previously turned tail and ran whenever a plan went south, but that’s not how Jimmy is. Jimmy only focuses on the possible gain and ignores possible dangers. When the trap didn’t set off, he insisted on pushing Grian into it. And that actually goes back to him trying to chase Ren’s army- he didn’t know when to call it quits
And of course this causes both of their deaths. To Jimmy, his death caused Mumbo’s. He caused the death of the one ally who actually stood by him. I think this is when he fully internalizes criticism from 3L and LL as a whole. He feels weak, he feels stupid, he doesn’t feel nearly as capable as those around him.
And this carries into DL
Except DL was a much different season than the previous two. The soulmate mechanic in DL meant that you and your ally have to rely on each other, you have to support each other because failing to do so will surely spell your doom
Not only that, but Jimmy was finally paired with a supportive ally from the start. They made their base together because they trusted the other to build more than they trusted themself. When Jimmy came back with cows, Tango’s immediate response was to exclaim “you’re amazing!!!” Instead of criticizing him like previous alliances had- even back in 3L!! This is the first time Jimmy got a fully positive response to his efforts. Tango was overwhelmingly supportive towards Jimmy and Jimmy returned the favor. The base didn’t look perfect, but it was theirs. The server didn’t want them to have a horn so they devised a plan to get one.
Tango had also been following a similar arc up until now- with him being undervalued by his alliances. Except in those alliances, he was pushed to the side or physically harmed instead of being an object of ridicule. I think this is part of why it isn’t really out of place for them to meet through dying. Tango was expecting to be harmed and so was Jimmy, so neither of them blame the other
With Tango being pushed to the side, he also shied away from leadership positions, finding it more comfortable to follow. This paired well with how Jimmy typically takes charge of things, with Jimmy making most plans for the both of them (most, not all)
But again, this is where things get messy
Remember, Jimmy uses risks to prove his worth. He wants to see what he can do, but is also still recovering from previous seasons. He still thinks he’s the reason why him and Mumbo died, and doesn’t want to cause the death another ally, especially one who loves him. Instead of staying careful, he devises a plan to steal livestock, to steal Scar’s horse. It’s for the ranch, it’s for Tango
I think Jimmy realizes the problem when the Ranch is burned. He’s forced to confront this when he sees Tango fly into a rage and almost try to fight a group of people he’d surely lose to. Jimmy cannot be reckless here, he has to talk Tango down from the proverbial ledge.
With this, the roles end up reversing, with Tango being the reckless one and Jimmy trying to steer him to be more tactical. And Jimmy is So careful about this too, not wanting to act like Scott or the Southlands. Because of that he never actually tells Tango no on his dangerous plans- ESPECIALLY the plan to release Rancher’s Revenge, the warden- but instead suggests ways to make the plan better
The dilemma here is that Jimmy needs to choose between being risky and being safe. Both would benefit Tango, except Jimmy knows from experience how much it hurts to be bound in bubble-wrap all the time
Jimmy sees no way to avoid risks without hurting Tango. So instead of fighting against that part of himself, Jimmy leans into it. He accepts it as a key tenet of his identity, even as it puts the both of them in harms way. Yes they went down in the end, but they went down together, Always Together.
It didn’t matter if Jimmy was a “worthy” ally, he didn’t need to be Smart, he didn’t need to be Strong, he didn’t even need to be Capable. He learned that he deserved love not in spite of his flaws, but alongside his flaws.
And this is the lesson he carries into the next two Seasons, with both alliances being fully centered on being reckless
The Bad Boys acted dangerously, but they acted as a unit- ESPECIALLY him and Joel. Bad Boys dig straight down, Bad Boys water bucket clutch from the build limit, Bad Boys care about each other not in spite of endangering themselves, but because of it
And this is because Joel had a nearly identical arc. Joel in previous seasons had a habit of acting recklessly in the same way Jimmy did, and was cast aside because of it. In 3L he ended up a Lone Wolf, in LL he was forced into a position where he’s the villain, and in DL he and Etho leaned into the danger in the same way Jimmy and Tango did. Their stories run parallel so it only makes sense that they’re the ones who end up supporting each other in LimL
And Joel was Jimmy’s main source of support that season, with Grian representing the criticism of previous seasons. This gave Jimmy the ability to confront said criticisms through, again, leaning into them. He did something stupid? Yes, but him and Joel were having fun. A plan went south because of unnecessary risks? Yes, but Joel was being risky with him. Joel gave Jimmy the ability to basically cut through the aforementioned “bubble wrap” Grian was trying to put around them
And I think it’s also important to mention Grian did this out of both love and cowardice, not malice. Ultimately he didn’t want to lose either of them and was trying to keep them alive longer. But because Grian never learned the lesson they did- that it’s more important to act together than to survive alone- Grian chooses survival and ends up alone.
