#and it adds super interesting context
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justbrowsinv · 6 months ago
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goldencuffs · 5 months ago
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I am team "do what feels best for you and take your time" but would you per chance be able to grace us with a snippet of the next amw chapter? 👉👈 I am. yearning
thank you so much for your patience!!! it means everything to me 🥹❤️
tbh i was going over everything and there really isnt an amazing snippet i can give that isnt part of a major scene/makes sense without context but i guess here’s a little something:
“You need to always wear suits.”
I used to, Damen almost says. In another life, this suit was his uniform. He never imagined that the next time he would bring it out of his closet would be to fuck his son’s boyfriend while wearing it.
Laurent cups his cheek, thumb trailing over the stubble there. He leans forward to kiss him once.
“I like how you take care of me,” Laurent says. “I—the telling me what to wear, and eat, and when to drink water.” Laurent flushes, looking young and bright. “Is that weird?”
Damen’s chest settles. “No,” he says. “It’s not weird. I like it too.”
and this too:
“Can I ask you something?”
Damen hesitates and then finds himself nodding anyway.
“Jokaste… is she J? The person in all your dedications?”
It takes everything in Damen to admit it. “Yes.”
Laurent’s mouth turns. His eyes well up again. “Oh. I guess I was never going to be able to compete with that.”
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tyriongirl · 1 year ago
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aegon ii & criston cole / on fathers and sons
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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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felassan · 1 month ago
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Dragon Age Day 2024 – Developer Reddit AMA (Q&A session) – compilation post
Introduction: “Happy Dragon Age Day! John Epler and Corinne Busche are here to answer your questions for the next ~2 hours. Looking forward to chatting with everyone. We won't be able to get to all questions, but hoping to get to a good mix!”
I gathered the questions and answers from the AMA together in this post, as the AMA has now concluded. The rest of this post is under a cut due to spoilers and length.
Q: "If you could’ve developed DLC, what — and/or where — would you have wanted to explore? Would it have been a new locale with a complementary, self-contained story or something that adds to the main plot and teases the future?"
Corinne Busche: "On the gameplay side, I had a thought about adding a new class option, which is directly related to the environments and story. I've always wanted to revisit the Bard, and I've long felt in the context of Veilguard the best way to handle player-controlled blood magic would have been to build a unique 'Blood Mage' class for it."
Q: "Can we look forward to more lore-supplementary material, for example World of Thedas vol.3?"
John Epler: "With all of the lore reveals in DATV, another World of Thedas is something we'd absolutely love to do. That said, they're complex beasts and require a lot of work from a lot of people, so I can't really promise anything, but it's something we're interested in, at least."
Q: "1. How exactly did Solas's blood magic manipulation of Rook work? Did he only alter Rook's perception to make them think that Varric was still around, or did the blood magic actively prevent Rook from reacting to Varric in a way that would have given up the ruse to the other characters? 2. What is the state of Southern Thedas after the events of DAV?"
John: "Solas' magic caused Rook to see Varric when he wasn't there. Originally, of course, Solas wanted Varric to keep Rook more off-balance - but the thing about the Fade is that things don't always work the way you expect or want them to. As for the state of Southern Thedas - it's been pretty radically altered. The balance of power has shifted, but even those who rode out the storm of the Gods' blight better than others are still reluctant to start anything as the whole place is in rough shape."
Q: "When looking back on DAV, is there any part you wish that you could have spent more time on?"
John: "For me, it's about the Antaam and their split from the rest of the Qunari. There are elements of that story in both the Crows content and in Taash's personal quest, but in a dream world, having the Ben Hassrath as an additional faction (albeit, one you don't know if you can trust) would've been nice."
Corinne: "And for myself, I certainly share some of the desires the community has. Going deeper on romances, and more choices to import. I love our choices and consequences in the game already and maybe we could've added a few more on the scale of the Minrathous/Treviso choice, that significantly alter the remainder of the game. I think we learned how to make that work within our gameflow and content structure, so I look forward to being able to lean in on these beats more heavily. That said, no artist or creator is ever going to be completely content with their work, and even so when I take a step back and look at the game as a whole, I'm extremely proud of what were able to accomplish."
Q: "Can we get confirmation on what happened to the other Evanuris? Will we get any more lore? Shame we didn't hear a whole lot about them besides essentially being behind the previous Blights."
John: "We haven't been SUPER specific about this, but at best the other Evanuris are a shadow of their former selves, and at worst they're dead. The death of their Archdemons, particularly when they were still trapped in the Fade, caused enough magical feedback that it broke their minds and bodies. A couple may have survived as shells, but they aren't in the same state as Ghilan'nain and Elgar'nan."
Q: "Will we get at least anything post launch that via free updates that further expands some story elements? Will rook continue to be the main protagonist going further??"
Corinne: "We've been continuing to improve upon the game post-launch through various bug fixes, balance updates, and quality-of-life improvements. Notably new character creator options and armors for DA Day and N7 Day, and some cool features like Photo Mode filters. Beyond this focus however, we largely view this story as complete and are not planning for further story content. Whether Rook will return in the future, well it's just too early to say :)"
Q: "The marketing for the game claimed that choices not imported from prior games wouldn't be overridden. However, certain dialogue from characters like Harding seemed to establish certain canon events from previous games that were not locked in. Is the intention that a hard canon is being established from DATV forward?"
John: "Ultimately, there's still no intention for there to be a hard canon going forward. These games have been going on for 15 years, though, and with all of the previous games to remember, as well as developing this one, there are absolutely places where we unintentionally suggested there was a hard canon (the one I've seen specifically is that Isabela is always assumed to have joined Hawke's party). I'd say those are oversights and not part of a deliberate strategy. While there are definitely some smaller decisions we will likely never revisit, I want to keep those other choices alive and relevant in the future, and with the state of Thedas the way it is at the end of DATV, I don't really think there's a way forward that DOESN'T involve bringing some of those bigger choices back to the forefront."
Q: "Was there anything at risk of being cut from the game that you fought tooth and nail to keep in?"
Corinne: "Oh, absolutely. There are always those things in game dev that are at risk due to scope and deadlines. There were 3 big ones that immeadiately come to mind: The Transmog feature, the Lords of Fortune Hall of Valor, and Haunts questline. I'll throw in Photo Mode as well, but that was one that we always knew we'd like to do, and had to dig deep to find the time and resources for it."
Q: "Is it set in stone that we will not be getting DLC?"
Corinne: "Correct, our focus was to tell a complete story with the release of Veilguard. Beyond the quality of life improvements and a couple new armor sets we're doing to support the game, we won't have any new story or gameplay content coming to the game."
Q: "Are there any plans to try and increase character saves on console to more than 3?"
Corinne: "This is something we've investigated, but because this touches our save file architecture there are no plans at this time to increase the limit."
Q: "Are you planning to make another Dragon Age after this one ?"
Corinne: "There are so many more stories yet to be told, and threats to defend against, within Thedas, but that's all we can say for now as we don't have anything new to announce."
Q: "With the polarizing nature of this iteration of Dragon Age, how did the media attention affect the team as a whole and the morale leading into and post launch?"
Corinne: "This is a tough one to answer, because it's so personal and specific to each member of the team. So let me say this, we've seen that with each Dragon Age release there has been a passionate, and sometimes polarized, response. When you consider how invested the players are, the nature of reinvention in the franchise, and the commitment to inclusivity, it makes a lot of sense to see the broad array of reactions. What I can say is that the team is really proud of what they have built, and the positive critical reception it's received. Within the team, we've been sharing all of the wonderful letters, fan art, and anecdotes from the players, and listening closely to the constructive criticism. That's really where we focus our attention."
Q: "Could you comment on current logic of Lucanis romance? Him leaving PC because of a certain choice does not make sense, because right after that he picks up the romance arc with Neve, who did exactly same choice. Was it intentional, or are we dealing with a broken plot flag or oversight?"
Corinne: "Lucanis is a deeply passionate individual, and rightly or wrongly, can't overlook that it was Rook's decision as the leader of the Veilguard to support Minrathous, when so many lives were bound to be lost in Treviso. It hasn't dimmed his passions, which is why he ultimately still pursues Neve, but it does come at the cost of the fledgling romance with Rook. As with all people, Lucanis is complex in the way he internalizes his experiences, and this is one he couldn't look past."
Q: "Are there any comics or books planned that are set after the events of DAV?"
John: "Ancilliary media is always tricky but personally I'd love to do more in that space. I think the ending of DATV leaves the world pretty well open to a number of different stories and exploring how the dynamics of Thedas have changed after the events of DATV is, IMO, a really fun path to go down."
Q: "Can we see Sandal in the future Game/DLC?"
Corinne: "That's an interesting possibility to explore. Especially given what we've learned in Harding's quest line and the awakening of her powers through her connection to the Titans. It's a really fascinating side of lore, but like we've mentioned already we don't have any new story content coming to the game or anything further to announce."
Q: "I want to give a shout out to John, Corinne, and Trick in particular. What a great group of people who clearly love this series! Would love to know about their canon Rooks/romances and their playthroughs" 
Corinne: "At this point I've done so many playthroughs it's difficult to keep them all straight! If there was one that I'd say is my "canon" however, I'd say it would be my Shadow Dragon Qunari Rogue, named 'Rin'. She was a Veil Ranger who was always a bit quick on the draw, chose to save Minrathous, selected Maevaris for Archon, and romanced her one true love: Taash! Ultimately Rin and Taash agreed that Taash should honor their life as a Rivani, before we defeated the gods, redeemed Solas, and sent him off into the fade to be with his own true love: The Inquisitor. <3"
John: "Qunari mage Rook who's romancing Harding. He's the handsomest Qunari in Thedas, and that's a burden he bears every day. I'd also just add that while I appreciate the kind words, a game like this couldn't come together without a tremendous number of people, far more than are active on social media. So shout out to the whole team for the hard work they've done."
Q: "Can we hope to see something related to Awakened Darkspawn in the future that the franchise has? (As in prequels or new instalments.)"
Corinne: "Difficult to say. I've always been a fan of the rare cases of Awakened Darkspawn, but if they were to turn up, it would need to be because they were right for the story."
Q: "My question is - what are your plans for upcoming patches? Do you expect that they'll mainly be bug fixes, or is there a possibility that there could be content patches? And if so, any chance for more interaction between Rook and the companions, since that's top of many of our wishlists for the game right now? (Lucanis in particular for me :) but every one of us has their own favorites!)"
Corinne: "I'm so glad you enjoyed it!! I believe we've responded to another question about the post launch plans, but let me include some of that information here as well. We're currently focused on various bug fixes, balance updates, and quality-of-life improvements. Notably new character creator options and armors for DA Day and N7 Day, and some cool features like Photo Mode filters. Beyond this focus however, we largely view this story as complete and are not planning for further story content."
Q: "Where does Andraste and the Maker fit into the world of Thedas given all that was revealed during Trespasser and Veilguard. We obviously know the whole story about the Evanuris and their role in shaping the world as it is, the Black City, the Blight, etc. Is The Maker just a human mythology that sprang up to explain this? Does The Maker still exist?"
John: "That's a weighty question. I do think there are some questions we should never (and likely will never) answer completely - I think the moment you reveal everything there is to know about a fantasy universe, you start to lose some of the mystery that brought people into it in the first place."
Q: "Are you going to add new armor or skins as you added the Mass Effect one?"
Corinne: "We actually just dropped the new Hawke-inspired armor, face paint, and body paint, as of today in celebration of Dragon Age Day!! Really hope you enjoy! I know for me personally, it's going to be my go-to transmog armor from now on."
Q: "What features/storylines were left on the cutting room floor? Followup if you're feeling generous: How was the development of Veilguard viewed internally, and was the majority of the studio satisfied with the time given to develop the game?"
Corinne: "Tightening up content and making cuts is a tough but typical part of game development. A few of the biggest cuts we had to make were trimming down the Faction story arcs, and letting go of a few explorable spaces. There were also a few areas, like blighted Weisshaupt that we could've returned to and explore. In both cases however, I believe we rightly opted to let go of these quests and areas in favor of increased focus on the quality of the existing Faction quests and exploration areas and shipping a high quality performing experience."
Q: "After reading the Dragon Age: The Veilguard book I noticed the jurassic tortoises didn't make the cut into the game, they were also teased in the initial teaser trailer from a few years ago. Any particular reason they were cut?"
John: "It's less about them getting cut and more that they just never moved far enough ahead to be a part of the game with full animation sets (combat, locomotion, etc)"
Q: "Is there any hope that you'll be announcing official mod tools, or a toolset like Dragon Age: Origins?"
Corinne: "No, we don't have any plans for official mod support."
Q: "My question is >! where does Solas/where do Solas and the Inquisitor go off to at the end if he’s redeemed? Back into the prison he made or just the fade in general?"
