#I like playing around with my designs a lot
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caughtthedarkness93 · 2 days ago
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There are better stories that'll give you a similar experience to Harry Potter and won't line the pockets of someone who is doing everything in her power to make the lives of vulnerable people miserable.
For example, I recommended both Persona 5 and Ikenfell a lot around the time Hogwarts Legacy came out.
Persona 5 for capturing the feel of the interplay of daily school life and relationships alongside a big, overarching fantasy mystery with a very different flavor, but a similar appeal to what the Harry Potter stories did. It's an excellent game with themes are similar, but much better executed and more resonant than Harry Potter was. It's not perfect and there is values dissonance, but the story has some incredible twists and turns and the characters are fantastically written.
Ikenfell is much closer to the tone of Harry Potter itself and explicitly about a school that teaches magic. It has a score by the same duo that scored Steven Universe, and within the first few minutes of the game your player character gets hit on by another woman and makes a nonbinary friend. Ikenfell feels like it was made by people who used to love Harry Potter, get fed up with Rowling's bullshit, and made a game that was similar, but downright confrontational in how upfront it is with its queer themes and characters.
You could also watch Mary and the Witch's Flower, a film by Studio Ponoc. It was founded by ex-Ghibli animators and you can very easily tell in this film. The art style, designs, and other stuff feels very Ghibli, and as such, this film feels like what would happen if 90s or 2000s Ghibli made a magic school film. It's breathtaking to look at and a delightful time.
Any of these would be a good pick to watch or play rather than Harry Potter.
Sometimes it is important to let go of the things you love, even things that are important to you. I'm practiced at it at this point. Two of the artists who are incredibly influential to the kind of writer I am - Neil Gaiman and Joss Whedon - both turned out to be people who have done things I cannot abide. Firefly was a huge part of my life for a long time, and I remember finishing The Ocean at the End of the Lane in less than 24 hours because it gripped me so hard. Without these artists I wouldn't be who I am today. In fact, their work is part of what taught me not to tolerate the kinds of things both of these men have done.
If you still like Harry Potter, think about what the text tells you. Do not stand for prejudice and injustice. Do not allow those corrupted by hate to hold power. Stand up to cruelty. Stand against petty bullies.
The values that these stories preach are clear - they say to tell people like JK Rowling to piss off, and to stop ignoring her heinous beliefs.
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Welp, if JK Rowling being executive producer and therefore being fully involved in the show wasn't enough for people to boycott, then here's HBO basically saying they don't care JK Rowling is a bigot from hell who literally helped lead a harassment campaign of lies against Imane Khalif in her transphobia and obsession with women being terf's standards of women alongside posting harassment against trans people on twitter at times, they gonna stand by her, while using the excuse, "personal views". Hmm, yes, personal views- that's one way to uh, call what the fuck JK Rowling comes out with a-lot- last I checked personal views do come with consquiences if said out loud....a thousand times in JK's case and still counting....especially if they hurt people, but hey, if it means making another Harry Potter project to milk, just let it fucking be I guess.
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2-eeillustration · 2 days ago
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Thundercracker design WIP for my #Return_0 x #Transformers
AU! ! He took on a more Earth-styled alt mode compared to Starscream so I wanted to accentuate that in his design the best I could! (He looks like a flying fish with the extra biolights lmao) ⚡🌊
His alt-mode is a Widgetworks Airfish-8! He and his puppy partner Buster travel around 30XX Earth to rescue stranded humans and mech from the flooded conditions the planet has wound up in due to over-industrialization.
Done live with my fellow Vtuber friend Happypaca on Twitch! (You can check out her awesome Thundercraker redesign here!
I've been pretty sparse online since I got a new dayjob repairing medical instruments ; I'm completely new to delicate repair-work so it requires a lot of my mental energy- but you catch me live on the weekends yapping about robots, doing art or playing games!
I'm also much more active and yappier on Blusky!! Will be posting way more WIPs and concept art on there as well 🦋
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gotta-winwin · 3 days ago
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(🎞️) ... hit the road docu.<> for you to walk comfortably
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word count: 1k TW: fluff? nothing too crazy - woozi's segments pretty mild compared to what's about to go down („• ֊ •„) italics are interview moments cut between other scenes a/n: welcome to the first instalment of htr!
Cyana couldn't help but glance at Woozi when they won the Album of the Year at Asia Artist Awards. She wanted to see that glow of a smile flood across their producer member's face, a smile she so rarely got to see. He was usually so stoic around her.
"We won." Jeonghan breathed into her ear, pulling her and Dino in for a hug. "We won."
She looked at Woozi, who had been tugged into a group hug with Seungcheol and the others. "We won." She mumbled, mostly to herself. She couldn't quite believe it.
"It was hard to imagine we had won." Woozi said to the camera. "I was looking for Cyana the whole time, trying to see her reaction. I never thought we'd succeed with her next to us." He shrugged, a little sheepish. "Guess I was wrong."
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"Hi!" Cyana waved to the camera. "We're practicing for our Osaka concert right now." She moved to show the members with the staff in the background. "Apparently they did this all last tour as well, to keep in line with the local staff."
Woozi could be seen directing the bulk of it, naturally taking over as he knew most about their sound design.
"It sounds a bit lower," Woozi said into his mic. "can we adjust that?"
"It was amazing, to see Woozi oppa controlling the stage, even when we weren't performing." Cyana smiled as she recalled. "It made it even harder to hold a grudge."
Woozi approached Cyana as they sat in the green room, two hours before the concert. She was busy eating, her phone propped up as she watched Criminal Minds on low volume.
"Your mic pack's acting up." He informed her, sitting down opposite her. "They're fixing it but we don't know how long it'll take."
Cyana paused her show, looking up worried. "Is there a spare?"
"The staff are finding one now." Woozi let out a loud sigh. "It's a bit hectic today."
"I was kind of checking everything that day. It wasn't that I was a perfectionist. There was just a lot of changes. It was a different size stage, we had changed formations and cue sheets." Woozi recalled the day.
Cyana nodded after hearing the interviewer's comment. "I don't think our performance in Osaka would've gone as well if it hadn't been for his attention to detail."
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LOCATION: UNIVERSE FACTORY
"I spend most of my time at the studio. It's like my second home." Woozi explained. "It's also where I see Cyana the most."
Cyana's sprawled on the studio couch, face facing the ceiling as she listened to the track Woozi was playing. "Pause it." Cyana sat upright, her face in thought. "Wait, go back a few bars."
"I liked working with Woozi oppa. We didn't really have much to say to each other outside of work, but working on music was something that could bring us together." Cyana let out a tiny laugh. "I guess being sleep deprived does bring people together."
Woozi rewinds the track, bringing it back to the chorus. "Here?" He asked, looking at Cyana for confirmation.
The girl nodded. "Yeah, play it again?"
The two grew silent as they concentrated on the beats. Cyana stood up suddenly frowning. "What is that sound in the very back? The dat-dat-dat-dun." She mimed drumbeats as she tried explaining what she was hearing.
"Cyana didn't know how to work the sound mixing board yet, she was learning as we worked but I could tell it frustrated her, having to explain her thoughts to me." Woozi couldn't help but smile. "It was endearing, I have to say."
"I know what you mean." Woozi nodded, following her train of thought. "I hear it too. Must've altered when we mixed those two beats together yesterday." He clicked a few keys on the board. "I'll find it."
"Bumzu sunbaenim told me Woozi oppa's always been like this, even as a trainee. A pure musical genius." Cyana shook her head in mild disbelief. "I came to learn that producing is literally his entire life. He doesn't even think of it as anything special."
Cyana let out a yawn, sitting back down on her spot at the corner of the couch, curling her legs up. "You should take a break, oppa. You've been staring at that screen for hours."
