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#i just really love the designs of most of the players on all groups??
can-of-slorgs · 15 days
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Completed the Shenkuu Stamp collection some time ago, so it was only fair to draw my girl Mirsha
#neopets#neotag#neoart#vin doods#gnorbu#drawing this was actually really fun in a way that when i was looking for references i didn't know she was such a lesbian icon#not surprised but hey lets cheer for the lesbian alpaca!#I'm not as happy with the colors as I thought#I'm a bit rusty in just really warm colors without it looking burnt for some reason HJSD#but looking at pictures of AC teams have made me really fall into my old virtupets fix#i love everyone so much on that team and not really that many ppl play for it#i still remember winning a long long time ago and was completely blown away as it was basically just 5 ppl in a forum going mad#i just really love the designs of most of the players on all groups??#i don't even like playing in the AC that much i just love the characters LMFAOO#i think i still remember I drew fanart of Sela and the gelert from the darigan team when i was like 8-9 and submitting in onto deviantart#and getting hate comments probably like 8 years later because i missed his wings or i made them too small or sth#that was hilarious thinking about it now but it did made me hate the darigan team for that year SDHFKSD#ok this is too long it always ends up wit me just rambling#I love my boy XL Striker 3.8 and Sela#ok nobodys reading uhhhh#send me an ask with the weirdest emoji out of context if you've read this far tbh nobody cares by this point HJSKSFD#idk if ill draw someone for the AC team everytime i complete a stamp collection but if i'm feeling like it maybe#or if they're requested tecnically#thats it bye
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eff-plays · 8 months
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Ok so I watched the interview with Stephen Rooney, Astarion's writer, and here are some highlights. (I'm an aspiring writer and current game design student who wants to write for games so I'm sorry if some of these insights aren't as interesting to you as they are to me <3)
He calls Astarion his "horrible little vampire boy"
He loves seeing the fandom around Astarion<3
He did write other characters in the game, but mostly NPCs surrounding Astarion or his storyline, so it mostly revolved around Astarion
Astarion is not as connected to other companions/Origins as, for example, Lae'zel and Shadowheart, or Wyll and Karlach are to each other, but he is still reactive to their stories, even if it's just to stand off to the side and laugh when something terrible happens
He had a clear sense of where Astarion's story would start and end, but it got "muddy in the middle", but those are also moments where the best ideas come from
They write from the general idea that every character has one "good" and one "evil" ending, in order to give the player choice. RIP Ascendant apologists :(
According to Stephen, two of the most important aspects of Astarion's character (to keep consistent when bringing him to Idle Champions, at least) is that he enjoys violence, but is also fun about it
"He has a certain appreciation for violence, I guess? A bit of a murdery streak. [...] He's a vampire, he's all about blood, and he's all about, kind of, those darker sides of humanity. [..] But at the same time, he is ... He is really fun, he's really fun to write, he's really fun to have in your party, and it's very important for me that that is also represented."
"He's gonna stab you, but will have a smile on his face as he does it? I mean, I dunno. That's kind of him in a nutshell."
Larian would not have allowed for Astarion to be a typical brooding Dracula type, and there were scenes that were shot down for not being original enough
The main thing about Astarion was trying to get a "sense of fun." It would be easy to write a character that was very unlikable, and they absolutely did not want to do that
Rooney says Astarion is consistently terrible throughout the game and awful in a whole lot of ways, but he also needed to be charming enough that you could tolerate his presence and wanted him around
Rooney also had a lot of input on Astarion's stats (meaning the 10 Charisma is probalby 100% intentional)
He also had input on how certain lines should be delivered, even though the writers didn't directly work with voice actors
The way Astarion moves and poses is "all Neil"
Apparently, Neil Newbon worked on the character for years and Rooney did not speak to him once, though his voice work did influence how Astarion's lines were written and it became a "feedback loop" (Possible context for "ONLY SLIGHTLY, NEIL")
There were no points where a line delivery drastically changed Astarion's writing; rather it was a constant, slow evolution
However, there was one very spoilery moment where Neil gave such emotion to some "basic" lines that it fundamentally changed the scene (WHAT IS IT OMG)
It's difficult to balance approval, as you don't want to straight up write a monster. Every character needs to have some humanity in them. So if it comes to leaving the party, it needed to be the result of something central to said character. They wanted to be mindful of situations that would cause actual rifts between characters. (I assume this is why most generic disapprovals/approvals are +/- 1 or 2, while character-related ones give +/-5 or more)
However, as they don't write straight up horrible people/monsters, it doesn't come up as often as one might think.
The interviewer makes a point about how characters like Astarion and Lae'zel are good examples of how to play "evil" characters, as they are maybe not the best people but are still eager and willing to stick around the other party members
They worked to make sure the characters would work as a group, no matter the configuration of the group. The characters needed to be on the same path, even if they don't always agree or walk that path the same way.
Stephen Rooney is very proud of the "climactic" scene of Astarion's story. (AS HE SHOULD BE.) He even had to step away from the computer and have an emotional moment. Me too, man.
He's also "extremely pleased" that there's a point where you can punch Astarion in the face. "Actually, that one might be my favorite part" A MAN OF THE PEOPLE!!
Stephen Rooney's tip on what specific thing you should try out with Astarion: When he's trying to get a "sneaky nibble" at night, you should "probably" let him bite you. Way ahead of you there, sir.
No discussion about Astarion's romance unfortunately, but that's that!
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prokopetz · 2 months
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The most consistent piece of playtest feedback I've been getting on Space Gerbils is that the Action Phase sucks, on two counts:
Blowing your roll in the Action Phase can retroactively make the Operations Phase minigame feel pointless, and there isn't really any provision for addressing runs of bad luck; some playtest groups routinely managed to whiff a 15/16 chance of success three or four cycles in a row, which makes the whole engagement grind to a halt, and there isn't an obvious way to mitigate that when an entire round of prep work boils down to a single roll of the dice.
The first point feeds into the second: the Operations Phase has its positional minigame, and the Fallout Phase has those lovely lookup tables, but then Action Phase hanging out between them is kind of nothing, mechanically speaking. Many players have reported that it feels like the Action Phase ought to have a minigame as well, and that it's incongruous for the portion of the phase cycle where stuff actually happens to be the least mechanically engaging.
There've also been reports, where drafts 0.1 and 0.2 would often become unplayable due to the play grid filling up with broken stations, drafts 0.3 and 0.4 have swung too far in the opposite direction and made complications too easy to mitigate. It's unclear whether this is due to the Action Phase's mechanics not throwing complications frequently enough, or due to the Fallout Phase not assessing those complications harshly enough; probably it's a mix of both.
Fortunately, the game's modular nature means that it's actually fairly trivial to rip out the current Action Phase procedures and replace them with something else; very little of the rest of the system would have to change. The trick is figuring out what that should look like.
The most obvious routes involve introducing individual actions in the Action Phase, but that's exactly what we don't want; mechanically, because we just made each gerbil perform a tactical action in the Operations Phase, and doing it twice in a row would double the handling time of an already ponderous system; and thematically, because acting "as" the gerbils' singular assumed persona after doing all that setup as individuals is kind of the whole point!
In balance, this is a good problem to have, because I enjoy designing stupid minigames.
As for what that hypothetical Action Phase minigame might look like, I keep coming back to the idea of taking a page from Gone to Hell and formalising the presently-optional rule that the players should take turns "being" the bounty hunter persona in each Action Phase. That would definitely help with sorting out the forthcoming rules for GMless play, since the players whose "turn" it isn't could step into the encounter management roll. However, that leaves the off-turn players twiddling their thumbs every Action Phase in GMful play, which in turns means either having two separate sets of Action Phase procedures for GMful and GMless play, or biting the bullet and making Space Gerbils exclusively GMless, neither of which terribly appeals.
This post is mostly just me thinking out loud, so I don't expect anyone to have an opinion, but as always, I'm open to suggestions!
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sukinapan · 6 months
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honestly would be pretty interested in hearing about all of them, if thats alright
it's no problem o( ❛ᴗ❛ )o i like talking about this
for context, apart from making personal art i'm also an artist and character designer at Smarto Club, so I don't know if these count as OCs but i have posted art of them here: Haco from >Bubblegum Galaxy and Teacup from >Teacup.