John: "We're leaving that ambiguous on purpose, but given that the Fade is shaped by dreams and thoughts, I think it's fair to say that the section of the Fade that Solas and the Inquisitor end up in is a lot nicer than the Fade that Solas gets trapped in with the other two endings."
Q: "How do you think Veilguard sets up the future of the franchise? Where would you like to take it from here?"
Corinne: "I'm sure it won't surprise you when I say we riff on this topic a lot! What really captures my imagination now that we've resolved some of the mysteries pertaining to the blight and the Elven gods, is exploring the aftermath of this crisis in a deeply destabilized Thedas. As you can imagine, given a blight of this magnitude, and the revelations of the Elven gods, it's going to have long lasting geo-political implications, and there will be those eager to take advantage of the situation. Not to mention, there is so much yet to explore in the nature of the the Dwarves and Qunari, and their relationship to the Titans and Dragons respectively."
John: "To riff on what Corinne is saying - I think, for myself, I'd love to look at taking it down from 'end of the world' to 'the world is changing, how do you adapt and react'. The balance of power has changed, and the Sword of Damocles that is the Evanuris and the Blight is no longer hanging over the world. What does that look like? Who's on top now? And with all the revelations brought up in DATV, what does that look like for the Dwarves, or the Qunari?"
Q: "1) I've seen people that they believe Andraste was a vessel for Mythal because of a comment Morrigan makes about a previous vessel falling in love with an Almarri Chieftain. Is this the case or was she talking about Flemeth? 2. About the Executors, is their manipulation more on the level of leaking information to select people to guide events, or is it more along the lines of "Loghain suspects that Cailan wants to ally with Orlais, let's stoke his hatred by having him see/hear events that remind him of what they did." 3. Lastly, are there any plans to let us visit Kal Sharok proper in any future games? It was great getting a small glimpse of the Dwarves from there and see an outpost but would love to see the actual city!"
John: "I think I'm going to have to keep the first question a mystery for everyone. :) For the second, it varies. The Executors are very mysterious and, more importantly, incredibly risk averse. They attempt to manipulate events in the most subtle way they can manage. Sometimes that means leaving a particularly inflammatory document on the right desk. Sometimes it means stoking existing fears and doubts. Not everything they try is successful, in part because of how unwilling they are to put themselves at risk. For Loghain, it would have been incredibly subtle. He's smart, strong willed and, in his own way, loyal to Ferelden to a fault. For others, it would've been different. I'd love to do more with Kal Sharok as there are some interesting stories still to tell that involve them, but we don't have anything to announce as it relates to future games."
Q: "If you could make one of the faction leaders a party member in the next game, who would you choose?"
Corinne: "For me, it would absolutely be Evka and Antoine (you have to bring them as a couple, right???). They've come to have place in my heart, and I would love to know what the future of the Wardens looks like. That said, a couple of runners up: Maevaris Tilani, and a reprised companion role for Isabela, would make me very excited!"
Q: "Did you expect so many players to be so thirsty over Emmrich? He is the best player in the game for me, thank you for his lovely presence."
Corinne: "I mean, we definitely had our suspicions. Within the dev team, we are also fans of the game, and what we found was that some of us were very drawn to, and quite vocal about, our resident necromancer. There's something so endearing about his gentle demeanor and that juxtaposition of necromancy as a force for good and reverence, that makes him really compelling."
Q: "I wanted to start out by saying I love this game, but one of my major questions is: What happened with the Lords of Fortune? They have significantly less content and reactivity than the other factions with Rook not even commenting on things that they would already know like Isabela explaining what "Pulling a Barv" is. Similarly, the Lords don't have a theme for the Lighthouse OR colorways or even a real faction quest line like the others have. Were they intended to be a different faction (a qunari/tal vashoth one maybe) and it got swapped late? Where they just added late when time/budget was already running low? Was it determined that fewer players would pick that faction so less resources were allocated? I feel like there's a reason as to why since the difference between playing as a Lord and playing as any other faction feels really extreme."
Corinne: "We always knew that some of the factions needed to have a larger presence in the overall story than others, so when we approached our content planning, we took that into account. They are inherently assymetrical. That said, I think there is a lot of interesting material to now work with in regards to the Lords of Fortune and the Rivain Coast if that's right for another story."
Q: "What was the motivation behind writing the Inquisitior's missives and the ultimate fate of southern Thedas? Is that an area you are likely to revisit in future games? T his question is the result of a lot of discussion that's been had in the fandom as of late and one to which there's no definite answer, but I'm curious: as developers and writers, what features and qualities do you believe make up Dragon Age's core identity?"
Corinne: "Around the time we approached Alpha, we realized that this blight, and the impact of the gods on all of Thedas was so much bigger than what the player would see in the north. We felt this was a natural opportunity to have the Inquisitor serve as that connection to the events happening in the South, to show that the entirety of Thedas was impacted, and the Inquisitor was not one to stand idly by. Sometimes I daydream about exploring the parallel adventures of the Inquisitor in the south while these events are unfolding in the north. That could be a really fascinating tale and perspective. Regarding Dragon Age's core identity. Well, that's a big question and one that will mean different things to different people. I can tell you that internally we've always stood-by the mantra that 'Dragon Age is an experience about people'. That is to say, the setting serves as an opportunity to really explore the depths and motivations of characters during times of crisis, joy, and companionship. Another that I reflect on frequently is how Dragon Age has become a franchise where each game has been different in its approach, and while it can make these titles challenging to develop, it also creates an opportunity to keep the franchise fresh."
Q: "What was the reasoning behind only making Dock Town an explorable area in Minrathous, rather than a combination of areas of the city, such as where the upper class lives?" [I think this comment was edited at some point after posting hence some of the answer below seeming unrelated]
John: "Given the state of Thedas at the end of DATV, Minrathous has become the diplomatic hub for the entire continent. While we could, to some degree, avoid references to the Divine and Ferelden's leader by virtue of this game taking place in Northern Thedas, I don't think that would be possible (or satisfying) going forward. There will, as always, be some choices that we won't reference, but others are, I think, going to be required to tell a coherent story in the future. Focus, more than anything. We originally had a few areas in Minrathous but rather than spread our resources thinly across multiple areas, we chose to focus on Dock Town and make sure it felt coherent and cohesive, as well as doing our best to stamp out any bugs we found. If we ever revisit Minrathous (which I'd love to do), I think we'd spend more time in the other districts. Both Harding and Davrin have specific, non-quantum reasons for being willing to sacrifice everything to stop the gods. For Davrin, he saw Weisshaupt fall - and he had his own opportunity to heroically sacrifice himself taken away. For Harding, she's been on this quest for nearly a decade, and she saw Varric, her friend and mentor, fall. Neve/Lucanis could have worked in either slot but that multiplies the complexity even further - and Neve already was earmarked for the wards."
Q: "During development, did you plan for a cameo of any companion from previous games that ultimately got scrapped? If so, may I ask who? And on this topic, has an appearance of the Hero of Ferelden on the table at any point? Is there a reason they haven't appeared since Origins?"
Corinne: "Thank you so much for the kind words! Glad you enjoyed! While not a companion, for a long while Charter had a role in the game. Ultimately we felt this wasn't the best fit and decided to move away from her appearance. In some cases, the opposite was true, where we added former Companions. Bringing back Isabela was a relatively late call, but we did feel we had the right role for her to fill within the Lords of Fortune. I often think about the role the Hero of Ferelden might play. It's a challenging one due to the choices the player may have made, not to mention how we handle giving them a voice that matches player expectation given they were a silent protaganist. But I do think there is something there, and I would like to explore it, if we can find the right story to tell."
Q: "If an elf were to, say, exist in the Fade for an extended period of time, would they regain the elven magic (if not already a mage) and immortality? 👀 And if, hypothetically, they one day returned to the physical realm, would those qualities persist? (Tried to be as unspoil-y as possible!)"
John: "I think, at this point, no one really knows what's going to happen to an elf who spends an extended time in the Fade. In part because the Elves of today and the Elves of Solas' past are not really the same at all. But also, the Fade has changed since Solas was a spirit. So while he may have theories, he can't say anything for certain."
Q: "Throughout the game there are many hints at a new storyline involving the past of the Qun, The Devouring Storm, and the involvement of The Executors. In what capacity can we expect this new narrative thread to be explored (novels, comics, next game)?"
John: "I think that if these story elements aren't at the core of any new material, they're at the very least going to exist on the periphery. The story of the Evanuris is done - the gods are dead (or imprisoned) and Thedas is in a state of flux and uncertainty. I imagine that whatever happens next is going to be a surprise to everyone, including the people of Thedas."
Q: "I was wondering what happened to the forgotten one and why was he scared of the eye does that mean something or is it just him say that he is scared of going back into the fade"
John: "When Anaris is defeated, he's sent back to the Void. What's there isn't something anyone really knows, but if you read the other Codex entries scattered around Arlathan, it's clear that Anaris has touched something far darker and more dangerous than he expected, and now it has his scent, so to speak."
Q: "Compared to previous installments, Dragon Age: The Veilguard makes an effort to de-centralize the moral complexities of Thedas (i.e. the softening of the Antivan Crows, the lack of slavery seen in Tevinter, etc), instead focusing on choices based on character arcs instead of politics and/or morals. Is this shift an intentional one? If so, should we expect these kinds of character choices to be the new standard for Dragon Age games?"
John: "What worked for DATV isn't necessarily what's going to work for the future. Particularly with Thedas left in the state it's in - the balance of power has shifted dramatically. The South is suffering and the North isn't doing much better. Even those who may have forgotten past prejudices and put aside their differences in the name of stopping the gods are now being faced with a very different world than when they began this fight."
Q: "What other player choices from Inquisition and/or Origins & DA2 would you have liked to have implemented if you had more time and resources? Also, what characters would you have wanted to bring back?"
John: "Well of Sorrows. I think that's the biggest one - and we had some ideas for what we wanted to do with it. Unfortunately, making games is rarely a straight line endeavour, and some of the challenges we ran into required us to scrap that choice. I'd have liked to do more with the Divine as well, though with how little we touched on Andrasteism in this game I think it would've been a bigger challenge than expected. I think Fenris is the easy answer, but it's also the real one. Given his history, his relationship with Dorian and Mae could've been fun to explore, particularly depending on how you left him in DA2. That said, the challenge always does come down to 'quantum' - if a character could be dead, you can't make them load bearing, so they end up relegated to a cameo."
Q: "Is there a canon reason (maybe in some supplemental stories) that explains what happened to Fen'Harel's agents? Are some of the Dalish clans still working for Solas? What are the Arishok and the rest of the Qunari doing while the Antaam are conquering parts of Thedas? Does their absence in veilguard imply that they secretly approve of their actions or are planning on using them to their benefit? The faction of crows we interact with is very heroic and often puts aside their role as assassins in order to protect Treviso's citizens. Does their altruism create fiction between them and the other factions, who might see them as weaker or idealistic? What are some of the other factions like?"
John: "Solas' experience leading the rebellion against the Evanuris turned him against the idea of being a leader. You see it in the memories - the entire experience of being in charge ate at him and, ultimately, convinced him he needed to do this on his own. And his own motivations were very different from the motivations of those who wanted to follow him - he had no real regard for their lives or their goals. So at some point between Trespasser and DATV, he severed that connection with his 'followers' and went back to being a lone wolf. There are Dalish clans who are sympathetic to his goals, but even there, there's an understanding that he's too dangerous to have a more formal connection with, and that he will, ultimately, sacrifice them to his own ends if necessary. The Antaam no longer recognize the authority of the Arishok. Part of why they've split into warring factions of warlords is that they felt his adherence to the Qun (which he still adheres to, even now) was holding them back, so they organized what I'd describe as less of a coup and more of a 'choosing to ignore his orders' and launched their own attack on the mainland. Absolutely. I don't recall if this exchange made it into the final game, so apologies if not, but it's very clear that the faction of Crows you interact with is the 'idealists' of the bunch. The rest of the Crows, on the other hand, are far more pragmatic and willing to work with whoever emerges on top of the pile. Illario's far more representative of the average Antivan Crow than either Teia or Viago, and it's only Caterina that kept him in check this long."
Q: "What led to the player Quanari appearance compared to the Antaam, who look like Quanari from the previous game. Was it an armor modeling issue or just a design choice?"
Corinne: "To be honest, it's both. First let me say that when you have a character creator with the breadth of sliders and options for both head and body, that does create some constraints that you need to work within. We felt this was ultimately a good trade-off for the player, to ensure they could get the full range of face and body sliders that the other lineages were afforded. Also, we viewed the player-created Qunari as a continuation of the style of player-created Qunari in Dragon Age: Inquisition, which in both games, differ from some of the other forms of Qunari we've seen."
Q: "Having reviewed some of the game files, I'm curious about what the "dreamer" mechanics would've looked like? Would there have been dreamers on every map? Would it have just been a dialogue or would we have been able to see/experience the memories/dreams the dreamers are stuck in?"
