Dedicated mcyt dumping ground Art tag: emblemartEm, she/her
Last active 2 hours ago
Don't wanna be here? Send us removal request.
Text




Was kind of going mildly feral over the Watcher symbol turning partially to bedrock and I know it’s like 80% chance not going to mean anything significant but!!!
I thought it was cool:(((((
And I wanted an excuse to draw some Watchers
So here’s another Past Life animation mere days after the episode released because unfortunately I’m a bit brain damaged by this season ://
“The Symbol at Spawn Has Changed” Past Life Animation
youtube
221 notes
·
View notes
Text
youtube
ok so what if, Arcane’s intro but it’s the Life Series
85 notes
·
View notes
Text
Posting two because the before and after's are both from the same videos! It's crazy to see the progression of both skill and tone (and the fact it's been four years)
Thanks to @ink-ghoul for the template
21 notes
·
View notes
Text
Past Life seems like the perfect time look back and reflect upon our art journeys!
Feel free to use this template to showcase your first life series artwork and the lates one you’ve made ❤️
Promoted by a chat I had with @clopiya and the artimators
Transparent below cut:
595 notes
·
View notes
Text
Hungry Hermitcraft
So here's my submission to the group art contest, it took a very long time bbut i'm super pleased with it, hopefully the hermits like it as much as i do :) !
2K notes
·
View notes
Text

Skizz accidentally uploaded his Past Life episode 4 a day early and the juxtaposition of these comments made me laugh
4K notes
·
View notes
Text
IM DYING SKIZZ UPLOADED HIS PAST LIFE EPISODE 4 A DAY EARLY LMAO



he’s so silly
2K notes
·
View notes
Text
Don't worry guys, he left all his self-preservation in limited life
839 notes
·
View notes
Text
[Discussion/speculation of gimmicks in Past Life, so there will be spoilers for Session 3]
Things We Know About The Past Life Gimmicks (So far. It's a sample size of 2 lol)
Both gimmicks present with chat messages, on-screen text, and sounds playing in-game. Both are visually and technically MUCH simpler than the Wild Life gimmicks. This Secret Society gimmick is VERY reminiscent of Secret Life tasks, down to the whispering. However, the task was presented in chat UI (akin to Boogeyman assignment) rather than via in-game books.
Both gimmicks command a secret sub-group of randomly selected players to kill other players. This is interesting to me because in the entire series, the only things that have ever forced players to kill are 1. Red Life and 2. Boogeyman. And even red life murder is generally undertaken voluntarily! Vanishingly few SL Red Life tasks required killing (Bdubs' and Skizz' tasks required killing a Green Name in Week 8), just specific damage/pvp interactions. Besides Boogeyman, the only other time non-Red Life players were required to kill was explicitly styled after the Boogeyman: Gem's Session 7 task, "You are infected with the Boogeyman curse. You must kill a non-red to infect them..."
Both gimmicks set consequences for failure, with no reward for success. Punishment for failing to get a Boogey kill is the usual drop to red life, but there is no concomitant gain of life. The second task operates on collective success or failure- if they fail, every member of the secret society loses 2 lives at the start of the following session. Unlike in SL, secrecy remains required even after completion of the task, and the only reward for success is avoiding punishment. For context, this has not been the case since Last Life: In Limited life, you could gain time by getting a valid kill on a Yellow/Green or a Boogey kill. In Secret Life you could gain hearts by completing tasks, and earned 10 hearts per kill once on Red. In Wild Life, a valid kill on a Green/Lime/Yellow would net you a life.)
And finally: Both gimmicks are unexpected! Not everyone has a gimmick assigned/affecting them, and not everyone is aware a gimmick will be in play. We as viewers were not led to expect anything besides the central gimmick/conceit (advancing through versions of Minecraft).
If (and that is a big if) the general pattern continues - simple but tidy in-game presentation of an order to kill, with clear success and failure conditions - I think this approach to gimmicks is incredibly fucking smart and has the potential to revitalize the entire series mechanically. It does this just by introducing an alternate version of what the Boogeyman mechanic originally succeeded so well at: introducing additional chances for death, conflict, and 'character' beats.
After many seasons to get used to it, the mechanical and narrative impact of the Boogeyman has lessened considerably. Adding novel & unexpected dangers that don't feel the need to "play fair" and give players a heads-up about their existence makes it genuinely fascinating to watch.
This session accomplishes what Secret Life (for all I love it) failed horribly at: making weird shit happen in the background that you NEED an answer for & thereby forcing interesting conflict. If every player is doing some crazy task, and you know they've all been told to do a crazy task, it all hits somewhere between funny and banal. And it turns out the fix is just don't make it apply to everyone or warn them about it! Because when three players are secretly assigned a crazy task, it makes their actions + impact from every other perspective fascinating, and their own POVs thrilling.
This also fixes the problem that Secret Life had a bit and Wild Life had a Lot of every session feeling SO different and having such incredible mechanical impact that the gimmick is the only thing that matters. No one has any time to organically interact because they're all too busy Accomplishing The Task or not dying to starvation/snails/illagers/snails or remembering trivia questions; no one cares if you were rude or weird, that was just the Task, baby! This goes "okay, so you do HAVE to do this interpersonally problematic thing. and you can't tell anyone", and it's not universal so no one can just go 'oh well, can't hold it against them, they had the Murder People task'.
I guess my takeaway is: If the past 7 seasons have taught us anything, it's that aiming for mechanical fairness is both impossible and boring as hell. Grian please keep lying to your players & audience forever, being surprised fucking RULES
150 notes
·
View notes
Text
"youre a watcher not a player huh" etho you dont know what you just did but the aftermath was cataclysmic
598 notes
·
View notes