#a lot of the time it feels far too hand-holdy or immersion breaking for the characters to stop and explain something for the audience
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I think that the 2010's media landscape of Buzzfeed articles about plotholes in disney movies, Cinemasins critiques, and Watchmojo Top Ten scenes in movies that make no sense has truely ruined a lot of media. People are afraid that their work will be torn down if they dare leave a single thing up in the air, if they dare ask their audience to suspend their disbelief.
All too often nowadays I see stories (especially fantasy), take the time to explain how every small aspect of the world works and how it all logically makes sense. The constant time stopped to explain why an event happened, how this object works, or why this is important to the characters. It's just really not needed and it honestly makes a lot of stories worse.
I am of the opinion that the best stories truly just drop you into their world and explain nothing. They just take you through the story of this world and you just have to accept it and continue on. "When he became king, the land became barren." I don't want the story to stop and explain why this is, or how it happened, I want us to move on so we can just assume that the king has such rancid vibes that everything died.
#simon says#i watched the Last Unicorn again recently and it fucking slaps#and I noticed a huge part of why it slapped is because it doesn't explain shit#same with a lot of other fantasy things from the 70's and 80's I've noticed#and even older stories all the way back to fairy tales and fables#they just tell you something and move on#and it works!#a lot of the time it feels far too hand-holdy or immersion breaking for the characters to stop and explain something for the audience#like these characters would not take the time to explain the aspects of their world in detail to other people who live in this world#this is clearly for the audience only and so that they can feel more satisfied with an answer#but it fucking sucks!!#it is bad writing!!#to presume your audience has no suspension of disbelief so you stop everything to explain how the world works for them alone is bad!#it makes the story feel awkward because it feels out of character for the people of the world to talk like that and it feels insulting tbh#like you really think the audience's ability to pick up details of the world from dialog and onscreen (or page) information is that poor??#and to some extent it is#lord knows we are having a serious media literacy and general literacy issue in the United States#but it's honestly just bad writing and it bugs me so much. my number 1 pet peeve in fantasy is overexplaining especially when it doesn't fit#like just fucking tell me that there's a magical world on the other side of this wall in a village and move on#i can just accept this fact#imagine if the Dark Crystal took the time to explain every aspect of the world#that movie is already jam packed with random story and world bits that you just have to accept and move on from#now imagine if they took a solid 2 minutes to explain what the fuck Fizzgig is.#i think leaving it at 'he's a friendly monster and Kira's friend!' is the perfect place to leave it at#we do not need a full explanation on Fizzgig's species and behavior and why he's friendly unlike other monsters#he's a friendly monster and he's Kira's friend! that's all we need to know! we got a dark crystal to put back together!!!
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Nintendogs vs Nintendogs + Cats: a review and comparison.
There’s no doubt that most people want a new Nintendogs game for the Nintendo Switch. But when I see these posts, very few of them are referencing the 3ds variant of the game, but rather the original ds version that everyone continues to know and love.
The addition of cats is Nintendogs + Cats’ most notable feature. It was, while cute and fun for a short period of time, notably worse than its predecessor. But why is that? The formula stayed roughly the same, but the charm didn’t quite hit.
Before we dive into this: these are my opinions on the games, and personal comparisons. Every person experiences things differently, and will likely have different opinions.
We can start with breaking down the original Nintendogs. The graphics have not aged well, but the charm and entertainment factor have. While replaying, I found that the general ambience and the music used endeared me further to the game, and I wanted to play more. The half hour timer on going for walks was frustrating (as was the stamina system), but it otherwise engaged me more to figure out where I wanted to go. The map feels surprisingly big with so much to do, and the side-scrolling walk screen keeps the mystery alive in what you’ll encounter. The competitions were fun and the voice recognition system may have been even better than the 3ds incarnation. The only thing that really suffered were the graphics - but this game is 15 years old and this was advanced for its time, so we can let that slide. The dogs can be a little strange to look at at times, but they’re expressive and distinct, which is what matters in a pet simulator.
The information you can take in is optional, but an exciting part of the game for those who are interested. Your dog’s profile is detailed but easy to understand, going as far as to tell you what it ate last. There’s something so charming about it being displayed as if it were a document you had in front of you - it brings another element of immersion into this sim.
[Image ID: a photograph of the informational sheet on Nintendogs. It includes the name, gender, breed, trainer, time together, coat, hunger, thirst, and things eaten. The trick list and contest results are also on this screen.]