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you can check the steam pages on those games for more info if u like. i love all my characters but i don't usually make personal art of these two since i already do it as my job.
my newest Smarto Club character is a bit different since she's more in the style of what i'm doing personally so i want to make more art of her soon. her name is Abigail:
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she's a kid who likes reading about bugs and catching them but she never hurts them : ) this is a short game in early development but it's about catching creatures called angels. it's got horrorish vibes but i don't think the end result will be full-out horror, since it's also kinda silly...
then there's Peklo, it's a game for which i created the whole concept and story but the plan is to develop it as a studio at Smarto Club. i wrote more context for it on this post, but for the characters, they're my favorites to make art about at the moment. the main ones are Kiku (the cat) and Mi (the bunny):
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i recently created these human forms of them for fun but i'm not sure whether i'll establish them as canon or not... they're trapped in limbo/hell so there's space for them to have a past human form. they don't remember their lives but Kiku feels a deep sense of regret about things unkown to her and wants to break out of Peklo. Mi feels trapped in an eternal sadness, she longs to see the ocean, she can always hear it but has never been able to reach it.
the antagonist in Peklo is a frog entity called Guppy but i haven't really shown him outside of his froggy logo
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i also have OCs from my smaller games. there's Hlina that i created specifically for >this game that was commissioned to me for a zine. i don't have any plans to use her again for now but i might make more art of her in the future for fun. she's part of a strange dream realm and is hostile to the player:
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there's iro from the >game with the same name who's my oldest game OC. i created that bitsy game for her story but she existed previously in my art degree final project, it was a version of the same story but just a section of it. it's a dream of mine to create a full-fledged 3D game for her some day.
she's a bit of a defective space exploration robot, sent to explore planetoid Iridium-3 in search of human contact. it's set in a future where humanity has dispersed among the whole galaxy so lots of groups have lost contact with each other.
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my latest game OC is Michtat, a wizard cat that i created just for this silly zine.
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lasty, there’s the characters from my comic that I’m working on, called The most distant planet. the main characters are Victor and Mitya, two 9 year olds whose families end up living together.
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i'd say these are the dearest characters to me of all. i don't post as much of them because they're mostly in the shape of comic pages and it doesn't spark as much interest as my games. i love drawing them though.
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they’re both little weirdos who isolate themselves and don’t fit in much with other children, so the friendship they develop is very special to them. they have almost opposite personalities where Victor (darker hair) is very shy and dorky but also very sweet to everyone, while Mitya mostly gives 0 fucks about what anyone thinks or says, he blurts out whatever he’s thinking and just wants to run around wild.
the story is mostly slice of life-ish but there’s also a science fiction element ^-^ Victor is obsessed with things like ghosts, aliens, etc but Mitya thinks it’s all just dumb tales.
another important character is Alyosha, Mitya’s 17-18yo brother. he doesn’t know how to talk or relate to his little brother and is kinda weirded out by him. they where very close when they were younger, but when Mitya was 2 he had an accident that Alyosha feels guilty about, and has been somehow different ever since.
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he still worries about his little brother and how isolated he is, though. at the beginning of the story the two of them live alone with their grandma who does love them but has kind of a cold and distant personality. 
Alyosha was the type of kid to be considered “gifted” but now feels completely burnt out and had to repeat a grade at school. he felt so humiliated by this he eventually stopped going entirely, so he now works part time and just studies at home. he cut contact with his old classmates but he still has 2 best friends from the last few months he spent at school in the grade below, Manon and Min Na. they’re the kind of friends who just show up unannounced at his house and job, and are very involved with his family’s life.
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i’ve also included Min Jie in some art, she’s Min Na’s younger cousin and comes into the story later:
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i should have like character sheets and stuff for all of these OCs but i’m the kind to just jump head first into drawing/modeling lol, that's why i included all these finished illustrations.
i really wanna publish this comic, i’ve been working on it for a long time and i’m currently waiting for the results of a public funding application here in my country to decide what i'll do next.
hope this could be of interest (^人^) thanks for the ask!
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blueskittlesart · 11 days
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I've heard that while most people really really love BotW and TotK, some people hate those two for going open-world, and some people hate TotK specifically for something about the story. As the resident Zelda expert I know of, what do you think of those takes?
"something about the story" is a bit too vague for me to answer--if you look at my totk liveblog tag from back when the game was newly released or my general zelda analysis tag you may be able to find some of my in-depth thoughts about the story of totk, but in general i liked it.
the open world thing though is something i can and will talk about for hours. (I am obsessed with loz and game design and this is an essay now <3) breath of the wild is a game that was so well-received that a lot of the criticism from older fans who were expecting something closer to the classic zelda formula was just kind of immediately drowned out and ignored, and while i don't think it's a valid criticism to suggest that botw strayed too far from its origins in going open-world, i am more than willing to look into those criticisms, why they exist, and why i think going open-world was ultimately the best decision botw devs could have made. (totk is a slightly different story, we'll cross that bridge when we come to it.)
Loz is a franchise with a ton of history and a ton of really, REALLY dedicated fans. it's probably second only to mario in terms of recognizability and impact in nintendo's catalog. To us younger fans, the older games can sometimes seem, like, prehistoric when compared to what we're used to nowadays, but it's important to remember just how YOUNG the gaming industry is and how rapidly it's changed and grown. the first zelda game was released in 1986, which was 31 years before botw came out in 2017. What this means for nintendo and its developers is that they have to walk a very fine line between catering to older fans in their 30s and 40s now who would have been in nintendo's prime demographic when the first few games in the franchise were coming out AND making a game that's engaging to their MODERN target demographic and that age group's expectations for what a gaming experience should look like.
LOZ is in kind of a tough spot when it comes to modernizing, because a lot of its core gameplay elements are very much staples of early RPGs, and a lot of those gameplay elements have been phased out of modern RPGs for one reason or another. gathering collectibles, fighting one's way through multilevel, mapless dungeons, and especially classic zelda's relative lack of guidance through the story are all things that date games and which modern audiences tend to get frustrated with. for the last few releases before botw, the devs had kind of been playing with this -- skyward sword in particular is what i consider their big experiment and what (i think) became the driving force behind a lot of what happened with botw. Skyward sword attempted to solve the issues I listed by, basically, making the map small and the story much, much more blatantly linear. Skyward sword feels much more like other modern rpgs to me than most zelda games in terms of its playstyle, because the game is constantly pushing you to do specific things. this is a common storytelling style in modern RPGs--obviously, the player usually needs to take specific actions in order to progress the story, and so when there's downtime between story sections the supporting characters push the player towards the next goal. but this actually isn't what loz games usually do. in the standard loz formula, you as the player are generally directly given at most 4 objectives. these objectives will (roughly) be as follows: 1. go through some dungeons and defeat their bosses, 2. claim the master sword, 3. go through another set of dungeons and defeat their bosses, 4. defeat the final boss of the game. (not necessarily in that order, although that order is the standard formula.) the ONLY time the player will be expressly pushed by supporting characters towards a certain action (excluding guide characters) is when the game is first presenting them with those objectives. in-between dungeons and other gameplay segments, there's no sense of urgency, no one pushing you onto the next task. this method of storytelling encourages players to take their time and explore the world they're in, which in turn helps them find the collectibles and puzzles traditionally hidden around the map that will make it easier for them to continue on. Skyward sword, as previously mentioned, experimented with breaking this formula a bit--its overworld was small and unlocked sequentially, so you couldn't explore it fully without progressing the narrative, and it gave players a "home base" to return to in skyloft which housed many of the puzzles and collectibles rather than scattering them throughout the overworld. This method worked... to an extent, but it also meant that skyward sword felt drastically different in its storytelling and how its narrative was presented to the player than its predecessors. this isn't necessarily a BAD thing, but i am of the opinion that one of zelda's strongest elements has always been the level of immersion and relatability its stories have, and the constant push to continue the narrative has the potential to pull players out of your story a bit, making skyward sword slightly less engaging to the viewer than other games in the franchise. (to address the elephant in the room, there were also obviously some other major issues with the design of sksw that messed with player immersion, but imo even if the control scheme had been perfect on the first try, the hyperlinear method would STILL have been less engaging to a player than the standard exploration-based zeldas.)
