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#the second layer has been going stealth for years and is more intrinsic
genderfluid-druid · 1 year
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dropping thoughts like laundry into the aromanticism washing machine and watching them spin. taking little notes in a fancy journal titled "greyro??" and crossing them out, but then going back and scribbling an addendum. holding up an extravagant glass beaker full of a cool bubbling potion and peering at it through safety glasses that say "mind the amatonormativity!"
#i think there are two layers of questioning to deal with#the first layer is easier to see and that's the trauma-related layer#the second layer has been going stealth for years and is more intrinsic#the second layer *could* have been a contributing factor toward the first#so anyway the question is. as i work through the trauma and have the support of a therapist to deal with the first layer#does the second layer become an issue. or is there only the first and it's just worked itself deep enough that it now feels intrinsic#the thing is i do get crushes and i do yearn and i can't remember a time when i didn't crave the idea of a relationship#so that should be that right? not aro. at least not intrinsically.#but why did i always end up losing interest in the relationship once i had it#was it really just because i wasn't dating people i actively chose#honestly maybe. there *was* B. i don't know how much longer that might've continued if logistics hadn't put an end to it#and M....... M is a tricky one. because even though i left that relationship by my own choice. i kind of had to in order to not want to die#the thruple vibes with K were just so utterly rancid and M was just so incapable of doing anything to make it better#so yeah. maybe that one could've continued indefinitely IF two to three of the people involved had been#a leeeeetle more mature and well adjusted. maybe. but desire for a relationship was not the issue.#so okay. maybe im NOT aro. maybe i just have shitty taste in men. you know? that's a distinct possibility.#okay. so now on the other hand. let's look at how happy and enlightened I've felt since starting to *use* the aro label#cuz it actually is fantastic. the freedom to just feel love and affection for anyone I'm close to and not have to worry about#it being taken in a way i don't intend. that's great i love that#and not feeling any pressure to find The One? rocks. good shit. i can just let whatever relationships be what they're gonna be#and not have to fret over assigning a label and structures and expectations. hot shit.#(honestly it's helping me understand where M was coming from in a way that would've been. you know. pretty useful six years ago.)#i don't wanna lock myself in a relationship with friend E but it's great hanging out with her on a regular basis#cuz that's the amount of affection i feel for her. enough to chill and watch Owl House. not enough to be in each others' space all the time#(god idk if I'll ever want to be around anyone all the time ever again. that is a LOT for my limited batteries)#idk how physical affection fits into this yet. that area is still under development#but like. if my friends were cool with it and i knew they wouldn't take it too seriously then YES i would probably kiss almost any of them#and i THINK that's true and not me telling myself something i think I'm supposed to believe? i THINK.#'s always the possibility that i just very badly want to be kissed and my brain is looking to make that happen in a way that isn't scary#ah shit that’s 30 tags. i’ve done it again.
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phantomrose96 · 4 years
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10 mile new episode rundown:
The new OP is A) an absolute BOP and B) giving me whiplash from the tone shift
-League of Villains dismember Chisaki!! -Boppy Kitschy School Festival Funtime Yay!! -More Pro Heroes Are Dead!!!!!
It’s like the narrative equivalent of the flutes coming in a measure too early
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Aizawa turn on your location I just wanna talk
That being said this OP is fucking fantastic it took me like 40 minutes to watch this episode cuz I just kept rewinding the OP like a happy idiot
Gran Torino: “Kurogiri’s quirk is designed for stealth and yet somehow he’s been spotted four times? That’s fishy” Tsukauchi: “Look I stopped bringing into question the League of Dramatic Bitches’ sensibilities when they smashed their fists through a police car and de-limbed a mob boss for funsies. Which they did yesterday.”
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On That Day Humanity Received a Grim Reminder
Kurogiri says servants - plural - I don’t think I’m gonna like the explanation for that.