Corinne: "We explored the idea of Dreamers at several points in developement. I believe the instance you're referring to was a mechanic in which you could encouter a Dreamer in the world, and then also encounter their corresponding consiousness in the Crossroads. We would have used this as a way to encourage a "back-and-forth" set of optional quests and mysteries to encourage exploration and discovery. Ultimately we abandoned the concept because mechanically the Crossroads Gates and corresponding Champions were providing a similar experience in driving the player from the Crossroads, out into the world, and then back to the Crossroads again."
Q: "The hair physics in the game are incredible. When did the studio commit to improving the hair options/physics, and was there any conversation/debate over that? Bad hair has been a staple of the franchise, so this was a delightful change to see."
Corinne: "Thank you so much! We heard the fans loud and clear, when it comes to character customization, that we needed to step up our hair game. This tech was something our engineers, character artists, and technical animators were all deeply passionate about (as you can tell!). So all of that combined it was a relatively early decision to invest in."
Q: "Some of the companions’ questlines left me craving more lore! For example, how did Valta end up as the Oracle and how does her gift differ from Harding’s? How did Zara manage to get Lucanis possessed as a rogue? Are there any other Forgotten Ones like Anaris actively trying to make their way back to the world? In short, might these questions be answered in the next Dragon Age game or additional media, or are they purposefully left open?"
Corinne: "I'm so glad these stories have their hooks in you! We have to leave some threads to tug on for future stories. ;-)"
Q: "(Spoilery question) Do elves or dwarves exist beyond Thedas?"
John: "That's a great question - and it's actually one that Bellara herself asks. I think 'what lies beyond the sea' is one of the most interesting spaces to explore in Dragon Age and whether the same people exist there is something that... well, I have some ideas, but I don't want to get into spoilers."
Q: "What happened to red lyrium? It feels like it was all but forgotten after DAI, even though it is blighted lyrium, and it felt like it would have made perfect sense to dig into its lore and workings a bit more since Ghilan'nain is the mother of the blight, and now knowing what the ancient elves did to the titans for lyrium.Red lyrium caused a lot of grief over the games that feels is just up in the air now, I'm curious if it was written out for the sake of a different narrative. Sortof connected to my previous question, if red lyrium is now not so significant in the lore/missing from it, why did the two gods need a specifically red lyrium dagger after losing Solas' purified red lyrium idol one? How does one purify something/someone of the blight itself?"
John: "Red lyrium is still present in DATV - it's how Ghilan'nain and Elgar'nan are able to craft their dagger, after all, and it ties directly into Harding's personal quest - but at a certain point it felt like it wasn't serving much of a purpose 'out in the world', so to speak, that the Blight wasn't already serving. It made a lot more sense in DAI, where you had the Red Templars who were directly using it to gain power, but without them in the picture, we chose to lighten the emphasis on it for DATV. Particularly in a game where the connection and threat of the Blight is so much more immediate, with the gods out in the world."
Q: "How did you get the hair physics to do all that?"
John: "A lot of tremendous work from character art, programming, tech art and tech animation. I'm sure I'm missing some groups but, yeah, the hair really is incredible. I've been on DA since DAO and I recall the (fair) critiques we got of our hair post-DAI. It was incredible to see it come together."
Q: "Where does Emmrich sleep? He’s the only one without a bed in his room lol"
John: "He sleeps standing up, like a horse."
Q: "which of the three/four endings do you find the most thematically satisfying? in regard to solas and/or rook (because i’m not sure the answer is the same for both!) & why isn’t rook invited to the book club?? sorry this is my villain origin story, why is my beloved emmrich enabling this social ostracism. does rook canonically hate to read?"
Corinne: "As a Solavellan, I personally love the Redeem ending with the Inquisitor/Solas romance variant. I cried my eyes out at the end of Trespasser, and now that they can finally be together to know the joys of their love makes me so happy."
John: "I'm a big fan of Outsmart, largely because I think there's something deeply satisfying in outsmarting someone who is very confident about their cleverness and spends a lot of the game reminding you of it. That said, I will admit that the Solavellan ending is deeply moving, even for someone who, at one point, wanted to fight Solas like a Yakuza boss. As for why Rook's not invited - it's entirely an attempt to avoid forcing roleplay on a character that may not fit your idea of Rook. Some people's Rooks may not have the connection to the team that would let the book club make complete sense. That said, I totally get why people wish their Rook could be involved."
Q: "TLDR: ll some classes be buffed? Iirc in an interview corinne (i think? I dont remember where or who), said shield toss got nerfed cuz it was waaaay too strong. Having playing the game now with pretty much all classes, will there be some balancing changes? I definetely dont want shield toss to be nerfed again, i love it soooo much, but its definetely waaaaaay above everything else i managed to build so far."
Corinne: "We're definitely monitoring class balance, and have generally taken the stance of "buff not nerf". That said, we're finding pretty good viability for all of the specializations, with the right supporting skills, gear, and companion builds. So in terms of priority that's lead us to largely focus on addressing properties on skills and gear that were not functioning as intended. I don't want to dismiss your feedback here though - I'll take a moment to dig deeper into our Veil Ranger data and see how those builds are comparing specifically. Glad you're enjoying the shield toss builds. That playstyle was definitely one that we were very excited about supporting!"
Q: "Why did Assan have to die with Davrin in the Ghilan'nain choice?"
Corinne: "Turlum is a powerful bond. There was simply no way Assan would have given up on Davrin so easily. Hope is a powerful force when it comes to the people you love, and sometimes we risk everything for it."
Q: "Something that has me confused. When Bellara/Neve are blighted but help use the blight to stop Elgarnan and at the end when all the blight in the area died and they were cured of the blight. How did they get cured? Is the blight itself now curable? Also, how did Solas manage to cure the red lyrium idol of the blight so he could have it back to it being the normal lyroum dagger?"
John: "When Solas bound himself (or, depending on your ending, was forcibly bound) to the Veil, it severed the connection that the Blight had to the waking world. The reality is that the Veil has been leaking ever since the Magisters first entered the Black City, and the dreams of the Titans gave it its terrible and awesome power. Now that the Veil is fully repaired, the Blight lacks that motive force, and being so close to the epicenter of that change has stripped the Blight in Minrathous of its vitality. It's calcified now - dead - and Bellara/Neve no longer suffer its effects. If they'd been anywhere else, further from that epicenter, it would've likely been different and they still would be looking for a cure. But without that power behind it, it's less dangerous and deadly than it's ever been before. So while it isn't generally 'curable', it's less of a short-term death sentence than it has been previously. As for how Solas cleansed the idol - another ritual. This one was much smaller scale, but a lot more dangerous."
Q: "What lead you to the decision to step away from active conversations with the companions as in previous Bioware games, where you can initiate them at any moment and ask exhaustive questions?"
John: "For us, because of tech limitations, it became a choice between exhaustive investigate conversations, or letting the companions move more freely around the Lighthouse. With the kind of experience we were going for, one where seeing the team grow around you is paramount, we felt that seeing them interact in common spaces (and in each other's rooms) made more sense."
Q: "I have just one very important question: what are your thoughts on Solas and Rook as a pairing? Their chemistry and interactions were a highlight in the game for me personally and I need to be able to sass and then kiss that egghead."
Corinne: "Oh gosh, you and me both! I'm not sure any of us could have anticipated how notable that chemistry turned out. And what excites me is how this relationship is something that could be developed even further."
Q: "I was wondering if it would be possible to see Cassandra in Nevarra interacting with Emmerich or Zevran in Antiva interacting with Lucanis? I understand that there a danger of turning any game into a cameo fest that would only appeal to old school fans but I did miss them. Especially as we had Isabella and Dorian in Rivain and Tevinter. To make the question a little more general what are the chances of seeing pre veilguard companions in any future iteration of dragonage?"
John: "I think the joy of the kind of 'fresh start' that the end of The Veilguard gives us is that, if we do make another game, we're no longer spending so much of the early game not only onboarding players into a new story, but also onboarding some of them (namely, those who didn't play DAI or don't remember it) into the story that leads up to this story. And part of what that allows you is more opportunity for returning characters who are meaningful, because their past is less likely to be narratively load bearing to the story. People who recognize them will have a moment of recollection, and people who don't won't be any more confused by the experience."
Q: "How did Jowin achieve the rank of First Warden? Was he ever deserving of the kind of respect Davrin seemed to have for him?"
John: "By the time you meet Jowin in DATV, he's become a political creature more than anything else. Which makes sense - after what happened to the Order in Origins, I think there was an internal realization that they had to spend more time making nice with the leaders of the various countries so no one would ever do to them again what Loghain did back then. But he didn't get that position entirely due to his connections. He was a fearsome warrior and a brave Warden in his own right, saving people and winning against impossible odds time and time again. He's older, though, and is still fighting the last war in his mind. Internally, we always described him as the general who was a brilliant tactician back in his time, but war has changed so dramatically and he refuses to keep up. I think he was deserving of that respect, though - and if you choose to talk him down (which very few of you seem to have done) you'll get a glimpse of the man he used to be."
Q: "If Solas ritual succeeded, what would have happened to the elves? And to the human? The art book make it look like they just drop dead but solas dialogs don't seems to go in that direction"
John: "I think the reality is that even Solas couldn't properly answer that question. In his mind, there would be some pain and suffering, for sure, as everyone adjusted to the raw magic now pouring into the world and the demons everywhere, but eventually everyone would live surrounded by magic and possibility. Immortality would be possible as well, and you can't make a world saving omelette without breaking a few eggs. I also think Solas is a gifted liar to everyone, including himself. Deep down he knew that the ritual was going to result in large scale casualties, but he saw it as an acceptable price to pay to fix what he saw as his mistake."
Q: "Unlike the last game, there were 2 fewer Companions, a rouge, and a warrior less, if it was up to you what sort of characters would fill up those two spots? and also if you could have a character from earlier games temporarily join you for a single quest who would you choose? with the exception of Bioware games which RPG game is your favorite"
Corinne: "Oh gosh, well I'll answer some of questions 1 & 2 together... I would have loved to bring back Fenris, either as a cameo or to fill that Warrior slot. As for the Rogue role, I do think something akin to the Saboteur Specialization would have been an interesting style for a Companion. Favorite RPG outside of BioWare games, well I'll give you three in order: Baldur's Gate 3, then Xenogears, followed by FFXII."
Q: "What happens to the lighthouse and the crossroads after the end of the game? Do the Veiljumpers claim it?"
Corinne: "Good question! I actually daydream about this one a lot! Does Rook, assuming they survived, continue to reside there given what they'd been through with Solas? Is stewardship returned to the Elven people? One thing has always been true for me: The Lighthouse existing as it does is intrinsically linked to the Caretaker, and I doubt we've seen the last of them."
Q: "My questions are mainly centered around the game's lore. Dragon Age Veilguard seems to have established a very elf centric past for the world as well as the races populating the world. Current state of the Titans, the Blight, the Old Gods, and some other things I may be forgetting, they all have links and origins to the Evanuris and the rest of the elves. In future installments, can we hope for other races to get more attention with respect to this? Because right now, it feels that most of the biggest mysteries of the universe as well as circumstances leading to the present state of the world, are a result of the elves... T o me, the magic system in Veilguard felt very different from the other games in the series. When Bellara mentioned stuff like 'recalibrate the matrices', 'readjusting energy flow', etc., it felt more scifi than fantasy. None of the past Dragon Age games had this kind of talk and it felt too big a leap for going from Southern Thedas to the North, especially considering none of the Northern characters in past Dragon Age games spoke like this either. This was one of the few instances in the game that felt immersion breaking to me. Can you guys help reconcile Veilguard's magic system with the magic of the past games?"
John: "I do agree that the elves have had their place in the sun at this point. We're never going to stop telling stories about the elves, but I think there are plenty of interesting stories to tell in Thedas where the Evanuris are tertiary characters at most. I think that's a fair reaction, but I'll answer the question in two parts. First - Bellara assumes she knows everything about magic. She probably knows more about the way ELVEN magic works better than anyone else in the world who isn't an Evanuris - but that doesn't mean she actually knows how magic itself works. The thing about the Evanuris is that, ultimately, they were able to take a very specific type of magic and shape it into doing what they wanted. But even their understanding of magic was only skin deep. Bellara and Emmrich get into this a little bit in their banter, but so much of the rest of the world - the magic of death that the Mourn Watch wield, for example, or the magic of the deep Fade that Bellara feels when she does some of her experiments in the lighthouse - is not the same as Elven magic. Even the magic that Tevinter wields, the magic of the Southern mages, is different from what the Evanuris used. The magic of the Evanuris is powerful but it's sterile, and it's constrained. So while the Evanuris have made magic work in a way that's more predictable and understandable, it's not the only kind of magic out there, and even then, I'd say they understood it at a very surface level. People were confidently describing how the natural world worked back in the 16th century. Very few of them were right."