"I felt bad, that I couldn't hold my fair share of the work. Sometimes it felt like I was just directing him." Cyana admitted. "I thought: he must feel annoyed, having the maknae throw ideas into his area of expertise."
Woozi stretched his arms, rolling his shoulders back. "I'm fine, Cyana. We can keep going." Rolling his chair across the room, he opened the mini fridge and threw her a bottle of water before taking one for himself. "We'll forget tomorrow."
Cyana could only smile ruefully at his persistence, taking a small sip of water. "Only if you're sure."
"What else can I say?" Woozi shrugged. "The members all say I work too hard. That I should be sleeping more, going out more, living more. But I am living- when I'm making music."
Woozi cued up the track once again, sifting through it to find the error both he and Cyana could hear. Cyana watched from behind, feet tapping absentmindedly to the rhythm.
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The concert venue held an insane amount of people. Cyana could only stare out into the vast sea, smiling from the sidelines as Woozi started his Opening Ment.
"I'm a stickler for routine." Woozi said, elbows on his knees as he explained to the interviewer. "Cyana proved to me new things can be better than the old- and I'm grateful to her for that." He side eyes the staff. "She won't see this, right?" Looking back at the camera, he continued. "Anyways, I'm thankful for my members because they are the ones who love my music the most. Because of that, I feel no pressure in creating, only joy."
The cheers from the crowd washed over Woozi as he performed with his members.
'There is something so special about seeing people enjoy your group's music. And it is even more special knowing you created it."
a/n: wahhh first hit the road ep done! it was def a journey, trying to combine cyana into the episode and also keeping it woozi-centered. I tried following the format of the og youtube docu- lmk how it was! these instalments might be on the shorter side just cause the docus are pretty short themselves (。•́︿•̀。)
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90stvqueen · 3 days ago
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Before I read any reviews and let what other, smarter people have to say about Wicked (part 1) cloud my thoughts, I will get some of them down:
It was better than I thought it would be in a lot of ways, and exactly what I expected in others.
The biggest issue is that the movie fundamentally does not trust its audience to be able to think for themselves and put the pieces together. All the jokes are explained. All the important plot beats are drawn out to the point where they lose momentum in their effort to make sure everyone is on the same page. Every emotional beat is its own movie, and it was to the production's detriment in almost every case.
An example of this (and a spoiler) - toward the end of "Defying Gravity," the song fully STOPS so that Elphaba can start to fall, continue to fall, oh no, she's falling, now time slows, and she catches her reflection in a window, and it's the reflection of her child self, and now she's emboldened to act on her own behalf and save herself and in doing so, save the helpless, unloved child she once was, but we didn't NEED any of that, and in my opinion it didn't ADD anything of real substance. I thought it was corny, tbh, and I say this as a lover of corniness, cheesiness, kitsch, and camp.
The sets were beautiful. When the first trailers dropped, I was very afraid that it would all be CGI. But the sets were real and they looked real and I loved them. EXCEPT FOR the random stone Jeff Goldblum Elphaba finds in a cave during "The Wizard and I." Speaking of...
It felt like Elphaba's solo songs, rather than being a driving force, slowed the movie to a halt. During the ensemble numbers, duets, and Galinda's songs, there's movement. Choreo, montage, a sense of direction. Both "The Wizard and I" and "I'm Not That Girl" spent long periods of time just sitting in one place. Maybe that's not a fair assessment; INTG is a contained music-box kind of song, and TWAI had some movement - we see Elphaba hopping over stones with some CGI frogs and eventually breaking out of the Wizard cave and running through a field to look over all of Oz at a cliff's edge. But why make a movie if you're not going to play around a little bit? She has a vision midway through the song, and we don't see it. We see a different vision of hers later, but her "vision almost like a prophecy" in TWAI is just some rippling colorful lights on a giant stone carving of Jeff Goldblum's head. Maybe there was an image in there, actually. I was too distracted by the giant Jeff Goldblum tbh. Someone had to sculpt that. Wild
All of the performances were fantastic. I went in ready to be a hater, but credit where credit is due: Ariana Grande was great as Galinda. Cynthia Erivo knocked it out of the park, too, but I was less worried about her
I have so many more thoughts but it's way past my bedtime and this post is already so long, so I'll say one last critical thing:
In the Broadway production, the costume design progresses through the play as Ozians wear more feathers and furs, as a way to show how attitudes toward Animals are shifting. I felt this was really missing in the movie. The designs were beautiful, but they were missing that additional thoughtful layer.
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thedouglastrap · 3 days ago
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Something about this post is bugging me, but every time I to put my finger on it, I feel like the reason slips away. So I think I'll just try to sort through it here and see where that leads me.
Mechanical changes impacting play style makes sense, but I think I question the cause and effect here. Because the rules mentioned that "encouraged the GM to think of monsters as real living creatures", morale and reaction rolls, are things that seem (to me at least) less about making these monsters seem real and more about adding more angles to introduce randomness to random encounters. If a random aboleth shows up while you're walking from point A to point B, a reaction roll is a quick and dirty way to see how they view the players, but it doesn't account for what an aboleth is. Similarly, a morale roll is giving a method beyond the DM just making an arbitrary ruling sans dice. That's not to say that a good DM can't use the roll to breathe some life into an encounter, of course, but I don't know if I would say those rules being removed/put in the flavor rather than made a general rule was a primary contributor to a greater emphasis on combat, or if that was even an intentional design choice.
(as a side note: looking up what reaction rolls actually were were, I stumbled onto a blog about the whole OSR thing in ttrpgs, and decided to go down the rabbit hole for a bit. It seems like a lot of the conclusions being drawn in this post are close to issues raised over there, but they tend to include AD&D2e as a point where the shift happened, making it less a TSR/WotC difference)
Now, if there IS a greater focus on combat in that shift, I think it's probably due to the game getting crunchier over time during that shift. 2e seemed to start it off with a wide variety of optional rules, and 3.x cemented it. But notably, it did this for non-combat as well, which makes me think that it was less a design choice to make things more combat oriented and more to provide comprehensive rules, with combat being the most fleshed out part in service to the whole heroic adventure aesthetic.
I think one of the biggest issues I'm running into is the following point about how encounters have to be these justified forced combat encounters and the dissonance this can provide. I think part of that is because that conclusion just doesn't match up with the reality I was seeing playing 3.x or seeing other people talking about it. Not to say combat wasn't the focus, but plenty of non-combat encounters happened, enemies ran away, scenarios were derailed by roleplay rather than combat, etc. And sure, that's anecdotal, but I think it's relevant. The game does, after all, provide individual sections for monsters giving a basic rundown of what the creature is. Some are more bare-bones than other, but when Archons are listed as "never attacking first, but being easily provoked", that's a pretty clear indicator that forced combat should not be the default assumption. If players ignore that, sure, but that's no different than ignoring reaction rolls imo.
The real difference, I think, is the afforementioned shift from a focus on an open world where the party has more freedom to explore and do whatever they want while the world happens around them, to a focus on more structured narratives where the players are characters in a story that is unfolding around them. Its a shift away from "well the dice say there's an aggressive dragon swooping in, have fun with that" towards "I planned out the encounter you're gonna run into between startersville and plotlandia". That also kinda follows from the idea of encounter balance. Having a random dragon swoop in on a third level party isn't a balanced encounter unless the DM goes out of their way to make it one, but that takes more time and prep than rolling a few dice and opening to a statblock can account for. And yes, planned encounters like this can, if done poorly, just be a shooting gallery of forced fights with thin justifications. It could also be well crafted encounters where you could talk down the goblins instead of fighting by opening trade negotiations.
The play style that the difference in design encourages isn't so much "fight all the things vs treat your enemies like actual living things" as it is "how structured do you want this game to be", which is ultimately value-neutral. And the moral disconnect about what you're fighting seems like an entirely separate thing from that. Neither style inherently encourages or discourages that, and it feels uncharitable to say that WotC-era d&d is more skewed to be morally uncomplicated than TSR-era.