So when people say that botw was the first open-world zelda, I'm not actually sure how true I personally believe that is. I think a lot of the initial hype surrounding botw's open map were tainted by what came before it--compared to the truly linear, intensely restricted map of skyward sword, botw's map feels INSANE. but strictly speaking, botw actually sticks pretty closely to the standard zelda gameplay experience, at least as far as the overworld map is concerned. from the beginning, one of the draws of loz is that there's a large, populated map that you as the player can explore (relatively) freely. it was UNUSUAL for the player to not have access to almost the entire map either immediately or very quickly after beginning a new zelda game. (the size and population of these maps was restricted by software and storage capabilities in earlier games, but pretty muhc every zelda game has what would have been considered a large & well populated map at the time of its release.) what truly made botw different was two things; the first being the sheer SIZE of the map and the second being the lack of dungeons and collectibles in a traditional sense. Everything that needs to be said about the size of the map already has been said: it's huge and it's crazy and it's executed PERFECTLY and it's never been done before and every game since has been trying to replicate it. nothing much else to say there. but I do want to talk about the percieved difference in gameplay as it relates to the open-world collectibles and dungeons, because, again, i don't think it's actually as big of a difference as people seem to think it is.
Once again, let's look at the classic formula. I'm going to start with the collectibles and lead into the dungeons. The main classic collectible that's a staple of every zelda game pre-botw is the heart piece. This is a quarter of a heart that will usually be sitting out somewhere in the open world or in a dungeon, and will require the player to either solve a puzzle or perform a specific action to get. botw is the first game to not include heart pieces... TECHNICALLY. but in practice, they're still there, just renamed. they're spirit orbs now, and rather than being hidden in puzzles within the overworld (with no explanation as to how or why they ended up there, mind you) they're hidden within shrines, and they're given a clear purpose for existing throughout hyrule and for requiring puzzle-solving skills to access. Functionally, these two items are exactly the same--it's an object that gives you an extra heart container once you collect four of them. no major difference beyond a reskin and renaming to make the object make sense within the greater world instead of just having a little ❤️ floating randomly in the middle of their otherwise hyperrealistic scenery. the heart piece vs spirit orb i think is a good microcosm of the "it's too different" criticisms of botw as a whole--is it ACTUALLY that different, or is it just repackaged in a way that doesn't make it immediately obvious what you're looking at anymore? I think it's worth noting that botw gives a narrative reason for that visual/linguistic disconnect from other games, too--it's set at minimum TEN THOUSAND YEARS after any other given game. while we don't have any concrete information about how much time passes between new-incarnation games, it's safe to assume that botw is significantly further removed from other incarnations of hyrule/link/zelda/etc than any other game on the timeline. It's not at all inconceivable within the context of the game that heart pieces may have changed form or come to be known by a different name. most of the changes between botw and other games can be reasoned away this way, because most of them have SOME obvious origins in a previous game mechanic, it's just been updated for botw's specific setting and narrative.
The dungeons ARE an actual departure from the classic formula, i will grant you. the usual way a zelda dungeon works is that link enters the dungeon, solves a few puzzles, fights a mini boss at about the halfway point, and after defeating the mini boss he gets a dungeon item which makes the second half of the dungeon accessible. He then uses that item in the dungeon's final boss fight, which is specifically engineered with that item in mind as the catalyst to win it. Botw's dungeons are the divine beasts. we've removed the presence of mini-bosses entirely, because the 'dungeon items' aren't something link needs to get within the dungeon itself--he alredy has them. they're the sheikah slate runes: magnesis, cryonis, stasis, and remote bombs. Each of the divine beast blight battles is actually built around using one of these runes to win it--cryonis to break waterblight's ice projectiles, magnesis to strike down thunderblight with its own lightning rods, remote bombs to take out fireblight's shield. (i ASSUME there's some way to use stasis effectively against windblight, mostly because it's obvious to me that that's how all the other fights were designed, but in practice it's the best strategy for that fight is to just slow down time via aerial archery, so i've never tried to win that way lol.) So even though we've removed traditional dungeon items and mini-boss fights, the bones of the franchise remain unchanged underneath. this is what makes botw such an ingenious move for this franchise imo; the fact that it manages to update itself into such a beautiful, engaging, MODERN game while still retaining the underlying structure that defines its franchise and the games that came before it. botw is an effective modern installment to this 30-year-old franchise because it takes what made the old games great and updates it in a way that still stays true to the core of the franchise.
I did mention totk in my opening paragraph and you mention it in your ask so i have to come back to it somehow. Do i think that totk did the gigantic-open-world thing as well as botw did? no. But i also don't really think there was any other direction to go with that game specifically. botw literally changed the landscape of game development when it was released. I KNOW you all remember how for a good year or two after botw's release, EVERY SINGLE GAME that came out HAD to have a massive open-world map, regardless of whether or not that actually made sense for that game. (pokemon is still suffering from the effects of that botw-driven open world craze to this day. rip scarlet/violet your gameplay was SUCH dogshit) I'm not sure to what degree nintendo and the botw devs anticipated that success, (I remember the open world and the versatility in terms of problem-solving being the two main advertising angles pre-release, but it's been 7 years. oh jesus christ it's been SEVEN YEARS. anyways) but in any case, there's basically NO WAY that they anticipated their specific gameplay style taking off to that degree. That's not something you can predict. When creating totk, they were once again walking that line between old and new, but because they were only 3ish years out from botw when totk went into development, they were REALLY under pressure to stay true to what it was that had made botw such an insane success. I think that's probably what led to the expanded map in the sky and depths as well as the fuse/build mechanics--they basically took their two big draws from botw, big map and versatility, and said ok BIGGER MAP and MORE VERSATILITY. Was this effective? yeah. do i think they maybe could have made a more engaging and well-rounded game if they'd been willing to diverge a little more from botw? also yeah. I won't say that I wanted totk to be skyward sword-style linear, because literally no one wanted that, but I do think that because of the insane wave of success that botw's huge open world brought in the developers were under pressure to stay very true to botw in their designing the gameplay of totk, and I think that both the gameplay and story might have been a bit more engaging if they had been allowed to experiment a little more in their delivery of the material.
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masonmyluv · 5 months
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Part 8
A/N: 2 parts left from this story 🥲
Warnings: jealousy
Read the full story here
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Another day at Uni after he just scored yet another La Liga goal. He was buzzing, but had to be on time for classes. He was sure the whole university will congratulate him again.
"Our boy Fermin is back!"
You looked up from your notes to see Fermin being congratulated by the whole class. People hugging him, patting him on the back. "Thanks man" he kept saying, trying to make his way to his place. You felt a déjà-vu from when he scored his first goal. It happened just the same, with him sitting near you, except that now he had a coffee cup, then him asking you to help him study, and all the things that happened which led to you two being together. "Morning. This is for you" he smiled, putting the coffee cup near your book. "Thanks, Fermin".
"Are you feeling better? After last night" Fermin asked. "Huh?" You asked confused. "Come on, you have to tell me what happened" he whined as you quietly ate your sandwich. You didn't like the attention you got from the entire university that Fermin was sitting with you at lunch time. "Nothing happened. It was an amazing night. Can we stop talking about that?" You snapped. "And they say communication is key" Fermin mumbled, placing his hand on your right knee, which didn't go unnoticed by his girl fans. "We aren't public, so stop acting like that" you said, pushing his hand away. "Okay I get it, your bad mood is still present" Fermin said. "And I'll get you to tell me why".
After classes, at which Fermin wasn't present because he had training, but promised he'll pick you up, you were waiting for him in front of the University building. "Have you seen her? He's definitely not in love with her" a group of girls passed by you.
"He should be with me. See? I have boobs and a big ass"
"Look at how she dresses. A nerd"
"I bet he wouldn't even have sex with her because she's so ugly"
You tried not to cry hearing those because they weren't true. Or were they? You weren't the most popular girl, yet Fermin was dating you. You weren't the one to wear designer clothes, but Fermin did. He never really told you his type of girl, but now that you thought about it, he would surely want a tall, skinny, boobs and ass girl, just like any football player.
"It's not true what they say" Adrian, the nerdy guy from your class, said. "Maybe it is" you shrugged. "I'm sure it's not. Not every boy wants boobs and ass. I prefer brain" he said, making a nerdy joke which actually made you smile. "Thanks Adrian. That's Fermin, I better go" you said, waving at your colleague.
Meanwhile, Fermin was watching the little interaction between you and Adrian. What did he say that made you smile? He always thought you would end up together because Adrian was basically your masculine version, the nerdy guy. Obviously he thought you weren't nerdy, you were just smart. "Hey again. How was training?" You asked, climbing in his car.