Anyways, recklessness being the foundation of Jimmy’s alliances carries into SL as well
Jimmy was on the brink of death for almost the entire season, man was not thriving whatsoever and that was known. Funnily enough, he ends up with Martyn, who again was previously more concerned with his own safety than the people around him
But Martyn is just coming off of a victory, of finally achieving the very thing he’d been working towards and the thing he centered his motivations on. Without that goal, he’s left with his methods- which was mostly having dangerous ideas and seeing them through
With Jimmy, Martyn introduced plans that involved them being risky and in everyone else’s faces. This, to Jimmy, echoed both Joel and Tango’s behavior. He was able to fully settle into the fact that, for him, good things come from being reckless, from shooting for the best possible outcome and refusing to back down
Jimmy maintains his optimism and his recklessness, traits that had previously been challenged but traits he stubbornly holds onto and values in his Life
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Idk I just think it’s so interesting how Hickey uses names and titles as a tool to manipulate the people around him (especially the mutineers). Calling Tozer “sergeant” when he’s first convincing him to mutiny, to play into his desire to follow his rank and protect. Switching to “Solomon” when he’s trying to get Tozer to open up more about the Tuunbaq. Intentionally not calling Jopson “Lieutenant” after his promotion as a subtle dig. How often he says Billy’s name, especially during the ring scene and when Billy’s entertaining the idea of a mutiny before the walk out (“speak your mind, Billy”). Smugly directing his story about kidnapping Silna to “Captain Crozier” and only Captain Crozier, then after kidnapping him only referring to him as “Mr. Crozier” and making the mutineers do the same (but Hodgson, who’s not loyal but is at least complacent to Hickey, stays “Lieutenant Hodgson”). Calling Tommy, who’s always Tommy or Mr. Armitage, “Private Armitage” when he’s ordering him to brutalize Crozier, because Hickey knows he’s always wanted to be a marine, so in his camp he’s given him the rank of one. It adds an such an interesting layer to Hickey’s “reconfigure, reinvent, rearrange” speech.
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azure-clockwork · 9 days
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I love three houses discourse because I'm pretty sure everyone just picks their route based on which house leader they're the most gay for and then tries to defend their pick by pointing out the other sides's war crimes via twitter memes. Reader, all four of them do substantial quantities of war crimes. So many. We're just here because the woman with Issues and a big fuck-off axe said so, and then we gotta justify everything she did in the name of dismantling the class system. I mean, I'm here for that, but you could also try justifying Charm Man uses poison and perfidy to try to stop racism, A Sad Little Meow Meow gives no quarter instead of doing therapy, or the Thicc Pope tries to bring back her mom via human experimentation, depending on your tastes
#This is 100% swinging at a hell of a hornet's nest#Do I tag it?#Yeah fuck it we ball#fe3h#fe16#edelgard von hresvelg#claude von riegan#dimitri alexandre blaiddyd#rhea fire emblem#I should probably clarify that I love all of these characters quite dearly#Well except Rhea#I think she's a good character but I'm not feral about her like Edelgard or charmed by her like Claude or desperate to save her like Dimitr#discourse#edelgard discourse#Edit: I actually don’t care about 3H discourse either way lol#there’s plenty of interesting shit to talk about in this game#also I get that the people who say “x did war crimes” actually don’t mean “this was bad because it violated the Geneva Convention”#but any time I see something about how many war crimes someone did (usually Edelgard or Dimitri) I just think:#“Hah it’s a war crime to deploy Cyril to rescue Flayn because he’s still 14 then”#also I got into this game because someone told me ‘so there’s a gal with an axe and trauma’ and I booted it up#and I have a friend who likes Rhea despite his moral reservations solely because ‘she’s hot tho’#and that’s also really funny#point is I don’t really wanna participate in most fe3h discourse cuz I have shit to do but this post isn’t meant to be a dunk on anyone#I’m not upset when I see it; it’s either funny or fine or sometimes right#I’m just gay for Edelgard and amused by the idea of applying the Geneva Convention to a world where it Clearly Isn’t A Thing
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volitioncheck · 8 months
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does near every single post-canon DE fic out there need to be tagged ‘Sober Harry Du Bois’? i’m getting so tired of it.
do i expect every single piece of fan content to have to fully delve into the often-depressing always-complex topic of addiction? not really. sometimes you just want to write/read a silly fluffy romance one-shot, whatever. i get it. but i think my issue is specifically with the fact that for nearly every sillyfluffy au out there, there almost must be a ‘sober harry du bois’ tag. and it does feel very slapped-on more often than not.
i think to me it is an unconscious statement that nothing *good* can ever happen to harry du bois until he is completely and permanently sober. before solving the next big case, he has to be sober. before quitting the force, he has to be sober. before falling in love with kim, he has to be sober. before accomplishing anything, starting any sort of recovery, making any life improvement, he must first be sober.
sobriety as a goal, as a journey, and honestly as a concept in of itself is not as cut and dry as so many people think it is. and i think it would serve a lot of people well if they did some introspection on the implications of how nearly every single post-canon fic that isn’t dealing directly with harry’s addiction have him as completely sober instead.