Q: "I need to know about companion approval! I understand how companion bond rank works as it is well explained and visible in-game, but I cannot seem to find a good explanation for approval. Are the two linked? What effect does approval/disapproval have in the game? Is there something I'm missing in-game where current approval level is visible and I just haven't found it yet? PS: Spellblade Supremacy"
Corinne: "Yes! They are linked! Approval does contribute a small-to-moderate amount of progress towards your Bond. Disapproval is a small negative, but it's important to note that your Bond cannot de-level. Overall however, the surest way to advance your Bond is by helping the Companions with their personal quests. Also, really glad you enjoyed Spellblade as much as we did! The gameplay team really outdid themselves with that Specialization."
Q: "I'm mostly wondering if/how the griffons can be saved as a species since there's only one surviving clutch. It seems like a lack of genetic diversity would doom them to re-extinction, but I'm hoping there's a lore-friendly way to overcome that."
John: "It's funny you say that because I keep thinking the exact same thing. I can't remember exactly how much genetic diversity you need to have to make a species viable but I am sure it's more than just the clutch of eggs you saved from the Gloom Howler. But in a setting with as much magic and mystery as Dragon Age, I think that's probably the least of the problems the Griffons are going to face going forward."
Q: "With the ending showing a cured Neve/Bellara is that implying that the Blight outside of the Fade has been cured? If so, do Wardens no longer hear the calling, and what does that mean for the Kal-Sharok dwarves? Especially curious about this since DA:I implied the HoF was searching for a cure to the calling. In the concept art book it seemed like there were plans to show us more of Minrathous/Tevinter than just Dock Town. Curious to know what changed and if we will ever have an opportunity to return to other areas of the city?"
John: "The Blight is forever changed. It's less perilous and less virulent than it was before, and whatever motive force was coming through the Veil to empower it at the end of the game has been severed. That said, it still exists in some form, and not everyone is going to be cured in the same way. Beyond that - the Wardens no longer hear the whisper of the Calling, but right at the edges of perception, they're hearing something. What is it? Great question. With how long this game's been in development, there are things that have come and gone over time as we shift the project's scope and direction from one type of game to another. Originally we did have more of Minrathous built out for the player, but we chose to focus on making Dock Town feel meaningfully full of content instead of creating more areas just to put nothing in them. I will say that, for me, I want to revisit Minrathous in the future. I don't think we gave it enough time and there are multiple other stories that can be told both in it and with it. Particularly with the way the game ends, its importance in the world has only gone up, as it's become the diplomatic hub of Thedas, and thus a place of even greater importance in the world."
Q: "Maybe someone else can answer this question but why does Mythal’s essence relieve Solas of his guilt in the romanced Inquisitor ending when in his memories, she’s objecting to what he’s doing? Since winged dragons are female, does that mean the Archdemons/Old Gods are female? I noticed they’re labeled as male on the wiki and was unsure if it’s not updated or Old God followers assumed or were told they were male. I understand if this might pose as a logistical nightmare but would the devs consider polyamorous and/or open relationships instead of monogamy if they haven’t already? Given how diverse sexuality is in Thedas, I’m surprised there aren’t more instances of poly/open relationships. I miss going to brothels too"
John: "People grow and change over time. Mythal's essence - and in particular, the fragment of her spirit that Morrigan carries, that she got from Flemeth - is not the same Mythal who he knew millennia ago. Centuries of living in this world and being around the kinds of people Flemeth found herself around - the Hero of Ferelden, Hawke, the Inquisitor - changed her views, and made her realize her own culpability in turning Solas into the kind of person he is now. Correct, all Archdemons are female. Elgar'nan, of course, doesn't really care what reality is, only what HIS reality is, and so he's quite happy to see Lusacan as simply being an extension of himself and, thus, male. Something about Elgar'nan that we only really show in the ending is that he is, in truth, just as scarred and blighted as Ghilan'nain, but he uses a portion of his magic to always look handsome and regal, because his ego really is that big. Polyamory is something we've talked about doing before, and it's something that I know the writing team was into, but rather than simply turning it into a 'you can have multiple romances' toggle we wanted to be sure we did it respectfully and properly."
Q: "Does Solas know about the Executors and will he ever appear again in future games (similar to Morrigan)? Was there ever a point that the Inquisitor was considered as the main or secondary protagonist for this game? It was interesting to have a person with no knowledge about Solas–a cunning, ancient elven god–try to track him down especially when that anonymity did not work in their favor anyway (Solas knew about Rook for a year prior to meeting). Was 'rook' initially an alias for the Inquisitor, which they'd utilize to stay under the radar in the north, away from Solas' agents eyes and able to track him down because they knew him well (ex-companion/friend/lover)? Like was this idea ever discussed at the table or suggested by writers but trunked for xyz reasons? Idon't know if Trick Weekes will see this but I just wanted to tell them thank you for writing Solas-- in a HEA ending, what do you think they're upto in the prison? (besides the obvious)"
John: "Solas knows more about the Executors than he's let on - in fact, he knows more about the Executors than any other living being, including the other Evanuris (though I suppose they're not technically living beings anymore). But even he isn't entirely sure what they're up to or who they actually are. Their paths have crossed before, though - beyond the Tevinter Nights story that they briefly show up in. As to whether he appears again - I think it's fair to say Solas' story is done, at least for now. Even back in early development, the protagonist for this game was always going to be someone other than the Inquisitor. I don't recall if, in those early days, we ever discussed the possibility of bringing them back - the struggle with having the same protagonist game after game is that you really do paint yourself into a corner. Either it becomes prohibitively expensive to account for branching, or you ultimately underserve the very people you're bringing them back for. Rook was always the protagonist, though in very early days Rook had a number of other potential monikers including Shrike and a number of other bird names that I do not remember."
Q: "Why aren’t the Tranquil ever mentioned or depicted in the game? Correct me if I’m wrong but I’m pretty sure the word tranquil isn’t used even once. Have they been retconned? During development was there ever a conversation about potentially including a Solas wins ending? Where he succeeds in tearing down the Veil either because you let him or because you fail to stop him? I know I’d be curious to see what Thedas would look like afterward."
John: "Tranquility still exists. While not unheard of in Tevinter, the reality is that it's a far more common punishment in Southern Thedas than it ever was in Tevinter. In Tevinter, in particular, it's used more of a tool of political vengeance - but generally, only against a mage who is utterly without allies or political power. All the Tevinter mages you encounter in DATV, including Maevaris, still have some clout and subjecting them to the rite would be a huge expenditure of political capital for very little gain. Better to leave them alive and stripped of their formal authority. We had a few conversations about some non-standard game over endings, actually - anywhere from 'player takes too long in the Prologue' to an out-and-out 'yeah you know what I think I'll help Solas' conversation choice early on. What we released in the game I'm happy with though, as there are already multiple different endings you can get depending on your choices in the game."
Q: "Any chance we're going to get any behind-the-scenes content? I CRAVE a high-quality video clip of Zach doing mocap for Assan."
Corinne: "You never know! We do enjoy sharing new content from the game on our social channels so follow along in case something pops up."
Q: "What was your favourite region/area to work on (whether that be writing quests, level design, or any aspect)?"
Corinne: "For me, it was definitely Arlathan Forest. The team had so much fun with the exploration, the environmental storytelling, and the strange magic manifesting in the area. In particular I remember the first time I saw people that had been twisted into trees showing up in the area, I was taken back by the inventiveness of the team in capturing that beauty in horror. I must say, I also found the sightlines in the area absolutely gorgeous. It was really fun to watch it develop."
Q: "What are these called? [link]"
John: "Tadpoles is the name we use internally."
Q: "are telemetry surprising you in any regard?"
Corinne: "The biggest surprise for me in the telemetry is that the Save Minrathous/Treviso choice is basically split 50/50. We were all anticipating that saving Treviso would be the clear winner, but I'm happy to see it's not so cut and dry."
Q: "Did you ever thought that players would be addicted to having Rook barrel through crates and chests? There should be an Achievement for non stop barrel rolls lol."
Corinne: "Oh 100% yes! In fact, originally wide-spread destructibles weren't really planned for as a part of the game. We found with our particular take on combat that it just felt reaaaally good to smash the few destructibles that we did have. I think I spent the better part of a year putting in constant requests to make more and more things smash and break apart - not to mention the ability to roll through them! I'm glad to see I'm not alone in my obsession. Let's go break things!!"
Q: "1) Was there any plan with Radonis during concept period? 2) What more about Neve's family can you share? 3) Is there a parallel in the way Solas sacrificed the world to restore the elven world and Celene burned Halamshiral to save Orlais from a civil war? (Trick Weekes p l e a s e)"
Corinne: "At one point we did toy with having Radonis make an actual appearance in the game. In fact, if Minrathous falls to the Venatori, we had discussed having his execution on display, but we ultimately chose not to pursue this."
John: "For Neve, I'll have to ask Neve's writer, as I don't recall off the top of my head. For the question about Solas - I think it's less a direct parallel and more that Dragon Age is a series where major players sometimes have to make incredibly difficult decisions that may NOT necessarily be the best decision, but it's the best for them at the time - true for both Solas and Celene."
Q: "I just want to know... do the other companions also think Davrin's a hunk? Do you think there are companions who were rooting for a Rook x Companion romance as it was happening?"
John: "I think the different companions have different relationships with Davrin. Bellara, for example, sees him as almost a big brother - someone who she has a unique connection that she doesn't share with the other companions. Neve sees him as a fellow professional, who hunts monsters in much the same way as she does, just that his monsters are a lot more literal. As for who's rooting for a romance - I think Bellara is just excited whenever people get together. She's a huge romantic and a believer in happy ever after, so she's going to fully support whoever of her friends get together."
Q: "Please humor my newfound Nevarran cuisine obsession - it seems, based on the menu at the Lords of Fortune bar, that Nevarra is majority vegetarian ("want it Nevarran-style? Ask to leave off the meat!" or something like that), and we know Emmrich is a vegetarian. But Emmrich also reveals his father was a poor butcher. So, my questions - Who is eating the meat produced by Nevarran butchers if Nevarra is vegetarian enough that other countries equate Nevarran = veggie? Do butchers largely cater to non-Nevarran immigrants or visitors? Are the Mortalitasi/Mourn Watch entirely vegetarian (would make sense, just because of being put off by being around corpses all day, and their reverence for said corpses)"
John: "While Nevarra is a primarily vegetarian country, that doesn't mean everyone who lives there is a vegetarian. Nevarra attracts plenty of students and scholars from around the world, given its unique connection to the Necropolis and the specific magic tutelage that the Mourn Watch offers. With that in mind, its cuisine is going to be pretty broad across a number of different cultures and regions - and for some of those cuisines, meat is absolutely a very big part of it."
Q: "My biggest question is this: if Solas had been released by Mythal before Inquisition started, would he have let go of his plan? Was service to her all that was motivating him? Or would he have decided to continue with his plan until the inquisition showed him that the modern world mattered?"
John: "The latter, I think. It took the confluence of everything that's happened to him in the time since he woke back up to get him to where he needed to be for the Redeem ending. Guilt and regret motivate Solas."
Q: "When I’m writing, I tend to listen to music that goes along with it. Did any of the Devs have songs they listened to that they felt tied into the game or the characters?"
John: "I can't speak to the other writers necessarily, but for Bellara I listened to a LOT of Aphex Twin. There's something about the ambient weirdness that really worked for me as I was writing her character (to the point that one of their songs is my most listened song in 2024)."
Q: "Are rivalry paths abandoned for Bioware games? What made you design approval/bond in a way that only goes up?"
Corinne: "Oh definitely not! Rivalry will continue to have a role when the story calls for it. In the case of Veilguard, we conceived of this threat being so large, that your companions would commit no matter the cost. This afforded us some unique opportunities, like being able to tie the progression of the Companions to your relationship with them."
Q: "What are you as a team most proud of and are there any plans for a NG+ Update ?"
Corinne: "Gosh, there are so many ways I could answer this. And I think the answer would differ depending on who on the team you were to ask. So let me just say this: The creation of any game of this scope, with a team this large, is kind of miraculous when you consider all the knowledge, coordination, discussion, and expertise required. So broadly speaking, what I'm most proud of is the way the team came together to pivot and be true to BioWare's roots of creating great single-player party-based RPGs, and delivered such quality and stablity. I'm also quite proud of how player-first the effort was; Everything from being Steam native, to no Denuvo, to no micro transactions. We mustn't take for granted what monumental task it was to make this happen. There are individual features and experiences that I know we are all proud of as well. The character creator, for example, was a really big one for us. We've long sought to put the control over player-characters in the hands of the fans, and this is the game where the team believes we've best done that. In fact, it was central to one of our creative pillars "Be who you want to be". As for NG+, that's something we discussed, but at this point we don't have any plans to support it."
Q: "Can you go into more detail of Spite’s role in Rook and Lucanis’s romance? Did you expect everyone to want to romance Vorgoth?"
