#I won even though I died
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poeticamethyst · 8 months ago
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It’s officially over for me.
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alexjcrowley · 6 months ago
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I am all against the "social" social media (that's why I almost esclusively used tumblr) but I think TikTok should have existed in 2009 to make very shirt aesthetic edit of Jenson Button at Brawn being sad during the entire second half of the season + montage of various people Luca di Montezemolo saying he's not world champion material/he doesn't have that one extra bit with the audio "There's really no way of winning/ If in their eyes you'll always be a dumb blonde"
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jayjamjary · 3 days ago
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... tumblr. How do we feel about tf2 ch7 comic?
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elisedonut · 5 months ago
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you know maybe there's some fun irony you can pull with Cedric/Percy where Cedric still dies
because if we are going a Cedric going behind Cho's back situation (or like if he was just never actually with her or a beard situation or just an outright au where it just didnt happen)
then you have Percy's first girlfriend almost dying
and then his boyfriend legit dying
and then if you choose to put him with another person who dies/has something bad happen to them (Sirius, Remus, Tonks, Stan, Anyone you just want to have die that we don't know the fate of )
(Or if you want to be really spicy Colin, where Colin and Dennis end up staying with Percy while they are on the run because of that fun Percy hiding people in his own flat concept that I really like and like Colin develops feelings from the close contact even though nothing really happens leading to an even more fucked situation where Percy's been keeping him at arms length for a lot of reasons but a small part of him hoping it will help keep him safe and that failing anyway)
we can give him a complex
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empty-blog-for-lurking · 7 months ago
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I wasn't able to talk about it because my internship went from 9 to 9 and i just got home..... But like y'all have no idea how much of a shitshow voting count today was. Nov 5 ass type of elections
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littlebigplanet · 1 year ago
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dying to know your thoughts on william easton 👀
i want to put him in a jar and shake it
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himejoshibutch · 1 year ago
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i get all sasuke lovers but that's the worst gay poll and i dont think sasuke is as problematic as dio man literally made his adopted brother's life hell, stole his girlfriend's first kiss, killed his dog, killed his father and took over his body after turning into a vampire. in fact dio hated him so much that he decided he'd wipe out the entire bloodline even if it means seducing a 16 year old priest for it
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araraito · 2 years ago
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I’m flipping a coin for something and it says heads every and each time, it’s been 11 flips and it’s heads every single time I’m going crazy... 
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violetsandshrikes · 3 months ago
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i know someone who works in conservation, who on the side has a large outdoor aviary and roughly 20 rainbow lorikeets they’ve taken in as they’ve been dumped/unwanted gifts or long-term pets/pets that have been released/etc, and she’s very knowledgeable and keeps them in great condition
i love seeing them though because we have a terrible and hilarious game. in the aviary i will be leaving out fruit skewers and things for them, and then i’ll dramatically lie on my side and pretend i died. it takes about 5 minutes, and then there’s an entire flock of lorikeets climbing on me, squeaking, nibbling and investigating.
the next part of the game is popping up my head and going “boo!” which is where the real fun begins, because the little rainbow nightmares jump, and then get delighted and start happy squealing and bouncing around (and chewing because they truly never stop)
while we all love this game, ive been cheerfully informed from the outside it looks even funnier, because it looks like I’ve been jumped by a group of lorikeets and they won
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yoakkemae · 3 months ago
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grayson (2004)
blockbuster: nightwing. i'm so glad you're here. nightwing: what did you do? blockbuster: i'm just tidying up loose ends, but this gives me a perfect opportunity to talk to you about your future... which, as it happens, is going to look a lot like this. nightwing: she's dead. give me one good reason why i shouldn't kill you. blockbuster: there isn't one, nightwing. not one. that's the best part. nor is there a single good reason for me to harm a hair on your head. so you're dick grayson by day, who cares? it's a useful piece of information, but it's not the real secret. nightwing: if you go near any of them, i swear to god, i'll -- blockbuster: oh, yes, i know, i know. that's the secret, the essential truth of your nature. you could take every beating i could dish out. you might even enjoy them. you have absolutely no regard for your personal safety. but the people around you--well! that's a different matter. isn't it? i'll take out the people you care about--hell, even strangers you stand next to on the street--you won't be able to shake someone's hand without marking them for death! do you like being alone, dick? nightwing: shut up, rolly, just shut up! blockbuster: i'll make sure you can't save any of them. i'll make sure you relive, over and over, your failure to save my mother! which has now become your failure to save your relationship--your circus--the residents of your building--ms. michaels-- tarantula: get out of the way, nightwing. all you have to do is get out of my way. blockbuster: but he won't. don't you see, you stupid girl? this very moment, he's thinking of how to save me from you! even my life is more important to him than his own! and that's how i'll take him apart. loved one by loved one, innocent by innocent. it will never stop. nightwing: [internal: he's right.] blockbuster: it's never going to stop. nightwing: [internal: it's never gonna stop.] blockbuster: i can keep this up forever. [nightwing, internal: it's never gonna stop.] every loved one, every stranger... [nightwing, internal: every mistake i make, every life i risk... it's never gonna stop... ...never gonna stop. never... stop it... STOP.] tarantula: [shoots blockbuster dead.]
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taylor #96 (2022)
blockbuster: nightwing is dick grayson. all this time fighting the city's most frustrating rat, and there was another pest behind the mask. like a russian nesting doll on vermin. still, at least i only have to kill one man to be rid of two problems. nightwing: you think i'll go down easy? blockbuster: perhaps not. electrocutioner. brutale. merge on my location. bring more soldiers. nightwing: [internal: that sounds like it will take a few minutes...and that's all i need] batgirl: can you hear me, nightwing? what's happening? your heart rate is elevated and i've lost visuals. nightwing: yeah. sorry. my mask took a hit. batigirl: what? nightwing: it's blockbuster. batgirl: he's there? i'll divert some of the people in the field to-- nightwing: no. haven needs to be evacuated and we're running four separated anti-crime operations. everyone is needed elsewhere. and, honestly, i'm okay with taking him down alone. i feel like i've put this off long enough. i am so sick of men like you. men who could do anything and choose to hurt people. men who have everything and still want to take more. this city deserves so much better-- blockbuster: i am this city. nightwing: ugh. i bet you practise that little catchphrase at home. it probably sounds convincing when you get out of the shower and say it to the mirror, roland, but it doesn't make it true. the truth is, this city is done with you. [...] nightwing: sounds like bludhaven is putting out your fires, blockbuster. the city is fighting you. and we know everything. your arms deal on the docks is done. your people there are in custody. whatever poison you were bringing in on that truck won't ever see the streets. the flash has seen to that. the people being trafficked by cargo plane will be safely on the ground now, thanks to the titans. even boss maroni walked straight into a trap. and weren't you waiting on backup? [...] blockbuster: you're not the first in this city to try to stand against me. those who've crossed me are still out there. they're ringing the city. weighted down in the harbour. but your punishment won't end when your lungs fill with the sea because i know who you are now. and after you're gone, i will break everyone who's ever helped you, dick. the mayor. bruce wayne. your precious titans. everyone you've ever known. everyone you've ever loved. i will find them. all of them. and they will hurt before they die. nightwing: you think you... you think you know who i am? you don't know nightwing, you don't know dick grayson. or you'd know that there's no way in hell either one of us... would let you hurt our friends!
#quotes.#⤷ dick g.【 ❝ we fall because someone pushes us. we get up to push back. ❞ 】images.#⤷ dick g.【 ❝ becoming a crime fighter wasn’t a cure for my grief; it was an outlet. ❞ 】analysis.#genuinely the way that i don't need to label which volume grayson's book is at in these quotes LKJADLFAJSLDFJ yikes#the issue is that taylor is writing a fix-it for grayson's arc#but it doesn't feel fucking EARNED#dick barely struggled in this arc#this last battle against blockbuster in taylor's comics is just like it's another tuesday???#his motivation was boring#his reason for wanting to kill dick was boring#the way that he didn't even understand where to hurt dick the MOST was boring#the most interesting thing about blockbuster was that he KNEW dick#he knew how he worked he knew what would and could break him#and even though he died HE STILL WON#that is soooooooo much more interesting than this feel good crap with no stakes#like YES bludhaven is on fire but it's immediately mitigated by the fact that people are killing the fires#vs blockbuster burning down haly's circus AND blowing up dick's apartment building#killing EVERY SINGLE PERSON IN THAT BUILDING but ONE#that's crazy THAT'S STAKES#it made us FEEL that last fight#i hate taylor for a lot of things but goddddd he's such a boring ass writer it's annoying as shit#i'm so sorry to anyone who likes taylor and his comics but also HOW#also i was going to do a visual side by side instead#but it was too jarring and was not perfectly even so ///:#maybe later
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ssolessurvivor · 11 months ago
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𝐒𝐇𝐈𝐄𝐋𝐃 from finnick
memes - always accepting! - @legeandary (long description in the tags lol sorry!)
