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#god I suck at tags
halfa-failure · 4 months
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Pulling this out after 3 months
I regret nothing (I added the tag!)
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triceratopsgirlypop · 4 months
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Me "ok so I'm a girl when Taylor Swift, Phoebe bridgers, or crane wives but I'm a guy when Hozier, mitski, and most divorced dad rock, and I'm kinda neither when they might be giants, the remaining divorced dad rock, and most musical theatre, but when falsettos im specifically whizzer brown and also when Abba I'm a try hard mom but not in a girl way, yk, and when specifically starkids apocolyptour im joey richter but not in a boy way kinda in a just a lil guy way? But not a little GUY like a lilguy yk????"
My poor confused sixty five year old therapist from rural Wisconsin "...mhm Okie dokie and how does that make you feel?"
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autumn-mint-tea · 2 years
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uh changed my pfp
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naturecalls111 · 9 months
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tiredyke · 1 year
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every time queer discourse surges on this site everyone is so quick to jump to “it was actually the evil lesbians who divided us” because y’all heard the term “political lesbian” and never bothered to figure out what that meant
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lunarharp · 9 months
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if i just told you i love you would this world change
#witch hat tag#orufrey#these kinda suck lol i feel like i cant draw right now *irritated sigh* BUT I FEEL EMOTIONS !!!!!!!!!!!!!!!!!!#if you are gay go watch good omens season 2 right now. NO YOU DONT KNOW THO!!!!!!!!!#i know being this affected by good omens is probably cringe. I dont care any more. the last 1 minute of good omens season 2 was#some of the most affecting acting i've ever seen in my life. sometimes someone acts with the force as if their entire career led to that#like during the credits part the very end im not even talking about before that. holy god#aziraphale i know everything about you. i know what you are feeling right now. i can see everything on your face. we're going to make it#ER.... NOT THAT THIS HAS ANYTHING TO DO WITH THIS POST. IT'S NOT SPOILERS !!!!!!!!!!!!!#I JUST FEEL THOROUGHLY CHANGED !!!!!!!!!!! SHIT GETS REAL FROM NOW ON.. LIKE IN GENERAL! IN MY LIFE!#tormented gay love tormented gay love TORMENTED GAY LOVE TORMENTED GAY LOVE !!!!!!!!!!!!!!!!!!!!!!!!!!!!#btw the first 3 images were drawn earlier with an entirely different feeling and an entirely different mood.#Why do you keep pulling away from me?#It is because i love you that i do this#the lyrics from one of my japanese orufrey songs (A SONG THAT THE CREATOR LISTENS TO!!!!) led to feelings#“あなたが知らない私を残さず見ててほしいの” but i'm not translating it cause it just sounds weird. if with his eyes oru's asking “WHY don't you want#to let me in? to see all of you?“ those lyrics are like ”I actually want you to see every last bit of the parts of me you don't know“#oru you have no idea how much i want to lay bare my whole soul for you#maybe it's an alternate version of chapter 40. to me#i need to draw something really fucking good or i'm not going to forgive myself. i will not rest in this life#until i have made the orufrey that fully satisfies me nor until i have seen what the manga is leading to#NO STORY MEANS ANYTHING WITHOUT TORMENTED GAY LOVE AT THE HEART OF IT. THATS THE HEART OF THIS WORLD!!!!!#........... so Hi im normal :) haha *goes and finally makes breakfast*
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ganondoodle · 1 day
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correct me if im wrong but im PRETTY sure that for something to be a proper sequel it needs more than literally just reusing the same world and character models and slightly altering their design or adding an ability (that they got somwhere in between which isnt shown nor elaborated on either while previous abilities or interests/knowledge vanish)
made the mistake of saying that really totk isnt a sequel bc it doesnt build on, nor expand nor elaborate nor continue anything from botw, its the same preset of basic things like ... world and character models and tells an entirely different story utterly disconnected from anything botw, which it not only acts like it never happened (aside from like one dialog which is not enough for me when everyone else has literally forgotten everything and tbh feels more like a reference thats actually a slap and laugh in your face) but often times actively contradicts it, like a different version of the same thing
which is called an alternative universe
half of the reasons why i despise totk is bc i wanted, expected and was TOLD its a sequel when it isnt, can you really blame me for being disappointed and frustrated when i was told its a sequel, which should build on established stuff, to a game and its lore i deeply cared about and then get an alternative universe game that has nothing to do with the one i cared about except wear its face and STILL get told its a sequel even just by simply reusing models
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the-anxious-axolotl · 3 months
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Ok I entirely blame @dreemurr-skelememer and their AMAZING Star sans mlp designs for this, so have a very quick, very messy Error concept
I have never drawn a horse of any kind before have mercy
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Definitely need to clean it up, and yunno, make him not bald. Also I wanna tweak his body type to make him more broad/stocky. Any ideas are VERY VERY WELCOME!!!!