if the plot of the fic isn’t going to touch directly on harry’s substance use (and again, i’m not demanding that every single fic should), why does that mean that sober!harry must be the default?
i think i am just tired of reading a casefic, a smutty one-shot, a fantasy au, whatever, where it almost seems that before getting on with the plot, the author feels obligated to first assure us that the harry we’re reading about is a Sober Harry. it’s established with a couple lines in the exposition, probably about his improved appearance, a tag up top, and then never brought up again; a checkmarked box. like the societal image of An Addict has completely prevented people from being able to imagine a person just, continuing to live life, while still struggling with addiction.
life happens, with all of its backslides and achievements, mundanity and changes, to people with drug addictions just as much as people who don’t. is a post-canon harry who isn’t sober not worth writing about?
i think so. i think the game we all played thinks so too. in fact i think that sentiment is woven into the game’s very core. i just wish i saw that reflected in our fan content more.
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derekhalesbian · 9 months
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genuinely how i feel sometimes
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astrobei · 5 months
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tiktok is not allowed to talk about the hunger games anymore actually because why did i just see a comment saying that young snow would’ve been in love with katniss. and why were people agreeing with their WHOLE CHESTS
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garden-bug · 4 months
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public-trans-it · 8 months
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i would love to hear your dark spore rant. i didnt even know spore had a sequel.
Oh anon. Poor sweet anon. I’m so sorry.
So, the thing about Darkspore is…
… it was a really REALLY… mediocre game.
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Like, the moment to moment gameplay was… fine. Just fine. Not incredible. But not BAD! Really, it only had two major flaws:
The first, it was buggy as hell. One particularly nasty bug was present in the games launcher, and on certain systems the game would fail to install at all. They were unable to ever fix this bug, which I speculate was a major reason the game was abandoned by the devs so quickly and lead to it being taken down from every major digital distribution site. You could still install and play it if you already bought it though! If… it actually installed for you.
Which leads us to the second flaw. It’s right there on the box.
“Internet connection required”
The game has Always Online DRM. All the levels, enemies, loot, your entire account, was all stored server side. And servers are expensive. So, when the games bugs became unwieldy and not worth fixing, and they took it offline… it became a money sink. It was a game generating ZERO revenue, but had huge server maintenance costs. So eventually, they just shut down the servers.
It is now very difficult to obtain the game, requiring you to buy one of the few unopened physical copies remaining. And even once you do have it, it is IMPOSSIBLE to play. There is a project called Resurrection Capsule in the works, some fans trying to create a private server for it. But with so much info stored server side, they basically have to recreate entire subsystems from scratch. It’s… not going very fast, and to my knowledge hasn’t been touched in over a year.
Story
The story of the game is pretty basic. A progenitor race of alien super-scientists create a new, synthetic form of DNA, called Exponential-DNA, or E-DNA. This rapidly mutates to create new life, and can be guided to create specific, specialized organisms, condensing thousands of years of evolution to a few hours. It can also be injected into existing creatures to alter them and make them more powerful. However it also linked everything affected by it into a hivemind. So it was outlawed. The creator of it decided to respond by creating a E-DNA virus, called The Darkspore, infecting himself with it, and spreading it across the galaxy and conquering it, wiping out his own race.
You play as another member of that race, who has been in hibernation for 1000 years while that was going down. Your ship AI has woken you up because it has managed to stabilize E-DNA and also keep it disconnected from the hivemind, and needs you to go kill the guy who took over the galaxy. That is how the game starts.
And how the story ends. There is not really any more story past that part. You get a cutscene describing each of the games 6 planets the first time you visit it, and a final “Hey you won!” cutscene after killing the final boss which ends with the cliche “implication the villain isn’t really dead” trope, and… that’s it. That’s the entire story. Not really the selling point of this game. Its not even entirely clear if it takes place in the same universe as Spore! It’s just set dressing for “Run through these 24 levels and beat everything up”
Gameplay
Darkspore was created by Maxis. This alone was HUGE. This was a team of developers who only really made lifesims like The Sims and Sim City, taking a stab at making a diablolike game.
And I GENUINELY BELIEVE every single studio out there needs to do shit like this. Designing for something so outside your wheelhouse creates SOOOOO much innovation so quickly. You get fresh new ideas injected into the genre so quickly. The final product won’t be good! You don’t have any damn experience in the genre! But it will create something unique beautiful, and god damn I wish we lived in a world where that alone was enough and devs weren’t focused on chasing profits instead.
Genesis
Genesis is just a fancy way of saying ‘Element’. There are 5 of them: Plasma (fire and lightning), Bio (plants and animals), Cyber (machines), Necro (death and fear), and Quantum (space and time) and the way they interact is… certainly a choice I guess. Each Darkspore you face has a genesis it falls into, and each of your heroes has one as well. If your Genesis matches that of the darkspore you are fighting at the moment, you take double damage and they take half damage. If they don’t match, all damage both ways is neutral.
The system itself is kinda mediocre. The biggest part of it, however, is the Variant Skills. Each Genesis has 4 unique skills tied to it that represent the common elements of that type.