It was no surprise that the opinions of Logan's particular Games win were still debated even years later. His eyes were still haunted by those last few hours, even, so he couldn't blame other victors and even spectators from flinging their foul words at him, intent to sting. He let them as a way of self preservation, really, even if it seemed backwards in thinking.
If he let them cast their words like stones, they wouldn't do anything physical. And that's the last thing he wanted.
What he wasn't expecting, however, was for Finnick to step between himself and some folk deeming Logan unworthy enough of any kind word or sentiment. His scars branded him for life, but there seemed to be a few people who deemed him somewhat worthy of respect. When the offenders decided now was the time to bow out beneath Finnick's strong gaze, as piercing as those tridents he wields so effortlessly, Logan allows their gazes to meet when the other turns back towards him.
"Thank you." It's the least he can do, and good manners, to offer thanks. But he quickly runs a hand through his hair to mask his nerves. "Y-you didn't have to do that."
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svbhuman · 1 year ago
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AH VERY IMPORTANT EXTERNALS DID BETTER THAN I EXPECTED YIPPEPEPPE
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fading-event-608 · 2 months ago
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Hello! I see people here are talking about Gaza again. 
I’m not one to vaguepost, nor do I usually spend time arguing with zionists and liberals online, but the amount of “pro-Palestine” liberals I’ve seen in the last day saying that Gazans “deserve genocide” because Trump won…
I’m not surprised to hear that democrats are mad at third-party voters. It’s true that even if all swing third-party votes went to Kamala she’d still have lost, but reality isn’t important to these people. Democrats want a monopoly - of course they’re upset at everyone who isn’t voting for their party. Of course they’re more upset with communists and anarchists than they are with nazis.
None of this is new. But even though we’ve seen these patterns before, I am absolutely sick to witness these people blaming Palestinians for this. I’m sick hearing them almost gleefully wishing for Gaza to be turned into a parking lot. I’m sick coming across individualistic little diatribes about how they’re “done” boycotting, “done” helping others.
Is it Palestinians’ fault that Kamala’s campaign was so poorly run?
Is it Palestinians’ fault that the US is now so full of nazis that the Democrats lost the popular vote for the first time since 2004, by 5 million votes?
Is it Palestinians’ fault that the US supplies and supports Israel in their annihilation of Gaza and other occupied Palestinian territories, as well as neighbouring countries?
Is it Palestinians’ fault that the government assisting Israel’s genocidal project was, for the past four years, Biden’s administration? A Democrat’s administration? 
The crime that Palestinians have committed in the eyes of these liberals is the crime of existing where said liberals can see them - namely, on social media. The unofficial charges: not being silent, resisting, asking for help from the people best equipped to give money for their survival. So again, I’ll ask - is it the fault of Palestinians that the people best equipped to help them are those in the imperial core? That the people Palestinians must go to for help are people benefitting from both this genocide and the genocides the empires that house them are built on?
Of course the gravest offence is interrupting the liberal supply of white noise. Comfort is, after all, the biggest priority in liberalism - silence and denial is self care. Murder by proxy is the most popular of hobbies, and is best enjoyed with the sound off. But Palestinians are not quiet. You can see their faces now - and the identification of them as something other than faceless, or rather someone, begins to burrow through the insulation built up around you. 
You have the barest sense of how fragile your world is. You can either turn away from this, or continue your journey towards the truth. These liberals are examples of those violently turning away and taking up the slaughter again, desperate to dispel any reminders that they are not the only people on earth worthy of life.
You can literally buy an indulgence now by donating to a Palestinian fundraiser. Yes, even if you’re not a Democrat, or you’re from Europe (chances are your government supplies Israel too, or is at least complacent), or there’s any other facet of your identity that supplies nuance. This is up to all of us, no matter who we are. 
I’ve been spotlighting Falastin’s campaign to save her family in Gaza for more than two months now. I will continue to do so until they’re safe; but their safety will likely be a long time coming. This is in part because Falastin’s campaign must support 24 people, and in part because donations are slowing down - not only for Falastin, but for a lot of other fundraisers I keep an eye on. To be afraid for so many people while watching liberals angrily abandoning this cause is distressing and disheartening.
This is life or death. I don’t care who you are, and I care even less to hear if you’ve voted or who you voted for. All I ask is that you boost this post and, if you can, donate to Falastin. The Gofundme is in SEK and the rates are:
10$ = 107 SEK
25$ = 269 SEK
50$ = 538 SEK
100$ = 1,076 SEK
You can also donate via PayPal in USD: [LINK]
We also host a raffle for hand-made Palestinian thob [info HERE], and the first winner will be chosen in a bit less than 2 days. 
P. S. Yes, Falastin’s campaign has been vetted, several times across multiple platforms:
#282 in El-Shab-Hussein and Nabulsi's spreadsheet [HERE], 
#957 in the Butterfly Project spreadsheet [HERE]
Falastin's account: [LINK]
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doyoulikethissong-poll · 5 months ago
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The Cranberries - Zombie 1994
"Zombie" is a protest song by Irish alternative rockband the Cranberries. It was written by the lead singer, Dolores O'Riordan, about the young victims of a bombing in Warrington, England, during the Troubles in Northern Ireland. The song was released on 19 September 1994 as the lead single from the Cranberries' second studio album, No Need to Argue. While the record label feared releasing a too controversial and politically charged song as a single, "Zombie" reached number 1 on the charts of Australia, Belgium, Denmark, Germany, and Iceland, and spent nine consecutive weeks at number 1 on the French SNEP Top 100. It reached number 2 on the Ö3 Austria Top 40, where it stayed for eight weeks. The song did not chart on the US Billboard Hot 100 chart as it wasn't released as a single there, but it reached number 1 on the US Billboard Alternative Airplay chart. Listeners of the Australian radio station Triple J voted it number 1 on the 1994 Triple J Hottest 100 chart, and it won the Best Song Award at the 1995 MTV Europe Music Awards.
The Troubles were a conflict in Northern Ireland from the late 1960s to 1998. The Provisional Irish Republican Army (IRA), an Irish republican paramilitary organisation, waged an armed campaign to end British rule in Northern Ireland and unite the region with the Republic of Ireland. Republican and Unionist paramilitaries killed more than 3,500 people, many from thousands of bomb attacks. One of the bombings happened on 30 March 1993, as two IRA improvised explosive devices hidden in litter bins were detonated in a shopping street in Warrington, England. Two people; Johnathan Ball, aged 3, and Tim Parry, aged 12, were killed in the attack. 56 people were injured. Ball died at the scene of the bombing as a result of his shrapnel-inflicted injuries, and five days later, Parry lost his life in a hospital as a result of head injuries. O'Riordan decided to write a song that reflected upon the event and the children's deaths after visiting the town: "We were on a tour bus and I was near the location where it happened, so it really struck me hard – I remember being devastated about the innocent children being pulled into that kind of thing. So I suppose that's why I was saying, 'It's not me' – that even though I'm Irish it wasn't me, I didn't do it. Because being Irish, it was quite hard, especially in the UK when there was so much tension." The song was re-popularised in 2023 after it was played after Ireland games at the 2023 Rugby World Cup. It was picked up by fans of the Irish team, with videos of fans singing the song in chorus accumulating hundreds of thousands of views on social media. This offended other Irishmen, who identified it as an "anti-IRA" anthem, and said that that the lyrics failed to consider their experience during the Troubles.