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merakiui · 5 months
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thinking,,,,,,,, darling who has a cryptic pregnancy....... [insert twst character here] reacting to it,,, maybe you and floyd and you're both a little dense because neither of you could have ever guessed. T_T
"what do you mean you were pregnant this whole time???? i thought shrimpy just got softer. :D" - floyb mindset.
in floyd's defense, he has no idea how human pregnancies work. he slept through that part of land boot camp!!! fell asleep the minute the professor started droning on about how humans don't lay eggs like mers do. jade can only chuckle (maybe he knew, but in classic jade fashion he won't tell because it's much more entertaining to sit back and watch everyone slowly figure it out) and azul is shaking his head in disbelief. had he known, he would have prepared well in advance to lend a helping hand. and you're just so amazed because maybe you were told you're unable to get pregnant, but somehow it happened and you had no idea all this time.
thank you to floyd and his mer virility for doing what was thought to be the impossible!!!!!! <3
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ffc1cb · 1 year
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actually while i’m at it. i haven’t drawn danblock in a while
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public-trans-it · 7 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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hyperfixationtimego · 7 months
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I love you fucked up tv shows I love you gorey movies I love you traumatized characters who perpetuate the cyclical nature of abuse while still managing to remain sympathetic I love you intentionally morally ambiguous media that exists specifically to pose questions about psychology, ethics, and human nature I love you unflinching examinations of what it means to dance the line between acceptable and unacceptable behaviors I love you I love you I love you
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prettyboyarts · 2 months
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sometimes i get really sad thinking about mia and how short her life got cut. like. she was 27 but still had so much ahead of her. she was going to avenge and find her mom and her boyfriend was comatose and she waited every single day for him to wake up because she loved him and she still had maya and pearl to care for and protect from their aunt and she had phoenix to watch grow and develop as a lawyer. and all of that was taken away because some corrupt capitalist with horrible fashion sense didn’t want his reputation ruined.