John: "Spite gives Lucanis and Rook privacy whenever they're being intimate. This was, I'm sure you'll be surprised to hear, a consistent topic of discussion as we planned out some of our romance scenes - is Spite watching? But no, he wanders off and reads a book (or whatever demons do for fun). At this point I am not surprised about anyone y'all want to romance. Sentient fog bank? Sure"
Q: "Looking further, what parts of Thedas you personally want to explore more (regardless if that will or will not be implemented in the future games)? Maybe specific time periods?"
John: "I don't think it's any secret that I find the idea of 'what lies across the sea' to be fascinating. It shows up a lot in Bellara's content - what happened in the parts of the world that weren't Thedas? But Kal-Sharok is another place I'd love to spend more time in. It has a very unique relationship to dwarven culture, and particularly in a post-DATV world, it feels like it'd be super interesting to get more time with them."
Q: "What made you decide to remove greatswords as an option? It's one of The fantasy weapons. Why did you choose to have a "convergent" design, gameplay wise, of classes? What i mean is that all classes have a melee option, a "parry" of sorts, amd a ranged option, with warriors throwing a nonexistent shield when 2h. Usually, in an rpg, different classes have different capabilities and limits, to make them feel more diverse. What made you choose otherwise?"
Corinne: "Originally when we concieved the 2-handed weapon stance for Warrior we did want to include Greatswords. We moved away from it largely because the movement set when swinging a large blade diverges quite a bit from what you'd see with an axe or a hammer. Ultimately we felt, given the number of bespoke animations and transitions it would take, that the time is better invested in other areas of the experience. Regarding the classes, we opted for a unified control scheme and baseline set of actions each could take (e.g. every class having a ranged attack for example) for several reasons: 1. In knowing that each class has a similar core set of actions, it allowed to better design the encounters, levels, and missions with a greater level of variety. If Warrior, for example, had no ranged attack, a large number of the missions would have much more egregious constraints on what we expect the player to do. 2. It allowed us significantly more space to play with the types of builds and breath of the skill tree. We're all very proud of how this played out in practice, and in our view created a high degree of divergence. 3. Given the real-time nature of the gameplay, it's a benefit to lean into the muscle memory the players have already established on prior playthroughs"
Q: "Hi I'm non-binary and the ability to be non-binary in this game was really special and made me feel seen in a way no game has before. In addition---TAASH! "NUFF SAID. Love em! My question is: how did you get so much past censors in 2024? How did you deal with localization? Was EA supportive of the push for more representation? Do you think we can see more diverse companions like Taash and our own player character in the future in Bioware games? I am a little worried about the backlash to Taash and the player character, especially right now. It is scary to think about going backwards after you've just achieved this amazing thing for video games. Thank you so much for making me feel so loved playing a video game, this game gives me so much hope and joy for being a trans gamer and nerd and person. I know there's a lot of hate but for me it means the world."
Corinne: "I'm so glad Taash meant so much to you, and so many others! There are two mantras we often refer to within the team: 1. We believe stories are better when they reflect a large variety of relatable experiences. 2. Games can be a reflection of the teams that make them. Taash's journey and support we had in bringing it to life, was something everyone on the team wanted to do and was invested in. It was a story and experience we wanted to tell that made sense in this time and place. I wont lie, it wasn't easy. This is a delicate subject, deserving of respect, that is deeply personal to so many. We didn't want to mess it up, especially for those it would mean the most to. We were fortunate to have a lot of support through internal and external partners to ensure we were handling this story with care, and of course the talented writing and experience of Trick Weekes. It lead to a lot of edits, localization challenges, and some rewrites. But as the old adage goes, nothing worth having comes easy."
Q: "If Solas is bald because the ancient elves just go bald during their immortal lifespans, then why does Elgar’nan have hair?"
John: "I think maybe it's more accurate to say that Solas lost hair because of stress. Elgar'nan, on the other hand, doesn't feel stress - he makes other people feel stress. And, honestly, Elgar'nan is incredibly vain. Something that doesn't show up until the end game is that he's also very vain. The reason he doesn't look blighted and corrupted throughout the game is he uses a portion of his magic to remain looking the way he does."
Q: "In the DAI trespasser DLC elves saw the crossroads different from the other races. Why was that not the case in this game?"
John: "The Caretaker gets into it a little bit, but while the Crossroads in Trespasser were 'peaceful', the Crossroads in DATV are under assault by the gods."
Q: "If you could start DAI or DATV again, what would you change/add/remove? Could you share with us the most emotionally difficult moment to achieve in DATV? And the easiest? Favorite moment?"
Corinne: "One of the most difficult moments to land was actually the prologue. It sets up a lot of context for the player, and evokes a lot of big feelings. We did many revisions on it before we found the right balance of pacing, information, and tension. In my experience, prologues always are among your most reworked content"
John: "Absolutely the Varric twist. There's always a balance of trying to leave hints for the players while not having them guess the ultimate end game of it, and it's INCREDIBLY hard to make that judgment yourself, because you KNOW what's coming, and all you can see is 'how could anyone NOT get that this is coming?' But I'm happy with how it was received and how it landed. The actual conversation with Varric at the end, though - that one was a gut punch."
Q: "So… does Bianca know?"
John: "Yeah. Harding would have gotten word to her."
Q: "I'm curious to know two things, both Solas related: -What happened to his followers? Presumably they weren't /just/ following him and were on board with the revolution that he represented. -What was his plan past making a new prison and transferring the two Evanuris? It sounds like still an eventual tearing down of the Veil but how was he actually mitigating the risks across Thedas? (Presumably with that network of followers)"
John: "Essentially that. Keep the Evanuris imprisoned, tear down the Veil, and then Solas was CERTAIN everything would get better, even if some people had to, tragically, die. One of Solas' defining characteristics, of course, is that he overestimates how successful his plans are going to be (if you listen carefully to the argument between Solas and Varric in the prologue, Varric makes this exact point - everything Solas has tried ended in disaster, so why wouldn't this as well?) As to mitigating the risks - he had a few things going on, but as to how effective they would've been, I think it's safe to say that it wouldn't have worked as well as he'd hoped."
Conclusion: "We've answered everything we can for now, thank you all so much for your questions and the love for Dragon Age!"
[source]
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gatheredfates · 5 days ago
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Playerscope, modding and the hunt for aesthetic: why you should be more upset about mods and community expectations than you already are.
I love that this sounds like an academic paper but HONESTLYYYY. I need to put my thoughts to paper in regards to my burnout with xiv, otherwise I think I'll go insane. This is a controversial yet brave post. I am well aware that I partake in some of the things I'm going to be critiquing; aka, "thank you, dinklebottom, we live in a society." I'm also not critiquing mods from a space of offering more accessibility to people and/or facilitating representation not currently offered within the context of the game. There is nuance to every discussion and I'm coming at this from an overarching view around mods and community expectations/standards rather than player joy. I hope this makes sense. I'm also predominately writing from a roleplay perspective, though I'm sure a lot of what I end up saying can reflect in the art party/social space. Just know if I haven't mentioned the latter it's because that's not my scene and I don't pretend to know otherwise.
Anyway. For those who don't know, there's a new mod that's causing some strife in the xiv community called Playerscope. Here is the reddit thread about it. I'm not going to be talking too much about the mod in general because that's not the point of this post, but seeing discussion around it today just made me feel more exhausted than I already am when it comes to modding and the xiv community around it. It made me realise... I'm actually really sick to death of mods. I'm sick to death of what they're doing to the community when it comes to gatekeeping, policing and in general the interactions we have with each other in the community.
Let me explain: I wrote a post about the roleplay mod on bsky that kind of articulates at a surface level what I mean.
Tumblr media Tumblr media Tumblr media
I think what makes me sad, which I'm sure is echoed by a lot of people, is that mods feel like the standard now rather than an option and that there's a certain expectation for people to have them if they want to engage with facets of the community—whether intentional or not.
Unlike XIV, WoW has a supported mod scene (within reason) and TRP 2 and the like have been accepted for years now. In a space where people can't slap on an RP tag, having that tool readily identifies you as a writer/roleplayer and you can include as much or as little of your character as you like. The general idea is if you have one of these tools enabled, you're a roleplayer to some capacity. You can dress up the profile to a certain degree, you can add links and supported pictures, but you're mostly reliant on what you put to paper in regards to your character. Even then, I find filling out what my character is doing currently and marking the rest as a WIP doesn't necessarily exclude me from roleplay if I want to find it. A lot of people will do that and a super simple description to incite interest around their oc.
These days in XIV... I don't know. I do think communities have gotten more insular—it's why I'm so pedantic about trying to find them for the Compendium—but I also think mods and, to a certain extent, the 'nightclub' scene have gotten in the way of it as well. My argument is such.
I want to go to an event (for example sake, I'll call it Seascape). In order to fully participate, I may need:
Their discord.
A roleplay addon.
A carrd/google site/etc.
Their synchshell (including mods, mare and everything else)
Potentially a mod of some description so people know I can see theirs (and vice versa).
Also that your mod isn't made by a shitty person.
Appropriate understanding of the scene/social space.
Some luck and a prayer that it's an inclusive space and not a closed rp group advertising as being open and/or a mod showcase advertising itself as something different.
Like??? Holy shit you guys. If you are someone who doesn't want to mod because you're worried about repercussions it really just feels like a big 'fuck you, good luck'.
And let me be clear, not every community is like this. I'm incredibly lucky to have found fantastic roleplay within my own rp event/community, I have great friends who run awesome, inclusive events for people of any skill (writing or otherwise) and I do fully believe you can just enable the rp tag and find fun, fulfilling roleplay. But I've also found the above a lot of times, too. I've had people point-blank get mad at my partner because he won't install mods and try to exclude and/or circumvent him in spaces. It's weird. I've been to events where the only time I felt like I got proper interaction(s) was when I joined the aforementioned, even if I have my character's profile linked in my about. It's weird.
Honestly, no wonder new roleplayers feel overwhelmed. Not only do they have to learn roleplay etiquette, they have to be a mod expert overnight? It feels less about what someone can bring to the table as far as a story but what mods they can install to either look cool or pass an unspoken social barrier. As much as I'm down bad for aesthetic and looking the part, I hate it being at the cost of accessibility and fun for someone else.
Arguably it's the same for gposing and the like as well, which contributes to my exhaustion alongside all the graphical changes and I just. I'm gnawing at the bars of my cage.
I don't think it's going to change and arguably it's more of a Twitter/X issue than a Tumblr, one but Tumblr lets me write mini essays and Twitter will tell me to kms.
Ergo, I'll go with the essay-writing platform.
Anyway, I guess this is just a reminder that you don't need 4596419651 mods to be in the community and that people should be more vigilant on including people who don't have them for whatever reason, provided they operate in good-faith and want to contribute. I think we're careening to a slippery slope of expectation for something unsupported and I don't like it.
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plumpybread · 2 months ago
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Asking because of the previous ask, are you not a fan of Ethan anymore? If so, why?
It's complicated, I suppose (rant where i talk abt ethan but then also my OCs in general)
I really do not like the first version of Ethan I made like 3 years ago. Obviously I like indulging in devilish ideas but I don't know, it ended up turning into something I didn't really end up liking too much.
Then I revisited and sort of rewrote his story a bit a while back when making the OC archive site (I'm aware the site is not available anymore for the people who asked, I took it down myself) and was much happier with it for a while.
Don't get me wrong, I like Ethan, I know he's the OC people seem to like the most, but it's still like a personal mental battle of like maybe it's too effed up? Even when I draw characters going through unwilling/accidental extreme weight gain, I make them either ambivalent or accepting of their situation, but for Ethan it's kind of like torture, and I can't bring myself to get like..aroused and excited to draw more of that *personally*.
Changing up his lore wouldn't really work either since his story is based on helplessness and stuff, and it'd be disingenuous to make him be happy with his situation, so I've just sort of subconsciously decided to leave him as is and treat his content as its self contained story more than nsfw art to goon to, if that makes sense. I don't know, maybe I'm just thinking about it too much, but just wanted to say what goes through my head.
I also don't really revisit Ethan for the same reason I don't tend to draw much of all the past OCs I've made, as I see each of them as a way to explore different facets of how weight gain can manifest and adapt into a character's life to create a story around it, and I feel like I've covered most of the ground around them already.
All of my OCs come from a sudden short prompt that pops up in my head, usually out of nowhere. I suddenly wanted to make a big-hearted southern farm guy who was super massive and I immediately ran to draw Rudy, for example.
I draw them a little reference, with my typical bullet points next to them with basic info to get an idea of what their dynamic is like, and a more lengthily written backstory or description if I'm feeling fancy under it, and then for the next week or two it's all art of them and answering questions about them... and then another idea pops up, and a new OC comes in.
It's not that I get tired of them, but I just simply do not know what to draw with them. Ethan is the biggest outlier in this case, since he is my fattest OC and half immobile, you just don't really know how else to bring something new that's not him laying on his bed at a slightly different angle.