Heroes
There are 25 heroes in the game, which each have one Genesis and one Class (Sentinel which are the tanks, Ravagers which are the DPS, and Tempest which are the Casters/Support)
Each hero has 4 total variants, with the first one you unlock being Alpha, and as you level up your account (heroes do not have their own levels) you eventually can purchase their Beta, Gamma, and Delta variants, with each variant having slightly different stats, and a different one of their Genesis’ 4 variant abilities.
Each hero has a unique basic attack, which USUALLY has a little extra to it. For example Sage shoots a bolt that hurts enemies it hits, but heals allies it hits. Zrin alternates between two different punches, one of which has a short duration DoT and the other of which has a 10% stun chance. Stuff like that.
They also have a passive effect that is always active while you are playing them. Collect a soul from each enemy killed for a 5% damage boost, 10% damage bonus when attacking from behind, a stacking defense buff every time you take damage, stuff like that.
Finally, a character has 2 unique abilities. One that is unique to them and can only be used while you are playing that hero, and a second ability that is everyone in the squad can use if that hero is present.
Squad Decks
Which brings me to the first rant and something I am SO AUTISTIC ABOUT (positive). SQUADS. The game had you craft Squad Decks, collections of 3 heroes that you can swap between during your missions, for a total of 883.2k squad combinations (I think my math might be off on that). Swapping between them is on a cooldown of about 10 seconds, but otherwise is don’t instantaneously and as often as you want without penalty. You always have 5 abilities active:
- The unique ability of your active hero
- The Genesis ability of your active heroes variant
- Hero 1’s Squad ability
- Hero 2’s Squad ability
- Hero 3’s squad ability
The first two abilities change out every time you swap heroes, but the last 3 are fixed. So you have 3 abilities that you always have access to, and 6 abilities that are paired up and you can swap between which pair of those abilities is active.
Your heroes do NOT share a health/energy pool, but DO share healing pickups. Any time you pick up a health or energy restoration pickup, it refills a chunk of the respective health pool of your currently active hero, and a smaller chunk of each of your inactive heroes in the squad.
So the core loop of moment to moment gameplay becomes swapping situationally between heroes both offensively and defensively, to get access to your other heroes skills and also to mitigate damage from enemies based on their genesis or control where your healing is directed.
Loot
Loot in Darkspore is fairly standard for your average Diablolike. Item drops have 4 tiers: Common (Item Level=Account Level-5), Uncommon (Item Level=Account Level), Rarified (Item Level=Account Level+5), and Purified (Item Level=Account Level+10)
Items of higher tiers have more chances to roll on a table to gain beneficial modifiers.
Each item fell into one of a few different categories: Weapon, Hands, Feet, Offensive, Defensive, or Utility.
Each hero has one of each slot, plus an additional slot based on their class. Ravagers have an extra Offense slot, Sentinels have an extra Defense slot, and Tempests have an extra Utility slot. Any hero can equip any item you gain, with the exception of Weapons that are hero specific. Some heroes also lack Hands or Feet, in which case their weapon has extra stats and can get the same modifiers as hands and feet can.
The items you equip can then be added onto the Hero in the Hero Editor. The Hero Editor is often equated to the Creature Editor in Spore, which is BULLSHIT and was a pet peeve of mine the ENTIRE DAMN TIME THE FAME WAS LIVE. This is a FALSE EQUIVALENCE. It uses the outfit editor from the Tribal/Civilization phases of Spore instead. Importantly: this means you cannot alter the overall silhouette of your hero. It will always maintain the same basic profile and animations. However you can freely place the extra parts you equip anywhere on its body, and can also place multiple copies of them.
Additionally, old parts can have their stats stripped, converting them into ‘Detail’ parts with no stats, of which you can equip 6 different parts, each of which you can include 10 copies of on your hero. So you could get some pretty cool looks from it!
However all this loot is garbage and you likely would not use most of it outside of appearance. Which brings me to…
Cash-out Loot
Usually if you mention the word ‘cash’ in any sentence involving a game published by EA, it would be a call for concern. Luckily this isn’t that! It’s just gambling! Everything is fine!
The main progression in Darkspore comes from gear, and the best gear comes from how good your ships engines are. These come from account upgrades as you level up your account, determining how many levels you can do in a row. Every time you complete a level, you are given an option: Keep going, or ‘cash out’ and get a guaranteed piece of Uncommon gear, with a 10% chance of it becoming Rarified, as well as all the gear you picked up in the level.
If you choose to keep going, you have to complete the next level. If you die, you lose ALL the gear you picked up, including that guaranteed piece. If you make it to the end, you are given another choice: Risk it all again and go on to the next level, or stop here and get your TWO pieces of guaranteed uncommon loot, which each now have a 20% chance of becoming rarified and a 5% chance of becoming purified.
