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#is it coherent? should be the question
houseswife · 4 months
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I love how neferiously hugh laurie delivered his lines in that 5x1 scene where house is blackmailing wilson. because the dialogue could’ve been conveyed in a manner that was obviously facetious and unserious (like the way RSL was playing the scene: “You’d jeopardise a patient—? 😒🙄) but he literally chose to go “If it keeps you here😈👹” in the most deadass, diabolical tone. so the result is that we have house sounding like a genuine psychopath as he threatens to let a woman die and then wilson proving he’s an even BIGGER one by responding with, like, mild exasperation at best. 10/10 dynamic no notes
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rawliverandgoronspice · 5 months
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Hello!! I'm back for: more whining about TotK Quest Design Philosophy
I can't reblog a really great post I just saw for some reason (tumblrrrr *shakes my fist*), but hmmmm yeah not only do I completely agree, but I think I might expand on why I feel so much annoyance towards TotK's quest design philosophy at some point, because it does extend past the fundamentally broken setup of trying to punch a pseudo-mystery game on top of BotW's bones, where the core objective was always explicit and centered and stapled the entire world together; or the convoluted and inefficient way it tells its story through the Tears, the somehow single linear exploration-driven quest in the entire game.
Basically: I'm talking about the pointless back-and-forths. There were a lot of them, a lot that acted against the open world philosophy, and almost none of them ever recontextualized the environment through neither gameplay abilities nor worldbuilding nor character work.
I'll take two examples: the initial run to Hyrule Castle (before you get your paraglider), and then the billion back-and-forths in the Zora questline.
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I think?? the goal of that initial quest to Hyrule Castle is to familiarize you with the landmark, introduce the notion that weapons rot, tell you about the gloom pits, and also tell you that Zelda sightings are a thing? But to force any of these ideas on you before giving you a paraglider is, in my opinion, pretty unnecessary. I think the reason it happens in that order is to prevent Link from simply pummeling down to the gloom pit under Hyrule Castle and fight Ganondorf immediately while still introducing ideas surrounding the location; but genuinely, the Zelda sighting makes the next events even more confusing? Why wouldn't you focus all your priorities in reaching the castle if you just saw her there? Why lose time investigating anything else? Genuinely: what is stopping you from getting your paraglider and immediately getting yourself back there, plunging into the depths to try and get to the literal bottom of this? (beyond player literacy assuming this is where the final boss would be, and so not to immediately spoil yourself --which, in an open world game, you should never be able to spoil yourself by engaging with the mechanics normally, and if you can that's a genuine failure of design)
I think, personally, that you should not have been pointed to go there at all. That anything it brings to the table, you could have learned more organically by investigating yourself, or by exploring in that direction on your own accord --or, maybe you think Zelda is up there in the castle, and then the region objectives become explicitely about helping you reaching that castle (maybe by building up troops to help you in a big assault, or through the Sages granting you abilities to move past level-design oriented hurdles in your way, etc). Either way: no need to actually make you walk the distance and back, because the tediousness doesn't teach you anything you haven't already learned about traversal in the (extremely long, btw, needlessly so I would say) tutorial area.
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But to take another example, I'll nitpick at a very specific moment in the Zora Questline, that is honestly full of these back-and-forth paddings that recontextualize absolutely nothing and teach you nothing you didn't already know. The most egregious example, in my opinion, is the moment where you are trying to find the king, and you have to learn by listening in to the zora children who do not let you listening in.
So okay. I think Zelda is great when it does whimsy, and children doing children things guiding you is a staple of the series, and a great one at that. But here? It does not work for me on any level. Any tension that could arise from the situation flattens because nobody seems to care enough about their king disappearing in the middle of a major ecological crisis, except for children who are conveniently dumb enough not to graps the severity of the situation, but not stressed out enough that it could be construed as a way for them to cope about it and make anything feel more serious or pressing. It feels like a completely arbitrary blocker that isn't informed by the state of the world, doesn't do anything interesting gameplay-wise with this idea, doesn't build up the mood, and genuinely feels like busywork for its own sake.
