I want to share what Quackity said during his Twitter Space today since it was in Spanish and I know most folks probably didn't catch it:
[ Link to the full translation ]
Quackity: Every day I fall more in love with [QSMP]. I love it. I love this project because it's pretty unique, and what's so cool about it is that many cultures are getting together and the communities are getting along. Growing up as a Latino, I had never seen so much representation, so I'm glad I can do that myself.
I told my team that we need to have lots of communication with the creators. We're always talking to them to see if they need anything. We're proud of that!
I've seen a lot of discourse about the Eggs. I wanna be clear about why the Eggs are part of the server: it's not about the Eggs, but about what they represent. They represent the communication between cultures and communities. The Egg dynamic has been an evolving thing that allows different cultures and communities to communicate because they have something in common.
It's not about giving the creators tasks! It's something to let people communicate. Believe me that the team is aware of the creators that aren't fond of this dynamic, but this has been something that allowed the creators to break certain barriers. This is why the Eggs have lasted so long. We keep adding more members, it's not like we just added some and that's it. We keep adding more members.
We know that some creators don't like the dynamic. Look at Étoiles, he doesn't give a fuck and he just minds his business! And that's something the creators can do!
We've already said that we're going to ban people who are being too intense [in the chat]. There are people from both extremes: those who love the eggs and those who hate them and keep saying "kill them!" So yeah, I've seen some discourse about it, so I wanted to talk about what it represents. I'm proud of this project and thank you to everyone for the support.
We know that there are always going to be intense people, but we also know that most people want to enjoy the content without arguing! The QSMP creators have already said we're going to ban people who are crying in the chat.
[ Here's a TLDR of the rest of the things he talked about: ]
Quackity said in the future, new dynamics will be implemented that are adapted to the type of content other creators make. It won't just be Egg stuff, there is much more coming.
He's going to try and go to Twitchcon Paris because Baghera, Etoiles, Kameto, and Antoine (and maybe Forever + some of the other Brazilians) will be there. Either way, Twitchcon Paris will definitely have a lot of QSMP creators meeting up!
Quackity says he's really hoping he can meet up with Roier again sometime because he misses him :(
On his private, he also said this:
TLDR: Trust Quackity and his team! They've proven time and time again that they listen to feedback and they're always looking out for the community and members of the server. If you see people being dumb or toxic, block them and move on, don't amplify their voices. Spread love, not hate.
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Do you ever consider that maybe after a successful heist or invention or a delightful "exchange" with Durge, Gortash went to the nearest Banite, told them good job and then just left all happily, refusing to elaborate? I mean, he could've told them he loved them, and they'd still be scared shitless for all I can imagine, so Bane would approve.
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the thematic shift from botw to totk is so weird when u rly think about it bc in botw its all about a failed prophecy; zelda couldnt awaken her powers and the champions couldnt defeat ganon as it was foretold. it was about breaking free from tradition and convention and trying to find other means of defeating this evil (zeldas fascination with sheikah tech for example). i think this theme also aligns with the entirety of the loz franchise as a whole, given how botw did a complete 180° on the zelda formula theyve always had. everything just worked!!!
and then in totk its just like ... we go back in time and use the powers of old to defeat ganon ... ? not to mention that every researcher in the game is fascinated by these ancient texts and architecture. rather than innovators they become historians. youre expected to look for answers in the past rather than learn from naively following prophecies and suffering its consequences.
however i do think totk had a rly interesting premise when they decided to implement time travel. like i absolutely LOVEE everything about the light dragon etc etc but the story in general just did not hit as hard :( i adore this game its so fun and its so beautiful but there is so much room for criticism as well
also sorry for this long ass ask omfg .. but ur post earlier got me going !!