From cars passing by to horns in the distance and dog barks from somewhere vaguely nearby, the sound design of Nintendogs is audibly aged, but still strong. The few tracks spread in the game are iconic, and stay in my head a lot longer than I’d like to admit.
The competitions are another huge highlight of the original nintendogs. The banter between the hosts, Ted and Archie, is something that continues to be remembered. Everyone’s seen the line “you make me feel like a man, Archie”, and the banter they keep up in each competition is less like a mindless tapping chore and just more entertainment. The settings are surprisingly realistic - less so on the obedience, but the ring set up for agility certainly is. The balance between realism and fun is another part of why Nintendogs appealed to all audiences.
Agility is my personal favourite event, and the same goes for a lot of people I’ve met. There’s a level of interactivity here that isn’t met by the successor (something we’ll touch on later). Guiding your dog over hurdles and through tunnels, and later having to balance speed with accuracy - it’s an event that keeps you, the player, engaged. It becomes a sort of fine art once you hit the Championship level, as your dog, by that point, is likely going to be very fast and have a mind of its own, often trying to predict which obstacles it’s going to go through.
[Image ID: an angled photograph of the starter agility training course. The dog is laying on the green, and the hurdles and tunnels are in view.]
Disc is in both versions, and is fun in its own way. I, personally, don’t tend to use the disc competition - in the original Nintendogs, the projectiles can be a little speedier than you intend them to be, and the dogs are a little too determined to hold onto their toys. But, with a well-trained dog, this event can be as fun as anything else. In the original, you didn’t have to contend with the other dogs - something that I’ve grown to appreciate over the years. But, like with the event that removed Agility, I’ll be looking at how the changes fared later.
Obedience is held on a stage, and is a fun event for people who take the time to train their dogs. Your dog can typically learn three or four tricks a day (depending on the dog), and between the tricks listed in the Obedience Guide Book and the unlisted tricks that your dog can learn, you can usually blow the competition out of the park. It definitely requires the most time and effort out of all of the events, and it can be frustrating if your dog suddenly stops listening - but the rewards are surprisingly good. It’s always fun to have a well-trained Nintendog, if only because showing them off when I was a child was my favourite thing to do.
Obviously, competitions are the main money-makers in these games. Tackle a solid few of them, and you’ll find yourself able to afford another dog or two. Though your room is limited to three dogs, there’s also a Hotel to keep some other dogs in. As time progresses and you gain more of a bond with your dog(s), you’ll unlock more breeds.
Something that went over my head when I was a child was the method to unlock Jack Russells, specifically. You need to find an incredibly rare book - something which I don’t ever recall doing, and still haven’t. I found this information via the wikia, so I’m not too sure how accurate is, but it is an interesting breed to lock behind a time and patience-based method.
[Image ID: an angled image of a German Shepherd laying on its side. In the corner is an idea bubble.]
Overall, Nintendogs is a solid and fun pet simulator, and it’s clear why so many people have such good memories. The dogs are filled with personality (even being expressive enough to show you when they’re angry vs happy), the competitions are engaging, and though the format will become stale after playing daily for a long time, it’s always a fun game to come back to after a period of time.
Which is why it’s unsurprisingly that it gained a sequel.
I remember being ecstatic when Nintendogs + Cats was shown in advertisements on television. When I got the 3ds, I also got a copy of Nintendogs + Cats. The Golden Retriever version, specifically, but I do own all three. For some reason? As people got bored with it, they usually gifted me them.
At first blush, it’s almost as charming as the original. The graphics style handles much better than the original, with slightly more realistic movements, and less cardboard-y models. I much prefer the Nintendogs + Cats models to the originals, for obvious reasons - though their movements can be a little repetitive and strange at times, and a lot less expressive than the originals. But that said, I much prefer the Kennel system of petting and exploring the dogs and their behaviours (limited as they are) before you adopt, and I enjoy sorting through colours or getting unique colours/patterns. The rare white variants used to be my obsession, as a child.
[Image ID: a german shepherd holding a present in Nintendogs + Cats. The model is significantly better than the original Nintendogs model.]
Immediately, though, there’s a lot less ambience in Nintendogs + Cats. I play with my volume up all the way, and it’s typically just my dogs and cat making noises. I miss the cars going by and the general background noise that the game can provide. It feels just a little too silent, and the music tracks are repetitive and unmemorable for the most part. Obviously sound design don’t make or break the game, so I won’t harp on this point for too long.