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tinybro · 8 months
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jasico server was chatting about the cupid scene and jason getting nico's memories blasted straight into his brain and how jason being shot with one of cupid's arrows while with nico and this was just never brought up in canon again and now i'm thinking like...what if that's just how cupid's arrows work? not by magically manifesting love for someone out of nothing, but by giving someone the perspective that'd make them fall in love naturally? jason gets a front row seat to nico's memories and instantly understands him intimately and can trust him completely without any doubt or suspicion
so what if jason, after slowly realizing he's totally in love with nico, just thought back to the arrow incident and it made him second-guess everything? because maybe he's only feeling this way because cupid hit him with an arrow with only nico was around and it's no different than any other god messing with his love life
#i live for anything that drags out the pining/pre-relationship period as long as possible okay#give me the drama of jason frustrated about constantly being manipulated by gods#in love with nico but convinced it's just cupid fucking with him and not wanting nico to get dragged into it#maybe telling nico eventually because he's having trouble hiding his feelings and he doesn't wanna hurt nico by confusing him#which is of course an emotional rollercoaster for nico#hearing jason say he's in love with him only to then immediately hear that it's just godly fuckery#nico agreeing to help jason find cupid to get it reversed because he knows how much it sucks having feelings for someone unwillingly#and he doesn't want jason stuck mooning over someone like him just because he was unkucky enough to be with nico for the cupid incident#whole quest in which nico develops feelings in return and angsts because he's sure jason only feels that way because of the arrow#maybe a slip-up in the middle somewhere with nico accidentally revealing he likes jason back before backpedaling wildly#so now jason has hope despite himself because he'd never really thought it was possible anyway given nico's feelings for percy#and he doesn't like being manipulated by gods but he doesn't mind the idea of being in love with nico#and what if he just gave up on the hunt for cupid entirely and let it happen#while nico feels guilty since clearly it's just cupid arrow magic fucking with jason and he's enabling it#and then of course when they finally find cupid he explains how his arrows work and that he can't just FORCE someone to be in love#no more than hera could with jason and piper by fucking with their memories to push them together#cupid's methods are just way more effective#my tag babble ended up longer than the actual post oh my god#pjo#jasico#my dumb headcanons
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romanitas · 1 month
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peers out into the abyss, in the year 2024. dusts off spy au tag after nine (??????) years. anyone still here?? hello. i finally bring more of it. here it is on ao3 if tumblr is rude about it.
-
It all comes out rather mechanically and professionally, but Annabeth thinks that might make it all worse.  She knows there are aspects of her life she isn’t allowed to share, and she avoids details like who exactly she works for. It’s almost like she’s giving a summarizing report to a superior, not a boyfriend. But at the look on his face as she unweaves her life, she realizes she should probably stop thinking of Percy Jackson as her boyfriend. She is an infiltrator who steamrolled her way over his life, and he watches her with a deep undercurrent of hurt and hostility.  “I was just supposed to find out more about what was happening with Jason’s dad,” she says, her voice hollow and apologetic. “With the company. I didn’t expect…” Luke and gunshots. Dragging Percy through a dangerous situation when he was only meant to be a window into information. Piper and Jason to be solid, lovely friends. Percy Jackson to arguably be the best relationship she’s ever had. 
“I’m sorry.”
Percy’s quiet. He’d stayed quiet the whole time she spoke, graciously allowed her the uninterrupted time to explain herself, even when she knew she hadn’t deserved it. Annabeth feels like she’s standing on glass, but she’s not about to make the next move. He looks at her, then looks around the room, then back at her. Percy is an unexpectedly thoughtful guy, but this level of silence churns her gut.  She swears she hears the clock ticking. “So, do you like, not even care about penguins?”
She stares at him, befuddled. “What?”  Percy crosses his arms, angrily tapping his fingers against his bicep. “That’s what you talked to me about, when we met. You asked me about penguins.”  The fact that he remembered really shouldn’t surprise her. Her face falls; her reply is haphazard. “Everybody cares about penguins.” “Good, because if you lied about penguins on top of everything else, we might really have a problem.” His tone is bitingly sarcastic, a bullet of its own kind, and she flinches, however deserved.  “I’m sorry,” she mutters, again. “Annabeth, you lied. About everything. About - about - ” He trails off and throws his hands up in the air, before grabbing his water and chugging about half to cool himself down. She doesn’t really know how much it’ll actually cool him down, but it’s his go-to.  “I was going to tell you. That’s why I wanted to meet you - before Luke showed up -” Percy glowers. “Then what? You just - you thought everything would be fine?” She shakes her head. “I didn’t know what! I just knew I had to stop lying!” “Yeah? Took you how many months?” He pauses. “Months. You’ve been pretending to date me for months.” It’s like the reality of that finally, wholly sinks in for him, and his anger flashes with heartbreak heavy enough to punch her own. She can’t even reach out to him. The urge is there, but she restrains it, knowing full well she’s lost the privilege of touching him.  “It was my job, Percy,” she says after a moment, a weak attempt at some sort of defense she knows won’t hold up.  “You’re not even an architect.” He says it like that surprises him most of all, but she supposes she had been rather passionate about it. She knows as much about design as she does intelligence. “No,” she admits, then admits something else not many people do know.  “But I almost was.” He looks at her again, with regret, anger, and even a sort of empathy she doesn’t think she deserves. “I watched you shoot someone.”  Her demeanor betrays her, as she feels her eyes well up. “I had to.” “I know,” he says quietly, frowning. He closes his eyes and turns away from her, pressing his hands against the kitchen counter and leaning against it, like somehow it’s another realization that hammers in the reality of his girlfriend. 