He tried to hide the fact that he was jealous, but it didn't really work when his reply sounded harsher than he intended to. He saw how your mood changed, just like that time with the presentation, and neither of you spoke about it.
"Thanks" you said, hurrying to your flat. "Y/N, we need to talk" Fermin said, following you. "I'm tired" you replied. "Me too. But I want to know what's wrong with you" he said. "Me? I'm not the one talking like an absolute dickhead to people" you snapped. "Alright, I'm sorry. I was jealous okay? Of you and Adrian. I saw that he made you smile when I couldn't" he explained. You were taken aback by his confession. He was jealous of other guys being around you? "Adrian is just a colleague, nothing more. And you really tried to cheer me up, don't you think I didn't notice" you said as you both sat on the couch. "So, will you tell me what's bothering you, pretty girl?" Fermin asked. "Yeah. It's actually two things" you said and Fermin nodded for you to continue.
"Yesterday, when we drive Gavi home, he kind of made some comments that made me uncomfortable. I didn't want to tell you because he's your best friend and I don't want you to change because of me" you finally express your feelings openly. "The ones with congratulating me? Celebrating in that way?" He said. "Yeah". "He was just teasing me because I haven't gotten laid in like a year and he's always making fun of me" Fermin chuckled. "Plus, we don't have to do it now. Time will come" he shrugged. "You, Fermin López, didn't shag anyone? Holy shit" you said and he laughed at your reaction. "I'm a good boy, Y/N" he said, battling his beautiful eyelashes at you. "But if they make you feel uncomfortable, just tell me. They can be a bit overwhelming, but that's just guys jokes" he said. "And the second thing?"
"It's related to Adrian in some way. He tried to cheer me up because we both heard those popular girls talking about me, how I don't suit you because I don't have a perfect body and I dress like a nerd. And then I thought that they maybe were right, because you could have anyone, yet—". "I want you and only you" Fermin interrupted. "Yeah, but don't you want like a girl with a nice body shape?" You asked. "I prefer brain over other things though" he said. "And you're beautiful. So beautiful I could kiss you right now" he whispered. "Even though I look like a zombie after 8 hours of courses?" You laughed. "Yeah. Even so. You're my zombie" he said, softly kissing your lips. You immediately responded to the kiss, his lips making you feel some kind of way that you never wanted to stop. "Y/N..." he groaned when you climbed into his lap, hands resting on his chest. "What?" You asked. "Nothing, just... I want to ask you out on a date" he said, blushing.
"A date?"
"Yeah"
"Never been on a date before" you admitted, embarrassed. "So it will be your first first-date? Awesome" Fermin said. "It's not. I don't even know how to act" you pouted. "Like yourself, because that's what I like" he said, kissing your pouty lips. "And where do we go?" You asked. "You'll see. Just dress casually" he said. "Dress casually" you snorted. "Like a hoodie or what?". "Yeah, like that. Comfy clothes" he shrugged. "So... is that a yes?" He asked. "Yes yes. When?". "When you're free" he shrugged. "And when you are free" you chuckled. "I can miss a class, it's no big deal" you shrugged and he gasped. "You missing a class? Bad, bad girl" he tutted, smirking. "Yeah whatever. Tell me when" you whined.
"Tomorrow at 5" he said.
"A.m.?"
"No, love. P.m."
"Okay, cuz I can miss classes, but my sleep is precious" you said, making him laugh. "Then tomorrow at 5 pm" he said, kissing your lips one more time before he left.
Hope you like it 🤍
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cowboycannibalism · 9 months
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just got out of a late showing of Talk To Me and I have thoughts!
⚠️⚠️⚠️⚠️⚠️SPOILERS AHEAD ⚠️⚠️⚠️⚠️
so let's dive in while it's still fresh in my mind
Grief is a heavy player in this movie and that's what makes it so good. So much of what happens is because of Mia not being able to let go or face her grief. she's vulnerable to the spirits/demons/souls because she's lonely and sad and she's trying to find anything to make her feel.
The opening scene was absolutely amazing! it sets up how fucking crazy the movie is going to be. It brings us into the world where everything is for views, everyone is entertainment even when they're suffering. It's not the focus of the film but they way social media guides the story is interesting.
to add to the previous point, every time someone does the "game"/seance, the others whip out their phones with lightening speed. They laugh, they point their cameras at the possessed and scream and shout in joy regardless of what the possessed is doing. we see this in Daniel's first go which is a weird sexual possession that leaves him embarrassed and scared, whereas the group is laughing and recording. it's also what brings Mia to the hand in the first place, she keeps seeing the videos posted of people playing the game and having "fun"
I really liked the kangaroo scene because it was so jarring and the foreshadowing was just mwah. wonderful.
I will admit Mia got annoying because you want her to know that she should stop, but she won't. I was literally trying not to yell at the screen lol
on the other hand (ha hand), I get it. She was desperate, grief will do that to you, she just wanted answers and closure. And that can drive you mad.
The gore/violence in the movie was so good for a possession film! The Riley scene was intense and had the small amount of us in the theater squirming and yelling and gasping. And the limbo/purgatory scene although brief was not what I was expecting and it blew me away, it gave cronenbergian/yuzna's Society [1989] vibes.
the cast was very very good! Sophie Wilde played Mia with such an intensity and passion that drew me in even when I didn't care for her character's actions. And the supporting cast stood their own which was awesome because sometimes in horror those other characters can sometimes get pushed aside or fade into the background.
the sound design had me so tense! I swear I thought I was hearing things and not sure if it was me or the movie. We don't talk enough about sound when it comes to horror. It's honestly what really scares me, more than the actual scenes, it's the score that revs up my anxiety and fear.
All in all, the movie was really good! I'm not even a huge fan of possession horror but I was excited to see it and really glad that I did. I know it's been greenlit for a sequel which would be interesting depending on where they take the story but I'm definitely more interested in the prequel that they've already made!! I hope it gets picked up by A24 like the sequel is because I definitely would like to know more about the hand and mythology behind the "game".
Just to add on some more personal thoughts: It's interesting to me how often grief plays a role in horror. From Midsommar to Hereditary to The Babadook to classics like Pet Sematary, the list goes on. We are vulnerable when we're grieving, easier to let bad things in or ignore the people who love us who are trying to help. When I watch horror about grief, it gets to me more often than any others because I've known grief like a childhood friend. It's been with me my entire life. But I've learned to handle it better than I used to, and with movies like this it's a safe place for me to let it consume me, let it be messy and overwhelming like it is for the characters in the movie.
Anyways to wrap this up please go see Talk To Me! If you like possession movies you'll like it, if you like movies with deeper layers you'll like it, it feels like there's a little bit of everything to appeal to most horror fans.
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theresattrpgforthat · 8 months
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I found a goth speakeasy/coffee shop by my school that does a Thursday tabletop night where you can bring and run your own games and I was wondering if you had any recommendations for games you'd feel comfterble running with a table of strangers / mostly strangers? Thank you!!
THEME: Games to Run with Strangers.
Hello friend, fall comes upon us and I finally get around to answering your ask. Thank you so much for your patience! I’d definitely recommend bringing some safety tools to any of these games, since you’re playing them with strangers. That being said, I tried to pick games that were easy to pick up and quick to learn considering you’d probably want each session to be a standalone one.
I often run games with groups of people who don't know each-other beforehand, and I'd recommend allowing silliness to blossom when possible, even if you're running a spooky game. Let’s see what we can find!
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Wizardry and Bureaucracy, by Oh Little Moth.
You are a member of the National Parks Service. You and your team would do just about anything to protect your national park. Also, you’re wizards. But all the magic in the world can’t save you from the slog of paperwork you have to endure as a civil servant. Your mission is to preserve your park and all creatures living in it, promote a love of nature and the environment, and also keep park visitors from seeing through the curtain separating the magical from the mundane.
Like most Lasers and Feelings games, this has quite a bit packed into one page. Easy character generation, a standard list of gear, an introduction where you collaboratively design your park, and the classic Lasers and Feelings mechanic that makes you automatically better at one thing and worse at another. The game is also set up to be raucously silly. This game includes the very good piece of GM advice that I adore for improv: ask questions and build on the answers. You don’t have to come up with the entire story yourself! Give your players the chance to tell you how exactly magic interacts with the local National Park.