The music video, directed by Samuel Bayer, was filmed in Belfast, Northern Ireland, in the heart of the Troubles with real footage, and in Dublin. To record video footage of murals, children and British Army soldiers on patrol, he had a false pretext, with a cover story about making a documentary about the peace-keeping efforts in Ireland. Bayer stated that a shot in the video where an SA80 rifle is pointed directly at the camera is a suspicious British soldier asking him to leave, and that the IRA were keeping a close look at the shoot, given "the British Army come in with fake film crews, getting people on camera.” While "Zombie" received heavy rotation on MTV Europe and was A-listed on Germany's VIVA, the music video was banned by the BBC because of its "violent images", and by the RTÉ, Ireland's national broadcaster. Instead, both the BBC and the RTÉ opted to broadcast an edited version focusing on footage of the band in a live performance, a version that the Cranberries essentially disowned. Despite their efforts to maintain the original video "out of view from the public", some of the initial footage prevailed, with scenes of children holding guns. In March 2003, on the eve of the outbreak of the Iraq War, the British Government and the Independent Television Commission issued a statement saying ITC's Programme Code would temporarily remove from broadcast songs and music videos featuring "sensitive material", including "Zombie". Numerous media groups complied with the decision to avoid "offending public feeling", along with MTV Europe. Since it violated the ITC guidelines, "Zombie" was placed on a blacklist of songs, targeting its official music video. The censorship was lifted once the war had ended. In April 2020, it became the first song by an Irish group to surpass one billion views on Youtube.
"Zombie" received a total of 91% yes votes!
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room-surprise · 5 months ago
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New Ryoko Kui interview dropped!!!
(This is a quick and dirty translation made using machine translation, and which I've lightly edited to add clarity. I'm not fluent in Japanese so I may have gotten things wrong. I'm sure others will do a better job later.
ADDITIONAL CONTEXT: This article is from a Japanese gaming magazine, like the previous interview in Famitsu, so they focus on video games and don't discuss other influences, even though they do get mentioned and are clearly pretty major.)
Kui was able to write "Dungeon Meshi" because she was not good at eating food and participating in human relationships. In this interview, we dig deeper into the influence of games, and how Ryoko Kui focuses on things she likes and dislikes while writing. [Writers of the Gaming Generation]
Dungeon Meshi.
This manga is attractive for its unique theme of "dungeons, defeating monsters in the labyrinth, and cooking them," as well as the unique characters, detailed human relationships, and deep worldview depicted in the labyrinth. It is currently being made into an anime, and adventurers from all over the world are fascinated by the world of "Dungeon Meshi."
So I thought , "I wonder if this work was drawn by someone who loves food and people." The depiction of such delicious-looking food and the construction of delicate human relationships and characters. Surely, it must have been drawn by someone who absolutely loves it.
However, in reality, the author, Kui Ryoko, says that she "is not good at either food or relationships."
So why was he able to continue drawing things she was not good at?
During the roughly 10 years of serialization, Kui has continued to confront "things she dislikes." This interview delves into Kui's unique creative techniques... and at the same time, it also delves into her "favorite things."
That's the "game"!
Those who are familiar with the subject may already know this, but Kui is also a big gamer. And it seems that "Dungeon Meshi" is heavily influenced by RPGs such as "Wizardry."
As a result, this interview turned out to be "I asked Kui a lot about her likes and dislikes." Likes and dislikes. They are the source of all interests and curiosity.
So how do we use this knowledge in our creative endeavors? How does this knowledge manifest itself in Dungeon Meshi?
How were those charming characters and the deep world created? We spoke to the original author, Kui Ryoko, and the editor, Masaru Hiroi, about things they could only talk about after the series was completed.
This is a game with the volume of a great labyrinth. I hope you will explore it all the way to the final floor!
Dungeon food. It's eat or be eaten. There is no superior or inferior, to eat food is simply a privilege of the living. Dungeon food. Ah, dungeon food.
First, I want to ask about how Kui first encountered video games.
--What are some influences from games in Dungeon Meshi? What was your first game, Ms. Kui?
Ryoko Kui (hereinafter referred to as Kui): I played traditional RPGs such as [blank?] and "Final Fantasy."
I think the first game console I ever played was a Famicom, which my parents won in a lottery . So before I knew it, we had a Famicom at home. I think my parents bought me the Super Famicom and PS1 after that...
After that, I took a break from games for a bit around the time of the PS2, but around the time of the PS4, I was finally able to buy games with the money I had earned myself .
--Why were you able to stay away from games around the time of the PS2?
Kui: I was too busy with exams, so I thought, "Well, I shouldn't be playing games," and left. When I started living alone after that, I couldn't play games because I didn't have a TV. My computer was also a Mac. [Macs aren't compatible with many games.]
--What was the trigger that made you think, "I want to play games" again?
Kui: I think the biggest thing was starting the serialization of "Dungeon Meshi."
Fantasy stories all have different settings, but at the same time, there are also things they share in common. For example, if you want to create a fantasy work, but you only know "Dragon Quest," it will end up resembling "Dragon Quest." It's scary to copy the setting of only one work.
So I just wanted to play a ton of different fantasy games and get an idea of ​​what the most common general understanding of fantasy is.
--Did you start playing it while you were still developing the concept for Dungeon Meal?
Kui: That's right. If I'm going to talk about "eating food," I have to play a game that has a system for eating food .
So I was interested in "Dungeon Master." However, at the time there was no easy way to play "Dungeon Master" on a real machine, so I played "Legend of Grimrock", which can also be played on a Mac.
["Dungeon Master," is a computer RPG released in 1987. Time passes each time you take an action in the dungeon, such as moving, fighting, or resting, so its biggest feature is that the game progresses in real time according to the player's actions. "Legend of Grimrock," is an action RPG released in 2012. It has a game design similar to "Dungeon Master."]
Until then, I had felt that overseas games and games played on PC were too difficult, but I felt like I had overcome one obstacle there. I thought, "Oh, this is pretty easy," and started playing a lot of different games.
-- Those two games are quite heavy even among RPGs, I think, so did you actually have that much difficulty with them?
Kui: No...I would say that my impression is more that best-selling games are easy to play (laughs).
I'm not that good at games myself, so I usually play games that allow you to adjust the difficulty on a super easy setting. So, games that allow you to lower the difficulty are always a lifesaver.
-- I've heard that apart from RPGs , you also like games such as "13 Sentinels: Aegis Rim" and "Paranomasite FILE23: The Seven Mysteries of Honjo ." Do you have a favorite genre, Mr. Kui?
Kui: I guess I'm just not very good at games that require you to use your brain through trial and error.
But in RPGs, if you just level up and keep tapping, you can win and progress in the game. Also, in novel-type games, if you read the text, you can progress. By this process of elimination, I quite like RPGs and text-based games .
Personally, I like games like Disco Elysium the most, which are text-heavy, top-down, and have maps to explore.
...Even I think that's a pretty negative reason (laughs).
Everyone: (laughs).
Hiroi Masaru (hereinafter referred to as Hiroi): But, Ms. Kui, you have really played quite a lot of games, haven't you?
Kui: No, the reason I'm able to play so much is because I play in a pretty callous way ...
I often buy a game, play it, and then just don't play it. So there aren't that many games I complete... I only complete a few a year. I play around 40 games, and if I complete 5 or 6, that's good.
When I asked if I could draw at Comitia, I got scolded.
-- Have you had any exposure to fantasy outside of digital RPGs?
Kui: I think it's not just games, but also the fact that I've always loved foreign fantasy novels . I was given books like "The Neverending Story," "The Lord of the Rings," and "The Chronicles of Narnia."
-- Dungeon Meshi gives off an atmosphere of Western fantasy like gamebooks or tabletop RPGs, rather than the typical Japanese fantasy games like Dragon Quest.
Hiroi: I think I went to Kui's house before the series started. At that time, we were discussing the name of a sci-fi manga called "Drawing Inside the Brain," which I had rejected many times.
Ms. Kui said she wanted to serialize this sci-fi manga... and when he was on the fourth draft, he said, "No, this isn't going to work," and when I looked at the scribbled notes next to her desk, she had already drawn the original version of "Dungeon Meshi" ! (laughs)
Kui: ……………No, I don't remember much (laughs).
Everyone: (laughs).
Kui: But I had wanted to draw a manga about exploring a dark dungeon, like Wizardry .
Since I was in elementary school, the manga I drew in pencil in my notebooks were all fantasy stories about swords and magic, so I had always wanted to draw a proper fantasy manga. However, there weren't as many fantasy manga in bookstores at the time as there are now, so I wondered, "Maybe fantasy doesn't sell."
Hiroi: At the time, there were a lot of people in their teens and twenties posting fantasy illustrations on online communities for artists, such as pixiv, and Kui was one of them.