The gameplay is...fine? I’m not a fan of petting a shadow of my dog, but I understand they did that for 3D purposes (something which most people didn’t use, to the point that the 2DS was made. I play on a 2DS). The camera control is an incredibly nice feature to have, the showering minigame is a little more thorough. They didn’t really add anything to the care features, though. If anything, they took away a lot of experiences - reading the care books and instead guiding you through the tricks one by one instead of as you want, forcing you to learn a specific set of tricks before you can move on to the next ones. The game is far more hand-holdy, which can be frustrating at multiple points. But, hey. There’s cats! Let’s talk about the cats.
What’s their purpose? Not much. Which is fine, although they take up a slot in your three-pet designation. As cute as the cats are, they definitely got done dirty. There’s three selections to choose from (Standard, Oriental, and Long-hair), with multiple colours, but not much depth beyond that. Obviously, the cats were just a cute addition - I do like having my little cat wandering around the house with my two dogs, and I know from past experiences that once you bond with the cat, it’ll go out and get presents for you if you leave your ds on. Gaining affection with the cats is very slow-going and if you’re someone who likes your pet simulations to be more interactive, it might be wiser to stick with the dogs. I’m not complaining against the addition of cats - it just could’ve been done much smoother, with better mechanics enabled. Be it adding some breeds and a proper grooming minigame to maintain them, or the ability to train them but have them be much harder than the dogs. There were many ways to put cats into the game, and I just don’t think they hit as intended.
So, how did they do with the competitions? Well.
The short answer: they’re pretty bland, and a downgrade from the original. The long answer...
[Image ID: a white cocker spaniel chewing on a banana lure.]
In the competitions, there’s no more Ted/Archie banter. It’s just Ted. Doing his thing. I honestly do not read the text for this game, and instead tap quickly to progress to the events.
Replacing Agility comes Lure Coursing. I’m not sure about other countries, but that’s an incredibly niche section of dog sporting here, and it’s also notorious for being...very boring. And in the game, it lives up to that. Instead of guiding your dog through obstacles, you wind the cog of a lure and honk it to get the dog to follow it. Sometimes you honk it to get them over hurdles. I have to admit, I usually space out when I’m training my dogs with this - it’s an easy moneymaker once you’ve trained them up to Nintendogs Cup level, but it’s easily the most mind-numbing event. Anything would’ve been better. If they didn’t want to implement Agility, there are other dog sports that could’ve suited well; guiding your dog through the Flyball course and using its name to bring it back until it could do it on command (maybe even utilising a team of three, for reason as to why you can have up to three dogs), or sledding, using your dog to pull a lightweight sled (on wheels) through a course in a race against other dogs (or, again, even using your trio). There could have even been scenting sport in which you teach your dog how to scent and go off to find a mark, or herding. The point is: lure coursing is the most unengaging thing to put in a game.
The Disc competition barely changes, so I won’t say much. I don’t particularly enjoy having the other dogs in the ring to compete with as it becomes all too easy for them to interfere heavily with your own dog, but I understand why it was implemented and know that a lot of people enjoy it. I prefer the throwing speed and the control you can have over the disc, and will admit that overall, the Disc competition is generally improved.
But then you come to the Obedience Trial. AR Cards are mandatory. You don’t have a surface to put your AR Cards on, or lost them years ago? Then you can’t do it. I actually ordered AR Cards, having thrown out my old ones due to damages and general...lack of use. As of this post, I have been unable to play the Obedience Trial, so I can’t say much on whether the system has improved. I do know that AR Cards can work on a laptop screen or something similar, but the 3ds camera is pretty horrible and can glitch out, making it unreliable for screen-based AR cards. Unfortunately.
[Image ID: a white cocker spaniel standing on an AR Card.]
The walking system is fine. I love being able to go to different routes (as limited as they can be - but the original was no saint to repetitiveness once you knew the whole map), and I like having to go between grass patches, with a chance for a surprise present. I think the addition of the BARC stores are a cute touch, and the Miis walking their own dogs are cute, too. The interactions between your dog and theirs is based on your dog’s personality as well as theirs, which makes sense - but there’s basically three outcomes. More than the original, but meeting with other dogs tends to be to see if you can backtrack when you’re near the end of the walk by having them invite you to the cafe or park, or to get presents from Streetpass miis. I like the cone minigame to test your control over the dog and its leash, and as a rule, I just...like it. It’s relaxing. I don’t prefer it over the original, but I don’t prefer the original over it. They both have their benefits and downfalls. The biggest upside to + Cats’ system is that you can take your dog on as many walks as you want.