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I shouldn’t be laughing but I’m laughing^^^
Just the extra layer of Fuck-You-Deku-ness
Deku: “Mirio is quirkless. Sir is dead. All Might’s gonna die. Can this day get any worse?” League of Villains: -sticks their Chisaki’s leggy up-
I’m thinking back to the Training Camp arc when Deku saved Kota and immediately pawned him off on Aizawa and what I mean is BNHA as a whole is just like *hands Aizawa a small child* *hands Aizawa a small child* *hands Aizawa a small child*
MAN you know Night Eye’s whole character really just served to knock Deku’s legs out from under him huh? Sir be like, “You’re not good enough to be All Might. Also you stole that future from Mirio. Speaking of stealing from Mirio he lost his quirk. And speaking of Futures All Might is gonna die horrifically. And speaking of dying horrifically I’m gonna do just that and you’re gonna kinda think it was your fault.” 
Deku... offering to give away AfO to Mirio.... let my little boy live.
Mirio shuts him down no-comment. What a good boy. What a star. What a lad.
The cuts between Mirio being Completely Broken, and Mirio putting on a smiling face for Deku’s sake are killing me.
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Killing me.
All of Class 1-A gathered being concerned and wholesome is my life blood. They’re good kids, Brent.
I relate to Satou because I, too, try to solve my friends’ emotional troubles by giving them food.
Iida: “EVERYONE!!! IT IS IMPORTANT TO BE QUIET AND GIVE YOUR CLASSMATES PERSONAL SPACE” Deku: “Actually Iida, it’s oka--” Iida: “EXCELLENT BECAUSE I CANNOT BE QUIET NOR GIVE YOU PERSONAL SPACE IT IS AN INTRINSIC FLAW IN WHO I AM AS A PERSON”
They don’t say it, but I’m choosing to believe Iida has extra empathy about the situation given the Stain arc, especially since his brother’s tragedy ended up all over the news too.
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Sero Taking One For The Team 
I appreciate Kirishima being willing to kind of admit that hes not okay.
My aesthetic is Kaminari heckling Bakugou then getting dropped on his face.
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I think this is kind of a self-roast ^^^ the “unlike the rest of you” alluding to how Bakugou has provisional training... unlike the rest of them... He’s angsting about it.
Endeavor: Long time no see... Former #1 Hero All Might... Let’s chat. Present Mic:
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Hmmmmm:
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The cinnamontography
By which I mean it’s an inverse of the Sports Festival Arc. 
Endeavor: “SHOTO! PERFECT! I HAVE TIME TOMORROW TO SEE YOUR TRAININ--” Shoto: -hangs up- Endeavor: “....Ungrateful. Rebellious. Truly he is my most SPITEFUL child...” Toya “Dabi” Todoroki, off on the lam dismembering mob bosses and burning people to death due to a serious case of Fuck Endeavor-itis: “...Yall hear something just now?”
oh i LOVE the Shiketsu dumbasses they are BACK
GO HOME MEAT
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In theory there could be someone who occupies top-left but that would require another character beside Todoroki who can stay silent for more than 1.2 seconds
There’s a third axis “dumbass” and they’re all as far along it as possible.
the ED also SLAPS
Using the school festival motif in the ED to hint at things/characters to come is really good and clever??
Bruh that’s Night Eye’s 10 Year Commemorative poster that’s now on Deku’s wall in the ED....
-burned off photo on the Todoroki corkboard in the ED- we GET IT Toya’s MISSING but also yes this DOES cater directly to my interests and i would sell GOVERNMENT SECRETS for a CRUMB of Toya confirmation please do this MORE.
Flat Tsu
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Like at first I took it as an issue with perspective but the more I think about it the more I’m like “flat frog. flat flat frog.”
Effervescent. 
I love her
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less-than-hash · 5 years
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Holes in the Firmament
Every dev I know has at least one dream game - stuff that they'd love to be able to make some day. The more ambitious these get - the more complex or long - the less likely they are to get made. And in a collaborative medium like games, the more people (and the more money!) involved in a project, the less control any given individual has over it.