I guess that's why I always do OC asks, I sort of need them to be able to know what to draw with them, since I struggle coming with things like that by myself, and you know I always like avoiding drawing a character in a void with no context.
The Genshin Obesity AU is my longest running like "project"?? thing just because there is an endless amount of content I can pull from since there's all these characters, places and possibilities I can write from. My OCs are obviously much more self-contained and moreso serve as individual experiments to explore different people and scenarios, so after the 10th drawing of them... I genuinely do not know what else I can add to them.
I hope that was a bit insightful. I know most of you guys love Ethan, and I love him too! But I don't know, I guess this is why I don't tend to have immobile/near immobile OCs, since the potential art ideas for them drop to just them sitting on a mattress or sitting on the floor and I'm just left confused on what to do with them.
Maybe Ethan in his college days is something you guys might be interested in? Or I don't know, I'm just writing this post as my thoughts enter my head.
Sorry for the rant, I sure do love typing, hope this clears up some questions people might've had
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infamous-if · 1 year ago
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To Gender Select, or to Not Gender Select
So as everyone knows, I'm using the opportunity for this rewrite to really step back and look at what I have so far. I have just subscribed to the whole "follow my gut" thing and for the last two months or so, my gut has been telling me something.
For context, I created Orion (and I have mentioned this a couple times when I first opened this blog) that he came to me fully formed. While other ROs were more of a puzzle that appeared more and more fleshed out with every detailed I added, Orion was like a jenga block tower that grew more and more unsteady every time I changed a detail about him. He just came to me exactly as he was and I didn't really think beyond that. For example, with G, pieces of both Gina and Griffin came to me at the same time and G isn't G without both versions. With Orion he was just...Orion.
But lately—and this was not without many suggestions asking for it!—I've been playing around with the idea of a female version of his character.
One of my biggest things was to make sure that this wasn't a matter of just changing a variable. When it comes to my gender selectable ROs, I want to make sure I'm including the subtleties and nuances that come with being a man/woman in the public eye, especially for O. Their route is heavily centered around the idea of professionalism and...other things I can't mention and I think it'd be super interesting to add another component of being a woman, not only typically stern and taciturn but in a dominant position in music mostly taken up by men. Which is why, in the rewrite, there will be lines that are unique to Orion and unique to her. Reactions that are different, conversations that change. People who continue to romance Orion will prob not see a difference.
Not only does it separate them as two different people, it creates some distance from Orion, who is an established and beloved character already. I want his female counterpart to stand on her own as her own character.
Just because they have the same route does not mean they are the same person. I've always said that about my gender selectable characters.
This was not a spur of the moment decision. I was thinking about this for a while. I just needed to make sure every piece of Orion's route would make sense for her, and I do believe it does.
I've also been told many times how many people like Orion's route and the whole "manager-client" trope but are unable to play it as they are not attracted to men. I think this would be a nice addition and a way to make it more inclusive/give more people more routes to play!
The things I have written for Orion will probably stay the same since they've been written. Everything after the rewrite will have both options to select from.
So meet Oriana Quinn. With a short black bob usually greased back and a perfectly pressed suit, Oriana is as intimidating as she is determined. Yes, she's just as tall and muscular as her male counterpart and as obsessed with the gym as he. Her route with Cory will be different in its nature (since Cory is straight) but...guess we'll see!
fun fact: The beauty of Oriana being the name is that coincidentally, it also has to do with the sky. One of my requirements for finding a name like Orion's was that it was sky themed since it does come up. It almost seems like fate! haha
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TLDR: Orion will be gender selectable. If you have plans to romance Orion and Orion alone, this will make no difference to you. For those who were hoping for this, I hope this news makes Infamous a bit more enjoyable for you! <3
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ifeelloveeverymillionmiles · 4 months ago
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Before Six years, five months, two days
Can we talk about how obsessed they are with each other before they even go on the subway?
At the Keepers meeting, as soon as they start talking they are touching elbows and arms, super close. SO much eye contact in the conversation and Lila is like TEXTBOOK flirting - her lips slightly parted through their whole convo, sexy face on, and so many mischievous glances at Five. Nonchalantly placing her hand on his chest to put on his nametag and like ???lingering??? Oh yeah Nancy, make sure that nametag isn't coming off, very thorough name tag application.
Then the cafe, obviously more touching of the face, more eye contact, and smiles. Am I imagining it or does Lila's façade drop a little and she looks kinda guilty about wiping the powdered sugar off Five's face when Diego sees them through the window? She's then laughing right after, but a part of me wonders if she wanted to touch Five, did, liked it, felt bad, then bounced back and started laughing before the scene was over.
Then we have two scenes with Diego in the van, one with Five and then one with Lila.
When Diego confides in Five his concerns about Lila and the "little Greek guy" it's a VERY clever bit of writing that is TEEMING with doublespeak, Five states:
"Whatever this is (him and Lila), it's nothing. You guys have a family, kids, a home, only an idiot gives that up. Lila is no idiot" Five looks almost remorseful as he says she's not a idiot. IMO by calling it "this" Five acknowledges that there is something between them, but seems disappointed since he believes nothing could or would happen between them, but only due to her current circumstances.
Then Five states to Diego "Bury it. Deep. Cover that shit in concrete." which in this context makes way more sense for his own feelings (his growing affection for Lila) vs. advice you would give your sibling about concerns over their partner's potential infidelity.
Diego then states "You're a good brother." and the shot lingers on Five's face as he looks painfully guilty. We follow up with a long shot of Lila, peering at them secretly, which adds to the perception that this exchange may be more significant than what the surface-level conversation appears to be.
Also, at the beginning of this whole conversation, Five lies for Lila by saying "Well she has that book club" to Diego. I think it's interesting that Five's first instinct here is to be loyal to Lila and keep up her lie rather than coming clean to Diego. His loyalty is already to her over him.
At the New Grumpson Christmas festival, when Diego throws axes to impress her, she looks at him (very annoyed) for a whole 2 seconds then immediately starts scanning the crowd, super distracted, not caring what Diego is doing or saying (this is a little sad). What is she looking for?? Five of course. She quickly excuses herself from Diego and seeks him out, finding him trying to blink. Then there is all this cutsie talk about kegels. They keep their heads down in a little tet-a-tet, and look annoyed when Diego joins them and starts asking questions. I melt a little when Five says "Mulled wine for myself, egg nog for the Lady". They are already on the same page. They already consider themselves a team of two within this larger team.
Then the van conversation with Lila and Diego, we get a shot of Five's face as the convo is starting, which makes sense because they do speak about him in their fight/conversation. But what stands out to me is that once Lila confesses that she has been working undercover, Diego gets upset Lila states
"You're acting as if I had an affair"
to which Diego responds "This is even worse!"
and they cut to Five's face and he looks SO annoyed. To me, he's thinking "Wait, you're with Lila, you've gotten to settle down, be normal, have kids and you think Lila going undercover tangentially with the CIA is worse than her having an affair and losing all that?" which I think is crazy to Five because Diego has the normalcy Five craves, with the person Five has the most chemistry with.
And this is BEFORE all the subway stuff. I honestly think they left us so many breadcrumbs before episode 5 and I'm having a delightful and delicious time finding them!
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angelpuns · 1 month ago
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50au Part 24
TW FOR VIOLENCE/FIGHTING/BRIEF CHOKING
Leo was having a hard time keeping up with….everything. Struggling to parse what was real and what wasn’t. 
If he weren't in so much pain he'd wonder if those birds really had done him in and he wasn't lying in the med bay imagining all this. Alone and practically comatose.
But his leg and his head and everything ached too badly for it to be a dream or some kind of weird hallucination. 
He wasn't sure his brain could make half this stuff up anyway. 
Donnie and Mikey had explained everything to the rat, who had then promised to help. After he took a nap, of course.  
Everyone seemed a little pissed off at that, but Leo was relieved. He already hated having to rely on a bunch of strangers that insisted they were family, he didn't want to add another into the mix. Even if he was Lou Jitsu ( which Leo really didn't believe that part of all this) 
Hell, maybe Jupiter Jim was uncle and was really a snake or something. 
The rest of the day was spent planning, for the most part. 
Donnie figured out exactly when he seemed to reset and said it was a breakthrough, though Leo didn't know how exactly it would help. He was going to forget either way, and it wasn't as if they could prevent it happening. Until Donnie said he was going to have Leo stay up past that point and see if it made a difference. 
Annoying, but Leo was at these guys’ mercy and all. 
He did learn a lot throughout the day. 
Mikey was a good cook. He was also the youngest. And even though he had this emotional maturity thing going, Leo could tell he was one wrong move from crying about this entire thing. 
The big guy, Raph, was the oldest. And he was super over protective and kept treating Leo like he'd break. He also wasn't as touchy-feeling as Mikey, but Leo figured if was more because of the circumstances and that Raph would hug him til he popped if he had the chance. 
Donnie was the really interesting one. They were twins, which Leo was guessing on based on a lot of context. Stuff from the montage, the way Donnie acted and the way he seemed to mumble ‘my Dumdum twin’ under his breath whenever he got the chance. He was really smart, too, Leo could barely keep up with half the stuff he talked about. 
At first he thought Donnie might be the leader, but Raph seemed to be more in charge than he was letting on. But the dynamic was still weird. Mikey definitely wasn't the leader. Leo figured he couldn't have been, because what Leader would get himself shot with a curse and then run around avoiding his problems all the time? He definitely wasn't leader material. 
Not that it mattered, because Raph had already told him they weren't going anywhere today. 
There was also the issue of Baron Draxum, the villain that had thrown Leo off of a roof and overall was just an untrustworthy bastard. They all thought it was weird that he remembered Draxum, but Leo didn't trust the guy as far as he could throw him. He definitely wasn't family. 
But he was helping them for some reason, and Leo was forced to let the yokai into his home to do so. Even if the thought made him want to be sick and made the panic and anxiety he'd been holding back all day simmer dangerously beneath the surface. 
Baron Draxum was working on the cleansing salve and promised he was almost done, that they could do the ritual tomorrow. Leo didn't like the sound of Draxum doing anything with his head, much less going into his memories. 
He brought it up with Donnie that night, while Donnie fixed the camera in the corner of his room. 
“ Are we sure it has to be him? Don't you all have any other yokai family members that weren't literally evil….?” Leo muttered, huddled in the corner of his bed. 
It was dark in the lair now. Everyone else had gone to sleep, while Donnie had Leo stay up so he could observe the resetting. 
His thought was that, maybe if Leo didn't sleep, the reset wouldn't be able to happen. Even if it was time based. 
“ Sadly, no. I would personally not love Draxum rooting around in your head either, even though I respect him as a fellow scientist and all,” Donnie answered, sitting on the edge of Leo's bed and prying apart the camera, “ but he's the only person we really know that can do all that mystic bullshit,” 
“ This all would have been so much easier if it were some kind of clinical mishap. At least then you'd be showing progress at this point, and we could probably fix it with surgery or something,” he huffed, holding up the light, “ there. You're going to forget it's up there, but at least you won't get freaked out again by the light,” 
Donnie started to put the camera back together with a sigh, still rambling. 
Leo got the feeling it helped him calm down. Even though he didn’t really understand why, he was feeling slightly calmed by whatever Donnie was going on about. Even if he was having a hard time keeping up and his head throbbed. 
“At least tomorrow we can do the ritual and put this all behind us. I've already got plans in case you somehow have lasting side effects, and of course a medical plan for your leg,” He clicked the last piece in place and headed to remount it to the wall, “ which you're obviously going to have to follow, Nardo. You were a terrible patient after the- when you got hurt, and we will not be having a repeat of that. I'm sure Dr. Feelings has his own plans about the emotional effects of all this and-”
Leo didn't have a chance to ask who Dr. Feelings was. 
The world went silent, Leo slumping forward like- 
Leo blinked awake, hunched over in the corner of his bed, his knees up to his chest. Someone was talking, but he must have just left his TV on, because who could possibly be talking? 
He fumbled for the remote on his nightstand, blinking away the sleep and fiddling with the power button. But when he pressed it, the noises didn't stop. In fact, the TV turned on when he did that, the fuzzy static making him frown. He turned it back off.
Someone was talking. Someone was in his room. 
In the corner of his room, in the dark, loomed a figure. They were tall and thin and shadowed, and Leo's first thought was that it was some kind of sleep paralysis demon. But he could move plenty, and his leg was starting to ache so badly that his knew he wasn't asleep. 
Leo rubbed at his eyes in an attempt to clear them, focusing in on the figure with a grimace. Still tall and still shadowed, but less threatening when he saw  a purple hoodie and the fact that the person was standing on a small step stool. At first he couldn't see what they were doing. But as they stepped down to admire their work, he understood. They were installing a camera.
In his room. Where he was sleeping. 
To watch him and-and do know god knows what with the information. 