Interactivity isn’t really a thing, with + Cats. Whereas in the original you could legitimately piss off your dog and it would bark and snarl at you for a while before you regained its trust, this game doesn’t punish you for much. I poked and prodded at my dog for a while, and it didn’t really do much for me. This is a game where you sort of just have cute looking models that hold up surprisingly well for their time, and that’s it. There’s not much game to the game, as it were - and that’s from a game where the gameplay was limited as it was.
Adding multiple accessories to your pets is a very nice addition, albeit expected. Overall, though, the gameplay has been significantly dumbed down and while I understand that kids play it, my generation played Nintendogs as small children and we got by just fine. It’s a very intuitive game, and it’s almost insulting how little Nintendogs + Cats thinks of its audience.
Another nice addition to Nintendogs + Cats, though, is body type for your pets. There’s a few that your pet can be: underfed, skinny, optimal, plump, and overfed. I usually have optimal dogs, but apparently plump and overfed dogs run slower and as such they do poorer in competitions, which is a pretty neat feature to have in-game.
In the short of it, Nintendogs + Cats is fine, but Nintendogs (the original) is Good. I have a lot more nostalgia for Nintendogs which may cloud my opinion, but playing it in 2020 is still fun, and I’m especially happy to play the Agility competition.
For an interactive pet simulator with fun competitions and plenty to do, Nintendogs is the way to go. For a pretty enough game with simplistic gameplay, Nintendogs + Cats is the way to go.
Both games have their perks, but I certainly have a clear favourite. If a Switch edition of Nintendogs ever happened, I’d much prefer the original style with some of the quality of life changes made in the successor. In the end, it’s all up to what you’re looking for in a game - but as someone who’s looking for a fun time, I’m a sucker for the originals.
(Note: I have not played the knock-off Nintendogs for Switch, and would appreciate input on if it’s worth buying or not. Reviews are poor at best, as far as I can tell, though.)
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SwSh Opinions
Actually fuck it I'll make an in depth post on swsh since I'm sick and it is 2:30 am and I can't sleep.
Keep in mind that these are my opinions and I’m not out here to argue with anyone, I just want to share what I think. And there is a lot. Since I wrote this in the middle of the night and edited the next day, I probably forgot some things, but it is long enough as is.
I don’t think I actually went into anything spoiler like.
Things I like
- Characters: I adore the variety in the characters and a lot of them are loveable. Some stick out as ones I don't particularly like, and some are silly, but that variety is good and it isn't so common that it becomes irritating.
And I have reasons to care about characters I initially disliked (like Bede; his development is JUST enough for me to not hate him). Some I still don't care about, and some characters deserve more development, but it isn't bad to the point where I am not happy with it (and I will address this more later).
- Pokemon (Variety): I'll talk about pokemon later on the neutral list, but I do really appreciate just how varied and even wild the pokemon are. Design wise, anyways - I don't know jack about competitive stats and don't care.
- Wild Area: The wild area has the silly mechanic of sudden weather changes depending on the areas, and the pokemon who pop up can be repetitive when you are dex filling. But other than that, I LOVE it. It is huge, and immersive, and I much prefer running around there than on routes.
And the pokemon popping up and approaching? Amazing. Can be annoying sometimes when pokemon you don't care about chase you (looking at Tyrouge and Electrike seriously Leave Me Alone), and hunting water types that hop around is frustrating (but makes sense), but it's still a wonderful addition.
- Exp. Share: I know a lot of people are pissed off it can't be turned off, but as someone who cannot get into old games because of not having it/how long it takes to get it, I appreciate it.
Some people think it makes it too easy, but now that you can box pokemon at p much anytime, you can (mostly) avoid the effect by boxing pokemon. I say mostly cause not all situations work with it, but I don't think it is common enough to say it is bad.
- Improvements of life: To add to my point above, I enjoy things that makes the games easier. I'm not a hardcore gamer. I want to have fun and actually be able to reasonably beat a game. Difficult games aren't bad, but these are for all ages. And it is easier to make things difficult than it is to make them easier if they were made difficult, yknow?