It's ok, I fully support long elaborations based on whatever I went off about! :D
Oh, that's an interesting view of it! I personally didn't think BotW was about forgetting tradition at all? The Sheikah tech is still history, it's still following in the footsteps of those who came before - the prophecy itself is was what led to its discovery in the first place. I interpreted BotW as a story about what happens when people try to imitate the past, I agree, but in the end the point was that they shouldn't let it weight them down, but should still pay respects to it. Hyrule forgot all about its history - who knows what might have happened if that ancient king never got spooked by the Sheikah tech and buried it! If it didn't stay exactly the same as it was 10000 years ago, Ganon might have never influenced it so strongly, and the Calamity might have never have happened! Zelda couldn't escape her history, all the progressive tech in the world couldn't imitate her role, but the only way she was able to realize her destiny was through her own means, on her own time. It wasn't about her rejecting convention, it was about her finding her own spin on it. She was being held back by the shadow of her mother and the expectations of the monarchy, and found a way to channel her inheritance through the wild, and through Link. And that was the theme of the game! Looking back at decades' worth of games, then picking and choosing what to keep and what to give up on! It is so cool!
I think TotK did great to continue this line of thought regarding Zelda's character - she is not a princess-princess she was forced to be 100 years ago, she is a teacher/researcher/engineer-princess, and everyone loves her and looks up to her. She is still a sort-of leader, but she is doing it in her own way, without castles or thrones or holy powers and almost entirely hands-off, letting the people guide her. In my opinion, it treats the researchers the same way it did in BotW, except yes, a new faction has been introduced to the plot that is dedicated to historical research. I don't doubt that the decade leading up to the Calamity also had a bunch of historians running around deciphering old texts and figuring out how stuff worked, we just didn't get to see it and got the finished results instead. Also, it's pretty clear that Zonai tech requires a Zonai to work it (Link can do it because of his right arm), so it's not as widely malleable as Sheikah tech which was able to be used by all inhabitants of Hyrule. And the finale of the game FULLY goes against history even harder than BotW did - yes, Ganondorf CAN be defeated, even if Rauru failed. Yes, Zelda CAN be returned to her original form, even if the transformation is supposed to be permanent according to Zonai history. In fact, the Zelda thing annoys me (no matter how much I love it) because it wasn't set up in a way that carried over any sort of a message or a theme. Impa said she would find a way to turn her back, I was expecting a quest dedicated to it, be it finding ancient texts or a new loophole, and then whoosh she's back through a Sonia-and-Rauru-ex-machina. I would say that TotK can't decide if it wants to break away from its history (by making half the game a completely new, blank slate) or go along with it (by making the other half of the game clearly love what happened before, all the way back to a divine Hyrulean monarchy) which is why it's so jumbled up at times.
Like you said, I love the game, I cry whenever I remember that beautiful finale, but it really dropped the ball when it came to BotW's comprehensiveness. Why did Link fail to catch Zelda in the beginning, but managed in the end? What changed? What is its significance? It's a beautiful scene and makes me so emo, but it rings hollow if I try to find a deeper meaning, and that's basically the game in a nutshell.
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alright, so if we do end up fighting Kris in the last chapter of Deltarune, we will most certainly win. For we are the player, and we have the power of saving and loading. Debatably, Kris has this too, but either way the end result is the same- This will be a fight of iteration and endurance.
I hypothesize that this fight will have two (or three, depending on how you look at it) endings: You persist, or you relent. Persistence would likely look like a LOT of grinding, figuring out which actions in what order will allow you to "win" and take control back over Kris. And relenting, or perhaps convincing them to relent, would look like A: fleeing or mercy, or B: the same thing as persistence, but choosing to pursue mercy. The third option would be death, and subsequently giving up.
Now, we must remember that Deltarune is a 2018 video game developed by American indie developer Toby Fox. Deltarune oriciy came from Toby's fever dream portraying the ending of a video game. So there's every chance that rather than having the option to either fight to achieve mercy or simply give up and die, you can only die. That IS the only way to free the game from the player. Any other way, and you'd still be in control.
This option also would align with Toby's "there is only one ending"- The ending is persistence, and taking over Kris again. The other "endings" are just death.
This alone makes me inclined to believe that that's exactly how it's gonna go. The only thing that makes me doubt this is how Deltarune is a commercial venture, and that's a pretty unsatisfying "ending". But I could absolutely see Toby doing it anyway.
For we are the player. And if we fight for it, we WILL win. But winning means making Kris suffer, and the only way to avoid that is to no longer fight.
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