So there is a pretty clear shift in playstyle between TSR D&D and WotC D&D: for better and for worse, D&D 3e introduced the idea of encounter balance, de-emphasized mechanics that had previously encouraged the GM to think of the monsters as real living creatures (reaction rolls, morale, etc.), and it had the effect of making D&D a much more combat-focused game. D&D has always been a game that's opinionated about combat, it's basically the most expressive and detailed form of play regardless of edition, but combat in the TSR editions was not exactly zoomed in and tactical. The WotC editions purposefully made combat zoomed in, granular, and tactical.
And this has had an effect on playstyle: since combat is now the main form of player expression what players actually want is for their characters to get into combat. Because combat is the most fun part of the game. But the game has also changed from the largely amoral dungeon-crawling game into a game of fantasy heroics (even though a lot of the trappings of the amoral dungeon-crawling still remain, which contributes to the dissonance), so you can't just have the player characters going into combat for the sake of it. That would frame the player characters as kind of Fucked Up, and we can't have that in our supposedly heroic fantasy.
What you end up with is a variety of contrivances like "they're bandits," "they're cultists," or, my all-time favorite, "they attacked first" to make the action seem morally justifiable, even though gameplay is still motivated by a desire to fight. The monsters fight to the death and, importantly, can often not be reasoned and negotiated with, partly because combat is supposed to be the fun, engaging part everyone is here to do, but also because if they actually acted like reasonable people it could cause dissonance with the whole "the player characters are the goodest heroes."
As my friend @tenleaguesbeneath once called it: what is actually going on is that the player characters are hunting people and monsters who have been programmed to fight to the death and never negotiate for sport, while justifying it as self-defence.
It's a simple power fantasy, and I don't think there's anything wrong with it. Sometimes you want to play a morally uncomplicated game about killing guys with cool magic swords. But I think it's also fun to think about what the specific types of monsters players end up fighting reveals about Society the invisible, unexamined ideology lying under the surface that the designers of even modern D&D have failed to examine. And to me it often reads like a frontier justice fantasy. None of that is to detract from anyone's joy of the game, and for me it's just fun to think about and post about this stuff while Still Enjoying the Game, but if someone expressing that opinion makes you feel uncomfortable, why? That's pretty silly imo.
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artificiallita · 1 day ago
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save me, butch wolverine
counterpart to my designs for fem-deadpool. logan gets silly crayon doodles too because it’s only fair.
(headcanons under the cut)
lesbian wolverine brain rot. so:
- her first name is jane. do not call her it under any circumstances or she will bite u. has been called logan for so long that she can’t remember who started it or why.
- per my version of deadpool’s variants all being women besides one dudepool, logan’s variants are also various flavours of lesbian scattered across the multiverse. apart from cavillrine. he’s still cavallrine.
- honestly i could rant for about six and a half years about the practical implications of logan (2017) with this dyke but it makes me feel too much and as such i will restrain myself. but it’s all v sad and both old lady logan and worst wolverine logan love laura so gd much and are trying very very hard to be good moms even if it doesn’t come naturally.
- so gay she broke the kinsey scale. super graphic ultra dagger butch.
- braless. all the time. yes the scene with the time ripper happens exactly as it played out in the movie. wade is incredibly normal about this.
- basically a walking rainforest of body hair. doesn’t shave, has never bothered to try. largely a result of the more animalistic traits of her mutation.
- smokes a *lot* because she has a v heightened sense of smell and it helps to cover up the stinkiness of every trash can and public bathroom in a 100ft radius. but also she just likes it. (im sure this is a p popular headcanon, im adopting it bc i love it)
- her kitty ear cowlicks are *kind of* natural. styles her hair around them bc they will not sit flat otherwise. kind of a preening slut about her hair, incredibly laissez-faire about every other aspect of her appearance. she has an undercut too because i have no self control.
not including fic bits this time around bc about 90% of her dialogue thus far is telling wade to shut up, fuck off, or some variation thereof. might post a teaser snippet if enough people want to see it though 👀
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msilwrites · 2 days ago
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Papa Bear Material - (Captain Price Fic) - Matchmaking Chapter 1 (Shorter Version)  Chapter 2 Chapter 3 Chapter 4 Chapter 5
A/N: I hope you guys can be patient with me as I set up the scene and context for the story! I know you might be eager for Papa Bear John, so if you can't wait, feel free to scroll all the way down or check out the short version. But if you’d like to enjoy the full background and get all the details leading up to the moment, stick around here for the original version. Thanks for reading, and I hope you enjoy! Warning: Mention of child abuse in the story. Summary: Y/N is a reserved former constable and master sniper in the London police force, now working full-time as an artisan. She reconnects with old colleagues at a grill house for a catch-up, where her former junior, Kyle 'Gaz' Garrick, tries to play matchmaker. Gaz’s attempt to set her up with the retired SAS and Papa Bear material, Captain John Price, is met with resistance as Y/N is caught off guard by the unexpected attention.
Y/N stepped into the familiar warmth of the grill house, the smoky aroma of sizzling meat mingling with the distinct hum of rugby commentary from the TV above the bar. The place had that well-worn, comfortable charm—like an old friend. She spotted her old colleagues almost immediately, seated around a table, beers in hand, laughter spilling into the air.
“Oi! Look who’s gracing us with her posh, artsy presence!” came the teasing voice of one of the officers. “You still wearing them fancy shoes, Y/N?”
Y/N rolled her eyes, a half-smile playing on her lips as she made her way over. "Oh, please. I’d have to sell a few more prototypes just to afford these," she said, giving her Gucci Princeton Leather slip-ons a quick glance. "You know, designing and crafting, prototypes for others, specially demanding architects and students—it's harder than catching a criminal on a Sunday shift."
The group laughed, and one of them raised their glass. “Come on, that’s not true. Bet you’re all over the art scene now, living the dream!”
“Sure,” she said, narrowing her eyes as she slid into her seat, “if by ‘living the dream’ you mean sometimes starving in a studio, getting rejected by every gallery in town, and designing things no one’s ever heard of, yeah, it’s just like the movies.”
They all burst out laughing again. One of the lads signaled to the waiter, who was making his rounds. "Oi, get her a proper drink," he said with a grin, "she looks like she needs it."
A tap of beer was quickly placed in front of her, and she gave her colleagues a mock glare, but couldn't help but smile. "You lot are too kind. Just wait ‘til you see my next masterpiece—a painting of you lot after too many pints."
As the laughter faded, they began catching up, each group diving into stories and teasing. "Any funny incidents lately?" one of the officers asked, a grin spreading across his face.
Y/N raised an eyebrow. "Oh, plenty. You lot wouldn't believe half of them, but I'm still waiting for the call-up for my big art show... not holding my breath, though."
The conversation shifted, and soon enough, someone asked, “When’s your next reservist shift, then? You’re still doing that, right?”
Y/N leaned back in her chair, taking a moment before answering. "Ah, next month. Got my refresher course first, so I'll see you lot after that." She picked up her glass, the cool beer sliding down her throat as she sighed contentedly.
It had been a long day—too long. But, she was glad to be here, catching up with these old faces, the familiar rhythm of their banter and laughter settling into her. The worries of her day faded, replaced with the warmth of good company and the taste of a well-earned pint.
The table buzzed with laughter and the clink of silverware as everyone dug into their meal. Y/N, content with a bite of lamb chop, was about to take another when Kyle’s voice broke through.
“So, Y/N,” he said with a mischievous grin, leaning forward, “how long’s it been since you’ve been single?”
Y/N paused, looking at him like he’d just asked if she wanted to run a marathon. She narrowed her eyes, the chop still in her hand. “You’re not about to start playing matchmaker, are you, Gaz?”