You can only go another of levels equal to the number of Engine Upgrades you have earned by leveling up your account. So at first, after the second level you HAVE to cash out. As you progress you can start to do many more levels at a time, getting a dozen pieces of gear that are practically guaranteed to be the highest rank.
But of course you have to play these levels in order, and you don’t get a chance to upgrade your character with all the cool new loot you found on the way, so you can’t just jump straight into this. You have to slowly build up to being able to push yourself this much, and once you can, you have a readily available source of some of the best gear in the game.
And that ties into my absolute favorite system of Darkspore:
Catalysts
Many diablolikes have a mechanic called ‘Sockets’. The gear you equip has its own type of equipment slot, and you put gems in there that give you small bonuses. Every game does it a little differently, but it’s kind of a staple of the series.
Darkspore uses a similar system, but utilizes it VERY differently. While you are running levels, enemies will rarely drop Catalysts instead of loot. These come in 5 colors: Purple (boosts your base stats), Red (boosts offensive secondary stats like damage or attack speed), Blue (boosts defensive secondary stats like health regen or damage resistance), Green (boosts utility secondary stats like movement speed or lifesteal), and Rainbow (can contain any of the bonuses of the previous categories) They also come in two sizes: Big and Small. This determines how big the bonus from them is.
You have a 3x3 grid on your HUD that the catalysts you collect go into. You can rearrange them however you want, and if you create a line of 3 of the same color (Rainbow is a wildcard and matches with all of them), it will double the bonus of all Catalysts in that line. This stacks, meaning if you create multiple lines over a single catalyst it could get a x3, x4, or even x5 bonus if it’s the center piece of the grid and forms a line in every direction.
However, you can’t save Catalysts. You can equip it to the grid or drop it on the ground and move on. That’s it. You have to decide now. Do you keep that Big Purple you have for the big buff to your most important stat, or do you trade it for that Small Rainbow for a mediocre stat you just found that you can plug in the middle and double everything else in your grid?
“Surely that only matters early game, and once you have good catalysts you don’t swap them out that much, right?” I hear the diablolike veterans asking, because that is how socketing works in most of those games. And normally you would be right. Except for one major change: All your catalysts only last until the end of your run. When you get to the cash out screen, and choose to keep going? You keep them. But if you choose to cash out, or if you ever die, your catalysts all vanish. Every new run you have to go through and collect them again, which results in you playing your heroes in new ways and adopting new strategies based on what catalysts drop for you each run.
It’s an INCREDIBLE easy to learn system that adds SO MUCH depth and replayability to the game. I love it so incredibly much. Each mechanic flows elegantly into the the next. The catalysts help you do better runs which gets you better gear which upgrades your heroes which lets you do better runs, the entire spiral being locked into your account level to give a quantifiable metric of how far this spiral is gone. It was so good!
And now, it’s gone forever.
Man that sure was a long post. Friends have heard me go on this rant SO many times. Thank god I never got into a second mediocre game filled with novel innovations that are ultimately lost to time and can never be experienced again due to Always Online DRM making it unplayable. Can you imagine if I didn’t learn my lesson and did that a second time? Ha!
… I never did that again. Right?
… right?
HEX: Shards of Fate
Hex was a digital TCG legal battle with TCG elements created by Cryptozoic. It was originally put up on Kickstarter, advertised as a digital card game with both PvE and PvP modes, a unique focus on the design space opened up by being a digital game, and gameplay damn near identical to Magic: The Gathering.
The thinly veiled truth was that this game was never meant to succeed. They had hoped it would, and it would be great if it did, but I’m fairly certain that was always a secondary objective. The first objective was to get sued by Wizards of the Coast over the similarities to Magic: The Gathering.
Now, that might sound strange to an outsider, but to anyone in the industry, they are probably nodding along and going “Yeah that tracks actually.”
You see, Wizards of the Coast is… bad. Really bad. They do everything in their power to choke the life out of the industry and have resorted to a lot of questionable tactics to do so. One of these is against anyone who develops any form of trading card game. You see, WotC has a patent on booster packs, customizable decks of cards, and turning cards sideways.
Literally.
U.S. Patent No 5,662,332 (A)
It is not a coincidence that the second two biggest names in TCGs don’t involve turning your cards sideways. Konami contested that Yugioh was different enough to not violate the patent.
WotC responded by suing them. They settled out of court.
Nintendo actually hired WotC to design the Pokémon TCG to NOT violate the patent in return for WotC getting to distribute the first few sets. WotC gladly accepted, distributed the game, got their cut of the sales, and as soon as that was over….
WotC responded by suing them. They settled out of court.
Every single other game out there ended up paying royalties to WotC. Because the cut of the sales to WotC was cheaper than going to court even if you won. WotC had their fingers in every pie, but was smart enough to make sure not to piss people off so much that refusal was ever a viable option.
Cryptozoic was a company that, at the time, was making several licensed TCGs. The big one that jumps out was the World of Warcraft TCG, which they were in charge of (though it was originally made by Upper Deck). Cryptozoic was begrudgingly paying royalties because having the WoWTCG license was too good and they didn’t want to give that up. Then Hearthstone happened and Cryptozoic was going to lose the WoWTCG license as it got discontinued.