The Children of Saturn, by Dan John Crowler.
The people of Petrikstein are tormented by a blood craving beast prowling the night. Players take the roles of parish appointed investigators on a mission to find and slay this alleged Vampyr, before it claims even more lives. Will they be able to find out the truth in web of lies, myths, and fear fueled superstitions? Play to find out!
The Children of Saturn is a neat little game that combines the Keys mechanic from John Harper’s Lady Blackbird with the graded 2d6 roll of Powered by the Apocalypse. You can accumulate dice to roll depending on whether the action in question is in line with your character, and failure increases the chances of success the next time you roll. The characters are pre-made to some extent, but the players will be able to make them unique through names, descriptions, and how they decide to role-play. This game also come with a small hex map for your characters to explore - and everything fits on one page! If you want something spooky and quick to prep, this is definitely worth checking out.
2400, by Jason Tocci.
2400 is lo-fi sci-fi. It’s centuries in the future, and it’s a decades-old modem that screams like a dying robot when it connects to the net. It’s a space ship with an FTL drive, artificial gravity, and a flickering display you gotta tap a few times to see the jump coordinates. It’s hacking something together with whatever cheap materials you have on hand, ignoring the rules until you need them, banging out something that might not sound finished, but definitely sounds fun.
The 2400 system is a stripped-down ruleset inspired by the OSR that has been used to create a number of hacks in different settings. Every time I’ve run a 24XX game, the session lasted about 2 hours, so it definitely has the ability to play quick. The original page for 2400 currently has over 20 different settings to choose from, so if one of them really hits off, you could come back with a different setting each week for your friends to play through!
The Great Soul Train Robbery, by Cloven Pine Games.
On the road to hell there was a railway line. An express train to the infernal city of Dis, crewed by furies and carrying treasure and souls to damnation. You’re going to rob it.
The Great Soul Train Robbery is a tabletop roleplaying game for 2–6 players and 1 gamemaster about Desperados robbing the train to Hell. Spin an allegorical Weird Western yarn as your sharpshooters, fiddlers, homesteader widows, and other Desperados attempt a Hellish train heist. Will you claim your prize from the train, or be overcome, damned, or broken by the heist?
This is probably the biggest Honey Heist - inspired game that I’ve seen to date. It’s a solid pitch, with very little background needed in order for your players to grasp what exactly it is they’re doing. If players aren’t sure what kind of character they want to make, all of the options have d6 roll tables to give your group a goal, your train some complications, and your character a name and a special item. There’s quite a few pages of GM advice in this, which is probably a big boon to anyone running the game, as it allows you to construct a more complex train than what you might have created out of the top of your head. I’d probably even just steal the train construction section to use for other similar games!
Hold Your Own, by Sharkbomb Studios.
It's a time and place, not unlike the one that you, the players, grew up in. A dark mirror of the decade of your youth.  You play as a group of friends at the cusp of adolescence and life is hard. You're unpopular and unwanted. All you've got is each other.
But it comes worse: A strange menace threatens to devour everyone you know. And nobody wants to believe you, not the teachers, not the parents. It looks like it's up to you to save your home.
Fans of It and Stranger Things will probably like this game. This game uses small dice pools and four basic stats. You’ll be facing off against an antagonist called the Menace, a threat that the rest of the community believes doesn’t exist. The Menace will always be strong enough to provide a challenge, and as you play, you’ll learn more and more about what it is exactly that you’re fighting against. This is a great game for fans of suspense, and it’s also small enough to learn it within the few hours that you’d have at a coffee shop.
Games I’ve Recommended in the Past
Something is Wrong with the Chickens, by Elliot Davis.
Koboldly Go, by CoffeeSnake Studios.
Faewater, by A Smouldering Lighthouse.
The Station, by pidj.
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I love your work and enjoy your theories, so I thought I'd pop up and ask a question, my question being; why do people like yuu so much? They don't really have a point in the story and stuff-this kinda sounds like I hate yuu but I don't I'm just curious on why they're liked in the EN Fandom so I apologize if I used the wrong choice of words or anything, also why is yuu called 'the therapist'?
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Rather than saying “the EN fandom likes Yuu”, I think it’s more accurate to say “the EN fandom likes the idea of Yuu”. Yuu is not a character in of themselves, but is an easy proxy for anyone and everyone to self-insert (be it the player themselves or an OC of theirs) because they are so loosely defined. This makes it very easy to “project” (ie insert whatever traits you want) onto a blank slate on an individual level and to be more personally invested in the events related to Yuu.
In an ironic way, Yuu not having a major impact on the story encourages fans to create their own alternate tellings and scenarios (typically substituting their own interpretation of Yuu or an OC into their role) to change things. This, in turn, heightens the attachment to Yuu because of the time and effort being devoted to this insertion. Over time, the feelings can grow stronger with each repetition, and it forms a sort of bond and all the affection that may come with it.
This is in part why the self-insert and OC culture of TWST is so strong; Yuu is practically designed to be projected onto. Even the name may be a reference to this—Yuu as in, “you”. They’re meant to be “you”, so many people become attached yo Yuu because that is essentially a representation of “themselves” in the world of TWST (especially when you consider that one’s imagination amplifies this relationship).
Brief aside for a second, I want to emphasize that this is a phenomenon that is specific to the EN fandom. The JP side also has Yuusonas and OCs, but they are often not as fleshed-out as the ones you’ll see from the EN fandom. Most of the time, the Yuusonas/OCs from JP are more generalized (less individualized looks, far less details in backstories, etc.) so that any onlooker can still insert as the Yuu. Meanwhile, the Yuusonas and OCs from the EN side tend to go into a LOT of detail about their creations. I believe this reflects a fundamental cultural difference between JP and EN (more specifically America/Canada): collectivism vs individualism, conforming to a group vs standing out from the crowd. (I discuss other differences I’ve observed between JP and EN in this post.)
The “Yuu is NRC’s therapist” line is a joke from the earliest days in the fandom; this was way before most of the main story had come out and no one knew how little of a role Yuu would actually play in the overall narrative and changing the characters’ lives, nor the fact that the OB boys would get treatment from an actual therapist (a detail revealed in book 6, I believe). The therapist role was likely derived mainly from something Crowley says in the prologue about how Yuu can be the one that teaches the boys how to get along with one another. However, the more main story content released, the more it became apparent that what Crowley said was just flat-out untrue. (I go into more detail about that in this post.) Nowadays, I think that the term is used more ironically.
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felassan · 7 months
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Article: 'If Anthem is the "anti-BioWare game", then James Ohlen is correcting the balance'
Text [quote]:
"The hugely influential design director talks Baldur’s Gate, his next RPG, and the abandonment of the BioWare model.
“Baldur’s Gate II set the model, and I obviously loved that model,” says James Ohlen. “But there were a ton of people at BioWare who didn’t like it.” During leadership meetings over the course of the Canadian designer’s 22 years at the RPG studio, he’d sometimes feel totally outnumbered when talking about the importance of story. “Game developers don’t get into the industry to create stories, they get into the industry to create games,” he says. “And so there’s this conflict between game developers and story - my entire career it's been a constant fight.”
Ohlen picked his side early. He was telling BioWare stories even before he joined the company. The meeting of Minsc and Boo, one of the most enduring partnerships in PC gaming, came about in a tabletop Dungeons & Dragons game he ran as a teenager. Then a comic book store manager, he took advantage of his premises to guide no fewer than three concurrent D&D groups through their campaigns. “I didn’t really have much of a life outside of Dungeons & Dragons,” he says.
BioWare programmer Cam Tofer played Minsc in one of those campaigns, “as a guy who’s basically been knocked on the head too many times in fights”. A merchant NPC of Ohlen’s invention sold him Boo, the miniature giant space hamster, in an apparent scam. Tofer ran with it, declaring that Boo would be Minsc’s animal companion, and holding one-sided conversations with the confidant that lived in his pocket. “In my campaign he was just a hamster,” Ohlen says. “I always thought of him as just a hamster.”
Back then, in the early 90s, there were no game design degrees, but Ohlen had dedicated himself to the next best thing. DMing proved to be an intensive training course in giving players agency and immersing them in another world - and his local reputation as a story wrangler landed him a job working on Baldur’s Gate. It’s a similar origin story to that of David Gaider, another D&D head who was plucked from the hotel industry to tell tales about vampires and druid groves.
