jenndoesnotcare replied to this post:
Every time LDS kids come to my neighborhood I am so so nice to them. I hope they remember the blue haired lady who was kind, when people try to convince them the outside world is bad and scary. (Also they are always so young! I want to feed them cookies and give them Diana Wynne Jones books or something)
Thank you! Honestly, this sort of kindness can go a really long way, even if it doesn't seem like it at the time.
LDS children and missionaries (and the majority of the latter are barely of age) are often the people who interact the most with non-Mormons on a daily basis, and thus are kind of the "face" of the Church to non-Mormons a lot of the time. As a result, they're frequently the ones who actually experience the brunt of antagonism towards the Church, which only reinforces the distrust they've already been taught to feel towards the rest of the world.
It's not that the Church doesn't deserve this antagonism, but a lot of people seem to take this enormous pride in showing up Mormon teenagers who have spent most of their lives under intense social pressure, instruction, expectation, and close observation from both their peers and from older authorities in the Church (it largely operates on seniority, so young unmarried people in particular tend to have very little power within its hierarchies). Being "owned" for clout by non-Mormons doesn't prove anything to most of them except that their leaders and parents are right and they can't trust people outside the Church.
The fact that the Church usually does provide a tightly-knit community, a distinct and familiar culture, and a well-developed infrastructure for supporting its members' needs as long as they do [xyz] means that there can be very concrete benefits to staying in the Church, staying closeted, whatever. So if, additionally, a Mormon kid has every reason to think that nobody outside the Church is going to extend compassion or kindness towards them, that the rest of the world really is as hostile and dangerous as they've been told, the stakes for leaving are all the higher, despite the costs of staying.
So people from "outside" who disrupt this narrative of a hostile, threatening world that cannot conceivably understand their experiences or perspectives can be really important. It's important for them to know that there are communities and reliable support systems outside the Church, that leaving the Church does not have to mean being a pariah in every context, that there are concrete resources outside the Church, that compassion and decency in ordinary day-to-day life is not the province of any particular religion or sect and can be found anywhere. This kind of information can be really important evidence for people to have when they are deciding how much they're willing to risk losing.
So yeah, all of this is to say that you're doing a good thing that may well provide a lifeline for very vulnerable people, even if you don't personally see results at the time.
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I don't think people are honestly taking into consideration the fact that shitty/overwhelming work conditions DO impact relationships outside of the work environment. I haven't, until more recently, especially pertaining to my own work conditions.
Imagine working and socializing with customers and co-workers for 8+ hours a day, and all the good and shitty things that come with it...to then come home and do more work, and trying to socialize with friends/partners after all that.
Yeah, be for real. Cut yourself some slack. If you're friends with people with this sort of work-life? Cut them some slack (that isn't to excuse poor treatment of others, mind you)
We're just on the fritz as it is. Frazzled, even.
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I’d like to (finally) talk about this interview with Mark Thompson, Narrative Director on Far Cry 4:
I love it when devs talk about their work because it’s always super interesting and informative! This video is no exception.
But what struck me most when I first saw the interview is what he says about Far Cry 3, a title he also worked on as a Level Design Director, which I believe means he was not (or barely) involved in the writing of the script. When he mentions what he thinks the issues with the game were and what had to be “fixed” in Far Cry 4, the thing is that... he often contradicts what Jeffrey Yohalem, Lead Writer on Far Cry 3, explained in various articles.
Under the cut, I highlighted some parts of Mark Thompson’s interview (in red) and compared them to Jeffrey Yohalem’s words (in blue, with the sources) so you can see how different their points of view are.