So Cryptozoic set up their new game, Hex, specifically to bait WotC into suing them, so they could get the patent overturned.
See, the patent isn’t actually valid. You cannot patent a game mechanic. There are certainly aspects of the patent that ARE valid and CAN be enforced, but the parts about mechanics can’t actually be enforced. WotC uses it because people can’t contest it, but if it actually was used in court it would get overturned VERY easily, and WotC would be declawed.
So Cryptozoic created a game that was a clone of MtG, used a Kickstarter to build up a large amount of legal funds, and got sued by WotC! Yes! Exactly what they wanted!
… and then they settled out of court.
Sigh.
I guess I’ll talk about the game now.
Lore
The lore of the game was solid. Pretty typical fantasy setting. Humans and elves and sort of racist orcs (better than most other orcs I’ve seen at least) and extremely racist tribal coyote people make up the good guys. Undead, spider-orcs, dwarves, and also pretty racist samurai rabbit people make up the bad guys.
There are two types of magic in the world: Blood magic and Wild magic. Elves are adept at wild magic. Shin’hare (the rabbit people) are adept at wild magic as well. The Shin’hare tried to take over the world, forcing the Orcs, Humans, Elves, and Cyotle to ally together to drive them underground into the underworld.
There the Shin’hare met and allied with the Vennen, an all male race descended from Orcs. They were adept blood mages, and they procreated by kidnapping orcs and using them as incubators for spiders. I fucking love the Vennen. I’ll focus on them a lot in this. The Vennen taught the Shin’hare how to sacrifice their young for more power.
The two then allied with the Dwarves, a genderless race of sentient stone statues who excel at creating machinery, and who believe the world itself is a giant machine. Specifically, a weapon of mass destruction, and they are trying to set it off. They believe blowing people the fuck up to be their natural calling.
The underworld and overworld forces go back and forth a bit, with the Elves doing a large chunk of the work as the only overworld race that can use magic.
Then Hex happened. Hex is a massive meteor made up of Diamond, Emerald, and Sapphire. Hex punched clean through the world, scattering gems all across it, before stabilizing in orbit on the other side, becoming the worlds moon.
These gems were incredibly magical, allowing every race to now use magic. Diamonds were restorative, bringing life to things. Rubies were extremely destructive and burned bright and hot and quickly. Sapphire allowed finesse manipulation and control over water. These
Yes this is just the MtG color pie.
Eventually, humanity stumbled into one of their old crypts that was very close to the impact site of Hex, and found it CRAWLING with undead. They were taking the Diamonds from Hex and putting them into the eye sockets of human corpses, causing those corpses to reanimate. These were NOT actually undead, but an alien consciousness that existed within the gems that were using human corpses as a host.
The Necrotic sought a peaceful and symbiotic relationship with humanity as thanks for the use of the bodies. Humanity responded by getting really pissed off that the Necrotic were grave robbing, and went to war over it. Eventually the Necrotic retreated deep into the underworld and allied with the other races instead, eventually helping the Shin’hare with a second attack on the surface.
The lore has a lot more depth than that, but that’s the basic. I liked it a lot. The Orcs being good guys who just really liked tests of strength was a refreshing take on orcs. I liked them a lot. The extremely racist caricature that made up the Cyotle and the Shin’hare? Less so.
Digital Design Space
As for the actual gameplay… it was MtG. Like, almost 1:1.
Like…
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Seriously.
Shards work similarly to Lands, with there being 5 basic shards, Diamond, Sapphire, Ruby, Wild, and Blood. You can only play one Shard per turn and when you do you get 1/1 Resource. 1 resource to spend on this turn, and 1 permanent resource. You spend that resource to play a card that costs 1, and you go down to 0/1 resources. Start of your turn, you would go back up to 1/1 resource.
Pretty straight forward stuff. Resources are a card type like in MtG, but once it’s played it acts as a perpetual resource like the Mana in Hearthstone, with no need to care about where the resource is coming from.
… wait a second though, this is a MtG clone. It uses the color pie. Caring where those resources come from is KIND OF a big deal in MtG.
Which is the first really cool difference between Hex and MtG! THRESHOLD! Each time you play a shard you gain 1 threshold in that color. To play a card, you have to have at least as many threshold as are displayed below its cost. See that purple dot below Murder? That means you need 1 blood threshold to play it.
Threshold is NOT consumed when you play a card, which DRASTICALLY alters deckbuilding and how feasible multi-color decks are.
For example, in MtG, if you had 4 swamps and 1 mountain in play, and 5 cards in hand that all cost R…. You can play 1 whole card this turn.
In Hex, if you have 4 Blood and 1 Ruby, and have 5 cards that all cost 1 and have a single Ruby threshold, you can play your entire hand that turn. This made it incredibly viable to splash colors in relatively smaller amounts. It also opened up cool new design space, like cards that cost 1 but still required 3 threshold in a color. Or cards that require 1 threshold of every type to activate a bonus effect (very common among Necrotic) or… for sockets!
