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i first saw him near the fifth floor elevator, in those pants with paint all over them, and i knew i needed him. i think heaven is felt in the same manner, especially for his prophets—he is an encounter that forms the self, a need prior to needing, a meeting that is first memory and then real
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biblical mourning—not just tearing clothes and shaving hair. but cutting skin (of the living and of the dead), taking organic matter as a totem of the lack, dragging corpses back from sheol, turning your body into their tomb, or, god’s tomb into their body
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i can't just... stop believing in my faith, but all the means i know of practicing it are bittered by the very cruel traditional/latin mass community i grew up in. do you have any help for someone doggedly clinging to this god-thing and trying to find something that aren't ugly?
remember that this faith started in homes, friends kneeling next to one another, uttering and sharing. remember that prior to that, prior to even the rabbi, is his mother visiting her kin. and prior to that are even more narratives of heaven in even more familiar forms. you need a church that feels like that, like home. they are out there. for the next few sabbaths, visit new settings. try virtual if you have to. they are out there
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it really is all about love, when you think about it. not just in that the bazaar hungers for love stories and that you constantly find yourself involved in tales of tragic love, but also in the way that tending to a friend's wounds and nightmares is a core game mechanic. you know.
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asher what the fuck is an interpretive shitpost
was really tired one night and the brain was like "🧠 you know those shitpost compilations you used to do... yeahg but they weren't like. redraws or anything. u made shit up. call that interpretive shitposting" So we're back
🐟🐠🐡
i was gonna have one of psp yuri but i got tiiirredd... take my doodle
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In The Tempest, Stephano, Alonso's drunken butler, gives Caliban some wine. Caliban, who doesn't know many humans besides Prospero, who enslaved him, thinks that Stephano is a God for that and worships him. Then he plans to kill Prospero along with Stephano and Trinculo (Alonso's jester) creating this trio of idiot villains

Shakespearean lore is beautiful when paired with its counterparts in The Sims 2.
(In the pic: Caliban, who in game is Tybalt, Juliette and Hermia father, Stephano, who is Hero Monty's paternal grandfather, and Trinculo, Hero's father)
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[JK] My first job was as an Assistant Producer for a video game company called Interplay in Irvine, CA. I had recently graduated from Boston University's School of Fine Arts with an MFA in Directing (I started out as a theatre nerd), but also had some limited coding experience and a passion for computers. It didn't look like I'd be able to make a living directing plays, so I decided to combine entertainment and technology (before it was cool!) and pitched myself to Brian Fargo, Interplay's CEO. He gave me my first break. I packed up and moved out west, and I've been producing games ever since.
[JK] I loved my time at EA. I was there for almost a full decade, and learned a tremendous amount about game-making, and met the most talented and driven people, who I remain in touch with today. EA gave me many opportunities, and never stopped betting on me. I worked on The Sims for nearly 5 years, and then afterwards, I worked on console action games as part of the Visceral studio. I was the Creative Director for the 2007 game "The Simpsons", and was the Executive Producer and Creative Director for the 2009 game "Dante's Inferno".
[JK] I haven't played in a long while, but I do recall that after the game shipped, my wife and I played the retail version for some time -- we created ourselves, and experimented with having a baby ahead of the actual birth of our son (in 2007). Even though I'd been part of the development team, and understood deeply how the simulation worked, I was still continually surprised at how "real" our Sims felt, and how accurate their responses were to having a baby in the house. It really felt like "us"!
Now for some of the development and lore related questions:
[JK] So I ended up in the incredibly fortunate position of creating the shipping neighborhoods for The Sims 2, and recruiting a few teammates to help me as we went along.
Around the same time, we started using the Buy/Build tools to make houses we could save, and also bring them into each new build of the game (correcting for any bugs and incompatibilities). With the import tool, we could load Sims into these houses. In time, this "vanguard QA" process turned into a creative endeavor to define the "saved state" of the neighborhoods we would actually end up shipping with the game.