Kyle shrugged nonchalantly, completely unbothered. “Well, you know... I might have a perfect guy in mind. Could introduce you next time.”
The table erupted into teasing shouts, and a few of the women at the table nudged her playfully. “Ooh, a ‘perfect guy,’ eh?” one of them said with a sly smile. “Sounds like someone’s trying to get you out there, Y/N!”
“Yeah, yeah,” another girl chimed in, grinning. “You can’t stay single forever, love. You need to live a little!”
Y/N laughed, raising her glass of beer to her lips. “I’ve been living plenty, thank you very much,” she said, taking a sip. “I’ve been single since I was 22. Too much going on in my life. Can barely keep up with myself, let alone anyone else.”
One of the guys leaned in, grinning like a Cheshire cat. “Come on, Y/N. You can’t just keep dodging the love life thing forever. You’ve gotta try at least once. Who knows? Maybe this ‘perfect guy’ will be just what you need.”
“Or,” another woman piped up, waggling her eyebrows, “he’ll just be an excuse for a nice date night and some free food. Win-win.”
Y/N put a hand on her chest, feigning shock. “Oh, I see how it is. You lot just want me to get free dinner at someone else’s expense!”
Kyle laughed, raising his beer. “Well, if you don’t like him, I’ll pay for the meal myself. But I’m tellin’ ya, he’s worth a shot.”
Y/N raised an eyebrow, her tone dry. “Tell you what—if I get to choose the place, I’ll consider it. But no more ‘perfect guy’ nonsense, alright?”
Her colleagues cheered, raising their own glasses. “To Y/N’s perfect guy!” someone shouted, and the table erupted into more laughter.
Y/N just rolled her eyes, taking another bite of her lamb chop. “Alright, alright. You lot are relentless.”
As the teasing continued, Y/N raised an eyebrow, clearly curious. “Alright then, who’s this ‘perfect guy’ Gaz has in mind? One of your mates?”
Kyle leaned back, clearly proud of his matchmaking skills. “Yeah, mate. His name’s Price. Former SAS, top bloke—don’t let the gruff exterior fool you. He’s solid. Got a good head on his shoulders.”
The table went silent for a moment. Some of the guys and girls exchanged glances, clearly impressed by the mention of SAS.
“Ooh, SAS, huh?” one of the women said, grinning. “That’s like, the real deal, right? Tough, mysterious, probably has a six-pack or maybe even eight! Hidden under all that tactical gear.”
“Oh yeah, totally,” another guy added, practically waggling his eyebrows. “Rugged, muscular, probably a bit brooding. Can already see the whole ‘I’ve been through the worst’ vibe.”
“Sounds like someone’s got a lot of mystery about him,” one of the other women teased, nudging Y/N with her elbow. “Could be just the thing you need, Y/N. A real adventure.”
Kyle, clearly delighted by the reactions, went on, “Yeah, you’ll like him. He’s been through the ringer, mate. The kind of bloke you don’t wanna mess with. Tough as nails.”
The group went on, each person adding their own humorous speculation about Price’s rugged, mysterious persona—tough military training, intense eyes, dangerous aura. The teasing was infectious, and everyone was in on it now, laughing and playfully suggesting how wild or sexy Price must be.
But Y/N’s expression had already shifted. Her hand, still holding the lamb chop, froze mid-air, and she stared into the distance, her eyes darkening as she took in what Kyle had said. The laughter around her faded into the background, her own thoughts taking over.
One of the guys, noticing the shift, raised an eyebrow. “You okay, Y/N?” he asked, clearly sensing the change in her mood.
Y/N blinked, breaking out of her thoughts. She took a deep breath and forced a smile. “Yeah, fine,” she said quietly, but her tone was noticeably subdued.
Kyle, still excited, didn’t notice. “I’m telling you, mate, he’s a proper top guy. You’ll get along fine with him, I’m sure of it.”
But Y/N’s eyes had taken on a more somber look. “Yeah, maybe,” she muttered, her voice much softer than before. “Look, I’m not saying all military guys are the same, but…” She paused, her hand tightening around her beer glass. “My father was ex-military. Bit of a bastard, to be honest. Mentally and verbally abusive. So, I’ve... never really been into that kind of thing, if I’m honest.”
The teasing stopped abruptly. The table grew quieter as her words sank in. Kyle, finally sensing the shift, looked at her with a soft expression. “I didn’t mean to bring up anything heavy, Y/N. Just thought I was being helpful…”
Y/N gave a small, weary smile, waving it off. “It’s alright, Gaz. You didn’t know.”
One of the women, noticing her mood, reached out and gave her shoulder a comforting squeeze. “Hey, you don’t have to meet him, Y/N. No pressure.”
Y/N nodded, the smile returning just a little, though it was faint. “Yeah, don’t worry about it. I’m sure he’s a great guy. Just not sure I’m ready for... anything like that right now.”
The table grew quieter as the conversation shifted away from matchmaking and towards other, lighter topics. Laughter bubbled up again, but Y/N’s mind wandered back, the memories creeping in despite the cheerful chatter around her.
Her father… It didn’t take much to bring his image to the forefront of her mind. The memories of him were sharp and unpleasant, lingering like an unshakable shadow. He’d been in the military for years before moving into MI5 when she was a child. After he retired, though, he never really left the mindset behind.
She could still hear his voice in her head, cutting through the air, as if he was right there. The constant little digs—his sharp tone when he'd see her, trying to maintain that military discipline, as if he could control every aspect of her life. Every time he looked at her, it felt like he was seeing an enemy, like she was still just a soldier under his command.
He’d belittle her. Criticize everything, from her clothes to how she held herself, as though she were an extension of his authority. It wasn’t just the verbal abuse, though. There were moments where the anger would spill over. He’d hit her, sometimes, not out of frustration but out of a need to keep her “in line.” If she argued or disagreed with him, there were times he’d drag her out of the house, leave her stranded in the middle of nowhere just to teach her a “lesson,” and then come back hours later, violently pulling her into the car as though nothing had happened.
Y/N shook her head, pushing the dark thoughts back. She’d spent so long trying to bury them, trying to focus on anything else that didn’t make her feel like a child again, helpless under his control.
It wasn’t until that one night when she was 19—kicked out of the house, no place to go, just a bag and nothing but cold streets—that she decided enough was enough. She didn’t have the luxury of time or an easy choice. She’d had nowhere to go but a friend’s couch for a few nights, and that’s when she made the decision: she would join the police force. She needed the money, the stability, and more than anything, the chance to break free from the past.
The police program offered her a way out, an escape, a way to stand on her own two feet and start building something for herself. At the time, it also came with education, which was a huge draw. She could pay for her tuition while working, get the training she needed to eventually leave all that behind. She’d never intended to stay long in the force, but it turned out to be the best decision she could have made, even though it came with its own set of challenges.
Her eyes flickered back to the table, the laughter still ringing around her, but now muffled, distant. She had come a long way since those dark days, but sometimes—like now—the weight of it all crept back in.
It was easy for her to laugh along with the others, easy to let the jokes flow. But sometimes, when the noise died down, she could still feel the sting of her past, just beneath the surface.
Her thoughts snapped back to the present as someone nudged her elbow. “Oi, you alright, Y/N? You went all quiet there,” one of her friends said, concern lacing their voice.
Y/N blinked, shaking herself free of the memories. She smiled, though it didn’t quite reach her eyes. “Yeah,” she replied, taking another swig of her beer. “Just a long day, that’s all. Don’t mind me.”
They didn’t press further, thankfully, but she could feel their eyes on her for a moment before the conversation shifted again.