“Have you ever read Malcolm Gladwell on the 10,000 hour rule? I think by the time I got hired by BioWare, I had done 20,000 hours of dungeon mastering,” Ohlen says. “It was ridiculous. I owe a lot to D&D. My friendships, my career, my mental stability.”
BioWare co-founder Ray Muzyka encouraged Ohlen to dig into the huge binders that contained the details of all the player characters and NPCs in his campaigns, and to let them spill out into the world of Baldur’s Gate. “I hadn’t intended to do that,” Ohlen says. “It seemed narcissistic. But he was right. Once I started using them, I started getting things done real fast. All the characters had personalities that I already knew.”
Those tabletop campaigns turned out to be accidental writers’ rooms - producing distinct personalities that reflected the voices of their individual players. From the binders came some of Baldur’s Gate’s most beloved companions, like Minsc and the egotistical conjurer Edwin, as well as its villains - leading all the way up to the sequel’s Hannibal Lector-esque antagonist, Jon Irenicus.
That said, inspiration for Baldur’s Gate II’s much deeper companion stories came from an unlikely source. During a freezing winter smoke break in Edmonton, an Interplay producer named Dermot Clarke mentioned that Baldur’s Gate’s characters weren’t nearly as developed as those in Final Fantasy VII.
“I’m very competitive,” Ohlen says. “I went and played Final Fantasy VII and was like, ‘Oh my good god, these characters make ours look like a bunch of cardboard cutouts. This is terrible.’” The disparity convinced BioWare to up their game, leading to the complex journeys of companions like Jaheira - the grieving wife and activist, whose sense of duty has been shaken by so much loss. Despite Ohlen’s distaste for the way SquareSoft’s RPGs played, he continued to be influenced by their character work - all the way up to Knights Of The Old Republic, which was partly inspired by the twist-laden Chrono Cross. That and Star Wars, of course.
“I actually totally, entirely ripped off The Empire Strikes Back in such blatant fashion,” Ohlen says. “You basically go to face the dark lord by yourself, and then you get into a lightsaber fight with him, and he kicks your ass. And then, after kicking your ass, he does the big twist. Then you don’t die because you’re rescued by your friends on the Millennium Falcon - I mean, the Ebon Hawk. It’s beat by beat the same thing.”
Of course, KOTOR’s plot twist didn’t feel familiar to players because it impacted not Luke Skywalker but them personally. For those who don’t know - and spoiler warning, if so - it revealed that your character was in fact a former Sith Lord, their memory wiped by the Jedi Council. In an RPG genre rooted by knowing your avatar down to their last stat, having your identity ripped out from under you felt genuinely radical. BioWare had succeeded in making its biggest setpiece not a battle, but a revelation. And in the process, it proved that BioWare storytelling was packed with the kind of explosive potential a publisher could bank on.
After the sale of the company to EA in 2007, Ohlen was put in charge of creative development on a Star Wars MMO, The Old Republic. It was BioWare’s next great hope, and an enormous undertaking - involving the founding of a brand new studio in Austin, Texas. At launch, it featured eight story campaigns which unfolded across 19 planets. In 2011, executive producer Rich Vogel told Fast Company that The Old Republic hosted “the most content in a video game ever”. Looking back, Ohlen views that as a fundamental problem.
“If open-world is the enemy of storytelling, multiplayer is the arch-villain,” Ohlen says. “If I was to go back in time to give my 2006 self some advice it would be, ‘Don’t try to make the game so long that you can fill up 200 hours. Instead, keep it shorter.’” With less ground to cover, the Austin team could have committed more resources to its Flashpoints - story-heavy missions which forefronted the difficult decision-making and tight encounter design that had elevated previous BioWare games. “Everyone wanted Knights of the Old Republic Online, and it felt more like World Of Warcraft with Star Wars spray-painted on it and some BioWare juice thrown in,” Ohlen says. “Even though the Metacritic was pretty good, it wasn’t new enough to really take off.”
At this point, a Knights Of The Old Republic 3 directed by Ohlen would be “not great”, he says. “Because I’m all Star Wars’d out. I have nothing else to say about Star Wars. But if a whole new studio does KOTOR 3 that loved KOTOR, that could be an amazing game. So hopefully Disney makes that happen. But probably not, because executives around there are all probably going, ‘It’s too hardcore.’” Ohlen still remembers the efforts he made to convince EA boss John Riccitiello that fantasy was a genre that could sell. “I had this whole PowerPoint presentation,” he says. “We have Lord Of The Rings! We have World Of Warcraft! We have Diablo!”
The year after The Old Republic’s launch, with the arch-villain of multiplayer still undefeated, development of Anthem began - and BioWare fought that increasingly costly battle for the better part of a decade. Those at the studio tired of the Baldur’s Gate model had the backing of EA, since a live service looter-shooter in the mode of Destiny could unlock years of long-term revenue beyond the reach of a single-player RPG. Or so the theory went. “It was always chasing the gigantic successes instead of leaning into what BioWare was good at,” Ohlen says. “It wasn’t just EA leaning on BioWare - there were lots of people in BioWare who wanted to do something different.”
Ohlen understood why others at the company would want to get away from a formula that empowered old hands like him and Gaider, and embrace one that empowered them instead. And he knew first-hand that freedom to experiment was what had set BioWare on the path to success decades before. Yet this new direction felt like an abandonment of the studio’s strengths. “Anthem was the ultimate expression of that,” Ohlen says. “It got away from everything. It’s kind of like the anti-BioWare game.”
Ohlen left in 2018, intending to retire from videogames altogether. “The big games have a formula and they don’t adjust it too much,” he says. “It’s very production driven, and I was like, ‘I’m not gonna get to make a game that I want to make at EA.’” He returned to the tabletop, putting together a new Baldur’s Gate adventure book featuring Minsc and the gang. But then Wizards Of The Coast called and flew him up to Seattle to discuss starting a new studio. Ohlen didn’t need or necessarily want a videogame development team under his wing - and that proved to be a perfect negotiating position.
“My demands were, ‘I only do this if I get to start my own studio in Austin, I get to choose who I hire, I get to choose exactly the kind of IP I want to make, no one’s gonna tell me anything about how to make the game.” At this point, Ohlen adopts a megalomaniacal tone, as if he were Baldur’s Gate baddy Sarevok, ascending to the throne of the dead god Bhaal. “I want control over absolutely everything! I want all the power!”
To his surprise, Wizards said yes, and Ohlen has been happily presiding over Archetype Entertainment ever since, building a new sci-fi RPG world without interference. “If you’ve seen the games I like to build, it’s that style of game,” he says. “But then it leans into the people and technology that I have available.” Ohlen won’t elaborate on what’s in his toybox, for fear of spilling secrets - but it’s worth noting that Mass Effect legend Drew Karpyshyn joined Archetype in 2020 as lead writer. “The feel in the studio reminds me of my early days at BioWare,” wrote Karpyshyn on his blog at the time. “I can feel the magic in the air.”
Magic and Wizards and science fiction - it’s the kind of atmosphere in which you could believe a hamster isn’t just a hamster, but something altogether sillier and more exciting. An act of collective imagination is happening, the binders are filled to bursting, and all we have to do is wait."
[source]
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laurzvahll · 2 months
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human au phos enjoyer over here
THAT IDEA YOU POSTED ABT RECENTLY IS SO FUN????? I can’t wait to see designs?!?!!! Lunarians are really annoying to think about when coming up with aus too,…,
Who have you designed so far tho? I’m super excited to see this omfg foaming at the mouth
HIII OMG THANK U SO MUCH FOR THIS!!! HERES EVERYTHING I HAVE RNNN
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these are all super old doodles (and a wip) except for the Dia and Born one which is from yesterday!!
basically this AU revolves a lot around music, as someone who really loves music. I want to say that the characters are all in Music school or maybe Art school so that it can include other characters’ interests like Red Beryls love for fashion and tailoring.
This idea came to me when I was listening to rock (more specifically Queen) and I started envisioning Phos’s moon group as a band! At first consisting of all the gems that went with Phos to the moon, with the exception of Goshen since they never really stuck around for much and were just doing their own thing LOL. Ofc this means that Dia later on breaks off from the band to become an idol like in the manga. Also Padpa plays tthe piano and as a former piano player that’s important for me to say. I have most of that arc envisioned and back when I first thought of the AU I had wanted to execute it with animatics, which im still kind of considering!
