#empty goes the brain
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kasu-kitty · 2 days ago
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Sometimes you just need to give your man a lil tug on his chain to remind him of his place 😵‍💫
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jeonsupershy · 1 year ago
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💘💖💗💓
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aroaceleovaldez · 1 year ago
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we should make Nico more fucked up, actually. enough woobifying him. that boy should be covered in blood and viscera
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starlingstalk · 2 months ago
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Combatting wrist pain with more traditional art
Lloyd and the march of the oni yellow butterfly heheh
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soulsdontbreaktheybeeend · 9 months ago
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Arthur and his gaze. Part 1
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monstermoviedean · 2 months ago
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ooooh cas coming back and dean just absolutely shutting down. silently crying every time he looks at cas. can't say a word to him. struggles to be in the same room as him. cas would absolutely not know what to do and he would have to figure it out all on his own because dean can't help him.
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catgirlinheatsquared · 3 months ago
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Fuck I've only been edging for like 20-30 minutes and I'm so desperate fuck I'm so close 😖😖😖
It's actually so hard I want to touch so badly but I set a time limit and I have to stop but I want to keep edging I want to cum pleaseeeee 😭😭
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rawliverandgoronspice · 2 years ago
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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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numberonetacostan · 7 months ago
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tsams-and-co-memes · 6 months ago
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Something that absolutely needs to happen: Ruin meeting that other Eclipse
People have been calling him "Eklipse." I'm not really feeling it tbh, but it's,,, something to differentiate him and Eclipse and I don't have any better ideas rn, so it's whatever
Anywho. I need Ruin to meet him. They're both kinda in the same boat, in a way; both are made up of a merged Sun and Moon. Ruin also had his fruitloop phase, plus he's smart and might have a better idea of their mindset, so he could be incredibly helpful
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What tf was that at the end. What was that glowing. I'm very confused by that, but I already know that it can't mean anything good
......maybe if Eklipse gets out of control and tries to do something bad, Stitchwraith can do something about it. He's got that whole agony touch thing that kills humans, and they haven't explored what it'd do to animatronics. If he gets any negative star power residue on him, they can take him to the OG dimension and get an astral body to sort of. Cleanse him, in a sense. Do whatever it is that they do, to sort of purify him
That, or OG Monty could throw together another one of those boxes that absorbs negative star power. As long as it's close to Stitchwraith and can work properly, it should be fine
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bonesblackheadrotten · 10 months ago
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i like finding tobias (or whatever they call it) cause so far it’s just giving me further proof of how good sylus is to mc
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gomzdrawfr · 3 days ago
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the cool thing of needing to fill in blank characters/npcs in doodles or fics now is that I can include my OCs instead of literally anyone else like George
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bewitchingbloom · 2 months ago
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Seeing that post go around about characters giving each other gifts in their color scheme got me thinking. I don't think Ariadne would give Daeran and Woljif gifts in her color scheme, but I do think she'd make them gifts during her countless hobby-hopping stints.
Off the top of me head, I think she:
Painted Daeran the nude portrait he always wanted, complete with him being surrounded by winged phalluses. He hangs it in his study, obviously.
Knits Woljif a pair of mittens, in black of course. He wears them, appreciating how warm they are even if they dampen his dexterity just a touch (and that is important when forming the perfect snowball to sneak attack Daeran with.)
Obviously during her numerous baking phases she makes them treats they like. Woljif's cherry rolls are a given; for Daeran, he strikes me as the type that likes pistachio baklava.
I'll probably think of more later but I think this is a good starting point.
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lazorbeanz · 3 months ago
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Why does my ability to write always function best at night…
Like late at night…
When my eyes can barely stay open and my head is pounding and my body is screaming at me to go to sleep…
But my brain had reached peak brainstorming and is overflowing with so many silly ideas and therefore my fingers just go brrrr
They will not rest until every single thought in my head has been written down in some form
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seaglassdinosaur · 3 months ago
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Immensely fucked up how Snow always manages to place guilt for peoples’ deaths on the survivor.
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lottievanclaire · 2 years ago
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YELLOWJACKETS (2021–) 2.07 “Burial”
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