The laughter from the table faded as everyone began to gather their things, slipping out one by one into the cool night air. Y/N lingered for a moment, the clink of glasses and murmurs of her friends still echoing in her ears, but it felt distant now—like a tune she was no longer part of. As she stepped outside, the damp pavement underfoot caught the glow of the streetlights, each step sharp and purposeful. She let out a long breath, the chill of the evening sinking into her skin. She hadn’t realized just how much she’d needed this—quiet, space to herself, far away from the constant chatter and noise that seemed to follow her every move.
Her phone buzzed in her pocket, snapping her from her thoughts. She glanced down at the screen. An unknown number. Normally, she wouldn’t even bother answering, but something told her to check it.
She unlocked the screen and swiped open the message.
"Hi, Y/N. John Price here. Gaz gave me your number. We should grab a drink sometime. Maybe chat about a few things. Cheers."
Y/N stopped dead in her tracks, eyes narrowing. Her thumb hovered over the screen as her mind scrambled for a reaction. John Price. The John Price? The former SAS legend, now retired, and apparently still involved in some highly classified business? What the hell was Gaz thinking?
"What the fuck, Gaz!!!" Y/N hissed under her breath, staring at the message with disbelief. Her gaze snapped up and scanned the street. She could see her friends walking ahead, far down the street now, their backs turned. Gaz, that bloody menace, had passed her number along without a second thought.
She stormed a few paces ahead, but her steps were more frustrated now. Her mind raced as she considered her options. She didn’t want any part of whatever ‘chat’ Price had in mind. She wasn’t a fool—she knew how these things worked. She could already picture the smug look on Gaz’s face when he thought he was doing her a favour, setting her up with some ‘good guy’ from his circle of military buddies. But military men… well, she had enough of that in her life already.
Y/N scrolled through her contacts, her fingers moving like clockwork. She was about to fire off a quick response to tell Price to kindly go to hell when she caught sight of her reflection in a shop window. Her face looked tired, the exhaustion from the day finally catching up to her. She could feel the cold seeping through her coat, and for a moment, it was like the weight of everything—the years of trying to make it on her own, the trauma, the nightmares—settled right back on her shoulders.
She quickly closed her phone and shoved it back into her pocket. A drink with John Price? Yeah, that was definitely not going to happen. But Gaz? He was going to hear about this. She didn’t care if he was busy with some top-secret ops or whatnot—this was a step too far.
"Next round’s on you, Gaz," she muttered to herself as she walked toward the corner, feeling the familiar mix of annoyance and amusement begin to churn in her stomach. ----------
Y/N's eyes fluttered open to the soft light of the morning, spilling through the gap in her curtains. The events of last night—Gaz's matchmaking attempt and the unexpected message from John Price—already felt like distant memories, lost in the haze of sleep. She groaned and stretched, her arms reaching out before she swung them over the side of the bed and planted her feet onto the cool wooden floor.
She was hungry. More than that, she was starving.
With a deep sigh, she pushed herself to her feet, feeling the weight of yesterday’s long hours still in her bones. Her body moved on autopilot as she made her way to the kitchen. The smell of fresh coffee hit her senses before she even flicked on the kettle. The day ahead was full—pottery to finish, pieces to deliver, and the usual grind of meeting deadlines for design projects. But the pottery was the steady foundation. It brought in consistent income each month, even if it required hours of backbreaking work.
The market was always a good outlet for her—hands-on, personal, where customers could appreciate the craftsmanship and effort she poured into each item. She enjoyed the physicality of it, the quiet satisfaction of shaping clay into something functional and beautiful. She had a reputation for it, too—well-known in the area for her distinctive, handmade pottery, with a smooth, glossy finish that always caught the light just right.
After a quick breakfast of scrambled eggs and bacon, she shuffled into her workshop. There was something grounding about the familiar rhythm of her craft. The kiln had cooled overnight, and her latest batch of pottery—plates, mugs, vases, and a few statement pieces—was ready for inspection. Y/N carefully removed the items, one by one, from the kiln. The glaze had set perfectly, giving each piece a rich, lustrous shine. She ran her fingers over the smooth surfaces, admiring the precision of her work. Her hands were still stained with the evidence of yesterday’s labor, but it didn’t bother her. It was part of the process.
As she carefully packed the finished pieces into protective wrapping for transport, she nodded in approval. She may have put the hours in, but the result was always worth it. The market would love these.
Later, Y/N stood in front of the mirror in her bedroom, examining her reflection with a critical eye. She’d always believed that people treated you better when you looked your best—when you seemed approachable and friendly. And since she was about to step into the public eye again, it was important to put a little effort in. She applied her makeup with precision, the soft strokes highlighting her features, then slipped on a small pair of gold-plated silver earrings that added a touch of chic to her look.
She was wearing a loose white linen shirt with long sleeves, its cuffs casually rolled up. The shirt was light and breathable, perfect for a day of carrying boxes and setting up her stall. Over it, she tied her craftsman apron—dark, worn from years of use, but still functional, with enough pockets to hold all the tools she needed.
Her wide-legged chinos reached just to her ankles, the fit comfortable and practical, paired with her slip-on loafers—a soft, leather pair she’d had for years. It was casual yet still put-together, an outfit that made her feel at ease while still ready for whatever the day might throw at her.
She practiced her smile in the mirror—a grin that wasn’t too forced or strained, but warm and inviting. Some days, it felt like a performance. But she’d learned long ago that a good smile could sell a piece of pottery. And that was what she needed today: to sell, to engage, to make her art speak for her.
With a deep breath, she adjusted her apron, straightened her shoulders, and gave the mirror one final smile before grabbing the first box of finished work.
She had a day of selling ahead. And though sometimes the world felt heavy, she was ready to face it head-on. Her pottery, her designs—they were the bright spots in her life, the reasons she’d fought so hard to keep going, to stay grounded.
With another steadying breath, she stepped out into the cool morning air, the day ahead waiting for her.
-----------
Once Y/N had finished unpacking and arranging her wares at her stall, she took a moment to step back and admire the display. The pieces were neatly arranged—vases catching the light, mugs stacked just right, and her signature pottery glistening with its smooth, glossy finish. She felt a small sense of pride bubble up, but it was quickly tempered by the hustle of the market around her. There was no time to linger; there were customers to engage, products to sell, and a whole day ahead.
Grabbing her phone, she tapped into the group chat with her friends, which, of course, included Gaz. A small smile tugged at her lips as she typed out a quick message:
“Hey guys, I’m set up at the market today—stall 30 if you’re in the area and fancy dropping by. Would be good to catch up if you have the time! 😎”
She added a few relevant emojis, then hit send, tucking her phone back into her apron pocket with a sigh. If they could make it, great. If not, no big deal. It would be nice to see a familiar face, but she’d already grown accustomed to the solitude of her work.
As she glanced up from her phone, she was met with the hustle and bustle of market-goers milling around her stall. Some stopped to admire the pottery, others just passed by, lost in their own little world. Either way, it was all part of the game. She adjusted a few pieces that had shifted during the unpacking and waited for her first customer of the day. -------------
Y/N was arranging the last of her pieces when a tall, broad-shouldered figure stepped up to her stall. She glanced up, quickly taking in his dark blue shirt, trim hair, and the kind of build that made him look like he could carry a truck on his back if he wanted to. The guy looked like Papa Bear material—muscular, solid, and with a presence that seemed to fill the space around him.
He stood still for a moment, his eyes scanning over the pottery on display, then back at her. Y/N couldn’t help but notice how effortlessly attractive he was. He had the kind of look that made heads turn, even if he didn’t seem to be trying. She could feel a little flutter of nerves creeping in, but she pushed it away, focusing on the pieces in front of her.
"Hi there," she said, forcing a smile as she adjusted a mug on the table.
"Hey," the man replied, his voice deep and steady. "You’ve got some brilliant work here."
Y/N nodded, her hands still busy with arranging. "Thanks. I’ve been at it for years, trying to get the perfect finish."