Leo sat as still as he could, the figure suddenly turning to face him. They were a mutant like him, maybe even a turtle if he had to guess. Three fingers, green skin, a tail. No shell, as far as Leo could tell. Unless it was hidden well beneath the hoodie. But that didn't matter much, because all he could think was how someone could be in his room. 
The figure stared at him for a moment, no longer rambling to themselves. 
“ ‘Nardo, you okay?” They murmured, voice dropping to something closer to a whisper. 
Leo swallowed down the rising panic, glancing around the room for his swords. They weren't here. He always kept them by his bed, so why weren't they…?
Leo turned back to the mutant. This guy must have hidden them. He must have planned this so that Leo couldn't fight back…couldn't run. 
“ wh-who are you?” He asked, pieces of a plan starting to fall together. He had to fight. The mutant wasn't much bigger than him. He could fight, even if he was never good at hand to hand combat. He just had to lower this guy's guard first. If he could get him monologuing, then surely it'd be an easy fight. 
“ what are you doing in my room?” 
“ shit, did you reset?” they suddenly seemed panicked, quickly checking some sort of strange tech on their arm, “ I must have miscalculated, you weren't supposed to reset for another hour, at least-”
Now. 
Leo launched himself off the bed and at the stranger, hands outstretched to grapple him. The mutant shrieked in surprise, and Leo took him to the ground easily.
It hurt his leg, bad, but he had to fight! He wasn't gonna let this guy get away with whatever evil surveillance shit he had planned! 
“ ‘Nardo, stop- you've got to listen to me-” the mutant growled, teeth snapping dangerously at Leo's hands. He quickly grabbed their wrists and held them to the ground, far too relieved that the mutant didn't have a weapon on them, “ Leo-”
They kicked and twisted under him, but Leo was stronger. He quickly moved to straddle their legs, wincing when they kicked Hus injured one a little too hard. 
“Fuck- WHAT ARE YOU DOING IN MY HOME!?” Leo growled, leg wound throbbing in time with his heartbeat. He held his position though, the mutant struggling against him. 
“ L-Leo, it's me! I know you're confused, but I'm your brother” the mutant whined, hands clenching with the effort it was taking to fight him. They were a lot stronger than they looked, Leo straining to keep them from moving. “ Leo, please! Let-let me explain!” 
They sounded scared. And terribly desperate. 
It unexpectedly grated on Leo's nerves, a feeling like pity growing inside him. No, no he could not feel bad for this guy! A mutant who was lying to him and had literally invaded his home! 
“ tell me the truth Or I’ll kill you” Leo hissed, trying not to think too hard about the pain or the pity or the nagging feeling in the back of his head that made him want to hear this guy out, “ what were you doing with the camera? How'd you get in here?” 
The mutant let out a shaky sigh, “ I am your brother. You were cursed to forget your family and-” 
“STOP LYING!” Leo reeled his fist back and punched the mutant hard, trying not to focus on how the crack beneath his fist  made him feel sick, “ YOU'RE NOT MY BROTHER!” 
Blood gushed from the murant’s nose, their eyes widened and panicked. He squeezed his eyes shut for a second, the sight of it making him feel so fucking sick and he didn't know why. 
This mutant was going to hurt him if he didn't hurt them first. They were going to watch him and use the information to get him. He knew it, he already knew their plan, so he had  to fight back while he had the upper hand. 
He reeled back to punch the mutant again, but they stuck an arm out to stop him, grabbing at his neck and trying to choke him. But they were too hesitant, like they were afraid they'd hurt him. 
Too bad Leo wasn’t afraid to hurt them. 
He threw another punch, but the mutant tightened their fingers and he choked at the last second, nearly missing their cheek. 
Leo let go with his other hand to try and wrench their hands away from his neck, suddenly sucking in a panicked breath. This reminded him too much of- he couldn't breath and it was just like-
Leo squeezed his shut, his throat closing despite the mutant barely squeezing.
He tried not to think about it. Just fight. Fight this guy, don't think about how similar it feels to- 
Something pricked his neck and Leo opened his eyes, the mutant let go of his neck and pushed him off, scrambling away from him. 
He felt dizzy. 
“You-” Leo rasped out, but he couldn't make the words work. He couldn't move. Everything seemed to be falling down around him, the world going dark. 
And then he was nowhere. 
-----
lemme know if this needs more warnings. uuuuh yeah I wanted to write this part bad cause haha there will be consequences to Leo's actions ;) Regardless of whether he remembers them or not
I hope this bit isn't too OOC for Leo specifically, I think if he were cornered he could get real real violent so. Yeah.
Also I drew a doodle for this (which is why I wanted to write this bit) TW FOR VIOLENCE/CHOKING BELOW
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Sorry Donnie you are also getting more traumatized :/
Part 1 | Part 23 | Part 25
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miraculouslbcnreactions · 20 days ago
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Your most recent post about how you would(n’t) use Lila was interesting, because after I read how you’d handle a Chloe redemption I thought Lila would make a good counterpart to Chloe for Adrien, an object lesson about how some people can’t/don’t want to be redeemed.
Start out before or near the beginning of the redemption arc with Chloe as the bully with a long history of misdeeds to make up for, and Lila as (Adrien and the audience thinks) a nervous newcomer who told some lies for attention/popularity. Adrien might even think of her situation as Easy Mode or good practice for helping Chloe. Then time goes on, and as Chloe shows signs of improvement, Lila gradually reveals her true nature.
(Chloe post and Lila post for context)
I don't totally disagree. There are versions of canon where Lila and Chloe would be good choices for a nuanced discussion on redemption. For example, if canon was all about the teenage characters and had no adult villains, then Lila would be a great choice for damnation! The problem is that canon didn't take that route or really any route where Lila feels like a good addition to the cast, let alone someone worthy of being Chloe's counterpart in a lesson about the nuances of redemption.
The main plot of Miraculous should have been Gabriel's reveal and downfall. The point of Chloe's redemption should have been prepping Adrien for said reveal and downfall. Through her, Adrien first learns how to cut off someone you love and then learns how to decide if you want to bring that person back into your life. That is a full and complete lesson. Trying to repeat the lesson or supplement the lesson with Lila feels unnecessary for the same reason I don't like her as the new main villain: she's no one. A total rando with no close ties to Adrien or anyone else. Adrien wanting to help her is fine in theory, but hard to see as a valuable addition because she doesn't matter to his character. We have his father, his close childhood friend, and a random girl he barely knows. One of these things is not like the other. That lack of depth removes most or even all of the emotional impact that a failed Lila redemption would have on Adrien. It's not going to have much of an impact on the audience either unless you make some serious changes to Lila.
One of the show's biggest flaws is that Lila is not a functional character. She has no clear motivations, backstory, or even a strong tie to the main plot of seasons one to five, making it hard to care about her. To have her damnation have any sort of emotional impact on the audience, you need to give her those things and have her develop actual relationships. Without that depth, she's an incredibly weak addition to the story who is only here to be a two-dimensional villain. The audience doesn't want her to be redeemed. We want to see her go down! Those are the wrong emotions for a lesson on failed redemption. Failed redemption should be a tragedy if you want the lesson to hit properly. It's easy to give up on people we don't really care about. It's hard to give up on people we love.
Add in the facts that Miraculous already has too many characters and that Chloe's redemption would be a subplot amidst everything else that's going on and I just don't see Lila being worth the screen time it would take to let her have a proper damnation when you're already giving Gabriel a damnation. Plus it's kind of depressing to have one redemption against two damnations and I like to keep the sad elements limited so that they really pop. Damning Lila and then Gabriel would make Gabriel's damnation feel less powerful.
Even if the plan was to redeem Gabriel, I still wouldn't use Lila as our damnation case study. I'd use Nathalie. She's far more interesting and has an actual tie to the overall plot, making her super easy to involve. Her and Gabriel share the screen constantly, making it very easy to contrast them as the story goes on. You can't really do that with Lila and Chloe because Lila and Chloe would never team up in a story where Chloe gets a redemption arc. Canon had to add Chloe's Marinette obsession to make the Lila & Chloe plot work and Chloe's redemption doesn't work if she hates Marinette to that extreme. I don't think that version of Chloe is beyond redemption, but I would never redeem her into Marinette's friend group. Seasons-four-and-five Chloe needs a fresh start with people she hasn't hurt. I don't know if she could ever be friends with Marinette and I don't particularly care to see it.
I love a good redemption, but part of writing those is knowing that there are lines that a character can't cross if you want them to be forgiven and accepted by your core cast later on. It's that whole romanticizing the cycle of abuse thing that I've discussed before re enemies-to-lovers stories and the general concept of redeeming Gabriel. I get why people like it, it's a wonderful fantasy, but for me it's an incredibly hard sell. My suspension of disbelief almost always breaks, leaving me feeling sad and unsatisfied.
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I love jack so so much he's perfect but tbh I do think it would've worked much more with the show if he was a destiel baby instead of lucifer's. and I'm not just saying that as a shipper or whatever I mean narratively it would've been a lot cleaner- and actually, I think it would've been super funny to no-homo them creating a baby together, like, literally all they would have to do is say "oh, when cas rebuilt dean after hell he accidentally left some grace tangled in his soul, and every time he's healed him since then it's been growing stronger until a nephilim was born". like yes the studio is homophibic etc etc but all the jokes they'd make about dean being spiritually pregnant would be very funny for me personally.
but ANYWAY, jack's story gets messy and convoluted and I think this would've been like...a simple fix. them worrying about him going dark side could be because they're worried how demon!dean and lucifer!cas affected him in development, the show LOVES bloodline drama, chuck's wanting abraham and issac 2.0 would've worked better this way, dean's storyline with him would be improved, bc rather than 'oh no I slowly but surely emotionally adopted the antichrist' like I think he would've had an easier time clocking his john-behavoir if it wasn't a question whether he was jack's dad or not. plus last time dean actively raised a kid he went to great lengths to keep the supernatural away from him, so it'd be interesting to see how he handles a kid he CANT possibly hide from this part of his life. it would make more sense why michael wanted jack as a vessel- yes obviously he wanted the nephilim power boost but also having him as part of the winchester bloodline, making him a PERFECT vessel he doesn't have to worry about burning up would add a lot. we could also use this argument for why lucifer is so interested in him if anyone actually liked that plotline in season 14 lmao. we know chuck hated cas and dean's relationship, could you imagine if he checked in and found out they made an unauthorized baby together💀 like that really would've given better context for why he hates jack so much. cas wouldn't need that whole weird brainwashing arc to wanna protect unborn jack, PLUS it could've been an interesting source of angst for him- he feels like he's failed once again, creating an abomination and putting dean in danger, but also still loves jack immensely. it'd be so good! also imagine how fucking stressed out heaven would be to find out a mini castiel is on the way. they wouldn't even wanna exploit that kid for power they'd be preemptively treating the headaches they know they're gonna get lmfao.
also. the casting directors literally put jensen and misha into a face morph app and cast the first actor they could find that matched the results. which would've made more sense if,,,,he was just Theirs. the comedy of dean and cas making a baby before either of them managed to admit their feelings to each other would be more fun then the "dude adopted a kid and pawns him off on his unwilling roommate's all the time and they eventually warm up to the kid" storyline we actually got. we also could've replaced some of the jack-dean angst from the show with "dean wants to connect more with jack but he feels shut out whenever cas is around bc he can't relate to any angel stuff so obviously jack's going to cas for help more!", which I think would be interesting!! how AWFUL dean and cas would feel that jack didn't feel safe enough to be a baby. dad!sam is still in full swing but he cares for jack right off the bat instead of trying to use him for his powers at first. lily sunder talking about how cas killed her kid bc he thought it was a nephilim and dean, who's already fully aware he's (spiritually) knocked up by cas is like 👹 inch resting cas-tee-elle tell me more. mary having a 'my baby has a baby' crisis. cas insisting jack looks nothing like him is a running joke but then at some point he explains its bc jack's 'true form' looks just like dean's soul....
ALSO- in a show where, canonically, the very first act of free will was cas falling in love with dean...the physical manifestation of that defeating chuck and taking his place as god? come ON.
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albihypnostuff · 3 months ago
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Ok so this is an EXTREMELY NICHE post because of the combinations of interests and tags, but I really want to share because I was just reminded of it A while back, I was experimenting hypnotizing a few of my friends (fairly successfully, if I might add~~). And I was trying it for the first time on a close friend, she was curious after I hypnotized someone else we both knew. Now, for context, and I know this seems completely off topic, me and most of my friends play Splatoon 3 competitively, including the person I was hypnotizing. I was inducting her and it was going quite well. She was so cute empty minded and making such cute noises. However, a little urge came into the back of my mind to say something super stupid while she was entranced. And I couldnt resist that urge to just blurt something out. Specifically, since both of us played Splatoon comp, I said something rude about the weapon she played "CDS (Custom Dualie Squelchers) is Mid!!" Instantly she snapped out of it, we both died laughing, and I just couldn't get her under for a while because every time I tried, at least one of us wouldn't stop giggling because of what happened last time. What I think is the funniest though, is that, at least according to my memory of the event, she stopped playing that weapon very shortly after the session. It's PROBABLY a coincidence, but I like to think I influenced her subconsciously with a stupid thing I blurted out
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fueioekjfisks · 8 months ago
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Im so sorry im losing my absolute mind but please hear me out for a second.