This is especially tragic when the inherent concept of "the zora king has been wounded by what most zoras would believe to be Zelda and is hiding from his own people so the two factions do not go to war over it" has such tension and interest and spark that the game absolutely refuse to explore --instead having you collect carved stones who do not tell you anything new, splatter water in a floating island, thrud through mud who feel more like an inconvenience than a threat or, hey, listen to children playing about their missing king less than a couple of years after being freed from Calamity Ganon's menace. It feels like level designers/system designers having vague technical systems that are hard-coded in the game now, and we need to put them to use even if it's not that interesting, not that fun or not that compelling. It's the sort of attitude that a lot of western RPGs get eviscerated for; but here, for some reason, it's just a case of "gameplay before story", instead of, quite simply, a case of poorly thought-out gameplay.
Not every quest in the game is like this! I think the tone worked much better in the sidequests overall, that are self-contained and disconnected from the extremely messy main storyline, and so can tell a compelling little tale from start to finish without the budget to make you waddle in a puddle of nothing for hours at a time. It's the only place where you actually get character arcs that are allowed to feel anything that isn't a variation on "very determined" or "curious about the zonai/ruins", and where you get to feel life as it tries to blossom back into a new tomorrow for Hyrule.
But if I'm this harsh about the main storyline, it really is because I find it hard to accept that we do not criticize a structure that is at times so half-assed that you can almost taste employees' burnout seeping through the cracks --the lack of thematic ambition and self-reflection and ingeniosity outside of system design and, arguably at times, level design-- simply because it's Hyrule and we're happy to be there.
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There's something in the industry that is called the "wow effect", which is their way to say "cool" without saying "cool". It's basically the money shots, but for games: it's what makes you go "ohhhh" when you play. And it's great! The ascension to the top of the Ark was one of them --breathtaking, just an absolute high point of systems working together to weave an epic tale. You plummeting from the skies to the absolute depths of hell is another one; most of the dungeons rely on that factor to keep your attention; the entire Zelda is a dragon storyline is nothing but "wow effect" (and yeah, the moment where you do remove the Master Sword did give me shivers, I'll admit to this willingly) and so is Ganondorf's presence and presentation in the game --he's here to be cool, non-specifically mean, hateable in a non-threatening way and to give us a good sexy time, do not think about it too hard. What bothers me is that TotK's world has basically nothing to offer but "wow effect"; that if you bother to dig at anything it presents you for more than a second, everything crumbles into incoherence --not only in story, but in mood, in themes, in identity. This is a wonderfully fun game with absolutely nothing to say, relying on the cultural osmosis and aura of excellency surrounding Zelda to pass itself off as meatier than it really is. This is what I say when I criticize it as self-referential to a fault; half of the story makes no sense if this is your first Zelda game, and what little of that world there is tends to be deeply unconcerned and uncurious about itself.
And no, Breath of the Wild wasn't like this. Breath of the Wild was deeply curious about itself; the entire game was built off curiosity and discovery, experimentation and challenge (and I say this while fully admitting I had more fun with the loop of TotK, which I found more forgiving overall). The traversal in Tears of the Kingdom is centered around: how do I skip those large expanses of land in the most efficient and fun way possible. How do I automate these fights. How do I find resources to automate both traversal and fights better. It's a game that asks questions (who are the zonais, who is Rauru and what is his deal, what is the Imprisoning War about, where is Zelda), and then kind of doesn't really care about the answers (yeah the zonais are like... guys, they did a cool kingdom, Rauru used to run it, the Imprisoning War is literally whatever all you have to care about is who to feel sad for and who to kill about it and you don't get a choice and certainly cannot feel any ambiguous feelings about any of that, and Zelda is a dragon but we will never expand on how it felt for her to make such a drastic and violent choice and also nobody cares that's a plot point you could *remove* from the game without changing the golden path at all).
I'm so aggravated by the argument "in Zelda, it's gameplay before story" because gameplay is story. That's the literal point of my work as a narrative designer: trying to breach the impossibly large gap between what the game designers want to do, and what the writers are thinking the game will be about (it's never the same game). And in TotK, the game systems are all about automation and fusion. It's about practicality and efficiency. It's also about disconnecting stuff from their original purpose as you optimize yourself out of danger, fear, or curiosity --except for the way you can become even more efficient. And sure, BotW was about this too; but you were rewarded because you had explored the world in the first place, experimented enough, put yourself in danger, went to find out the story of who you used to be and why you should care about Hyrule. I'm not here to argue BotW was a well-written game; I think it was pretty tropey at large to be honest, safe for a couple of moments of brilliance, but it had a coherent design vision that rewarded your curiosity while never getting in the way of the clarity of your objective. There is a convolutedness to TotK that, to me, reveals some extremely deep-seated issues with the direction the series is heading towards; one that, at its core, cares more about looking the part of a Zelda game than having any deeper conversation about what a Zelda game should be.