I also assigned each of Phos’s phases songs, which I can delve into in another post. Going back in time a little to the beginning, I imagine that partnerships are kind of like bands too , and duos and stuff. Like for example Dia and Bort are a duo and they make music togetherr :3 and they have little matching pendants because idk I thought it was cute. Anyways tho I was thinking maybe Phos just lives around this school at the very beginning of this AU and wants to join a band or just join them in making music, but they haven’t gotten accepted into the school and the other gems see them as inexperienced. Btw Antarc is the one who starts to teach Phos about music similarly to how they started winter duties together. Also I love Phos and Antarc so there might be a lot of focus on them in this AU.
ITS NOT COMPLETELY done yet or fully thought out but thank u so much for asking me about it thank u thank u. If you have any specific questions about any parts of the AU I would absolutely love to answer them!!!! (Please send me asks)
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alpaca-clouds · 1 month
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Designing a Solarpunk TTRPG - Part 1
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I recently am getting really back into TTRPGs, after the pandemic kinda kicked me out of it. Like, sure, I played some online games, but it was just not the same.
And while I honestly do not make a lot of progress on my idea of developing a computer based game with Solarpunk themes (mostly because I have realized that I as a single person just cannot do it - I need more people for that), I thought to myself: Well, I have developed a TTRPG before. I could do a Solarpunk one as well, right?
So, I am thinking a bit of how to do it.
I talked about it before, that really, the core issue with developing a Solarpunk TTRPG comes with the challenge of finding a good central game mechanic.
If we look at most big TTRPGs, their central mechanic tends to be combat. Sure, each and every one of them you can play without a single fight. At times the systems actually urge the DM to encourage the players to avoid fights. But we all know how this goes on most tables.
So, the easiest way to go about it would be to make a game focusing on combat in some way or form. Because for a lot of players this would be the familiar way to do it.
On the other hand, though, I kinda would love a game that actually does not focus on combat. But what else could it focus on, that would actually make for a game best played in groups? And how to turn whatever into an engaging mechanic?
Because ideally I would design the world for the game around that mechanic. After all, we have established before: Solarpunk can be a lot of things. It can be futuristic SciFi, but it also can have more fantasy aspects, but with Solarpunk theming. After all, Studio Ghibli tends to be considered very Solarpunk - and most of it has some fantastical aspects.
I don't know. What are you guys thinking?
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ostrichmonkey-games · 10 months
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Crews? Homebase? Headquarters?
Been thinking a lot about Crews in Blades/Forged in the Dark, and how I want to play with those ideas in Furry Crime Game (sidenote: I really need to come up with an actual title for this game before that sticks permanently).
The general idea of Crews in Blades "exist to create a legacy that will last beyond the founding members" (p. 91, BitD). My personal view of Blades is that it has a lot in common with Darkest Dungeon - its just as much about the moment to moment, zoomed in character-play as it is (maybe even more so) about the zoomed out progression that happens through the Crew and the world around the players.
Characters in Blades are not designed to stick around for very long. Stress, harm, and trauma pile up very quickly. I fondly call the game a "meatgrinder" and I'm not joking! Unless you are the most cautious player, your PC is going to get shredded (and cautious play is just not nearly as fun in Blades, it is way better to embrace the meatgrinder experience and go for it).
So anyways, Crews stick around, forming your table's legacy, while your characters get turned into ground beef. Got it. But, in all my experiences of playing and running Forged in the Dark games (which, most of them adopt very similar "meatgrinder" experiences to Blades, everyone seems to care waaaaaaay more about the characters over the Crew. Its very easy to forget about the Crew, when you're focused on your cool little Crime Guy that you want to keep alive as long as possible, because little crime guys are fun.
Now, I like Crews! I think they're an interesting piece of design and fit very well into the whole engine of Blades in the Dark. But for the style of play I love (character focused vs legacy focused), they can feel a little too "board game-y" to engage with.
Compared to Blades, I'm planning on having PCs in Furry Crime Game being a bit more sturdy than their BitD counterparts, so the design space for a lasting "legacy" isn't as important. But! The idea of having this shared advancement, that progresses as the group of PCs also advance is fun.
So, where I'm at right now is some sort of headquarters/homebase that the PCs all share that gets upgraded and evolves over time (building on ideas from Blades' turf mechanics I think). Actually, I think whatever this HQ thing is going to turn into is going to involve folding a lot of Crew and turf tech into one thing. The hard part will be making it feel like a character that the table wont forget about lol.
I think tying some new downtime actions to the HQ is an interesting way to go. @temporalhiccup's Twilight Throne has some really fun downtime actions that are great at setting scenes and exploring character relationships. So, creating downtime actions (which who knows, could maybe be upgraded as you play) that take place specifically within the HQ and provides a framework for exploring the HQ as a "character" and also for exploring your character (and their relationships with the other characters), feels particularly fruitful.
Still a looooooong way to go on designing this game, I really need to finish Dark Confluence first, but I think it's gonna be very cool once its done!
Here's a little peek at the doc's outline as a treat though.
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emblemxeno · 5 months
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This ask is going to be kind of long, but your platform is really the only platform where I feel comfortable having this conversation. You don’t have to post this if you don’t want to, I won’t feel any sort of ways about it, but I’ve got to get this feeling out of my system. The way the fandom treats Fates compared to the other games in the franchise, makes them completely unbearable. I don’t think I can forgive the fandom for it even if they did somehow start giving Fates its overdue credit. Treating its fans like shit for almost a decade is unacceptable. I don’t know how so many people can justify their behavior in regards to this game. The fans of this game have literally done nothing to the fandom other than love it unapologetically, and we still get condescended to about it. You dare offer your opinion about a take in the series and it’s like, “You’re a Corrin fan, you have no right to talk about anything.” I have never seen a group of fans that have to literally HIDE the fact that they cherish a game in order to appease its larger community, it’s so disgusting. I don’t care if I’m being harsh with this ask because I have witnessed and dealt with this condescension for years. I don’t care to spare any feelings at this point, and I think the fandom certainly doesn’t deserve any of our grace either. Calling out the elitism, cliquish behavior, and hypocrisy is the right thing to do no matter how much some people soften/normalize these issues.
Hope you don't mind me posting this anon.
It's certainly an unfortunate situation. While Fates has its problems--I say this as a diehard fan--I agree in that it's in a singular situation where it's just met with derision initially and only given praise in backhanded manners. Think "Fates sucks but it does have great X and Y" and including an obligatory compliment towards Conquest. Which, don't get me wrong, Conquest is fucking amazing in the gameplay department, but half the time I'm just like... all right, I think you're just pretending to like anything of Fates just because you feel obligated to like one of the most acclaimed gameplay centered entries in the series.
There was just the perfect storm of controversy and unmet expectations that people had towards the game: the woefully inaccurate conversion therapy accusations, the romance options, the sales model of having multiple versions, the story not being liked, Corrin not being liked, the cast being seen as tropey, the fanservice hatred, etc. Its reputation from pre-release to nearly a decade after release is just a swamp of negativity.
And, in risk of sounding defensive and deflective, Awakening did most of this first. Awakening used being gay as a constant punchline especially in DLC (but people are reclaiming that now as something to be praised cuz of course), Awakening had problematic romance options (Nowi, any of the children but especially Nah, Donnel, Ricken, and Lissa are still underage, Aversa is technically your sister and she's written in the M!Robin support to tease that aspect, Tharja in her entirety), Awakening's cast was the de facto tropey cast before Fates, its story was criticized for the same things Fates was (poorly explained lore and world, pacing issues, convenient plot devices, pandering to a previous game, and had its exclusive issue of being inconsistent with Archanea's lore), Robin was criticized for being an all loved player insert with too many powers/importance, it started the oddly designed armor designs for fanservice reasons, and while it didn't have multiple versions, it was the first game with a ton of paid DLC.
Don't get me wrong, I love Awakening to pieces. But that game started pretty much everything Fates gets shit for. Yet it gets retrospective love or at the very least a pass cuz... Fates does it worse/more and because it was gonna be the last game in the series? Wouldn't it be fair then, to give slack to Fates for following in the footsteps of the most well received and successful game in the series by replicating it while trying to improve on what some felt were lacking? But I guess at that point, people think it utterly failed in improving on the story and characters so :/
I think you have a point regarding Fates fans as well. We're pretty much the only FE fans that get unironic negative labels, at least by casual aduiences. Apparetnly we're "coomer, porn brain freaks who don't know what good games are." Though, that's about it in terms of the elitism thing, otherwise I think it's just fans of older games being out off by the direction newer games have gone, and most make no distinction and criticize all of Awakening, Fates, 3H, and Engage. Still, Fates fans are the ones getting the most accepted flak.