This isn't intrinsically bad. (It can also be wildly valuable to a project and rewarding personally.)
But we devs still dream of those games we'd make if we had, say, the resources of a two hundred person studio, the backing of a major publisher, and absolute freedom.
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Three of mine are behind the cut.
As a note, none of these reflect upcoming Obsidian projects. Nor are they projects Obsidian would likely ever make. They don't fit the studio's brand. Which is why I'm dreaming about them here, and not pitching them internally. 
So, first up!
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A Squad-Based 1st-Person Firefighting Game with a Robust Relationship System and a Branching Narrative
I don't understand why there aren't more games about firefighting - though if I had to guess it's largely because making fire look good in-game is extraordinarily difficult. As is making an environment decay over time (though I suspect there are probably some pretty good, easy solutions for this using dev sleight-of-hand).
There are actually a Iot of interactive sim games about firefighting for training purposes. Much like war and flight, firefighting is something best trained without risking real life and limb.
Firefighting appeals to me as a gameplay space because it's actively protective - it's about limiting destruction and saving lives. But it can very easily be modeled with similar gameplay loops to shooters - ultimately both are about emptying rooms of danger - here it's just with water instead of bullets.
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I could be water!
In short, firefighters engage in almost unequivocal good. They're heroic. They’re human. They’re flawed. And they brave dangers every day. But our industry basically ignores them.
Firefighting would give us the opportunity to set games in the modern world with people who, during their off hours, experience much more relatable struggles than your average freedom fighter, super spy, or elite soldier - relationship difficulties, debt, children, and the like.
So what would this game actually look and play like? It would likely be mission-based (calls come in of their own accord, after all), make use of movement and environmental hazards (not unlike a cover-based shooter), and have simple companion-direction mechanics similar to the Mass Effect trilogy or Spec Ops: The Line.
(Alternatively, the action could be dialed down a bit to focus on positioning a la Valkyria Chronicles.)
The gameplay would be focused on keeping your squad alive while saving as many people as possible.
Between missions you hang out at the station, or the bar, or at home - or try to balance all three, a la Catherine. You build relationships, helping your squad perform better together. You never recruit anyone, but your companions, your fellow firefighters, can die in missions, altering the narrative in both tone and content.
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tl;dr: Mass Effect 2 meets Rescue Me with some dashes of Catherine
Next!
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Narrative-Focused Urban Fantasy RPG/Immersive Sim
How does this not exist yet? Where's our Dresden Files or Hellblazer inspired RPGs? Or even The Magicians or Harry Potter, for that matter?
Where my Chilling Adventures of Sabrina RPG?
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There's Vampire: The Masquerade: Bloodlines, which, while fantastic, is 13 years old.
While I'm looking forward to Necrobarista, that seems like a pretty tight, focused experience.
We've plenty of games with magicians in fantasy realms or in space - AKA BioWare's entire oeuvre - but few in the AAA space set in the modern world.
Unless you count superhero magicians.
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Wait. Did Dr. Strange even get a game? Google suggests no. What’s going on here, videogame industry? Why won’t you suffer a witch to live?!
Honestly, I get to an extent why this is. There's a reason there've been Vampire: The Masquerade and Werewolf: The Apocalypse games, but no Mage games, either for Ascension or Awakening. Magic is broad, and often (especially in games) wildly destructive, which can be at odds with a modern setting (or rather what makes a modern setting interesting).
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Art by Jason Chan, from Reign of the Exarchs by White Wolf.
But it doesn't have to be.
The flexibility of magic actually allows for a lot of different gameplay styles. You can do straight up first-person action like The Darkness or stealth survival like Last of Us. If I were to adapt Phonogram, a comic I love deeply, you can bet your ass there'd be beatmatch spellcasting.
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A lot of gameplay mechanics we take for granted are actually damned-near magical. 
Maps that point you where to go and tell you where your enemies are? 