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fredoesque · 3 months
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the way franklin has silna's father's body disposed of in ep 3 is a really fascinating indication of how the english see the inuit to me.
because yeah, obviously it's incredibly disrespectful in ignoring the man's own burial traditions and even from an entirely english pov as a way to "bury" someone. but on top of that i find it very telling that they felt it was their place to bury him at all--if they truly didn't think he was worth the trouble, why not just give his body to silna?
they must have felt on some level they had a claim to his body and, perhaps in their seeing themselves as a last outpost of civilization, a duty to make sure it was taken care of. even though they clearly didn't care one bit about the man they were actually burying.
this moment is one of a few in the show where the english seem to assume, entirely without question, that they have authority over the arctic and the people in it. that just by virtue of being english they are naturally and immediately the highest (worldly) power present. which obviously betrays a deeply imperialistic worldview.
and in showing that insidious assumption of authority in interaction with more baldly racist disrespect and disregard towards a netsilik person, i feel this moments highlights the twofold superiority the english feel over the inuit: both as having a exclusive claim to power and as having a exclusive claim to personhood
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moongothic · 3 months
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Do wanna say, I am actually really curious how Iva-chan would feel if the Dragodile Divorce went REAL BAD
'Cause they didn't know the two were in a relationship at all, right. (Otherwise, like, if Iva-chan knows about Crocodile having a kid then surely they'd realize that would've also been Dragon's kid and like. Understands that's Luffy etc) So as far as Iva-chan understands the situation, Crocodile may have been secretly slightly involved with the Revolutionaries for a period of time, had a kid out of the blue, transitioned, and either immidiately broke ties with the Revs entirely and fucked off to Alabasta, or kept on assisting the Revs in secret (possibly monetarily, being a sugar daddy and all 💰🐊💰) for however long in secret, only to pretty much betray them out of nowhere by attempting to take over Alabasta 17 years later Either way, surely Ivankov would've been deeply confused by this turn of events, right? Like what happened to him, why would Crocodile do any of this?
But if the straw that broke the camel's back and shattered Crocodile's psyche was the Dragodile Divorce going really bad, either from Dragon not being that accepting OR due to things going violent over a miscommunication... How would Ivankov feel about that?
Keep in mind, we've only ever heard Iva-chan talk about Dragon with nothing but adoration and respect. They sincerely hold Dragon in such high regard, can you imagine how badly either revelation could change how Iva-chan's views Dragon? 'Cause like, sure if Dragon's straight then that's one thing, but lashing out at his loved one? When he came out? At what might've been the most emotionally vunerable time of Crocodile's life (between the transing and the baby and having to leave his son forever. Y'know. Heavy shit)? Yeah, frankly speaking, Iva-chan would be completely justified in slapping the shit out of Dragon and giving him some choise words. Perhaps even some 💉 Karmic Punishment 💉 to teach a lesson Feeling disappointed in Dragon would be an understatement. But even if The Divorce happened due to a tragic accident (of Dragon attacking the strange man he has never seen before out of instinct when going to see his wife and child), it's been nearly two whole decades. Have the two even spoken since then? Like presumably not considdering Crocodile didn't even know who Luffy was. So if they haven't spoken at all-- did Dragon ever apologize? Or was he that much of a coward he couldn't face Croc and take responsibility for what he did? If so, that is absolutely pathetic and frankly irresponsible considdering the feelings he would've left Crocodile festering with.
Like either way, I'm deeply facinated how Iva-chan would take the news. How that could impact their relationship with Dragon, as well as how they've viewed Crocoboy for the past few years as well.
