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#empty argument
pilferingapples · 1 year
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people need to put more comments and fun tags in their reblogs of things because I am nosy and like to read them 
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inthewychelm · 11 months
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ive been thinking about hard of hearing steve, who started losing his hearing after starcourt, the scoops troops are the first to find out because of how attached they are, robin erica and dustin all insist on steve learning to sign but he's insecure about learning a new language so they slowly learn and start teaching him
after vecna, eddie gets adopted to their little group and starts picking up on the signs and learning on his own, still struggles to hold a conversation, esp with the likes of robin or dustin, but he atleast knows simple words and phrases enough to communicate, eddie also gets into the habit of signing ILY to steve before he leaves, except steve rarely studies asl on his own most of what he remembers is from robin/erica/dustin, who never thought to teach him that specific sign, so steve just thinks eddie is just being a metalhead throwing up a 'rock on' gesture, hes still absolutely endeared by eddie doing this but he doesn't realize that eddie saying he loves him everyday, what follows is a ridiculous amount of pining where only steve doesn't know because everyone else know what that sign means, he only finds out because after gossiping with robin(who has tried to tell steve that its reciprocated) about eddie, erica interupts their convo by telling steve that eddie tells him he loves steve everyday (that clown is so obviously in love with you, how are you still pining? you're supposed to be a expert, steve?)
(edit 07/23: this fic is now on ao3)
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rawliverandgoronspice · 5 months
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Hello!! I'm back for: more whining about TotK Quest Design Philosophy
I can't reblog a really great post I just saw for some reason (tumblrrrr *shakes my fist*), but hmmmm yeah not only do I completely agree, but I think I might expand on why I feel so much annoyance towards TotK's quest design philosophy at some point, because it does extend past the fundamentally broken setup of trying to punch a pseudo-mystery game on top of BotW's bones, where the core objective was always explicit and centered and stapled the entire world together; or the convoluted and inefficient way it tells its story through the Tears, the somehow single linear exploration-driven quest in the entire game.
Basically: I'm talking about the pointless back-and-forths. There were a lot of them, a lot that acted against the open world philosophy, and almost none of them ever recontextualized the environment through neither gameplay abilities nor worldbuilding nor character work.
I'll take two examples: the initial run to Hyrule Castle (before you get your paraglider), and then the billion back-and-forths in the Zora questline.
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I think?? the goal of that initial quest to Hyrule Castle is to familiarize you with the landmark, introduce the notion that weapons rot, tell you about the gloom pits, and also tell you that Zelda sightings are a thing? But to force any of these ideas on you before giving you a paraglider is, in my opinion, pretty unnecessary. I think the reason it happens in that order is to prevent Link from simply pummeling down to the gloom pit under Hyrule Castle and fight Ganondorf immediately while still introducing ideas surrounding the location; but genuinely, the Zelda sighting makes the next events even more confusing? Why wouldn't you focus all your priorities in reaching the castle if you just saw her there? Why lose time investigating anything else? Genuinely: what is stopping you from getting your paraglider and immediately getting yourself back there, plunging into the depths to try and get to the literal bottom of this? (beyond player literacy assuming this is where the final boss would be, and so not to immediately spoil yourself --which, in an open world game, you should never be able to spoil yourself by engaging with the mechanics normally, and if you can that's a genuine failure of design)
I think, personally, that you should not have been pointed to go there at all. That anything it brings to the table, you could have learned more organically by investigating yourself, or by exploring in that direction on your own accord --or, maybe you think Zelda is up there in the castle, and then the region objectives become explicitely about helping you reaching that castle (maybe by building up troops to help you in a big assault, or through the Sages granting you abilities to move past level-design oriented hurdles in your way, etc). Either way: no need to actually make you walk the distance and back, because the tediousness doesn't teach you anything you haven't already learned about traversal in the (extremely long, btw, needlessly so I would say) tutorial area.
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But to take another example, I'll nitpick at a very specific moment in the Zora Questline, that is honestly full of these back-and-forth paddings that recontextualize absolutely nothing and teach you nothing you didn't already know. The most egregious example, in my opinion, is the moment where you are trying to find the king, and you have to learn by listening in to the zora children who do not let you listening in.
So okay. I think Zelda is great when it does whimsy, and children doing children things guiding you is a staple of the series, and a great one at that. But here? It does not work for me on any level. Any tension that could arise from the situation flattens because nobody seems to care enough about their king disappearing in the middle of a major ecological crisis, except for children who are conveniently dumb enough not to graps the severity of the situation, but not stressed out enough that it could be construed as a way for them to cope about it and make anything feel more serious or pressing. It feels like a completely arbitrary blocker that isn't informed by the state of the world, doesn't do anything interesting gameplay-wise with this idea, doesn't build up the mood, and genuinely feels like busywork for its own sake.