I thought, there are so many people who want to write fantasy, so if she writes a fantasy aimed at this generation, it might sell.
And when I saw Kui's notes, I thought to myself, "Let's make a straight-forward fantasy manga, without making it weirdly twisted."
Kui: I originally thought of making this "dungeon exploration manga" as just a hobby... When I asked Hiroi if I could draw it at Comitia first, he got angry.
[Comitia is a comics convention in Japan for original self-published comics.]
Everyone: (laughs).
Hiroi: I said, "If you're going to draw at Comitia, then make sure you draw it as a proper serialization!" (laughs)
However, at that time, Kui had already published two collections of short stories, and they were being reprinted. In other words, she had a certain number of fans even before the serialization began.
So I decided, if Kui creates a pure fantasy for those fans, we can't fail badly. If it doesn't work, we'll just learn that fantasy is difficult to sell after all.
--By the way, were there any discussions between you and Ms. Kui about the fact that fantasy doesn't sell?
Kui: I remember vaguely talking about how fantasy manga doesn't sell well and how difficult it seems. I don't know much about light novels, so that might have been there for a while.
However, since a lot of fantasy manga were coming out around the same time, it was probably a "transitional period ." Maybe it was just when people started to feel more and more like they wanted to draw and read fantasy.
Not everyone is that interested in the things I like
-- I feel that "Dungeon Meshi" is a title that has breathed new life into the fantasy genre. How did you go about creating the setting and world when dealing with fantasy?
Kui: I try to think, "Not everyone is that interested in the things I like."
I like to think about pointless settings endlessly, but there are times when I think , "When this setting is actually made into a manga, people probably won't be interested in this story." So I try to include things that will make people interested, and cut out things that will distract people as much as possible.
For example, in "Dungeon Meshi" I initially wanted everyone to speak various languages. On top of that, I wanted to make the characters "only able to communicate with each other in one language"... but Mr. Hiroi said "Don't do that" (laughs).
Everyone: (laughs).
Kui: Even when I'm drawing it myself, I think, "It takes more than six panels to explain this setting...", and if I explain the setting more than necessary, it slows down the pace of the story.
Moreover, since "Dungeon Meshi" was a monthly serialization, unlike a weekly series, there wasn't much time for extraneous stories. Specifically, I had to draw one episode of about 30 pages per month.
In that case, there was no time to add in settings like "Actually, he was thinking about this behind the scenes" or "Actually, he can speak two languages." So, rather than there being any clear choices, there were quite a few times when "there was no time to do things normally." If it had been a weekly serialization, I might have included more.
--Does the scene where Chilchuck yells insults in his own language feel rather "forced"?
Kui: That's right (laughs).I thought, this only takes one frame...it's my chance [to include information about language]!
--So you haven't thought through all of these "fictional languages" yet?
Kui: If Dungeon Meshi were to be my life's work and I were to spend my whole life creating this world, I think it would be more fun to think about it...but initially, I thought that Dungeon Meshi would end in a few years.
Hiroi: Initially, I said, "It'd be nice if it continued for about five volumes" (laughs).
However, Kui's first draft really had a lot of material... so the editors cut out a lot of it. I understand that it's the parts the readers want to read, but I cut out the parts that deviate from the main story. So it's a battle between the "author who doesn't want to be cut" and the "editor who wants to cut."
--By the way, what kind of discussion took place between the "parts you want to cut" and the "parts you don't want to cut"?
Kui: There were a lot of them every time, but I can't remember them specifically now...it was just small, unimportant details that got cut.
In the scene where the hams made by the Red Dragon go back into the pool of blood, I remember saying, "You don't need these," and they were about to cut them off, but I remember desperately stopping them by saying, "We'll need them later!" I'm glad they weren't cut off.
But once I think of the setting, I want to include things, and then they get cut out, so at first I didn't want to expand the world too much.
I also wanted to complete the story within the dungeon. I didn't want to reveal the name of the country, and I didn't want to give the characters surnames. But in the second half, Hiroi-san told me, "The world is too small, so you should make it bigger," and I was like, "Are you sure?"
--Mr. Hiroi, why did you say that?
Hiroi: As the story progressed, it became clear that "Dungeon Meshi" was no longer just about saving a sister in a dungeon. So I decided that it would be unconvincing if the story had no involvement with the outside world, since what was happening in the dungeon was something that would affect the fate of the whole world.
For example, in real life companies, the more important a decision you make, the higher your superior's rank becomes, right? When I thought about it that way, I felt something was off about the idea of ​​Laios and his friends deciding the fate of the world on their own. "How can they make that decision without anyone knowing about it?"
The fact that the Canary Team was there meant that there must have been a system of reporting, contacting, and consulting here, because that's how "society" and "organizations" work.
In short, I think we were thinking about the situation and asking, "If an organization were to get involved in saving the world, how persuasive could they make it given the society that exists in the story?"
Kui: Well, the plot hasn't changed at all.
From the beginning, I had intended to write a story about saving the world, but I also thought it was possible for the world to be saved by only a select few people in the dungeon who knew the circumstances. Changing it was what Hiroi-san thought would make it more persuasive.
When I was drawing the first half, Hiroi told me, "You don't have to decide anything yet." I was in a hurry to move the story forward and explain the world and story setting, but he told me, "It's better to limit it to introducing the four main characters until about the fourth volume." But in the second half, he said, "Introduce more people and expand the world."
Everyone: (laughs).
Hiroi: Kui-san was like , "That's not what you said originally!" (laughs) But both had meaning...
Kui: I was the one saying, "If we expand the world there, the story will never end, right...?"
After drawing it through to the end, I realized that the balance between holding back and expanding didn't work the way I had expected. I think this is one of the reasons why the serialization of "Dungeon Meshi" took so long.
-- But there are a lot of characters in "Dungeon Meshi," and the relationships between them are complicated. I heard that you also created the relationship diagram for "Taikaishu" [※3] ...
Kui: No, I haven't made one [I didn't do that?]!
[Taikaishu is a full-color web comic by Funako Tsukasa that began serialization on a website in 2005 and is still ongoing. Its unique worldview has earned it a loyal fanbase, especially on the Internet.]
-- Eh? Is that not the case?
Kui: To be precise, I just created an account on the fan wiki.
When I started reading "Taikaishu," I struggled with the complex setting and the large number of characters...and I thought "it would be easier to read if there was an explanation or a list of characters."
So I searched for a bulletin board where readers were sharing their thoughts and asked if there was a summary, but they said there wasn't. So I thought, "Maybe if there was a place where someone with more knowledge could summarize it," and I just made a wiki account.
So I didn't actually edit it. It seems like I've been given credit for someone else's work, and I'm sorry about that...
Dungeon Meshi was created from a sense of guilt about food?
-- "Dungeon Meshi" started off with the catchy theme of "cooking monsters," but little by little the darker aspects and deeper world were revealed. Was the structure of "little by little revealing the darker side" something you had in mind from the beginning?
Kui: I thought I needed a theme to serialize it so I thought I'd try "food education." There were a lot of gourmet manga at the time, but I felt like there weren't many that focused on food education.
-- Considering that the theme is "food education," it makes sense that the nutritional value of the dishes in the story is clearly written down.
Kui: With the theme of "food education," I also thought up a rough outline of the story. Rescue the kidnapped princess, defeat the evil wizard, defeat the final boss, and become king... the framework is pretty simple.
But when I actually tried to proceed with the plan, I realized, "No, this story can't be done so lightly..." At first, I thought I could draw it in a more light-hearted manner.
Hiroi: At first, you were trying to finish the fight against the Red Dragon in one episode, right? I was like, "is that possible?" (laughs).
Everyone: (laughs).
Kui: When I tried to actually tell it in one episode, it ended up feeling like a very brief summary... In order to tell the story I wanted to tell, I had to tell it more thoroughly than I originally thought.
-- Did you have any special thoughts about the theme of "food"?
Kui: No... well... if I had to choose, I'd say I have a strong grudge against food.
Since I was a child, I was a very picky eater, and mealtimes were a pain for me. I hated eating in front of other people, and there was a time when I hated seeing other people eating, so I would look for toilets that were rarely used and eat my meals in the toilet.
When I was doing it, the word "toilet meal" didn't exist, so when the term actually appeared in society I was so happy, thinking "everyone was doing it!"