HEY WE ARE COMING FULL CIRCLE!
Remember how I mentioned Diablolike games having sockets, but how Darkspore didn’t use it? Well Hex DOES. There was a pair of keywords called Socketable Major and Socketable Minor. Each set, there would be 10 gems (two of each color) that rotated out for Socketable cards. Cards with Major sockets could equip any gem, while minor sockets could only equip half of them. So for example the current rotation might have the Sapphire gems be “While you have at least 1 Sapphire Threshold, this card has Flying” for its Minor gem, and “When you play this card, if you have at least 3 Sapphire Threshold, target player draws 3 cards”
You chose which gem was in each Socketable card during deckbuilding. Different copies of the same card could have different gems equipped, or you could have the same gem equipped across multiple different cards. It was basically a way to go “This card was designed to be splashed in other color decks. You pick what that other color is.”
It opened up a lot of design space! This was something Hex did VERY well. They knew they were making a MtG clone, but they weren’t beholden to the same restrictions a physical card game did, and they THRIVED in those areas.
For example, REPLICATORS GAMBIT, a one cost card that creates six copies of a troop (read: creature) that just… could not exist in MtG.
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Another example of this was in my favorite archetype in Hex: Mill. Now, I’m not normally a blue player. I’m not a big fan of the ‘you don’t get to play the game’ archetype. Even mill isn’t really my thing. But the way it worked in HexTCG? God I loved it. I wish I could see my opponents faces as they reached a trembling hand out to their bloated, grotesque deck, a cruel mockery of what it once was. They had started the match with only 60 cards, but now it held twice that number. Knowing every draw was more likely to bring their own skittering death out.
Maybe I should back up a bit.
There the Shin’hare met and allied with the Vennen, an all male race descended from Orcs. They were adept blood mages, and they procreated by kidnapping orcs and using them as incubators for spiders. I fucking love the Vennen. I’ll focus on them a lot in this.
Vennen are, in MtG terms, tribal Blue/Black with a focus on control. Specifically an aggressive form of control. Your wincon is still ‘beat your opponent to death’, but the means by which you do it is… spiders.
Lots of Vennen cards work by still allowing your opponent to do the thing that you blocked, but it now creates Spider Eggs in their deck. Lock down a creature as it enters play with ‘Everytime this creature becomes tapped, shuffle 3 spider eggs into your deck’ or ‘Whenever an opponent draws a third card this turn add a spider egg to their deck’ or ‘When this creature is destroyed add a spider egg to your opponent’s deck’ and when they DRAW a spider egg… well… the effect of a spider egg is more or less ‘When this card enters your hand or graveyard, draw/discard another card into that zone and destroy this one. Your opponent creates a Spiderling and puts it in play. “
Spiderlings are 1/1 Unblockable creatures.
The Vennen win con is to just fill your opponent with spiders and then shred them apart once the spiders start hatching. It was a DELIGHTFUL playstyle.
PvE
Hex also features a fairly robust PvE mode with a point crawl encounter map that was quite delightful. There were cards unique to PvE, but all PvP cards were also legal in PvE. In general, all your staples came from PvP and were the same core staples everyone uses to win (they were very generous with handing out common/uncommon PvP cards in the single player mode, which in turn also made Pauper a very popular format), however you also had PvE cards which made up your win cons. PvE cards weren’t balanced as tightly, and allowed to just be dumb overpowered bullshit just because it’s fun to use dumb overpowered bullshit sometimes!
There were also equipment slots that would modify the cards in your deck, turning PvP cards into PvE cards. For example, Replicators Gambit made it so that EVERY copy of that card gained that text.
PvE started with character creation. You would create a character that was one of the 8 races, and one of 6 3 different classes. Warrior, Cleric, or Ranger. I think there was a late update that added Mage but I don’t recall too clearly, and it isn’t document online anymore as far as I can tell!
Each class had a unique talent tree that you could customize and change how you played. Your race determined what colors you could play, and your level determined how many of each rarity you could play.
I played a Vennen Cleric. Cleric’s whole thing was that you would gain Blessings, 0 cost cards that would rise in your deck each turn, and could be played to draw a card as well as additional effects based on your build. My blessings put more eggs in the enemy deck, to the surprise of no one.
As you went from encounter to encounter you would earn new cards to modify your deck, swapping decks between fights. Then there were dungeons, long laborious streaks of a dozen or so encounters, with branching paths and decisions to be made, earning you tons of new packs and equipment and experience to boost your character. One especially fun encounter was crossing a desert with a pack of… I think it was gnomes? There were 20 of them that needed rescuing. The way you rescued them was putting them in your deck, and then leaving the desert through a single combat encounter. Except they were AWFUL. Like 3 cost vanilla 1/1’s level of awful. The more you had in your deck, the harder the encounter became. It was a really nice way to portray the logistical challenge of trying to fight while protecting all these useless tagalongs.