This is especially tragic when the inherent concept of "the zora king has been wounded by what most zoras would believe to be Zelda and is hiding from his own people so the two factions do not go to war over it" has such tension and interest and spark that the game absolutely refuse to explore --instead having you collect carved stones who do not tell you anything new, splatter water in a floating island, thrud through mud who feel more like an inconvenience than a threat or, hey, listen to children playing about their missing king less than a couple of years after being freed from Calamity Ganon's menace. It feels like level designers/system designers having vague technical systems that are hard-coded in the game now, and we need to put them to use even if it's not that interesting, not that fun or not that compelling. It's the sort of attitude that a lot of western RPGs get eviscerated for; but here, for some reason, it's just a case of "gameplay before story", instead of, quite simply, a case of poorly thought-out gameplay.
Not every quest in the game is like this! I think the tone worked much better in the sidequests overall, that are self-contained and disconnected from the extremely messy main storyline, and so can tell a compelling little tale from start to finish without the budget to make you waddle in a puddle of nothing for hours at a time. It's the only place where you actually get character arcs that are allowed to feel anything that isn't a variation on "very determined" or "curious about the zonai/ruins", and where you get to feel life as it tries to blossom back into a new tomorrow for Hyrule.
But if I'm this harsh about the main storyline, it really is because I find it hard to accept that we do not criticize a structure that is at times so half-assed that you can almost taste employees' burnout seeping through the cracks --the lack of thematic ambition and self-reflection and ingeniosity outside of system design and, arguably at times, level design-- simply because it's Hyrule and we're happy to be there.
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There's something in the industry that is called the "wow effect", which is their way to say "cool" without saying "cool". It's basically the money shots, but for games: it's what makes you go "ohhhh" when you play. And it's great! The ascension to the top of the Ark was one of them --breathtaking, just an absolute high point of systems working together to weave an epic tale. You plummeting from the skies to the absolute depths of hell is another one; most of the dungeons rely on that factor to keep your attention; the entire Zelda is a dragon storyline is nothing but "wow effect" (and yeah, the moment where you do remove the Master Sword did give me shivers, I'll admit to this willingly) and so is Ganondorf's presence and presentation in the game --he's here to be cool, non-specifically mean, hateable in a non-threatening way and to give us a good sexy time, do not think about it too hard. What bothers me is that TotK's world has basically nothing to offer but "wow effect"; that if you bother to dig at anything it presents you for more than a second, everything crumbles into incoherence --not only in story, but in mood, in themes, in identity. This is a wonderfully fun game with absolutely nothing to say, relying on the cultural osmosis and aura of excellency surrounding Zelda to pass itself off as meatier than it really is. This is what I say when I criticize it as self-referential to a fault; half of the story makes no sense if this is your first Zelda game, and what little of that world there is tends to be deeply unconcerned and uncurious about itself.
And no, Breath of the Wild wasn't like this. Breath of the Wild was deeply curious about itself; the entire game was built off curiosity and discovery, experimentation and challenge (and I say this while fully admitting I had more fun with the loop of TotK, which I found more forgiving overall). The traversal in Tears of the Kingdom is centered around: how do I skip those large expanses of land in the most efficient and fun way possible. How do I automate these fights. How do I find resources to automate both traversal and fights better. It's a game that asks questions (who are the zonais, who is Rauru and what is his deal, what is the Imprisoning War about, where is Zelda), and then kind of doesn't really care about the answers (yeah the zonais are like... guys, they did a cool kingdom, Rauru used to run it, the Imprisoning War is literally whatever all you have to care about is who to feel sad for and who to kill about it and you don't get a choice and certainly cannot feel any ambiguous feelings about any of that, and Zelda is a dragon but we will never expand on how it felt for her to make such a drastic and violent choice and also nobody cares that's a plot point you could *remove* from the game without changing the golden path at all).
I'm so aggravated by the argument "in Zelda, it's gameplay before story" because gameplay is story. That's the literal point of my work as a narrative designer: trying to breach the impossibly large gap between what the game designers want to do, and what the writers are thinking the game will be about (it's never the same game). And in TotK, the game systems are all about automation and fusion. It's about practicality and efficiency. It's also about disconnecting stuff from their original purpose as you optimize yourself out of danger, fear, or curiosity --except for the way you can become even more efficient. And sure, BotW was about this too; but you were rewarded because you had explored the world in the first place, experimented enough, put yourself in danger, went to find out the story of who you used to be and why you should care about Hyrule. I'm not here to argue BotW was a well-written game; I think it was pretty tropey at large to be honest, safe for a couple of moments of brilliance, but it had a coherent design vision that rewarded your curiosity while never getting in the way of the clarity of your objective. There is a convolutedness to TotK that, to me, reveals some extremely deep-seated issues with the direction the series is heading towards; one that, at its core, cares more about looking the part of a Zelda game than having any deeper conversation about what a Zelda game should be.
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fantastic-nonsense · 3 months
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it's been like three days and I'm still thinking about the person who tried to defend Batcest by saying that in the 50s and 60s Robin was considered an adult man, Batman and Robin were "the most widely acknowledged gay icons in that time by gay men," and that DC "retconned Robin back into being a child" to demonize gay men who identified with them
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aprilmr · 2 months
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Ok, so if you had your birthday on February 29th, would you celebrate it on February 28th or March 1st when it's not a leap year?
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randomreasonstolive · 10 months
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Reason to Live #9224
  Learning not to engage with arguments that aren’t worth your time. – Guest Submission
(Please don't add negative comments to these posts.)