[Toilet Meals are a social phenomenon in Japan.]
Everyone: (laughs).
Kui: I was thinking, "This is so terrible, right...?" but it was a relief to realize that other people were doing the same thing.
--So what made you choose the theme of "food education"?
Kui: My parents, who were struggling with my picky eating, taught me many things, including the "triple eating" method, but it was no use and I continued to be a picky eater into adulthood. My parents had instilled knowledge about food education in me, but I was not able to put it into practice.
[Kui might be talking about Triangular Eating but I'm not sure.]
So the only thing that remains is that I feel an enormous amount of guilt when it comes to food and eating...
Hiroi: If you think about it objectively, the series starts off on a very negative note.
Kui: But now I've gotten over the habit of eating with other people... or rather, I've come to like it. My editor takes me to lots of delicious places.
--When I was a student, I was trying to leave my udon bowl at school, but my teacher found out and made me eat the packet of udon by myself. There was no soup, and it was really hard to eat the udon by itself.
Kui: It must be tough. I tried to hide it, but my teacher found out and I got really angry.
Hiroi: I've tried to hide it in a drawer before. Then, something dried up came out of the drawer... (laughs bitterly).
How can I draw things I hate?
-- Or rather, is it the fact that you're not good at it that gives you a higher level of insight into the food?
Kui: I think it's because you're interested in it that you either like it or dislike it. Inevitably, you spend a lot of time thinking about it.
Since "Dungeon Meshi" depicts a lot of food, one might think "Do I like eating?", but in fact there are many times when I draw it because I dislike something .
--Aside from food, do you also draw things that you dislike?
Kui: Maybe. For example, human relationships, modern times, fashion...?
-- Perhaps the relationships between the characters in "Dungeon Food" are portrayed so delicately because the author is not good at dealing with human relationships?
Kui: I've always been very curious about things like, "(This person is usually so cold, but has such a charming smile in front of other people)" ...
I feel the same way, but I think people are different in the way they show their true colors. I think it's strange that it stands out to me...
-- I have a simple question. When you draw something you hate, how do you feel? No matter how much you hate something, do you find it fun to draw it?
Kui: The events in the manga don't directly involve me, so I don't dislike the things I'm drawing as much. Also, when I draw while looking for the good parts, it can lead to new discoveries.
Also, I think it's scary to draw only what I like.
In my work, the important thing is "what to capture with the camera," and there's no need to go out of your way to capture filthy things, but at the same time, I think the world will look bigger if you keep in mind that "there are a lot of inconvenient, dirty, and unpleasant things outside the camera." That's the feeling I have when I paint/create manga.
When playing a game, if I have to choose between a game where I only feel like I'm in the world inside the game screen, and a game where I feel like there are lots of people living on the other side of the screen, and that the people in that world could travel anywhere they wanted, I think the latter is more fun to play.
I'm always thinking about how to express that "sense of the vastness of the world" ...and I personally like games that have "a world" to them.
-- Do you ever incorporate elements from the game into your manga?
Kui: On the contrary, I think that is a part that cannot be adopted .
The best thing about games is that each person has a different experience. Games that have lots of endings are also a result screen for what you've done up until that point. When I see something like that, I think, "That's so cool."
Personally, I think that's the game's greatest appeal, and something that could never be replicated in a manga that doesn't have players.
If you're so busy, when do you play games?
-- I'm personally curious, how do you find the time to play games? Even though you're busy with your work as a manga artist, you play quite a lot of games.
Kui: I often use the Steam Deck before going to bed or during breaks between writing manuscripts. In fact, I almost only use the Steam Deck now. I keep it by my pillow, so I can take it and play before going to sleep, or during breaks...
--Is Steam Deck really that convenient?
Kui: I recommend it. The screen is small, but it can run Cyberpunk 2077 .
Also, personally, I've gotten tired of having to turn on my PC to start up a game...with Steam Deck, I can just turn it on and it starts up instantly, even when I'm lying down. How do you writers usually play games? There are times when you have to play games for work, aren't there?
--When it comes to work, I calculate backwards how long I'll be playing before I start playing...If it's a game that can be completed in about 60 hours, I usually estimate that I'll play for 3 hours a day and complete it for 20 days in a row.
Hiroi: It's a lot of work!
Kui: That's amazing... You really are a gamer.
I've always thought that I have a talent for playing games ... but I'm not really good at that. If I'm given a game that's a little difficult, I get tired of it right away, and I'm not very good at trial and error. The range of things I can enjoy is very narrow.
I wonder if game developers around the world are also struggling with the question of "Should I make my games accessible to a wide range of people, even those who aren't particularly gamers?" or "Should I make games that are challenging and can be played deeply?" The same problem exists with manga, too.
When there's a game that I can't play well, I feel happy because it means the creator decided that there's no need to pander to people who can't keep up.
-- By the way, when you play games, do you do it as a normal "hobby"? Or do you play more often to find material for your manga?
Kui: Of course, a big part of it is that I play games as a hobby, but it is alleviated by the fact that playing games might be useful for my work (laughs).
Even if I'm not that interested in a game, if I think "it might be useful for work," I'll find the courage to buy it, and no matter how expensive a gaming PC is, I can still buy it if I think of it as a work tool. So the hurdles for many things related to games are lowered for the reason that it's "for work."
--So, when you read manga, do you feel like you're reading it for work?
Kui: In my case, manga has become my job, so when I read it I can't help but think of work.
However, I still enjoy gaming as a hobby . That's why I don't want to lose this hobby... and I don't think I'll be able to enjoy it as much if I get involved in games as a job, so I don't take on any games-related jobs.
Does the depth of the world come from the fact that it is "not decided"?
-- I heard in advance that "Dungeon Meshi" was written with a clear awareness of "what should be explained" and "what shouldn't be explained," so could you tell me more about that?
Kui: Having read a variety of fantasy novels and games, I thought that the "moment of discouragement" was the "repeated use of foreign words." When you write something like "XX of XX of XX," if there are three or more katakana characters, there is a high chance that it will be skipped over by Japanese readers.
That's why I try to refer to town names as "the neighboring town" whenever possible, and refer to characters who appear in flashbacks as "uncle" rather than by their full names, so that readers can understand without having needing exposition.
The magic used during battles in "Dungeon Meshi" is depicted in such a way that you can "understand what kind of magic it is just by looking at the picture."
-- What other aspects of Dungeon Meshi are there that you deliberately left out of its concrete settings?
Kui: Numbers and language are the settings I avoided touching. For example, just by deciding the month of birth, it is first determined that there is a moon in this world. From there, it is also determined that there is gravity.
What's more, just the concept of a "birthday" means that there is a division into a "year" and that the world is determined to have a 365-day cycle. It quickly becomes complicated.
But on the other hand, if I were to set the details and make it something like "This country's currency is 1 gold, which is worth 5 yen," it would be a burden on the reader. When reading the work, the reader would be forced to convert it into "1 gold = 5 yen" in their minds every time. That's why I try to write it with "readability as a priority" as much as possible.
However, if you're creating a "fantasy" in the truest sense of the word, it would be better to create something that corresponds to that world's calendar or metric system in order to really immerse yourself in that world, so it's difficult to get the balance right...
-- I think that style of "deliberately not giving explanations" is quite amazing.
Hiroi: I think that 's definitely partly because "Dungeon Meshi" is a silly title.
The "mindset" of the reader is a little different...I think that from the very beginning, the reader is made to recognize that "this work isn't going to say anything too difficult."
Kui: Also, we had to give a bit of thought to coming up with the character names.
For example, the main characters in Wizardry are given names that correspond to their professions, such as "Warrior" or "Wizard." The "Senshi" in Dungeon Meshi was taken from that ... I named him after thinking, "I want that person to play an active role."
That's why I wanted the overseas version of Senshi's name to be "Fighter", but I was worried that overseas readers would be like, "What does that mean...!?" so I kept it in my head.
--The character names in "Dungeon Meshi" tend to be around 3 or 4 letters long and fit nicely.
Kui: If the name gets too long, it won't fit in the speech bubble...It's generally said that a line in a speech bubble should be about 7 to 8 characters long to be easy to read.
So "Chillchuck" is really long... I actually thought that the abbreviation "Chill" could be used more, so I named it that way, but it didn't work out so well, so in the end I just kept calling it "Chillchuck". Even I was thinking "that's long" while drawing it (laughs).