Things like showing the effectiveness of moves is one of those things- which I am glad they kept from SuMo- because I have memory problems. Lots of fans do, or are young, or just can't remember Every Single Type Matchup. I prefer having that than having to google type advantages constantly so I don't get a 1 hit ko on either my pokemon or a pokemon I want to catch.
It isn't quite as hand holdy as SuMo was (love ya rotomdex, but pls give me a break), but it is accessible to a range of players. That is how it feels to me, anyways.
- Side quests: Having little quests that give incentive to explore the region and just give a little spice of life to the region. And they aren't super confusing to do.
- General aesthetic: I love how the region looks. It hits so many aesthetic points for me. It is a pretty game with pretty locations, and the graphics are far better than anything I would have expected for pokemon.
Seriously, I've seen people comparing it to BotW and.... That is not the style Pokemon i or ever has been going for. It's an unfair comparison. Also BotW graphics are :/ in my opinion. Beautiful locations, but I don't like how people look. Pokemon? It looks nice, all fit together well. Feels like POKEMON. Not like other games that people compare it to.
There are some graphics that need fixing, like the berry trees and the whole mess they are when you shake them. But it isn't nearly as bad as people pre release were saying. And the battle locations are fine too. Seriously pre release thoughts were a mess.
- Performance: It runs well. I haven't had issues. Frame rate is fine, very rare drops, graphics work fine. I've only had a crash once, and that's because I was chaining max raids and the vibration was too intense for my machine. I took a break, turned vibration off, and everything was fine.
Note: I know that there have been some issues with glitches and stuff, and those are an issue. I haven't experienced any myself so I can't complain. And I'm not any sort of expert.
- Regional variants: I love regional variants in general. It is just So Good. And there are more than just gen 1 variants in these games! Thank god! Obviously many are still gen 1 but they aren't Exclusively gen 1.
I'll talk about that pandering later.
- Gyms: I love how the gyms works. I love the entry trials. I love the feel of the gyms and the competition, and the cheering and the music!!! It is just a great time!
- Character customization: Not quite as extensive as I was anticipating, but still super expansive and I love it.
Things I am neutral on
- Post game: It isn't that bad, but it isn't super interesting either. And I hate the sword based dude. His hair looks like a dick. Yes this is a genuine complaint. Both his and his brother's designs are... silly, and kinda uncreative, and I don't like it.
But they do pose a challenge, and it gives an interesting look at lore and the concept of people believing their assumed ancestry gives them certain rights and just how far these people will go.
- Pokemon: I think we have a good amount of new pokemon, but overall I am... eh on the designs of some. In my experience, regions have either a good amount of good looking pokemon, or a good amount of bad looking/boring pokemon. Obviously this is purely subjective, but this region has me drawn down the middle. I have pokemon I adore and are new favorites, but also quite a few where I just.... Don't like them at all. I've never been this split on them, so while I appreciate their variety like I noted above, I don't necessarily like all of them (especially the fossils. Their story makes sense, yes, but I can't fucking stand them.)
- Dynamax/Gigantamax: I get it's ties into the story, and I love that tie. And it is the gimmick of this region, which I absolutely am ok with. But in use... yeah, having a large pokemon is fun! But I don't really... Care about it? And I only use it in gym battles where I know the leader is gonna Gigantamax (even though generally I didn't need to), or max raids.
I like it more than Z moves, but it does make me miss Mega Evolution. At least it gives people something fun to design. And some of the gifantamax designs are great (and some are.... Basically dynamax. Pikachu and Eevee especially.) The raid make for good leveling though so I do like that.
- Story: I like pokemon for the stories. I actually don't like the style of the games gameplay wise. Pokemon I can handle and enjoy because it is simple compared to other games in the genre, at least enough so where I can be pretty clueless but still have fun and drive to play/grind somewhat. Bur ultimately for me, I enjoy pokemon for the story and characters.
Story... is lacking in this game. I love what we get! It is super interesting! But it is so much on the back burner compared to other games in order to focus on the gyms that it feels... I dunno. I miss a larger, more involved story. The focus on specific characters like Hop do still give me something to focus on, at least.
But the story could have been improved overall had it not been shoved to the side so much. A different, less involved story could have worked better, or something that involved the league and gym leaders more since the gyms were the focus.