Dropping from a second story window without difficulty? 
Regenerating health? 
Items that make you smarter, stronger, or more likable? 
Bullet time? 
Rewinding to an earlier point in time to avoid death or a bad decision? 
So that's another question a developer has to answer: if magic comes in so many shades, what color is yours? What are you hoping to accomplish?
For me, the presence of magic in the modern world demands a layer of secrecy that implies other layers of secrets. A modern world in which magic functions immediately deepens. What else lurks out there? Where are the other magicians? How are they using their abilities?
Additionally, magic is surreal. Bend and twist reality, and you're forced to look at it from new angles. If you can tweak people's emotional responses to you, how do you know the relationships around you are real? 
And that's before you realize your dreams literally might come true - especially the nightmares. Is the face in the mirror a reflection, or something sinister and jealous? Is the ghost haunting you your literal past reaching out to reclaim you?
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My dream modern magician game is an open-world immersive sim in an urban setting. Drop Prey, Dishonored, or BioShock style gameplay into a sprawling city filled with physics objects ripe for transmutation and NPCs waiting to be enchanted. Add an otherworld accessed by stepping through mirrors (the entire map within is reversed).
It's about what power can accomplish, what justifies its use, and what its limits are.
Populate the world with a few powerful magician NPCs with their own agendas; dozens of NPCs to chat up, learn more about, seduce, and manipulate; and a threat that could consume reality's very soul if someone doesn't step up to deal with it. Shake. Serve.
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tl;dr: Dishonored meets Vampyr by way of Hellblazer and Hellboy
And finally!
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Friendship Simulator 2019
My favorite parts of the Persona games and Catherine are the things outside of the core gameplay loops. The bits where you're hanging out with your friends, chatting with them, finding out more about them, and guiding and supporting them (or tearing them down).
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Or hiding in the toilet to text your significant other.
One of the things I love about Persona 5: Dancing Star Night in Starlight is that the narrative is almost solely in this mode. It's entirely about learning more about your fellow Phantom Thieves.
Lest you think I uncritically and unabashedly love it, P5D has some major narrative problems - it entirely fails to pay off its initial premise, for example, and there's no persistence to the player choices or (player-driven) reactivity within the narrative.
Nor does the way the player "progresses" the narrative make a tremendous amount of sense within the fiction of the world.
Sorry I got distracted.
Point is, from a narrative perspective it's a game about getting to know people better - literally exploring their lives - and then supporting (or undermining, if you're terrible) them.
Similarly, nothing the player says in Persona (or, for the most part, Catherine) has any impact on the game. The player might progress a Social Link more slowly by being an ass to the protagonists' friends, but they'll still increase that Link over time, provided they put time into it.
And I don't want to be dismissive here. Time management is one of the major ways in which the player engages with the Persona games. Outside of combat and maybe monster-training, it's probably the most important mechanic at play. Taking longer to max out a Social Link means you're missing other content and missing opportunities to increase your stats. Or maybe the Social Link doesn't get completed at all. (Sorry, Haru.) Or maybe you’re not powerful enough to overcome the next Shadow in time and your game ends. Those are non-trivial consequences.
But the story of the Social Link, or the story of the game, will never change based on (the vast majority of) the player's interactions with their buddies.
Despite that, the games give the player a lot of freedom as to when (or whether!) they approach those relationships.
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On the other end of the spectrum, Life is Strange (and Before the Storm) does a fantastic job of letting the player get to know the characters around Max (and Chloe) and responding logically to the player's choices.
The kid who has a crush on Max (Warren, I think?) remembers what the player promises him and then responds to whether or not the player follows through on it.
If Chloe plays A Game That Absolutely Involves Neither Dungeons Nor Dragons with her friends, they'll refer to it excitedly later and ask her to join in another round.
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The TellTale games are also pretty good at this, especially Wolf Among Us, but that'll take me a bit far afield.