On playtesting & the leftover sims data on various lots:
Basically, we were in the late stages of development, and the Save Game functionality wasn't quite working. In order to test the game properly, you really needed to have a lot of assets, and a lot of Sims with histories (as if you'd been playing them for weeks) to test out everything the game had to offer. So I started defining a set of characters in a spreadsheet, with all their tuning variables, and worked with engineering to create an importer, so that with each new build, I could essentially "load" a kind of massive saved game, and quickly start playing and testing.
It was fairly organic, and as the game's functionality improved, so did our starter houses and families.
The thought process behind the creation of the iconic three neighborhoods:
I would not say it was particularly planned out ahead of time. We knew we needed a few saved houses to ship with the game; Sims 1, after all, had the Goth house, and Bob Newbie's house. But there wasn't necessarily a clear direction for what the neighborhood would be for Sims 2. We needed the game to be far enough along, so that the neighborhood could be a proper showcase for all the features in the game. With each new feature that turned alpha, I had a new tool in my toolbox, and I could expand the houses and families I was working on. Once we had the multi-neighborhood functionality, I decided we would not just have 1 starter neighborhood, but 3. With the Aging feature, Memories, a few wacky objects, plus a huge catalog of architectural and decorative content, I felt we had enough material for 3 truly distinct neighborhoods. And we added a couple of people to what became the "Neighborhood Team" around that time.
Later, when we created Strangetown, and eventually Veronaville, I believe we went back and changed Pleasantville to Pleasantview... because I liked the alliteration of "Verona-Ville", and there was no sense in having two "villes". (To this day, by the way, I still don't know whether to capitalize the "V" -- this was hotly debated at the time!)
Pleasantview:
Anyway, to answer your question, we of course started with Pleasantview. As I recall, we were not quite committed to multiple neighborhoods at first, and I think it was called Pleasantville initially, which was kind of a nod to Simsville... but without calling it Simsville, which was a little too on the nose. (There had also been an ill-fated game in development at Maxis at the time, called SimsVille, which was cancelled.) It's been suggested that Pleasantville referred to the movie, but I don't think I ever saw that movie, and we just felt that Pleasantville kind of captured the feeling of the game, and the relaxing, simple, idyllic world of the Sims.
Pleasantview started as a place to capture the aging feature, which was all new to The Sims 2. We knew we had toddlers, teens, and elders to play with, so we started making families that reflected the various stages of family life: the single mom with 3 young kids, the parents with two teens, the old rich guy with two young gold-diggers, etc. We also had a much greater variety of ethnicity to play with than Sims 1, and we had all new variables like sexual orientation and memories. All these things made for rich fodder for a great diversity of families. Then, once we had family trees, and tombstones that carried the actual data for the dead Sims, the doors really blew open. We started asking ourselves, "What if Bella and Mortimer Goth could be characters in Sims 2, but aged 25 years? And what if Cassandra is grown up? And what if Bella is actually missing, and that could be a fun mystery hanging over the whole game?" And then finally the "Big Life Moments" went into the game -- like weddings and birthdays -- and we could sort of tee these up in the Save Game, so that they would happen within the first few minutes of playing the families. This served both as a tutorial for the features, but also a great story-telling device.
Anyway, it all just flowed from there, as we started creating connections between families, relationships, histories, family trees, and stories that we could weave into the game, using only the simulation features that were available to us. It was a really fun and creative time, and we wrote all of the lore of Sims 2 within a couple of months, and then just brought it to life in the game.
Strangetown:
Strangetown was kind of a no-brainer. We needed an alternate neighborhood for all the paranormal stuff the Sims was known for: alien abduction, male pregnancy, science experiments, ghosts, etc. We had the desert terrain, which created a nice contrast to the lush Pleasantville, and gave it an obvious Area 51 vibe.
The fact that Veronaville is the oldest file probably reflects the fact that it was finished first, not that it was started first. That's my guess anyway. It was the simplest neighborhood, in many ways, and didn't have as much complexity in terms of features like staged big life moments, getting the abduction timing right, the alien DNA thing (which I think was somewhat buggy up until the end), etc. So it's possible that we simply had Veronaville "in the can", while we put the last polish on Pleasantville (which was the first and most important neighborhood, in terms of making a good impression) and Strangeville (which was tricky technically).