Or find a way to involve the player more! It really comes down to the goal of the game, which was the improvements for competitive play. As a non competitive player, this isn't anything I care about or want. But some do, and with that being the focus, I understand the story being a bit lackluster compared to previous games.
Doesn't mean I have to like it, though :P
- Dexit: I don't... care about dexit. Having to play only with the pokemon from the gen isn't bad, and you can still use some. Yeah, a lot of pokemon I like are missing, but that gave me incentive to use pokemon from this gen. I think people making a huge fit over it also made me just Not Care. I'll miss my old pokemon, but maybe I cam actually complete the dex for this gen.
Things I dislike
- The trading system/y link: The fact you have to have nintendo online for this is awful. It is alienating to all those players who can't afford the subscription. All you should need is an internet connection just like the other games. It's a cash grab and I hate it.
The trading system is also irritating to use in general. I know the gts was not the best, but being able to search was nice. And one on one trading was so much easier. Using these codes is problematic because people you don't know can use the same code and you might not know! It fucks up trades! It sucks. It just sucks.
- Gen 1 pandering: Leon's key pokemon is a Charizard. Charizard got a gigantamax pokemon. Most gigantamax not from Galar are gen 1. Most regional variants are gen 1. I Do Not Fucking Care About Gen 1. Meowth has both an alolan AND galarian form AND gigantamax! It's annoying! Give the other regions some light. Please. I am so, so fucking tired of pandering to gen 1. The pandering makes me hate the gen, not want to go back to it.
- Version exclusive gym leaders: This one doesn't irritate me like the other things, I just think it is dumb. Especially since they didn't change the towns to make sense for the exclusive leaders.
- Cost: I am not made of money and I really do believe it should have been the normal $40. But it is a main series game with a lot and switch games seem to generally run at that $60 mark - main ones anyways - so I'm not surprised. Just disappointed.
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Copying the OP tags because they're worth it:
#simon says#i watched the Last Unicorn again recently and it fucking slaps#and I noticed a huge part of why it slapped is because it doesn't explain shit#same with a lot of other fantasy things from the 70's and 80's I've noticed#and even older stories all the way back to fairy tales and fables#they just tell you something and move on#and it works!#a lot of the time it feels far too hand-holdy or immersion breaking for the characters to stop and explain something for the audience#like these characters would not take the time to explain the aspects of their world in detail to other people who live in this world#this is clearly for the audience only and so that they can feel more satisfied with an answer#but it fucking sucks!!#it is bad writing!!#to presume your audience has no suspension of disbelief so you stop everything to explain how the world works for them alone is bad!#it makes the story feel awkward because it feels out of character for the people of the world to talk like that and it feels insulting tbh#like you really think the audience's ability to pick up details of the world from dialog and onscreen (or page) information is that poor??#and to some extent it is#lord knows we are having a serious media literacy and general literacy issue in the United States#but it's honestly just bad writing and it bugs me so much. my number 1 pet peeve in fantasy is overexplaining especially when it doesn't fit#like just fucking tell me that there's a magical world on the other side of this wall in a village and move on#i can just accept this fact#imagine if the Dark Crystal took the time to explain every aspect of the world#that movie is already jam packed with random story and world bits that you just have to accept and move on from#now imagine if they took a solid 2 minutes to explain what the fuck Fizzgig is.#i think leaving it at 'he's a friendly monster and Kira's friend!' is the perfect place to leave it at#we do not need a full explanation on Fizzgig's species and behavior and why he's friendly unlike other monsters#he's a friendly monster and he's Kira's friend! that's all we need to know! we got a dark crystal to put back together!!!
I think that the 2010's media landscape of Buzzfeed articles about plotholes in disney movies, Cinemasins critiques, and Watchmojo Top Ten scenes in movies that make no sense has truely ruined a lot of media. People are afraid that their work will be torn down if they dare leave a single thing up in the air, if they dare ask their audience to suspend their disbelief.
All too often nowadays I see stories (especially fantasy), take the time to explain how every small aspect of the world works and how it all logically makes sense. The constant time stopped to explain why an event happened, how this object works, or why this is important to the characters. It's just really not needed and it honestly makes a lot of stories worse.
I am of the opinion that the best stories truly just drop you into their world and explain nothing. They just take you through the story of this world and you just have to accept it and continue on. "When he became king, the land became barren." I don't want the story to stop and explain why this is, or how it happened, I want us to move on so we can just assume that the king has such rancid vibes that everything died.
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