Everyone: (laughs).
Kui: Anyway, there are quite a few manga-like circumstances where "maybe four characters would be enough."
--By the way, are there any rules for naming the characters in "Dungeon Meshi"?
Kui: It's not detailed, but there are "settings within the story" and "meta-settings that are just for my own enjoyment."
For example, [if Dungeon Meshi was a game] the Shuro party has names that would be given by a certain type of player. When playing a games, some people give their characters themed names that follow self-imposed rules. In that sense, meta-wise, the Shuro party is played by a player who names their characters with a plant-based restriction.
Also, since the player likes girls, the party members are all girls, and so on... (laughs).
Hiroi: Oh, I didn't know that!
Kuon: ...While it's fun for myself, I also create characters by asking questions like, "Why is the party mainly made up of women?" or "Why do they all have similar names?"
However, even if I revealed these settings in the story, it wouldn't have made the story any more interesting, so they are merely "settings that only exist in my own mind."
-- What are some specific examples of "settings that you deliberately didn't reveal"?
Hiroi: I still remember when I said, "I want you to depict the elven kingdom in more detail," Kui replied, "That's going too far."
The dwarven country was depicted quite a bit, so I personally thought it could have been shown a little more...
Kui: I felt that if I depicted that, it would limit the reader's imagination.
There are definitely "lines that suggest something might happen," and when it comes to parts that are better left to the reader's imagination, I often choose not to draw them.
Also, even when we present settings that readers think they can just skim through, they often try hard to remember them...
It all started with the manga "Eating soba through your nose."
--Let's go back to the topic a little. How did Ms. Kui and Mr. Hiroi meet?
Hiroi: I think we scouted her.
I saw a short story that Kui had posted on Pixiv and sent him an email asking if I would like to draw a manga. I remember that he had a really funny four-frame manga called "Eating soba noodles through your nose ." It was about a character eating soba noodles through his nose and crying out in pain... I think I was drawn to his drawing ability, which made me feel like "Wow, that looks painful" when I saw it (laughs).
And from that point on, we have come to this point.
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[This may not be the exact comic that Hiroi is talking about, but it's a comic Kui posted on her blog about someone eating soba through their nose.]
Kui: Oh, is that so? Isn't it something like "Shugaku Tenshi" [※4] ?
Hiroi: No, that's not true! The manga about eating soba noodles through the nose was made before "Shingaku Tenshi". By the way, that manga was planned to be published in "Rakugakihon" , but when I asked Kui-san "Can I publish this?", she was very against it...
Kui: No, that's fine, but... I didn't think other people would find it that interesting.
Everyone: (laughs).
Hiroi: But that was more than 10 years ago...
--By the way, was Mr. Hiroi the first publisher to contact you?
Kui: Before that, an editor at East Press had contacted me. I was originally publishing fantasy manga that I had drawn as a hobby on my personal website. I compiled them into a self-published original comic and exhibited it at Comitia, and they asked me, "Would you like to publish this long manga as a book?"
However, after the editor asked around to various people, it seems he was told that "this will be hard to sell"... so the plan was dropped. Instead, it was decided to release a "short story collection" of short manga that had been published at the same time . This is "The Dragon's School is on the Mountain: A Collection of Works by Ryoko Kui" published by East Press.
I was contacted by a few other people as well, but the two people I still keep in contact with are Mr. Hiroi and the editor at East Press.
-- When you went from drawing short stories and web comics to starting a commercial serialization, did you study anything like "how to draw a serialized work"?
Kui: I learned almost everything about how to draw manga from Mr. Hiroi and the editors and writers at Harta .
I had absolutely no understanding of whether panel layout was good or bad, so up until the middle of the serialization, I would rearrange the storyboards one panel at a time, and I would get lectured like "Don't put a panel like this here."
I was also impressed when I was shown original manuscripts by other artists. They look beautiful in print, but the real thing is even more impressive. This is what it means to be good at drawing manga.
It didn't finish as I expected
-- Speaking of "serialization," you mentioned earlier that you initially intended to end it at about volume 5. Did "Dungeon Meshi" continue longer than you had anticipated, Ms. Kui?
Kui: First of all, I didn't really understand what a "serialized" comic meant, so I didn't even know how much of a story I could get done in how many pages. So, I thought I could wrap up the story nicely in about five years, in five volumes.
But I never quite got around to finishing it. It was so hard... (laughs).
Hiroi: To be honest, when I first heard "Volume 5,"I thought to myself, "(Are you kidding me...?)" I didn't say it out loud though (laughs).
--Honestly, even as a reader, around the time of the fight with the Red Dragon in volumes 4 and 5 I was starting to feel like, "Huh? It seems like it's coming to an end soon..."
Kui: From the beginning, my goal was to "defeat the Red Dragon at the halfway point." However, I was supposed to fight the Red Dragon in Volume 4, even though it was supposed to be 5 volumes. So I thought, "Huh? It's not over yet," and I gradually lost interest.
By the time I got to around volume 10, I felt like no matter how much I drew, it would never end. I didn't want to drag it out, but no matter how much I drew, it just never seemed to finish.
Hiroi: Even from an editor's perspective, it seemed like Kui was getting very anxious from around volume 10 onwards.
-- Having finished the long-running serialization of "Dungeon Meshi," did you experience any changes in your mindset?
Kui: I think it was great to have the experience of learning that it would take 10 years to draw a story of this scale. And when I think about my lifespan and how many more works I can draw... it makes me dizzy.
Hiroi: I feel like I'm constantly fainting...
-- Ms. Kui, are there still any works you want to draw in your mind?
Kui: Not that much. But I love drawing manga, so I want to draw a lot. I don't know if I'll have the stamina to continue for another 10 volumes, but I want to continue working as a manga artist somehow.
But maybe... I don't think it will sell that well next time...
Hiroi: Stop! Don't say that!
Everyone: (laughs).
Kui: In that respect, "Dungeon Meshi" sold well, so I was able to draw what I had imagined to the end. Next time, I think it would be better to consider the opposite scenario of "if it doesn't sell" and make it shorter.
That's the next new challenge.
-- In addition to the expectations for your next work, do you feel any pressure?
Kui: In my case, the first collection of short stories I published was fairly well received. For a manga I drew for the first time, that's about it.
That was a relief, but at the same time, I felt that "Ideally, the reputation of my next work will also steadily increase, but there will definitely be ups and downs." If the reputation of the next work is bad, will I be able to continue drawing without getting discouraged? I realized that the "battle with myself" had just begun , and I was terrified when I read the first volume.
What game has cute illustrations, in your opinion?
Kui: This is a completely different topic, but you 've played SaGa Frontier 2 , haven't you? Aren't the pixel art in SaGa Frontier 2 really cute?
--The pixel art in SaGa Frontier 2 is...the best!
Kui: The illustrations in "SaGa Frontier 2" have such exquisite balance... if you try to express that in a picture, you can't reproduce that cuteness. It's like "exquisite head-to-body ratio."
-- In your opinion, Ms. Kui, are there any games that have cute illustrations?
Kui: The first one that comes to mind is definitely SaGa Frontier 2. Also, I still remember how cute the character designs were in Final Fantasy Tactics.
But back in the day, I used to trace characters from FF7 . I thought, "There are so many cool designs in the world..." (laughs).
Hiroi: Nomura (Tetsuya)'s drawings are amazing, aren't they?
Kui: I traced Cloud and Aerith on tracing paper and quietly said to myself, "So cool..." and got really excited. I noticed something while I was working on the "Dungeon Meshi" anime...basically, games and anime are made by many people, aren't they? So I always thought, "Many people must be giving various opinions to make them."
But when I got involved, I realized that one person's power is quite large. This was quite surprising. I thought that there were multiple people who wrote the script and storyboards, and that each person had their own responsibility, but... the power of one person is quite large.
──No matter how much the work is divided up, it's important to have a director or supervisor who brings it all together.
Kui: Yes, in the end, it depends on the power of the person who takes the lead ...
However, at the same time, I think that the division of labor between scriptwriting and storyboarding is something that would never be possible with manga. In the end, you have to create everything in one person's mind, so "bias" inevitably arises. So personally, I don't like the idea of ​​it becoming a "world created in one person's mind."
Hiroi: However, not only in manga but also in novels, the individual author's personality is strongly expressed. I wouldn't go so far as to say "ideology"... but the person's way of thinking is strongly expressed.