There were plans to even introduce Raids, 3v1 PvE encounters, but they fizzled out as the game got sunset.
The game was good. REALLY good. It relished in the digital design space in a way I haven’t quite seen since then. A few games, like Legends of Runeterra, have come close, but always fall short, and that’s so sad! I DESPERATELY want to play a TCG with this level of customization again!
Luckily that was the end of it. I finally learned the error of my ways, never touched anything ‘always online’ again, and now can live a life without regrets! … except Legends of Runeterra a little bit like I mentioned above but THATS IT! There are no other always online games I have regrets about!
ToonTown Online
Okay no, not seriously. I’ve never played toontown. But honestly it looked kinda silly and like a shitpost in video game form. I think it would have been fun to try at some point with a few friends. Not seriously, just to screw around in for a bit.
Never going to get that chance. Just like nearly everyone reading this will never get to play two of my biggest influences that shaped how I think about game design.
Always Online DRM is an insidious beast. It doesn’t just kill games, it kills *archival*. All we have left of these games is a relatively small number of gameplay videos. I was planning on having a lot more pictures in this post of all the interface elements I was talking about as I talked about them, but there just… aren’t any good pictures of them. Even these details are based on my own memory cross referenced with a couple of wikis, and even those were sparse.
Some games can’t feasibly avoid Always Online. MMO’s are a big example. But by adding it into a game that has a single player experience involved, and not making that single player experience a standalone thing on its own, you are destroying any hope that your game will be remembered. It will fade into obscurity. There will never be a cult revival. Your work will be discarded and forgotten and it’s… so incredibly sad to see.
I jokingly titled this section being about ToonTown, but really this section is about Kingdom Hearts: Union X. It was a mediocre and disgustingly predatory gacha. It was horribly managed with horrible issues around localization and it was just… a mess. But it was part of the world of Kingdom Hearts, and it’s story was important and mattered.
The game is no longer playable, but it’s also not entirely lost. The devs created a new version of it, as a gallery to view the cutscenes. The single-player side mode, Dark Road, is also included. The devs didn’t have to do this. They could have gone the same route as Darkspore and HexTCG, and had their work be forgotten. They chose to save it. Not in full, but at least the parts the deemed important.
It also makes me wonder how much this happens in other mediums. Ludology is a pretty new field, and it rarely goes into specific games and their impact on the medium, mostly just focusing on the impacts they have on humanity, rather than the mechanics themselves as these beautiful pieces of art. And it makes me wonder how often this happens with say… film critics. Are there any indie film makers who are deep in the paint of indie films and critique of not just the films themselves, but the very techniques being used, just sitting there going “It’s so upsetting that this big studio managed to do something this beautiful and all of us in the scene recognize it’s beauty, but no one else seems to, and now it’s gone?”
… as I’m writing this I actually realize that this does happen there. It’s how I found out about what became my favorite film of all time, The Man From Earth. It’s a small film that flopped horribly in theaters, and only gained any attention by being pirated by a lot by indies who wanted to talk about it. It’s a good movie, highly recommend. Not for everyone though.
I don’t know. I’m sure I had a point with all this but… seeing it happen again and again and now with streaming services taking stuff down it’s just… I can’t help but seeing not just more and more games, but more and more of EVERY artistic medium ending up in this area. How many digital artists entire portfolios have vanished off the face of the earth because their tumblr got deactivated? How many movies are going to be gone forever when Netflix eventually goes out of business? We can’t even rely on piracy! Many old pieces of media is just lost forever. Just ask the Doctor Who fandom. They probably know more about that than anyone else at this point.
But mostly I just really wish more developers would consider what parts of their games are important, and what kind of legacy they want to leave, instead of just what will generate a short burst of profit, with no care for what happens after.
… I should start doing video essays with how long this got. It’s like some kind of text based video essay. A text essay. Those are a new thing I just invented.
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frownyalfred · 1 year
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I can’t find that Batman funeral post but consider:
Superman’s death shuts down Metropolis/the world for several days in mourning. People use it as a moment to reflect on their own potential to do good/yada yada yada…
Meanwhile, in Gotham, they hear about Batman’s death and some random guy chucks like, a half-full Bud Light into the polluted, glowing river with a muttered, but still somehow genuinely distraught, “fucking furry” under his breath.
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hope-i-dont-choke · 2 days
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I didn’t even hate Tommy at first but these lunatics on here are making it unbearable HE IS LITERALLY JUST SOME GUY he is not Evans Buckleys ‘person’ he is an old friend of his brother-in-law who he is now starting to date THEY JUST MET and thus far their interactions haven’t been as special as people think they are, the kiss was a moment for Buck it wasn’t about Tommy, he is a plot device for Bucks story, he isn’t as fleshed out a character as you think he is and he is not universally loved, he also has paralleled several other former love interests of Bucks already in very specific ways that make it clear that he is temporary as a love interest, he may be an outer circle friend of the group, but he is not meant to be more than that, you guys need to calm down
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