Because suddenly Crocoboy didn't just go bonkers out of nowhere, abandon and betray the Revolutionaries to try to do something monstrous for selfish gain. Suddenly, it was Dragon who abandoned Crocodile and left him all alone for nearly two decades, believing obtaining an Ancient Weapon was the only way to take down the World Government. Countless innocent lives that perhaps could've been spared in Alabasta had Dragon just fucking talked to his ex--
Yeah. I'm curious how Iva-chan would feel
#Moon posting#OP Meta#Sorry my brain is soup I can't form a coherent thought rn#Something about the mental image of Iva-chan getting fucking furious at Dragon on Crocodile's behalf#Just#I'm not crying shut up#Like if there is a scenario where Dragon genuinely needs to apologize to Crocodile for however the hell he fucked up#I think Iva-chan taking Crocodile's side and telling Dragon that he fucked up and needs to take responsibility would be like. Important#'Cause I think Iva-chan might be the only person in the world who could get Dragon to apologize (considdering how long they've been friends#Especially because Iva-chan might be the person who genuinely understands Crocodile's feelings the best#(Depending on how his egg got cracked and whether or not Iva-chan needed to help with that etc etc)#All of this to say; the Dragodile Divorce really would be more interesting if it went Real Bad. It would impact so many more characters#Another familiar question: What would Kuma have thought of it? How about Sabo and Koala?#But yes Iva-chan's reaction is the one I'd be the most interested in. Especially considdering like. IDK I kind of thought they'd have...#...a bigger role in Kuma's backstory but they actually kind of didn't. Like their friendship was not that important in the end#And a part of me deeply feels like Iva-chan should have a bigger role somehow in the story. Like they should impact things more#And yes if Crocodad Real then that alone would add to Iva-chan's role a whole bunch. But that would be like in past tense.#How about how things are going to go down from here on out? Yeah
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mtt-burger-emporium · 7 months
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thinking about chara and the implications of the line "chara hated humanity. why, they never said..." like ok i KNOW something was happening at home. chara baby you didn't deserve that shit i'm so glad you fell down a thousand feet in a cave hole and right into the arms of people who would keep you fed roof over your head and would never raise their hand against you. "eradicate humanity" you're 10 years old how about eradicating your shitfucked surface fam by calling cps first
#soda.txt#chara#(ok idk if this will work but LEEEENGTHY discussion of child abuse below)#ok listen hear me out on this- i know the initial interpretation is a sui attempt WHICH I ALSO AGREE WITH- BUT LISTEN#i believe there was something else going on leading to the whole ''eradicate humanity'' bit and the obvious answer is an unsafe homelife#well. at least for me.#being around people (or perhaps adults) who hurt you and make you feel unsafe in a place where you should be welcomed with open arms and-#a promise of care would probably make any child feel like all of humanity was (in simple terms) cruel and uncaring#so hearing about somewhere they could GET AWAY FROM THAT? of course they'd take that opportunity and run.#chara was just lucky enough to fall into a place that pulled them out of the ideology of ''all of humanity is cruel''#because the dreemurrs were kind and patient enough to take them in and give them a new family#and wouldn't anyone want that?#for the part of The Plan (the buttercups) i think.. i think that one was formed by the idea that chara felt obligated to-#pay the dreemurrs back for their kindness. not that the dreemurrs would have made them. just by their own mental code.#what better way to pay a kind family back- one that took you in and cared for you like one of their own- then by forming a plan to-#set their people free?#they've been stuck down there for so long. they've wanted to feel the sun for SO LONG. why not give yourself up to grant that dream?#idk if these thoughts are coherent. LOL sorry i kinda just started saying words huh#but its ok.#feel free to ask me questions ab my interp of chara btw teehee ^_^ i love talking about chara they're my favorite theyre so silly#ok now for the proper tags on this bitch#chara undertale#chara dreemurr#child abuse mention#suicide mention#tw child abuse#safeutdr#OH ANALYSIS TAG UHHH UMM#🧪lab notes
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carlos-tk · 7 months
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gnflorida · 2 years
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something i have been thinking about a lot recently in regards to dream & sexuality is how he is really carving out this space that has normalized being publicly questioning. i think a lot of people when they start to have that newfound uncertainty towards their sexuality feel that they have to spend some designated amount of time figuring everything out in private, then pick a label and tell everyone what it is. and (especially as a public figure) you are expected to spend that first interim period of reflection in silence.
since the second he made that reddit post people have argued and will continue to argue over whether or not dream has checked off enough boxes to fall within their own boundaries of what is and is not included in the queer community. which is something he never asked anyone to do. he literally was just. honest. but people are so used to “addressing my sexuality” meaning either quiet straight allyship or clear declarations of I Am Queer Here’s My Flag See You At Pride that they don’t know what to do with something that is neither. so it must be a lie. it must be a misinterpretation. it must be queerbaiting
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riverwithoutbanks · 1 year
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Cas and hunger and love and how he cannot differentiate except because when he was under Famine influence, the body prevailed (hunger as in food), but the confused mind/grace wanted reciprocation/concordance (hunger as in desire— him asking Dean whether he’s affected).