To end this off, let's be honest: If Fates is the example most people give of the worst game in the series, FE fans have it pretty fucking good lmao.
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estrophore · 9 months
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Signalis Post (barely coherent thought vomit)
So I finished signalis on Monday and i think ive just about recovered enough for me to make a gush post about it on tumblr dot com, which i think i have to do cause i dont think any other game has really hit me as hard as this one. Spoilers obvs.
Being pre-transion, with that associated depression and closing off from oneself, ive always found it difficult to get out my feelings, even in private with just myself, and yet signalis has filled me throughout with its beautiful romantic melancholy and left me genuinely sobbing for the gay robot and her space girlfriend (almost worried that if id played this game on estrogen it might actually have just killed me on the spot). the only other times i can think of where i really cried were playing We Know The Devil near the beginning of the year, which really fkin hit the part of me that struggles to accept myself, and that time i rewatched the last episode of she-ra after reading the ‘Word War Etheria’ fanfic, which brings the characters so much more to life i fell for them all over again.
Signalis is a game that calls back to a lot of classic horror like resident evil and silent hill, which i havent got round to playing any of yet, but i think nostalgia works both ways sometimes and i’ll be playing them sooner now. sometimes horror gets stereotyped as all death and violence, some games fill themselves with skulls and corpses, and big ugly monsters and basically shout ‘DEATH!’ in your face repeatedly and it all just comes off as a bit garish and ridiculous and not actually very scary really. Signalis sits at the other end of that scale (with some of my other fav horror games like soma, cry of fear) where its environs are most usually just… quiet. Still. Muffled. Sad. just as often as theres tension or creeping fear because of this i find theres a strange kind of comfort too. Maybe its just that in most other genres of games theres so much of music, UI elements, pickups and interactibles with vibrant design. Here, theres room for your mind to just occupy the space. A soft fog. A dimly lit room. An empty train. Snow out a window. Liminal spaces that dont expect anything from you.
Signalis is a game thats just simply, unapologetically gay, and i dont think i would have been quite so invested in Elster and Ariane’s relationship if they were a straight couple. Its why representation is important, if art’s way for us to explore our emotions then its important to have media that we can relate to. Even Adler’s role isnt typically masculine. Our replika characters are manufactured, designed for certain roles in the base. Notes from the tough Stars and Storchs in the shooting range, the dollish Eules with the fairy lights and music player in the dorm. I couldnt help but think of groups of Eules sat around chatting, together, and im yearning for that feeling of togetherness, of understanding a friend that closely. I somehow missed the couple in the mineshaft (next playthough, ill find you v_v ). Despite the harshness of life in the Eusan nation (especially for the gestalts) the characters in it are defined by their feelings of belonging and hope. With the obvious parallels to east germany, i think of posters of cosmonauts and space travel from the time. Propaganda, sure but also made with the genuine belief in something greater. When the events of the game take this away, well, we find the last Kolibri, whod rather lose herself than lose her [ah. Im not sure theres a word here to properly describe the relationship they embody]. Its a game defined by loneliness.
We dont lie up at night scared by some corrupted android. We arent stuck with horror at the flesh everywhere, not on its own. We lie awake thinking about Elster and Ariane’s love for each other, the horror of their decline, the futility of trying to hold on forever. Its existential horror done perfectly. It shows an ending postponed and stretched far beyond its limits, and so squarely reminds you that you do, in fact, have to die one day. You’ll break down. One day you’ll say your last words to the people you love and you wont even know you have. Ariane’s final few diaries arrive with the full force of the narrative behind it, like a spear through my heart. For the record, I got the promise ending. Im still sad. It's a game about raging desperately against an unfair ending. I might think about this game for the rest of my life. I would sincerely say its an artistic masterpiece, by the sure definition of video games as art.
I like that the story leaves a lot open and abstract. I think it makes the emotional themes takes centre stage more. And i havent had nearly enough time to sift through it and come up with my own takes, we’ll need a few more playthroughs for that. And theres so much more to say that cant go in just these few paragraphs! Signalis is a game about two girls who had to run away from everything to find someone they belonged with. The universe may be cold and bleak, but you have to try, you might just find something beautiful, even if it doesnt last forever. I think if anything, we should all have the chance to find love and happiness like that, and we shouldnt have abandon a world that doesnt work for us to do it.
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goldfishontheceiling · 4 months
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TEAM E-SCOPE (+ Owen) BEACH HEADCANONS!!
Pronouns for these HCs:
Izzy: She/They/Xe (Izzy uses neoprounouns it's canon I'm Fresh TV /j)
Eva: She/He
Owen: He/Him
Noah: He/They
Izzy:
- insists on driving (do NOT let her drive!!)
- loves sitting in the front
- stares out the window or sings along to the radio most of the car ride
- begs Eva to stop at the gas station
- xe always gets sour gummy worms
- no sour gummy worms? sour patch kids
- no sour patch kids? sweedish fish
- no sweedish fish? RIOT
- absolutely LOVES the water
- they go out super deep and scare the shit out of everyone
- chases the icecream truck until xe gets the whole group icecream
- *borrows bridgette's surboard* *tries to surf* *fails miserably*
- 100% brings googles
- likes catching fish with their bare hands (or teeth)
-she splashed Eva once (and got thrown headfirst into Owen's sandcastle as a result)
- collects seashells
- tries to take home crabs as pets
- a little more chill on the ride home but this is Izzy we're talking about xe's never chill
Eva:
- designated driver (has road rage)
- *aggressively honks horn* "DRIVE FASTER BITCH"
- always gets some chocolate and a coffee at the gas station
- hates the radio but plays it for Izzy (she keeps the mp3 player on standby incase it gets too bad)
- mostly swims with Izzy or plays volleyball
- *plays volleyball with some strangers* *gets mad and chucks the ball at one of their faces*
- tries to relax (emphasis on the tries)
- she knows cpr!!
- he gets salt water and/or sand in her eyes everytime
- will yell at you (lovingly) if you forget to put on sunscreen
- he makes sure everyone drinks water (no Izzy ocean water doesn't count) and stays hydrated!!
- wears sunglasses pretty much the entire time
- will make sure nobody tracks sand into the car
Owen:
- sits in the back with Noah
- he gets everyone to play "I spy" with him (Izzy can't focus, Noah's half asleep, and Eva's more focused on trying not to scream then things that are the color yellow)
- if the others are busy/don't want to play he usually whips out the DVD player
- did I mention that he collects DVDs? his favorite movies are cloudy with a chance of meatballs, toy story, and ratatouille
- always gets gummy sharks or jolly ranchers
- Owen packs the best snacks and brings things they all like (strawberries, veggie straws, goldfish, cheez its, etc)
- he even made sandwiches and fruit salads!!
- the water's nice and all, but the SAND!!
- he makes the best sand castles
- since Owen canonically has 3 brothers, he knows a lot of games (sand castle building contest, marco polo, "who can dig the deepest hole in 5 minutes," etc)
- gives the seashells he finds to Izzy
- speaking of Izzy, xe burries Owen in the sand atleast once everytine they go
Noah:
- he ususally drives for shorter trips, but long car rides make him tired
- you can not convince me that this man doesn't latch on to Owen like a koala when he naps
- Owen angles the DVD player somewhere they could both see incase Noah wakes up
- at first, Noah just reads a book (or stares out the window when he gets carsick) but he always ends up falling asleep at some point
- whenever they stop at the gas station, Owen always makes sure to get something for Noah
- they always bring their book with them to the beach
- he protects that book like a lifeline
- once he either finishes the book or the others bug him enough, THEN he does stuff
- Izzy always tries to convince them to get in the water
- 9 times out of 10 he says no
- but on the occasional times they say yes, they almost drown
- Owen carries Noah pretty much everywhere lmao
- he doesn't really like water (and no I won't be making an IOTS refrence no matter how tempting it is)
- they help Owen with his sand castle!!
- Noah isn't much of a beach person but that doesn't mean he can't have fun
- and ofc he falls back asleep on the ride back
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