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touchlikethesun · 5 months
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i long for the day when it is not controversial to say that ts is a republican that acts purely for monetary gain and to uphold the status quo. her winning person of the year is the last nail in the coffin, if any doubt remained. convincing thousands if not millions of people that ts and her ‘politics’ are progressive is one of the smartest moves the man made so far this century. literally get your fucking bread and circuses everyone.
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aroanthy · 3 months
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revolutionising the world w my nanami video essay someday i promise you guys. in the meantime this is a playlist of daise approved utena video essays if you even care. i have um’d and ah’d about including the clear and sweet aou analysis series bc i think it’s wonderful in so many ways but do disagree with the fundamental read of the movie so. ehh. my general rule for including something on this playlist is ‘the analysis must be considered, somewhat original, something that i either agree with or think is valuable to keep in mind’. if there was less ‘the series isn’t as good’ and half-reaching at what my interpretation of aou is, then that aou series would probably be on here. i do recommend it but it just doesn’t feel right to have it on here sorryyy
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blamemma · 9 months
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the ppl online insisting on holding daniel to things he said about his career last year for these tired "gotcha" takes like a) he wasn't burnt out as all hell at the lowest point of his professional career and b) like they are unaware of how the passage of time works is hilarious to me. he answered the questions he was asked with the way he felt at the time. circumstances, perspectives and attitudes change? this isn't a revolutionary concept lol. (and you just know a majority of these ppl were the ones saying he was too ego driven to drive for a backmarker too but now that he is it's like...better make this a bad thing too! gotta keep those goalposts moving!! aren't they tired yet, honestly...)
i think i'll just pop @toastandvegemite's tags here which i read this morning and i think are the perfect way to sum it all up...daniel took his space, he's made choices that are working for him, went back to an environment he has seeming excelled in, so of course that is going to make him feel good, feel better. he's taken his time and is thriving because of it, YET IF he had gone straight into the haas, or the williams, or the alpha tauri at the beginning of this year....i think we'd be seeing a completely different daniel right now and not one we wanna see :)
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like i genuinely think this is sometihng we should be celebrating and commentators should be talking about....he left the sport for a little bit and has come back seemingly looking and feeling better than ever and we'll have to wait to see if that translates to his driving on the track but when we've got certain teams pushing "mental health matters!" but not actively looking after their drivers, i think daniel taking this step and showcasing it works is something we should be applauding, not berating him for???
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clueless1995 · 3 months
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thinking about. las vegas
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tasmanianstripes · 1 year
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Are you ever tired of the fact that in gaming/fandom spaces when a character uses he/him or she/her it's taken as a fact but when they use they/them it's used as a suggestion?
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gen-is-gone · 3 months
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I can't go five minutes in DW fandom without people being just atrociously mean about things that I love with the blissful unawareness of majority mainstream opinion holders that the people they're being mean about are like. In the space with them. And this in a space full of ardent fans of arguably some of the most esoteric obscure side stuff that everyone else disdains or doesn't even know. And I'm having fun for the most part but also like. It's just exhausting, constantly goddamn exhausting.
#this is about moffat and eleven#in case that wasn't clear#megan whines into the empty abyss of cyberspace#i'm not gonna say that Lawrence Miles in particular doesn't have every reason to hate Moffat#or that as an EDA fan first and foremost I don't also side eye the fuck out of a lot of his early arc plots#but Moffat wrote *characters* in a way that no one before or since does#everyone droning on about rtd found family has nothing on 11 and 12 era character relationships#also yeah it is genuinely annoying and upsetting that people are STILL going on and on and on and on about ~bad vibes~ ~misogyny~ whatever#like that's just your opinion man#and I think certain fans would genuinely be shocked to actually acknowledge that some people just straight up disagree with them#and straight up have a different experience with that era of the show#and don't share the opinions that got so saturated with so little pushback that the arguments are by now parodies of themselves#like do you hate eleven's era because you formed that opinion yourself or do you hate eleven's run because hbomb made a video?#do you feel the way you feel because you came to that opinion or because others in fandom 'warned' you about moffat before you started?#also like ngl it just straight up hurts my feelings#it's mean! it's just really mean and I'm tired of getting my feelings hurt in situations that are meant to be fun!#I lived through this ten years ago when I'd watch Dr Who and then get on the internet to talk about it#and every post would be just endless bad faith nitpicking and tearing the episode apart#anyway gonna watch power of the daleks now and remind myself not to engage w nuwho fandom
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hella1975 · 11 months
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‘she started it’ yeah i did tbf
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ssimay · 1 year
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i would rather eat a rock and radioactive waste cereal than try having a civil conversation with an erdoğan supporter ever again
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newvegasdyke · 11 months
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If you bring up agave as a gotcha against vegans. Please go drown in a pool of it.
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Yeah I can tell people have lost their grasp on basic ongoing forms of oppression when they say things like "hatred of men and masculinity is one of the reasons trans women, BIPOC and Jewish men are persecuted" like what a non-sequiteur. Imagine being so ignorant of power structures in your attempt to """progressively""" defend men that you become transphobic
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