Mild tw for implied SA - NOTHING ACTUALLY HAPPENED PEOPLE JUST THINK IT HAPPENED
You know the common misunderstanding au in the danny phandom rn about vlad being a creep and people thinking hes like a CREEPY CREEP and not just a supervillain creep?
Well imagine danny is going on break or something and his dad wants to bring the whole family up to vlads castle for whatever reason.
Danny, obviously, does not want to waste his ONE FREAKING CHANCE of getting some god damn sleep being tormented by vlad and his stupid birds. Plus, vlad will probably plan some big murder plot for his dad and danny CAN. NOT. HANDLE. THAT. RIGHT. NOW.
So danny decides to make a PowerPoint presentation about why he doesnt want to go.
Obviously he cant reveal vlad or his own halfa status so its mostly just really jumbled information about vlad being creepy.
He gets backup from sam, tucker, jazz, and even val. He also knows his mom already dislikes vlad and knows hes a total creep so all he really needs to do is convince his dad.
But??? As hes compiling evidence??? And rehearsing his presentation with hes friends??? He realizes that it sounds super fucked up???
And like, it’s mostly just bad without all the context. But he realizes that Vlad is actually kinda sick in the head. Danny knows he would never actually do something that terrible, but its supper concering how similar his actions are to like, actual bad people.
Danny isnt mad about it or anything, he’s actually just worried about it Vlad.
Danny is not perfect by any means. But Vlad is the only other member of his species besides, like, his fucking clone (which holy shit Vlad what the fuck) or maybe dan who is also fucked up.
Danny knew that Vlads death definitely messed him up, but he never really thought about Vlads actions beyond “obsessive fruitloop, at it again :/“ and is just now realizing that vlad might need psychological help. Which he feels pretty (REALLY) bad about.
Danny has no idea what to do, and no idea who to go to.
So he sneaks out, doesnt even go ghost as he takes the powerpoint to vlad who obviously freaks tf out because holy shit thats SO MUCH WORSE THAN ANYTHING HE COULD HAVE POSSIBLY IMAGINED. What if he had actually hurt daniel? What if he had hurt his precious Madeline?? He needs help like yesterday! How did he ever get so bad???!
So Vlad freaks, trashes his own house, apologizes to danny, and books it through the portal to find the far frozen or somewhere else he can get help.
Danny is somewhat shellshocked about the whole situation. It doesnt get better when people start investigating Vlads disappearance.
The state of the manor indicates foul play and the police look into it further. Find security tapes. They see danny, frazzled and paranoid, enter Vlads property, everything goes to static, and only danny leaves.
Hes arrested of course, and he and his friends/family are interrogated.
Everybody vehemently denies that Danny would ever do such a thing, but when they are asked if danny has potential motives everyone (except for jack) gets all squeamish.
Its practically common knowledge in Amity Park that the mayor and the weird Fenton child had beef. People just were unsure why.
I think it would be really cool to focus a story around the polices pov of the investigation/ random Amity Parkers interpretation of the events.
Danny being kinda creepy after the accident (because death) could totally make people assume he did it and that would be awesome.
We can also add in de-aged Dani/Ellie and or Dan for that extra spice.
Imagine the fentons finding out about Dannys supposed kids in the context that they are MOTIVES FOR THEIR SON TO MURDER THEIR COLLAGE FRIEND ( AND DANNYS OWN GODFATHER) WHO APPARENTLY GROOMED HIM???!? AND THEY DIDNT EVEN NOTICE??!?
This could totally be a crossover too. Lucifer tv show. Batman. Supernatural. All are good.
Anyway, thought this could be kinda interesting
Please continue if you want
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amphitriteswife · 2 months ago
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Loki NSFW HC’s
Fem reader
@rorlokiswifey @riseofamoonycake
Sorry if i went all out😔 read at your own risk.
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🎭 Loki is a switch who’s leaning on the more dominant side. He prefers to be in control, but is very flexible with preferences and interests. He almost never says no to anything and is very open minded most of the time. He usually goes for whatever he feels at the moment.
🎭 In terms of pet names he surprisingly isn’t a fan of sappy ones, instead he calls you nicknames based on your name or things as ‘baby’ or ‘sweetheart’ i feel like he would also call you ‘honey’. He’s the type to butter you up with his sweet words, all sounding very addicting and hoarse in bed.
🎭 likes phone sex. He’s a open guy who sees masturbation as the same thing as sex, just manually. He likes talking to you when the both of you are stimulating one another, just listening to the raw voice of pleasure. It turns him on a lot and he can’t wait to see you soon. Masturbation is one of his preferred ways when ut comes to sex
🎭 He’s lowkey perverted okay? If you’d ask him which part he likes the most he would not hesitate to tell you which part. Its the boobs. Yes he likes boobs. It’s loki okay you can’t expect much. He likes that they’re super warm and intentionally hugs you there. He thinks they’re like water balloons
🎭 you know how those chains things come out of his hands? He definitely has something for it. Now what does this mean? It means he likes metal or some way of bondage. Not extremely ofcourse, more as in he will wear chains on his body and tell you that he’s his. Both in bed and in every other day. Or he’ll purposely wear chains on his body in a way that will accentuate his pale body even more.
🎭 Loki has a long tongue, as much can be seen in both the manga and anime. He’s a licker okay? Definitely someone who also has a thing for doing it ‘sneakily’. So yes he would definitely lick it under the table sorry for putting it so bluntly-
🎭 degrading kink, it goes both ways for him. He will degrade you if you’d like but he himself loves it a lot. Tell him every bad thing that ever that ever grazed your mind, all the toxicity, all the hurling insults. He wouldn’t even get mad, just enjoying the words and laughing like a maniac. Crazy ahh
🎭Loki is LOUD. Very loud. He’s not even doing it on purpose. He’s a total slut okay? Eyes rolling back into his head, laughing mixed with a strangled moans. The sounds of him trying to mover while you used his own chains against him to tie him to the bet rattling because of the sudden movement. He’ll look at you with his glowing purple eyes and be extra bratty.
🎭 He likes to be choked or gagged. Wrap his hands around his neck when you bounce on him, make him gasp for air, he needs it after all just as much as how he needs you. Extra points if you put a gag into his mouth, it adds to the fun in his opinion.
🎭 probably liked latex. Not the sound of it necessarily, but more the way it looks. It’s shiny and tight on your figure. He likes anything usually when it comes to latex. Just not body suits cause they uncomfortable and. He does like leggings or shoes of gloves.
🎭 Roleplay enthousiast. But his roleplays are a little more extreme, just not too extreme. To him its more a play of dominance. He likes to be in a higher position and have control over you, but that’s only on bed. He also has fantasy roleplays, so like roleplays as mythical creatures.
🎭 so what does his nether region look like? Well Loki’s norse and has pale skin, this means that most veins are either red/ pink and blue. He’s actually clean shaved unless that’s not your preference, and yes the hair ia green when it isn’t shaved cause he has natural green hair. It might even have that light blue in it like the hair on his head. Slightly curved upwards and around 13 cm, not ashamed about himself no matter what context.
🎭 Loki’s the type to use fingering more as foreplay instead of actual sex. He would use his fingers to rub your clit, usually his thumb because it helps woth rubbing the whole surface. And for the folds caresses it with his fingertips. The main goal is to get you wet and desperate, he won’t put it inside. Half because he wants to save it for later and because he wants to tease you.
🎭 His cum is more on the watery side, like actually spurts, it’s a lot too. He’s very sensitive there and isn’t afraid to show it. His preference is on the boobs, and he likes coming on the outside because that way he can see it too. Also a big fan of edging and can last actually long asf. Probably participates in NNN and actually lasts.
🎭 Loki himself wouldn’t rly care if you shave or nah, unless it’s super bushy. The forest to him is fine as long as he doesn’t get lost in it. What does this mean? He cant find the hole if it’s too busy😔 or he’ll start licking the hairs or sum. He weird and freaky like that-😭
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That’s all thank yall for reading
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stagefoureddiediaz · 10 months ago
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Ok so Buck is getting a meta before I write my 7x03 meta and it’s all because of this still we just got!
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We haven’t seen Buck in blue jeans (he’s worn jeans they’ve just always been super black) since season 2x01 - you know when Eddie rocked up at the station and put his shirt on - yeah you’re all thinking what I’m thinking aren’t you!!! The parallels of that jealous Buck and upcoming jealous Buck keep on paralleling. Putting him back in this style of jeans now is so very deliberate and interesting - if you ask me it’s playing not only into jealous Buck, but also into Buck and his hamster wheel - it’s playing on the whole buck 1.0 upgrade to 2.0 etc - there’s something about the fact that Buck essentially stops wearing jeans when he bonds with Eddie - something in the idea that that was the moment he was being both more true to himself, but also hiding a part of himself as well - it’s almost as if the intention is to parallel and revisit some of earlier Buck and explore him opening up the part he hid. Now with the context of Buck in s2 being in a (intense for him) relationship that’s shifted and ended without him knowing/ accepting it and a new guy coming on the scene sparking jealousy before creating a strong bond, and the parallel/juxtaposition of what we’re about to see - new guy sparking jealousy and presenting a threat to his status quo whilst he shares an intense bond with Eddie is a pretty interesting concept - the idea that they may be playing into the beginning of Buck recognising that his relationship with Eddie is changing and different in the same way he slowly figured out Abby had left him - only this time it’s changing in the opposite direction - stronger more unbreakable and allows him to be his true self - well that would be an amazing piece of storytelling in my opinion.
Now obviously alayna and the wardrobe team wouldn’t have known way back in the beginning of s2 that the story was going to head in this direction, but a great designer can make choices that they made in previous seasons work for them in future ones. So to me it feels like this sudden switch back to jeans is deliberate and about tying into the past to move and change things in the present/future. Alayna knows the full arc Buck is on and the fact she’s chosen now to do this when she could’ve done it at any point or not done it at all tells me all I need to know!
Would you like some other things we’ve got going on with this outfit?? I thought you would and I’m here to serve!
We’ve seen Buck in a spotty shirt like this one exactly twice before - 2x14 when he’s at a diner with Maddie talking about Buck finding his own apartment and Maddie going back to hers and going on her second first date with Chim.
Side bar - This is the episode we ‘hear’ of Tommy in the present tense - funnily enough to save Eddie - which in light of Eddie Tommy bestism were about to get is making me chuckle (it’s clever writing and retcon) in technical terms it’s the only reference we have of him as still working for LAFD - all his other appearances are in begins episodes so ‘historical’ rather than in the present!
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And then we see a different spotty shirt when he goes to see Chase Mackey in 3x04
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There’s also the other dark short sleeved button ups we see him in - not spotty, but striped - the one in 4x14 when Taylor comes back,
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The most awkward I love you in the history of television in 5x09 has Buck in dark navy blue with vertical stripes (I don’t have the ref picture handy as I’m on my phone but I’ll come back and add it later 😎🤓)
Then we have 6x10 and the buckley-Han family get together where everyone finds out buck has donated his sperm to Connor and Kameron
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All of these scenes are pretty key moments in Bucks arcs and what I find interesting (with the exception of the first one - 2x14 which kind of fits but also doesn’t) is that they are all moments that lead to developmental regression by Buck - under the guise of growth - moments when he thinks he’s moving forward but is in fact either side stepping or going backwards. Suing Bobby and the fire department is obviously the loudest of these moments, but they all fall into this category.
2x14 is perhaps the most interesting and relevant (what with the pattern being almost the same) in reality it’s a scene about Maddie moving forward and getting on with her life - that happens to also include buck getting his own apartment rather than camping out in her dining room. Thing is Maddie talks about going to therapy and putting in the work to feel and find normal in the aftermath of a major traumatic event. In some ways the chase Mackey spotted shirt kind of also falls into this same category - the aftermath of a major (or two) traumatic event for Buck and him trying to get back to his normal (he’s just going about it all wrong)
And here in season 7 we have Buck back in a dark short sleeved spotty shirt in the aftermath of a major traumatic event (Bobby and Athenas Cruise disaster - he couldve lost his dad) trying to get back to normal (something we’ve seen him trying to do for the back half of s6 obviously) and I can’t help but wonder - with Oliver talking about Buck getting off the hamster wheel he’s been stuck on - whatever happens whilst Buck is in this shirt is going to be a major catalyst for him. its going to set him off on his arc for this season and we'll to put in the work his sister did post killing Doug and actually move forward and learn about himself in the process. What that looks like I don’t know but the scene this is from is going to be key to his escape from repeating his past mistakes and actually growing towards his happiness.
The costume department haven’t let me down yet so I’m feeling pretty excited for that scene!
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