There was a pause as he looked at her again, this time with a more direct gaze. “You’ve definitely nailed it. Everything looks... well, perfect.”
Y/N felt a little warmth in her cheeks. What’s with this guy? she thought, still unsure of why she was feeling so off-kilter. He didn’t strike her as the type who would be interested in pottery, let alone strike up a conversation about it.
Then, with a small smile, he stepped forward and said, “I’m John, by the way. Gaz sent me.”
Y/N blinked, her heart skipping a beat at the mention of Gaz’s name. Gaz? The first thought that shot through her head was, No, no, not this again. Her stomach turned as she realized that Gaz hadn't given up on matchmaking her with this Papa Bear of a man. Gaz!! You matchmaking bastard, why'd you do this to me!!
She tried to shake off the feeling. "Gaz, huh? Of course. I should’ve known."
John’s smile softened. “Yeah, he said I should come over and introduce myself. Said you’re someone I should meet.”
Y/N gave him a wry grin, glancing at the ground for a moment. "That sounds like something Gaz would say." She forced a casual tone, but inside, she was already second-guessing everything.
There was a brief, knowing pause between them before John continued, his voice a bit quieter but warm. "I’ve seen the pictures Gaz sent me... you’ve definitely exceeded that. And you look even better in person."
Her heart pounded, and she could feel her pulse picking up, but she didn’t want to let him see how much his words affected her. Gaz... you absolute idiot.
John continued, stepping a bit closer. "I don’t usually do this, but I’d love to take you out sometime. Dinner, drinks... whatever you fancy."
Y/N felt a flush creeping up her neck. This was it, wasn't it? Gaz and his matchmaking nonsense had really gone this far... She looked up at him, her expression softer now, but still holding a hint of surprise. This guy wasn’t just tall and fit; he was exactly the kind of person Gaz would go on about.
“Look, I am a little busy right now... uhhmmm,” she said, but there was a small, teasing smile playing at her lips.
John smiled, his eyes twinkling with something playful. “Take your time. I’m patient.”
Y/N sighed inwardly. Gaz hadn't given up on this... She couldn’t help but feel the pressure of it all, even as she admired John's presence. Big guy, military background, and that soft, paternal charm. She’d met her fair share of tough guys, but there was something different about John Price. The way he carried himself—genuine, steady, and disarmingly kind—was impossible to ignore. A/N: I do hope you enjoyed that one! I’ll be writing another chapter when inspiration strikes, or feel free to drop any suggestions you might have! On to the NEXT CHAPTER ----->
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solsticescribe · 1 day ago
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Part 1 of The Greatest Showman AU
18 days.
18 days have passed since he last saw you. Since he lost his last job as a bodyguard he has been going around the country, taking part in different cage fights to get his mind off of what happened and off of you (he wasn't too successful so far). Besides, he got to earn some money in the process too, but one particular night changed his life completely.
He just finished his fight at another dingy bar in the middle of nowhere when two men approached him, looking for a fight. Revealing his claws, he was forced to leave. Once again. This is what happens every single time. It just makes him hate his claws more and more.
He got into his van, starting the engine and going wherever the road would take him, when suddenly he heard a thud from the back. He stopped and got out to investigate what made the sound, only to find the girl he saw in the bar hiding in the trailer.
"What are you doing here?" He asked. "I'm sorry, I needed a ride. Thought you might help me" She answered while climbing out. Logan threw her bag on the ground. He didn't wish for company, let alone the company of a kid. "Where am I supposed to go?" "I don't know" He spat back, turned around, planning to drive off. "Don't know or don't care?" "Pick one" He shut the door and started driving, but didn't get too far before his conscience made him stop to wait for her.
Having someone sitting in the car with him again was definitely unfamiliar and something that he thought he wouldn't experience anytime soon. "I'm Rogue" She said, breaking the silence. Logan said nothing but felt her eyes studying him. He took a cigar out of his pocket, tucking it between his teeth before searching his pockets for something to light it with. He finally pulled out a lighter, simple gray, engraved all over with different designs and patterns. Lighting the cigar with it, he kept playing with it for a while before reaching to put it away. "I'm feeling a bit cold. Would you mind if a used that for a second?" Rogue asked and reached her hand towards the lighter in his hand, black gloves covering her. Logan quickly pulled the lighter out of her reach, shoving it back into his pocket. "Not this one, kid. Put your hands on the heater." She was taken aback but pulled her hands back onto her lap. "Looks like you spent a lot of money on it" Rogue was met with silence again for a couple seconds before she heard him mutter "It was a gift". A precious one, from none other than you. One of the last keepsakes he has from the happiest period of probably his life, but certainly the happiest in his existing memory. There were not many things Logan was scared of, but forgetting you was his worst nightmare. He kept every precious moment with you in his memory, the only things making him keep going on until he can come back for you. Until he can provide you with a life you deserve and he feels good enough for you. Counting the days keeps him focused on his one goal, to get back to you.
"You should take off the gloves" He said when seeing Rogue trying to warm her hands on the heater with the gloves still on. "I probably shouldn't. Can't risk touching you." Logan glanced at her, used to people fearing him. Not you. You were never afraid of him and you made sure to remind him as many times as possible. Damn, he was thinking of you again. "Nothing personal, it's just - when people touch my skin, something happens" She continued. "What?" "I don't know. They just get hurt" Logan kept silent, his suspicion confirmed that Rogue was indeed a mutant as well. "Do they hurt when they come out?" She asked, glancing at his hands where she saw the claws coming out from in the bar. "Every time"
The memory of you seeing his claws for the first time came to his mind. You were ambushed. A large group of criminals attacking, planning on hurting you. Logan wouldn't let that happen, not in a million years. In the middle of the fight, almost instinctively, let his claws out to overcome the criminals as quick as possible. When he realized what he has done, as soon as the threat was over, he turned to you, expecting to see you scared, angry, even disgusted by him. But you just stood there, shock on your face and reaching out to him, when he heard the stern voice of your mother from behind. "I knew there was something strange about you. To think that I let you close to my child. Get away you freak." She spat with venom and multiple guards followed her, stopping you from getting to him. He still saw you trying to fight your way to him, calling out his name desperately. The words of your mother, the one who hired him to protect you, faded into the background, his sole focus on you and you only but his feet were frozen in place no matter how much he wanted to get to you, he couldn't move.
"Watch out!" Rogue called out before a tree fell on the hood of the car. He was thrown by the force and landed in the snow. He felt the cuts and bruises that formed on his body from the impact. "Are you alright, kid?" He asked as he saw the girl squirming, still in her seat. "I'm stuck!" She screamed. A strange scent hit Logan's nose as he was approaching the vehicle. Suddenly, a man jumped out of the woods, throwing Logan on the hood of the van, which made him pass out.
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felassan · 2 days ago
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Podcast: My Perfect Console with Simon Parkin - Episode 98 - 'Corinne Busche & John Epler, game directors, Dragon Age: The Veilguard'
Summary:
"Corrine and John are the director and creative director of Dragon Age: The Veilguard. Corinne Busche majored in digital animation at the University of Utah. In 2006 she joined the studio now known as EA Saltlake, working through the ranks to become a Design Director for The Sims series. John Epler studied English language and literature at the University of Alberta. After graduating, he was selling televisions when he applied to be a tester at Bioware. At the studio he began working as a writer and director of cinematics. Now, the pair have come together to lead development on the latest entry to the beloved Dragon Age RPG series, which launched at the end of October."