Veronaville:
But my personal favorite was Veronaville. We had this cool Tudor style collection in the Build mode catalog, and I wanted to ship some houses that showed off those assets. We also had the teen thing going on in the aging game, plus a lot of romance features, as well as enemies. I have always been a Shakespeare buff since graduate school, so putting all that together, I got the idea that our third neighborhood should be a modern-day telling of the Romeo and Juliet story. It was Montys and Capps (instead of Montagues and Capulets), and it just kind of wrote itself. We had fun creating the past family trees, where everyone had died young because they kept killing each other off in the ongoing vendetta.
[JK] You know, I have never seen The Lone Gunmen, and I don't remember making any kind of direct references with the Strangetown Sims, other than the general Area 51 theme, as you point out. Charles London helped out a lot with naming Sims, and I'm pretty sure we owe "Vidcund" and "Lazlo" to him ... though many team members pitched in creatively. He may have had something in mind, but for me, I largely went off of very generic and stereotypical ideas when crafting these neighborhoods. I kind of wanted them to be almost "groaners" ... they were meant to be tropes in every sense of the word. And then we snuck in some easter eggs. But largely, we were trying to create a completely original lore.
[JK] Well, I think we kind of pushed it with The Sims 2, to be honest, and I remember getting a little blow-back about Bunny Broke, for example. Bunny Broke was the original name for Brandi Broke. Not everyone found that funny, as I recall, and I can understand that. It must have been changed before we shipped.
We also almost shipped the first outwardly gay Sims in those neighborhoods, which was bold for EA back in 2004. My recollection was that we had set up the Dreamers to be gay (Dirk and Darren), but I'm looking back now and see that's not the case. So I'm either remembering incorrectly (probably) or something changed during development.
In general we just did things that we found funny and clever, and we just pulled from all the tropes of American life.
[JK] The alien abduction started in Sims 1, with a telescope object that was introduced in the "Livin' Large" expansion pack. That's when some of the wackier ideas got introduced into the Sims lore. That pack shipped just before I joined Maxis in 2001; when I got there, the team had shipped "House Party" and was underway on "Hot Date". So I couldn't tell you how the original idea came about, but The Sims had this 50's Americana vibe from the beginning, and UFOs kind of played right into that. So the alien abduction telescope was a no-brainer to bring back in Sims 2. The male pregnancy was a new twist on the Sims 1 telescope thing. It must have been that the new version (Sims 2) gave us the tech and flexibility to have male Sims become pregnant, so while this was turned "off" for the core game, we decided to take advantage of this and make a storyline out of it. I think this really grew out of the fact that we had aliens, and alien DNA, and so it was not complicated to pre-bake a baby that would come out as an alien when born. The idea of a bunch of guys living together, and then one gets abducted, impregnated, and then gives birth to an alien baby ... I mean, I think we just all thought that was hilarious, in a sit-com kind of way. Not sure there was much more to it than that. Everything usually came from the designers discovering ways to tweak and play with the tech, to get to funny outcomes.
[JK] Possibly we were just testing the functionality of the Wants/Fears and Memories systems throughout development, and some stuff got left over.
[JK] I can't remember, but that sounds like something we would have done! I'm pretty sure we laid the groundwork for more stories that we ended up delivering :) But The Sims 2 was a great foundation for a lot of continued lore that followed.
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I once again want to thank Jonathan Knight for granting me this opportunity and taking the time from his busy schedule to answer my questions.
#the sims#this is absolutely fascinating! ohhh#fascinating that darren and dirk were (maybe) supposed to have been gay#and lol the classic skirting around the question of olive's murderous past 😆#thank you OP!!!#(one more thing my 11yo self would've died to know was how the Bella storyline came about and What Actually Happened To Her)
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i have chronic pain. i am neurodivergent. i understand - deeply - the allure of a "quick fix" like AI. i also just grew up in a different time. we have been warned about this.