Kui: Speaking of which, people who create games alone, such as indie games, are amazing.
It's often said that manga artists "come up with everything, from the art to the story, all by themselves," but I don't think they can compete with independent game creators who create the music, programming, and art all by themselves.
Moreover, even more than manga, no one can give their opinion until the game is completed. If you think about it that way, making a game by yourself is really a "one-man battle." At the same time, what I like about games is that there are quite a few "works that are not made with much consideration for cost" ... I enjoy it a little bit.
-- Do you ever think, "I want to make a game?"
Kui: I once bought RPG Maker , but it ended up being a complete failure... (laughs).
Everyone: (laughs).
Love for "classic RPGs" was a major influence on "Dungeon Meshi"
-- I'd like to ask you, Ms. Kui, since you play a lot of titles on Steam and other platforms, have you ever had any problems playing a game?
Kui: Simply put, a "game that doesn't work" is a problem (laughs).
This sometimes happens with games made by individuals on Steam... they don't have any reviews, so there's no way to deal with it other than contacting them directly. There have been a few times when I've been stuck and wondered, "What should I do?"
Other times, I'll buy a title that just happens to pop up at the top of Steam's rankings. Sometimes I'll play it thinking, "The graphics are kind of cute, so I'll give it a try," only to find that it's incomplete beyond the framework.
--So now people are playing titles that aren't that major.
Kui: Also, when I played Planescape: Torment, which is said to have influenced Disco Elysium.
While playing, I came across a character who was suffering from a terrible curse that made his whole body smell and become sticky. A quest was triggered to ask the NPC who had cast the curse to lift it, but when I asked them to lift the curse, I ended up being cursed with a curse that made me have constant hiccups ...
So when I was walking around the town, the "hiccup" dialogue started popping up all the time. What's more, every time it happened, I would freeze up for about 0.1 seconds. All the dialogue was filled with "hiccups." Anyway, it was a troubling curse.
I had no idea how to deal with this either, so I decided to just kill the NPC who had put the curse on me. The NPC also challenged me by saying, "Maybe if you kill me, the curse will be lifted?", so I tried killing him, but... it didn't lift the curse at all (laughs).
Everyone: (laughs).
Kui: I thought maybe the quest would progress in other places, so I walked around here and there, but the curse was not lifted after all. I was really curious, so I looked back at overseas information exchange thread online, and I found someone had written a lecture that said "You know what happens if you kill an important NPC without thinking about it, right?"
So I realized that this curse can never be lifted again. Even if I wanted to rewind, it was an auto-save, so I had to go back almost to the beginning... I was really... in trouble!
-- But "Planescape: Torment" hits a pretty impressive spot. Was it something that just happened to catch your eye while you were browsing Steam?
Kui: I originally liked games in the same genre as Baldur's Gate, so I think that's how I got into Planescape.
Also, I saw information that a huge amount of text in Planescape was translated by one person... I'm not very good at English, and games like Planescape have a lot of text to begin with, so I'm at a loss if it's not translated into Japanese .
However, when extraordinary people like those who make Planescape use their precious time from their lives to accomplish great things, I feel very grateful.
-- So, Ms. Kui, do you prefer games that are closer to the classics?
Kui: That's right. The first game I played was The Elder Scrolls V: Skyrim, and it was so much fun that I searched for "games similar to Skyrim" and played a lot of the games that came up.
All of them were completely different games from Skyrim, but they were fun. However, I don't like "old games". I think that newer games are generally more polished and well-made.
-- Wizardry, which influenced Dungeon Meshi, is also a classic work.
Kui: When I was a child, I saw my father playing Wizardry V : The Heart of the Maelstrom. As time passed, I remembered that there was a game called Wizardry. The game I played at that time was Wizardry VI: Forbidden Pencil.
I also played Wizardry V , but it was hard to see the map unless I chanted a spell. I was directionally challenged, so even though I had a guidebook at hand, I couldn't progress.
--By the way, were you more interested in making a manga out of "Wizardry" than the tabletop RPG "D&D" ?
Kui: When I was researching fantasy, "D&D" was often mentioned... but I had never even heard of "TRPG" before. First of all, you can't play it without friends, and I was shocked to find out that lots of people have friends they can play with like this...!?
Everyone: (laughs).
Kui: So when I looked up TRPGs on Wikipedia, I couldn't imagine that people actually played this kind of game. I was more confused and thought, "How can people really role-play in front of other people?"
After that, I watched replay videos on YouTube and it was only then that I understood how games like D&D worked.
Games, manga, novels. What is the purpose of all creative works?
-- What was the last game you played?
Kui: Recently I played a school management game called "Let's School." It's made by a Chinese company that also made "My Time at Sandrock."
Hiroi: You really like that kind of game, don't you? (laughs) Oh? Haven't you played "FF7 Rebirth" ?
Kui: I'm thinking about playing the remake of FF7 once it's completed.
Hiroi: No, no, if we don't do it now, we'll never finish it! It'll be a long time before we do it!
--Honestly, I also thought it would take about 10 years for FF7 Rebirth to be released.
Hiroi: I thought it would take about that long too... I really wanted it to be completed while I could still see. So, please do it!
Kui: Once it's finished...I want to play it all at once (laughs).
--Do you and Ms. Kui often talk about games?
Hiroi: Ms. Kui sometimes says, "I want to talk about this game, so I want you to play it." I played "Red Dead Redemption" because of that. Also, a long time ago, Ms. Kui recommended "13 Sentinels: Aegis Rim."
Kui: Whenever there's a game I want to discuss with someone, I always recommend it to Hiroi.
But maybe I haven't been playing games as much lately. Until now, I've been playing games because I thought of it as "for work," but now that the serialization of Dungeon Meshi has ended, I've been playing less games.
Moreover, I'm not the type of person who gets that into one game...I don't generally play through a game in repeated playthroughs, and I'm usually satisfied once I've finished the story.
Hiroi: Then we have to start [a new ] serialization soon.
Everyone: (laughs).
-- I'd like to ask you personally, do you have any "recommended indie games"?
Kui: I highly recommend "Papers, Please" and "Return of the Obra Dinn."
First of all, "Papers, Please" is a simple "spot the difference" game, so I didn't have high expectations at first. But when I played it, I felt like there was a proper "world" to it . Also, I was curious to see how the story continued.
And "Return of the Obra Dinn" had a great atmosphere. There were hints to solving the puzzles if you looked closely, but there was also a good balance of being able to force your way through, and the music and production were cool.
Hiroi: Come to think of it, you read quite a bit of the novel after the serialization ended, didn't you?
Kui: Ah, you mean "1984" by George Orwell? That was good...
I've always thought that creativity isn't necessary for life... It's entertainment, so it's not essential to life. But after reading "1984," I thought, "I guess creativity is necessary after all."
Humans need stories to experience things that should never come true, to prepare for bad things, and to prepare for understanding other people... You might think, "You should have already learned that when you were younger," but I was deeply moved by this realization.
Anyway, I feel that it would be great if people could learn things they didn't know before through this work.
Hiroi: ...Overall, it just felt like we had a fun time talking about games (laughs).
Kui: We just used the interview as an excuse to talk about the game (laughs).
-- No no, thank you very much for sharing your valuable story! (End)
I think I can understand a little bit about being interested in things you hate.
It's easy to analyze "why do you like something?" when you like it, but it's surprisingly difficult to analyze "why do you dislike something?" When you understand the reason, it seems that "why do you dislike it" is often more meaningful.
Perhaps creative works exist in part to help us understand the things we dislike.
I was able to hear a lot of deep "creation stories" that made me think about such things. Also, Ms. Kui is a huge gamer. Mr. Hiroi also likes games quite a bit. Since serious talk and game discussions alternated, the content may have been emotionally confusing. But I feel like "Dungeon Meshi" has a similar atmosphere.
If you haven't read "Dungeon Meshi," please take this opportunity to read it. It depicts a fun adventure. On top of that, it may help you prepare for difficult things that might happen in your life someday. Of course, it's also extremely interesting as a manga. I think it's definitely one of the best "entertainment" of our time.
Why does the body want to live? What does the mind want?
This is because we have a "desire" to pursue what we like and dislike. In fact, "things we dislike" are just as important as "things we like." By understanding our own "likes and dislikes" through creative works and entertainment, humans can prepare for things that happen in their future lives. Food and creative works are equally important for human growth.