[source, two]
Notes/quotes from the episode, under a cut in case of spoilers:
John Epler: thematically, "DA:TV is ultimately a meditation on regret, more than anything else, not just as an amorphous theme, but how the way we deal with regrets shapes our lives. [Solas'] entire arc is motivated by the regret of what he had to do millennia ago". So many of the companions' and characters' lives are driven by regrets (wallowing, or letting it take over their lives, or facing them and taking a step forwards). "Every character has some different perspective on regret". This theme shows up in Solas, companions, side characters, faction stories and side villain stories
Corinne Busche: "When approaching this game, what was right for this game, it was about being really aware of what it means to be BioWare, first and foremost. The focus on characters. Getting back to our singleplayer roots. Really exploring this world, the deep lore that's been built up around this franchise. And, to be completely honest with you, what worked from those past games that caused our players to fall in love with BioWare titles in the first place."
John Epler: "A lot of the focus just came down to being part of a studio that has a very specific and very real strength in character-building, story-telling, and being on projects that maybe didn't center that strength as well as they could have. I personally love Mass Effect: Andromeda but we had open-world - that was a big thing in the industry at the time - and that starts to dilute your focus. We had Anthem, live service dilutes your focus. So for us, it was really, understanding, what it is that A) people come to this studio to do, people work here for a reason, they wanna make big stories that you can play and which allow you to be a hero of your own creation, but also a focus on characters, a focus on that experience of living in a different world. And for DA:TV, we really wanted to make sure that we got back to those things that made the studio what it was, that contributed to what I would call the 'golden age of BioWare', when, you know, there was hit after hit being turned out. DA:TV was a very conscious return to that with the focus on characters, storytelling, and being just this really bombastic singleplayer RPG that allowed you to play through the story as yourself if you want to, or an idealized version of yourself, or someone who's really different to you. That's the joy of a custom protagonist."
Corinne Busche: "I felt very supported through this, by both BioWare and EA. It's intimidating to buck trends in an era where it feels like almost every game must be an open world, to say, you know what, that works for those titles. For us, the way in which we tell the best stories and be true to our roots - a more handcrafted, intimate experience is appropriate. And just to have that support from within, around getting back to those elements we do best, was fantastic."
John Epler: [around 5 years into development, around the time when Corinne Busche joined the team] "The challenge of the game at that time was it was a bunch of different games that were kind of being spearheaded by different people. There wasn't really a cohesive vision or direction at the time. I was narrative director so I had my storytelling corner and I'm like, okay, we need to focus on character, we need to focus on story, but everywhere else there were so many competing ideas and competing priorities that we had, I mean, conservatively, I'd say three different games going on. So Corinne joined the project, and reached out to me on Slack, said hey, you know, I'm joining, I'd like to talk. And I remember coming out of that meeting with this profound sense of relief, like okay, finally. Because, as narrative director, there's only so much you can do to shape the course of a project, and here comes Corinne, very sharp, very clearly understands what we're doing, and is asking all the right questions. It was just this moment of, okay, good, there's an ally here, there's someone here that knows what they're doing, that can pull some of these visions together into something more cohesive. I'll say, working with Corinne from day one has just been an absolute pleasure, because Corinne gets games, Corinne understands how games work, understands how they come together. I think it's something that we take for granted, but not everyone in the games industry necessarily knows that."
Was Corinne Busche nervous when she got the call to join the project, a project that was 5 years deep? Corinne Busche: "You know, I was, but I was also tremendously honored. Maybe I'm a glutton for punishment but I love a good challenge. And it's kind of, to be honest, become an aspect of what I do, to join teams and help empower them and get where you need to be. I will say, Dragon Age, we talk about how we don't always get to work on or design the games we play. While it was intimidating, Dragon Age is one of my all-time favorite series. I was one of those people that waited in line outside GameStop until I could get my DA:O copy. I remember walking home with it in hand. So it was surreal, it was surreal. I was aware of some of the explorations, some of the difficulties, what was working, what was not. When I joined we had collectively made as a studio the decision that this needs to go back to a singleplayer game. And I will say, when I picked up the controller, pulled down the build and played for the first time, it was still that multiplayer concept. Yeah, I had that moment where I went, whoa, well, okay, you're in it deep now lady. But what a privilege, and to look back on what makes a BioWare game so special, and to see the talent within the team, it felt very achievable, it did."
What was the main thing that Corinne Busche perceived where the team may have lost their way a lil bit and needed a hand back on track? Corinne Busche: "Well, here's my perspective. I wouldn't even say the team had lost their way, to be honest. There were a number of concepts that had been explored, and there are merits to that. There's a lot of good learnings that come from exploration and indeed failure. In some ways you learn more from that than you do from success. This was a situation where we had an outline of a story, and speaking of my first interactions with John, I had much the same feeling of, okay, this is somebody that knows what this game needs to be, what it can be, that can realize its potential. It was very assuring. It really was looking at, what did we have, what can we keep? And a big part of that was that initial story outline, it was the tech stack that we had, some of the ideas behind the game, about it being more intimate, being true to the deep RPG strategy, the pause and play gameplay, but also an awareness that this is, as with all Dragon Age games, a reinvention, and that intimacy, that immersion, stepping into Rook's shoes was going to be a very important part of this journey for us. So that is to say, we really dissected everything. We took this back down to its studs, whether it's gameplay, progression, mission game flow, I can't think of any rock we didn't turn over. In fact, John, correct me if I'm wrong, but my recollection is, I think there was only one mission that more or less survived in a recognizable form in the game, that being the Siege of Weisshaupt."
^ John Epler: "Yeah, you are correct. That is only mission that I would say looks like it did back when Corinne was joining the project."
[character limit text break!]
Were they given a deadline that the game had to be out by that was looming over? Corinne Busche: "There's always a deadline, and it's important that there is because that creates a sense of drive, prioritization, velocity, you learn what the team can do together. What I will say is that we had tremendous support from within BioWare and EA when we said, look, we've discovered the beating heart of this game, what makes it work, and we're not ready yet. We're not at quality, we think we can do more, we can push it further, we're very transparent with that, because it was important to us that this is a game that is worthy of BioWare and worthy of the title of being a Dragon Age game. So when we go back to that, well, I'm really happy to say that, it wasn't always the most fun conversation, but I'm really happy to say there was a lot of support, commitment and interest in making sure we did get the time we needed."
John Epler and Corinne Busche asked to do this interview together as opposed to only one of them (as DA:TV was a team effort of many people)
[source, two] <- listen to podcast here!
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aotopmha · 1 day ago
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All of the takes from the higher end FFXIV players I've seen recently feel so out of touch/narrow-minded to me.
I see people complaining about healers when I ran the most recent dungeon as one just the other day and we wiped several times.
I already saw someone complain that the FFXI raid is "easier than Aglaia" when every single run I've had has taken a significant amount of timer and at least a one or two wipes on a boss or two (or more).
Compared to all of the other Alliance Raids, I actually feel like the challenge here is to learn faster play, rather than to avoid wiping. It's the first time I've seen an Alliance Raid reach the end tail of the timer.
Granted, this is the first time I've done anything "on content" (and I've only seen footage of older day one runs, so maybe previous first day runs of Alliance Raids were similarly difficult), but to me, all of this stuff at the very least feels so much more unique and substantial than a lot of the encounters in a bunch of the previous expansions; this feels really cool and unique in its own right.
Prishe's proximity attacks, the group fight with the Archangels (which has a pretty cool use of interrupts), and Shadowlord's twists on various AoE attacks themselves are really cool.
And to me difficulty isn't the only value of an encounter.
They just don't seem to understand that not everyone consumes the game the same way they do, don't seem to have the ability to put themselves in others' shoes nor have the ability to understand that only a small portion of players play at their level.
I don't play healer often and I felt challenged by the recent dungeon.
I felt this whenever I saw some complain about Endwalker encounters, as well, but there I got it better because I could understand the complaint about how formulaic some of the encounters felt.
All Dawntrail encounters have felt unique and, most of all, substantial, to me.
And that was my personal gripe with particularly Endwalker's patch content. Many of the bosses did not have mechanics which evolved and/or had quite slow-paced useage/distribution of mechanics.