15 entire years ago i heard about this. in my forensics class in high school, we watched a documentary about how AI-based "crime solving" software was inevitably biased against people of color.
my teacher stressed that AI is like a book: when someone writes it, some part of the author will remain within the result. the internet existed but not as loudly at that point - we didn't know that AI would be able to teach itself off already-biased Reddit threads. i googled it: yes, this bias is still happening. yes, it's just as bad if not worse.
i can't actually stop you. if you wanna use ChatGPT to slide through your classes, that's on you. it's your money and it's your time. you will spend none of it thinking, you will learn nothing, and, in college, you will piss away hundreds of thousands of dollars. you will stand at the podium having done nothing, accomplished nothing. a cold and bitter pyrrhic victory.
i'm not even sure students actually read the essays or summaries or emails they have ChatGPT pump out. i think it just flows over them and they use the first answer they get. my brother teaches engineering - he recently got fifty-three copies of almost-the-exact-same lab reports. no one had even changed the wording.
and yes: AI itself (as a concept and practice) isn't always evil. there's AI that can help detect cancer, for example. and yet: when i ask my students if they'd be okay with a doctor that learned from AI, many of them balk. it is one thing if they don't read their engineering textbook or if they don't write the critical-thinking essay. it's another when it starts to affect them. they know it's wrong for AI to broad-spectrum deny insurance claims, but they swear their use of AI is different.
there's a strange desire to sort of divorce real-world AI malpractice over "personal use". for example, is it moral to use AI to write your cover letters? cover letters are essentially only templates, and besides: AI is going to be reading your job app, so isn't it kind of fair?
i recently found out that people use AI as a romantic or sexual partner. it seems like teenagers particularly enjoy this connection, and this is one of those "sticky" moments as a teacher. honestly - you can roast me for this - but if it was an actually-safe AI, i think teenagers exploring their sexuality with a fake partner is amazing. it prevents them from making permanent mistakes, it can teach them about their bodies and their desires, and it can help their confidence. but the problem is that it's not safe. there isn't a well-educated, sensitive AI specifically to help teens explore their hormones. it's just internet-fed cycle. who knows what they're learning. who knows what misinformation they're getting.
the most common pushback i get involves therapy. none of us have access to the therapist of our dreams - it's expensive, elusive, and involves an annoying amount of insurance claims. someone once asked me: are you going to be mad when AI saves someone's life?
therapists are not just trained on the book, they're trained on patient management and helping you see things you don't see yourself. part of it will involve discomfort. i don't know that AI is ever going to be able to analyze the words you feed it and answer with a mind towards the "whole person" writing those words. but also - if it keeps/kept you alive, i'm not a purist. i've done terrible things to myself when i was at rock bottom. in an emergency, we kind of forgive the seatbelt for leaving bruises. it's just that chat shouldn't be your only form of self-care and recovery.
and i worry that the influence chat has is expanding. more and more i see people use chat for the smallest, most easily-navigated situations. and i can't like, make you worry about that in your own life. i often think about how easy it was for social media to take over all my time - how i can't have a tiktok because i spend hours on it. i don't want that to happen with chat. i want to enjoy thinking. i want to enjoy writing. i want to be here. i've already really been struggling to put the phone down. this feels like another way to get you to pick the phone up.
the other day, i was frustrated by a book i was reading. it's far in the series and is about a character i resent. i googled if i had to read it, or if it was one of those "in between" books that don't actually affect the plot (you know, one of those ".5" books). someone said something that really stuck with me - theoretically you're reading this series for enjoyment, so while you don't actually have to read it, one would assume you want to read it.
i am watching a generation of people learn they don't have to read the thing in their hand. and it is kind of a strange sort of doom that comes over me: i read because it's genuinely fun. i learn because even though it's hard, it feels good. i try because it makes me happy to try. and i'm watching a generation of people all lay down and say: but i don't want to try.
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