It’s not even dominance (‘you should show me some respect’ vs Godstiel who doesn’t seem to care for Dean on his knees). He’s infinite so it only stands to reason that he’d try to consume, but he’s not a leviathan. He feels hunger, but he won’t even try to bite.
He always seem so sorrowful until he makes it clear that he is a warrior, that he can destroy and kill — but then he’s playing along with the Winchesters.
He has seen most of history, the fish leaving the ocean, yet he’s been lobotomised again and again, which is almost comical. There is so much to him, and yet we see basically none of it. And it suffices. Because he’s trapped in a loop of rebellion and wisdom and forgetting. Until he isn’t. He’s infinity reduced to a singular point and that’s breaking my mind.
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the-kipsabian · 3 months
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..i have a plot for the soulmates as horror fic finally
the problem is i also have two other longer projects going on at the moment along a few others that ive already started ages ago so its like. i really shouldnt start another multichapter thing
but god im just so happy to have a plot
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merakiui · 1 year
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scara smut when. - :) anon
Hopefully soon! >:D Currently, these are the fics you can expect to see in the near future:
✧ azul thought four - scheduled for 21 december. nine months of hard work can finally be posted!!! i'm very excited. i think this is the longest smut piece i've ever written.
✧ yandere!scaramouche - no posting date for this one as it's still a wip. but i've written half of it, so it could very well be posted shortly after azul thought four! since i wrote a story in which scaramouche receives therapy and gets better, i decided to write a story in which he gets progressively worse. it's set in a modern au and is written from scara's pov!
✧ chills & thrills stories - i hope to finish and post both dottore's and scaramouche's stories in the upcoming future!
✧ scara smut. there are plenty of ideas in my head. i will have to sift through all of them and decide which is best, so until then i hope the other fics can be enjoyed! :D
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something something tess said “save who you can save” something something ellie and joel couldn’t save the world but they saved each other?
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spacebitz · 1 year
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What if i made a hermitcraft AU based off an 2013 sci-fi movie about aliens taking over earth 😨😨 and it was a romantic suspense movie based around aliens and humans co-existing… what then… what if i made some hermits funny little amoeba aliens who fell in love with their human hosts or human friends… 😳😳?!?!?
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v-arbellanaris · 1 year
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i think one of my most fav things about putting my trev into da2 is the context. like, in dai, i feel like the Black And White thinking is very fixed, and the narrative goes very far out of its' way to establish who is Good (on a personal level) and who is Bad (on a personal level) and then uses that person's Level of Good to justify whether the concepts they represent are good or bad.
comparatively, in da2, it's very clear (to me, anyway, i guess a sig portion of the fandom disagrees) that the chantry & templars are in the wrong, but each individual is not so simple. none of them are 100% good, none of them are 100% bad, and you can see and understand each of them which allows for such complex and nuanced storytelling -- even beyond that of the kind of storytelling i could do with my wardens in dao.
everyone is doing incredibly fucked up things for fucked up reasons, either in their current life or in their past. everyone deserves some measure of understanding and empathy and, to me, the nuances of their various reasons for doing anything is exactly what hammers home the overarching plot so well. the question in da2, to me, is never is the chantry good or bad? is the mage rebellion good or bad? because that's not the particular point of the story. the story is to survive the horrors i experienced, i am doing something equally horrific to survive. and that's true for all of them, irrespective of whether the perceived "threat" is objectively dangerous or likely or real.
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longagoitwastuesday · 2 years
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So I watched Wuthering Heights 2009 again
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camscendants · 1 year
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Me:Tell me to do this thing please
People:Please Do This Thing
Me:*Doesn’t do it*
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fluffykitteninabox · 1 year
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doctors when I bring up my concerns about adhd: Nah, you don't have it. I can tell by looking at you
me: Okay......... Are you going to explain why, so I know what other possible issues to look into, or am I just supposed to read your mind??
doctors: No!
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