What Life is Strange does not provide the player is any control at all over the flow of the narrative. When the player completes a narrative beat within a scene, they're rushed along to the next scene, which is never one of their choosing. There's plenty of flexibility within the relationships (and within many of the smaller subplots), but little within the game's larger structure.
Ultimately, Persona provides little variability, while Life is Strange provides little narrative control.
I want to make a game that grabs the strong aspects of both of these while jettisoning their weaknesses.
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(Far, far easier written than done!)
Basically, I want to make a game focused on the exploration of relationships. Where the personalities are the mysteries to unravel, and the interpersonal relationships between characters the dungeons to be navigated. Where the inner demons are the beasts in need of slaying - not through mystically entering the subconscious and doing battle with the Shadow, but through conversation.
I want a game about building a community, a family, and helping it come to support itself.
I think that one essential change that would make this significantly more doable is discarding the larger threats to the characters, especially those supernatural in nature. The relationships among the cast of Persona 4 are propping for the story of the Midnight Channel Murders. Arcadia Bay's pending apocalypse distracts from the relationships that seem to be the actual core story of Life is Strange.
(I find Before the Storm a stronger narrative than the original Life is Strange in large part because it's not being torn in multiple directions.)
Which isn't to say that there can't be threats, obstacles, and dangers. The world presents all manner of difficulties. Most of them requiring far more challenging and interesting solutions than "stick a sword in it."
That's a lot of abstraction, so what would this game actually look and play like?
Well, as I mentioned above, I think the Persona games, esp. Persona 4 Golden and Persona 5 already do a fantastic job of providing the player the framework for exploring a space and approaching relationships at their own pace.
Add into this characters that the player can engage with in order to learn more about them (not unlike Vampyr), help with their problems, and build (or break!) relationships with them or others, and you have something of an open-world interpersonal relationship game. 
The narrative of these relationships would change based on the player's actions (both in regard to how they interact with the character and how they deal with (or fail to deal with) the character's problems). So would the player's reputation, which impacts their interactions with other characters.
(The reputation system is actually one of my favorite ideas in Pillars, but I think we sometimes fail to use it to its full potential. I certainly know I do.)
Side note: in this dream game, the relationships I'm describing are not expressed in a systemic way. They're not ranked like Social Links, and they don't have reputation bars like in Dragon Age or Tyranny. It's much more akin to Life is Strange here, with each character containing their own narrative(s) to be navigated.
Over time, you bring some of these characters closer to your protagonist, recruiting a tight-knit circle that helps you face the game's primary conflict. These relationships bounce off of one another. You can never make everyone happy, after all, and some people will never get along. Late game play requires that the player balance these relationships and help forge friendships or avoid catastrophic fallings out.
Yeah, but what is that primary conflict? 
Potentially anything the world could throw at a person. A lot of television shows have provided us a framework we can borrow from. Veronica Mars comes immediately to mind. (Or one of my favorite films, Brick.) Then there's Lost, which is overtly about building communities and relationships in order to survive. The Wire is another possibility. (Imagine playing as a Stringer Bell type trying to build a crew while maintaining relationships with rival crews.)
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My point being that we already know what these kinds of stories look like. We just have to be brave enough to make a game that's focused around understanding other people rather than shooting them.
tl;dr: Life is Strange meets Persona, minus the strange and the personas
And that’s three glimpses into my brain. Into my dreams.
You may have noticed a few through lines. I'm pretty clearly interested in making games:
Set in the modern day
That tackle modern, realistic (and I use that term extremely loosely) concerns
That are largely non-violent
With non-linear narratives
That involve exploring the lives and feelings of non-player characters
And give those interpersonal relationships systemic narrative bite
Obviously, the projects I've been involved in recently don't check off every one of those boxes on my wishlist. That's generally how it is, if you're making games with other people.
But if you're very, very lucky, you get the opportunity to work on projects that scratch at least one or two of those itches.
I've been very, very lucky.
Cheers, <3 <3 <#
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