Annabeth uses the brief respite to furiously wipe at her eyes. She doesn’t know how to salvage this. She wants to, badly. She’s simultaneously done one of the best and worst jobs she’s ever been assigned. Discovering Luke changed the game. Falling in love with Percy altered her life entirely. 
It takes a few minutes, but Percy finally turns back around to look at her. He watches her like she’s a stranger despite the knowing flicker to his eyes. He knows a lot about her, the side of her that isn’t a spy, the side of her she sometimes wishes could be present more often. But she is a spy too, and part of the job description includes sabotage. She’s always been very good at that. She’s just never sabotaged herself before. 
“I told you I loved you,” he says, and that hurts most of all, because it sounds like he doesn’t believe it. Like he can’t believe he’d gone and fallen for her, that he played right into her hands. 
Her expression shatters. “I know,” she says, the words catching. She has to tell him now, because she doesn’t know if she’ll get another chance. It’s a ruinous confession but there’s no escaping it. “And I - I fell in love with you too, Percy. I wanted to tell you so badly.”
He looks gobsmacked. “How? When it was all just - just bullshit to you?”
Annabeth shakes her head. “No. It wasn’t. It might have started that way, but -”
“How am I supposed to believe that, Annabeth? How can I possibly know anything you say to me is going to be the truth at this point? I just watched you - watched you take on some guy, shoot him in the leg, and work with a whole team of super spies, and now you’re here trying to tell me you love me?” He almost sounds desperate to believe it himself. Like he doesn’t want to not love her. He runs a hand through his hair, and Annabeth doesn’t know what to say to any of that. “Fuck. Jason and Piper, they trusted you too.” 
“I -”
His face darkens. “I introduced you to my mom.” He whirls on her, eyes hard. “Is my mother safe?” 
Annabeth nods immediately, and the look he gives her might be the worst one yet. “I had a team check on her apartment. And someone’s watching outside, just to be sure.” 
Relief washes over him, but anger still bubbles under the surface. Maybe she never should have gone to meet Sally. Maybe this wouldn’t be happening now, because somehow it feels like Sally Jackson is one of the pieces that made everything feel more real. But that’s wishful thinking, because there was no future with Percy Jackson in the cards under the circumstances in which she first came into his life to begin with. She foolishly allowed herself to feel like maybe there could be - like the laughing and the cuddling and the smiling and the happiness that swarmed inside her could be genuine, if she let go of so many other pieces. If she stopped being a liar. 
Luke always did bring out the worst in her, but she doesn’t even know if she can wholly blame him. Percy’s reaction to the truth was doomed to exist, no matter how she admitted herself to him. Perhaps they were doomed from the start too. She knows that. She just wishes she didn’t know that. 
“It explains some things,” Percy says slowly, like he doesn’t want to say it at all. “I guess I tried to ignore them. I really wanted this to work. I’ve never met anyone like you before.”
“You’re one of the best people I’ve ever met. I don’t want to lie to you anymore, Percy.” 
His face is crestfallen. “And I feel like I don’t even know who you are, Annabeth.”
He looks at her for a very, very long time. Annabeth doesn’t keep track. She’s run out of things to say, run out of excuses, run out of apologies, and Percy looks burnt out on his anger. He’s cradling it, afraid to let go, but tired of holding it. 
He deflates. “I can’t…” 
Annabeth swallows. Waiting. It feels like something of an end. 
“Get out. Just go, please.”
She does.
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