...That said, I'm not sure if it has a nice punchline, or maybe not.
To eat. To experience creative works. These are truly the privileges of life. In order to live, we must continue to eat.
Now it's time to eat. What shall we eat today?
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ghostfacd · 1 year ago
Text
THIN LINE
based on this thought
pairing: young!coriolanus snow x fem!reader
genre: fluff, a bit of angst, descriptions of killing, they’re like in love ig, ooc!snow (he’s still crazy LMAO), SPOILERS for the ballad of the songbirds & snakes, Snow and reader being disgustingly touchy 💀
summary: in which there is a thin line in between yours and coriolanus’ friendship and something more, leading to a sudden shift in your dynamic
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“Coryo! I passed! Coryo!” You shriek in excitement as Casca Highbottom passes one of your papers back. It had taken quite your strength when you were given the task to make new proposals and implements for the new Hunger Games, crying to your best friend Coriolanus about how you’ll never get it done on time.
“Oh yeah?” He asks, looking over at your paper. There was a bright red A+ along with the sloppy cursive writing of Good Job Miss. L/N!
“Good job,” Coriolanus says, snaking his arms over to pull you back into his chest, placing a sloppy but soft kiss on your cheek. “Knew you had it in you.”
The scene makes Arachne Crane let out a moan of disgust, rolling her eyes as she turned to another corner.
“What’s wrong Arachne?” One of her friends asked, and she only points to the two of you, who were too engrossed in each other to notice.
“Snow and L/N, are we even surprised?” Livia let out a huff of irritation.
When Casca Highbottom announced that you all will be meeting in the largest room of the Academy, you thought it was to finally announce the winner of the Plinth prize. The only rightful ones were you and Coriolanus, anyway. And maybe Sejanus, the boy whom you’ve gotten soft for these past few days.
You and Coriolanus entered arm in arm, avoxes had wove through the crowd of students with trays of posca, a concoction of watery wine laced with herbs and honey.
Coriolanus quickly grabbed two goblets, handing one to you and then chugging it quickly down his throat. For a minute, it burned.
“Oh there you two are,” Arachne waves you over, her face gloomy. “Obviously, no amount of bribing would make Sejanus tell me who won the prize. Not like it matters, we all know I deserve it most.”
There was an eye roll from Felix Ravinstill. “Sure Arachne, and I’m the richest man on the planet.”
That earned him a scowl from the girl, who then turned her attention to Sejanus. “He can have as much money as he wants, but he’ll always be district, you know.”
A few of your classmates laugh, nodding in bitter agreement as they watched Sejanus conversing with one of the professors.
“Right.” Coriolanus mumbles, surprising you. He hadn’t ever agreed with Arachne before—calling her a psychopath even—so why was he now?
“Oh please,” the girl snaps back. “You and Y/N are friends with him.”
“We tolerate him,” Coriolanus says, his hand that was holding yours became tighter. “He’s district.”
When Sejanus comes, the murmur of your classmates grows silent, and from the looks of it, he could already tell they weren’t saying much good about him.
“It’s time to assign the tributes.” Is all he says, motioning to Dean Highbottom.
“As you all know, the Plinth prize and money would usually go to the student with the highest mark,” Highbottom begins, clearing his throat. “But this year, we’d like to do something different.”
You can tell Coriolanus has stiffened in his seat. Even though you want to hold his hand and caress it, you know you can’t, so you keep your desire inside.
“Whoever is the best mentor among all of you will be able to win the Plinth prize.”
“Oh that is not fair!” Livia complains. “What if I get some poor weak district girl and she dies 2 minutes in the games?”
“It’s not just about your tribute winning,” Highbottom says, “you will be assessed.”
You and Coriolanus sit through the announcement of which mentor gets which tribute. You had gotten Coral, a girl from District 4 while Coriolanus had gotten the girl from 12. Lucy Gray Baird, apparently.
“Hey, you okay?” You say as you two stepped out from the Academy. “Look at me Coryo.”
He looks up from the ground, his eyebrows furrowed and his face upset.
“He hates me.” He says, referring to Dean Highbottom. “Always has, always will. Gave me the worst district of them all.”
“Hey,” you say, cradling his face as your eyes quickly scanned his. “Don’t say that. We saw Lucy Gray on stage, she can sing and she sure as hell can put on a charismatic personality for the crowd. You’ll be okay, Coryo.”
“I don’t know,”
This was the first time you saw Coriolanus so upset, so lost in his thought. Without a second thought, you pulled his head towards you, giving him a long kiss on his jawline.
“Sleepover tonight?” You ask as you pull away.
“Sure, I just have to tell Tigris first.”
That night, you and Coriolanus talk about your futures under your warm white covers, limbs tangling one another.
“Do you ever want kids, Coryo?” You ask, saying anything that came to your mind.
“Maybe.” He replies. “Only if I find a girl as worthy as you.”
His words make you smile, pulling him closer to your body. “As worthy as me?”
“Mhm. Or else I’d marry out of convenience. For profit. To ensure no one takes advantage of me.”
You shake your head, placing a small kiss on his forehead. “I hope that never happens, Coryo.”
“I hope it never does either.”
You turn over to turn off your nightlight, snuggling yourself under the covers as Coriolanus throws an arm around your frame.
“Goodnight Coryo.”
“Goodnight Y/N.”
- - -
After Coriolanus’ little involvement in the tribute cage, Highbottom, to say the least, was unimpressed. He claimed Coriolanus was breaking many of the Academy rules, including endangering an Academy student. However, he agreed to let the mentors visit their tributes and offer them water or food.
You were talking to Coral, handling her a glass bottle filled with water. If you couldn’t get her out of here, the least you could do is hydrate and feed her.
You turn to look at Arachne, who was busy swinging water in front of her tribute. Her tribute almost looked pitiful as the bottle always seemed to swing out of her reach.
Coriolanus was talking to Lucy Gray, a little too close for your liking, but you knew it was just to discuss strategies.
“You think you’re gonna make it in the arena?” You ask Coral, who only glared at you, taking small sips of water at a time.
“Hey.” Coriolanus suddenly comes up from behind you, once again wrapping his arms around your shoulders before bringing your face in for a long kiss on the cheek.
“Hi,” you giggle, continuing to hold on him as you turned your entire body to face him.
Coral let out a scowl of disgust, eyeing you and Coriolanus up and down.
“Coral, meet my friend, Coriolanus Snow. He’s Lucy Gray’s mentor.” You say, pointing at the girl who was currently talking to another tribute; Jessup, you think his name is.
Coral doesn’t respond, only continuing to snarl at the two of you.
“They’re like wild animals,” Coriolanus whispers in your ear.
“Hey pretty boy,” she finally speaks, smirking from ear to ear. “You were on the truck earlier.”
“I was,” he replied curtly.
“Maybe I can’t kill you—but I’ll definitely kill your tribute.”
Before you could hold Coriolanus back from jumping at Coral, you all hear a scream.
Arachne’s tribute had somehow managed to grab the bottle of water, smashing it against the metal cage and stabbing Arachne directly in the throat with it.
“Oh my god!” You scream, running over to the girl. Although you and Coriolanus disliked her, she was still your classmate, and someone who you spoke to on a regular basis.
“You two, off.” The peacekeepers say, grabbing ahold of you and Coriolanus; dragging you away from the scene.
- - -
The walk to Coriolanus’s home was quiet, aside from occasional twig snapping and leaves falling.
“I’m scared,” you finally say, staring up at Coriolanus. His icy blue eyes bore into yours before they softened.
“I know,” he says, cupping your head in his hands. “I know you’re scared, that should’ve never happened.”
“But it did,” you say, placing your hands into Coriolanus’s coat to keep them warm. “What if it happens to us next, Coryo?”
“Hey.” Coriolanus’s face is only a meter away from yours, lips almost touching. “I’ll never let that happen to you, do you understand? As long as I’m alive, no one will hurt you.”
You nod, a few tears rolled down your cheeks.
“Hey, don’t cry,” Coriolanus wipes away your tears with his thumb, one of his fingers caressed your cheek lightly. “They’ll have to shoot me dead before anything can happen to you.”
And before you could let out another one of your worries, Coriolanus leans in, placing a much awaited kiss on your lips. He pulls away for air after a minute, forehead against yours.
“I love you, Y/N. I’ll never let anyone hurt you, ever.”
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