I suppose a game has the responsibility to entertain players on all levels of play, but this time around I understand the complaints much less as I see a lot of truly inventive encounter design that brings in ideas the game hasn't used much before.
And even after I stepped into harder content (extremes), the normal content never automatically became a bore to me; just different type of content.
In the end, I suppose I just disagree with people's consumption philosophy, then.
I think the game doesn't need to be "hard", just "substantial", so I suppose it's a very specific difference of opinion, which simply clashes with this different perspective and doesn't gel with the reality within the game I've seen.
I hope those who are unhappy will get something that makes them happy, but I also struggle a bit to see what the encounter designers could do to please this perspective.
Just copy Ivalice step by step? Just complete bullshit with bad telegraphing? Because that's where I felt like a bunch of Ivalice's challenge came from. It was challenging because some of the telegraphing could take a bit to parse and at points only made sense if you paid attention to every little tiny detail. It was challenging because it was pretty unintuitive and while I enjoyed it a lot and the bullshit is "funny", it's not "fun".
Math isn't bad because of the math, it's bad because you have to figure out how it works first. It can tell you "vitals", but the first time you do this, you don't necessarily automatically make all of the connections in the short time the fight gives you. And I personally think this is an issue of conveyance/bad design.
How are you supposed to figure out you need to let the sniper shoot you rather than use to shield to shield yourself in the moment? Where is the logic in that?
Even the magnet stuff is actually good.
Good conveyance is vague, but still solvable in the moment, like Prishe's wind-up punches.
But as said, I suppose I consume video games differently than most FFXIV/MMO players because in my mostly single-player gaming experience bad conveyence/design isn't "part of the fun", it's just bad design.
I can love a game despite it having these issues in its encounters, but to me it is an aspect to criticize when it happens and despite the repetitious nature of MMO design, I think this issue shouldn't just be glossed over because I think you can do challenge without these clunky elements.
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robinsceramics · 2 days ago
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been a while since I did a ceramics poll! I'm in the middle of planning my next batch of 100 or so sculptures, and I'm considering what species to prioritize. (I like to make batches of at least six of the same things, both to master their designs and to let myself play around with different colors on similar shapes.) So—
I've already made sizeable batches of wolves, chickens, and cicadas for this batch, and I have a lot of one-offs too :}
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slavicafire · 2 days ago
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alright I wanted to get a lot of hours in to make sure I have an opinion that's not just my initial dislike.
main conclusion: this is a YA game. whether that's a blessing or a crime is up to you.
good things, spoiler free:
it's a casual game so it's very easy to start playing whenever, stop, then return to the game. the difficulty settings let you customize and make it even more casual, and the story will be served to you in neat easily digestible bits that do not necessitate you know anything about the franchise to enjoy it. it's fun.
the combat is really fun, smooth, and offers a lot of possibilities of matching and mixing, even if at the end of the day a lot of the skills are basically the same thing, just recoloured. it's very satisfying to play around with, and you can refund skill points at any point and try something entirely different. killing bosses feels nice.
there's plenty of voice acting that's very well done and expressive
the level design is very intuitive while still making exploration interesting and actually fun, and the decision not to make it open world was GOLDEN!
the puzzles, while somewhat rudimentary, are really fun to get into and feel satisfying to solve. you won't spend too long solving them and you will not become frustrated unnecessarily. where previous da games would be a really annoying game of connections, veilguard is a nice wordle session where you already got one or two letters settled.
the level art is beautiful and makes you want to actually look around and take the sights in. lighting design is awesome, bloom notwithstanding.
there are a lot of codex entries that are interesting to a long-time fan of the franchise, and actually satisfy some of the hunger for lore and good writing
there are multiple characters, both companion and side ones, that are interesting and have a lot of potential.
the narrative exposition of your rook's background is nicely woven in, and offers a lot of replayability potential to explore different backgrounds.
the fact that you get to explore many iconic places from the franchise is nicely done, both in terms of game mechanics and the underlying narrative reason. it's fun to finally see more of them and learn more about them.
bad things - under a cut both due to some spoilers and simply due to negativity that's about to ensue:
this is a really casual game that's even more basic in matters of storytelling and relying on YA fantasy tropes than inquisition was. it is basically like playing a dreamworks animation in form of a game. the only important thing is the power of friendship.
none of the decisions matter in any significant way - they do affect the game but it's still all about being friends and brave, and not much more matters.
the stakes are THE BIGGEST EVER! that means they don't matter at all. very marvel style where they had no other ideas but to one up the previous games in a sort of playground level of increasing stakes. oh, you are the strongest? well I am the strongest to INFINITY! oh then I am actually infinity + 1!!!
the choices presented are offensively shallow and both the narrative and the characters suffer greatly because of that. it's much, much worse than inquisition was in that regard: gone are the times of difficult decisions, risk, or thinking about politics. the only important thing is the power of friendship.
the main argument regarding the bad, YA writing is that "rook has to be a good guy and be buddies with everyone to defeat the big bad guys!!!" and I really hate it. you cannot be a cunt, you cannot be mean, you cannot be aggressive, you cannot make any choices at all that would affect the story in a significant way. you can only be a bit sarcastic - and it's done in a much more millennial "merp merp, adulting is hard XD" way. much worse than purple hawke. even inquisition let you do interesting things in terms of morality, politics, other characters...
adding to the above, you are everyone's best friend and everyone loves you and trusts you implicitly. characters who are total strangers will after one mission chime in with their mushy awe and remind you, every step of the way, that you are the bestest and bravest and most specialest. feels undeserved and shallow, and again the game treats you like a child.
the dialogue in the main quests is very basic and aimed at the most casual player. it's all skippable at no risk. outside of cutscenes, using the characters, the game treats you like a child that needs to be reminded of how its most basic mechanics work all the time, dora the explorer style. uh oh, can you see that door? it looks like it's blocked! oh no! we have to find something to unlock it with! do you remember what we did earlier today? let's try it again! can you repeat after me?
only side quests offer anything interesting in terms of writing and dialogue - and even that is scarce.
the music is so uninteresting and generic it only brings to mind a bad marvel movie where you try to superficially introduce some pomp to an otherwise underwhelming stand-off. it's criminal, honestly, and has zero character. I got literally excited when I heard one of the NPCs in the market play a tune based on one of the inquisition tavern songs because that was the only memorable piece of music in hours.
the romance is very rudimentary and the lack of any jealousy mechanics feels very YA again. flirting is underwhelming and even though there are plenty of "personal" missions with your companions, the writing and pacing doesn't let you become too attached to them.
the RP part of RPG has to be mostly done in your head. the characters have a lot of potential and most of it is wasted. if you like a given character, just go find a fanfic about them - don't count on the game giving you that.
cameos from characters from previous games are so cheap and shallow. the inquisitor is straight up from a disney movie. morrigan is sweet and nice and likes you so much. dorian is forced into a cutscene randomly as a very cheap attempt to pull in fans of the franchise. isabela looks like a knock-off doll you can buy at the cheap market and is also, ya know, fucking white suddenly.
the qunari are shit, both aesthetically and narratively.
any social and political issues from the previous games are entirely gone, whether it's the matters of the qun, slavery, elves, chantry, or mages vs templars conflicts. none of it matters because the stakes are INFINITY + 1 !!!!!!1
please i am dying to hear your opinion on veilguard
oh I have plenty. let me finish tonight's session of playing and I will return to this to ramble very, very gladly
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caracarahoney · 5 months ago
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I'm behind on fanart posting, so here, have a lazy 3 AM Contessa from a while back.
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tubbytarchia · 6 months ago
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got an urge to design ponies oops
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puppyeared · 1 year ago
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Wyrm on a string
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umblrspectrum · 3 months ago
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i dont like this and its so obscenely rushed but i wanted to atleast post Something before release
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