In this case, when it comes to the story and meaning of Far Cry 3, I’m inclined to give more credence to the Lead Writer’s explanations, but I think this example perfectly illustrates how even people who worked on the same project can have very different (and sometimes equally valid) opinions, understandings, and feelings about it, and why it can therefore be difficult for the audience to determine what the “truth” or the “right” interpretation is…
Open world vs story
MT: We ended up shipping a game where the open world had a lot of cool stuff, but it didn’t have a lot of depth or meaning, and it had almost no connection to what was happening in the story. And in fact, in some ways, the two were kind of opposed and they were kind of conflicting each other. So, on one hand, the story itself had this ticking time bomb of “I have these friends that I need to rescue, but holy sh*t, collecting plants, finding that next animal I need for the next upgrade, getting that next skill point… Oh, look, there’s a radio tower! Wait, wasn’t I heading to that outpost?” And then you’re like, “Oh yeah, sh*t, my friend Keith’s trapped in the basement, I should probably go rescue him… I’m a terrible friend.” That was my main goal: fix this sh*t and make sure that the story and the open world speak to each other, complement each other; strip everything down so that the story and the open world are the same thing and it’s the same game.
JY: People who have looked at the surface of the game think that the story and the game are at war with each other as they are in most games, with the story just plugging potholes and the gameplay is going along its merry way. I think it’s very exaggerated that, “Oh, go save the friends! Go save the friends!” but most people are out on the island doing all this other crazy stuff and experiencing the gameplay. And that’s actually the point of the story. It’s not a game about go save your friends. It’s a game about – doing a lot of picking skins from things, and wait, it’s just a pile of meat – this doesn’t even make sense, yet I’m still doing it instead of saving the friends. (Rock Paper Shotgun - Dec. 19, 2012)
The “white savior” trope
MT: We were definitely aware of some of the tropes that we fell into - unintentionally in some cases, intentionally in some - and (…) almost the first thing that we did was decide how we were gonna address the white savior trope, the outsider who comes in and helps simple people with his outsider’s kind of more advanced understanding of the world. (...) The first thing we said was, “This guy is from Kyrat, no matter what happens. That is the most important thing; he is part of this world, he belongs here.”
JY: “It’s a first-person game, and Jason is a 25-year old white guy from Los Angeles. From Hollywood. So his view of what’s going on on this island is his own view, and you happen to be looking through his eyes, so you’re seeing his view,” Yohalem explained. “It’s set on an island in the South Pacific, so immediately the thing that comes to mind is the white colonial trope, the Avatar trope. I started with that, and it’s like, ‘Here’s what pop culture thinks about traveling to a new place,’ and the funny thing is, that’s an exaggeration of most games, they just don’t expose it. (The Penny Arcade Report - Dec. 17, 2012)
JY: There’s a reason why Jason is a 25 year old white guy from Hollywood – these are all ideas that are in his head. You’re seeing things through his eyes. (...) It’s not that [Citra] needed a white saviour at all. She didn’t need a white guy at all. She was just looking for the ultimate warrior and someone to be her gun. (...) If this was about the white messiah motif, would I be so stupid as to have a main character’s nickname be Snow White? I’m making fun of that! (Rock Paper Shotgun - Dec. 19, 2012)
The player and the protagonist
MT: When we were doing the script review, almost immediately, the first thing we would do would be, “Okay, so how many lines does Ajay have? Okay, cut that by 75%”, and then we would review it and then cut out even more. Whenever possible, we would set up a scenario where we know or we think we know how players would react, and so we would remove the line that the character would actually say and then have the other person react to it. “Oh, you think that, do you?” - in that kind of way, so they’re like, “Oh f*ck, how did he know I was gonna say that?” Whereas, if the protagonist said that line, they’re like, “Oof, I wouldn’t have said that”, and then suddenly you’re kind of broken out of the experience. (…) When you’re in first-person, all you hear is this disconnected voice that might not be agreeing with what you’re doing. So, again, it’s just about stripping away those barriers of immersion so you can imagine yourself in this scenario.
JY: In Far Cry 3, Jason is a character and he’s not the player. The player is another character in the game. Sometimes Jason disagrees with the player, and sometimes Jason agrees with him. And the magic of that is that then it doesn’t matter! Basically, as long as the whole narrative is directed towards what the player is feeling—which for me is how videogames should be—then I get to target Jason as a resource where players can go: “I disagree with Jason.” And the player gets to convince Jason to do something else. So instead of trying to force the two of them together, I’ve decoupled them. (Killscreen - Dec. 12, 2012)
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