honestly i wish i didnt know as much as i do about occultism and spirituality because it is so fucking frustrating to see ppl talk about it and they very obviously do not have the knowledge that i have. like i am so open to being wrong, but i see things that ppl are saying and i'm fairly certain that they just ... do not have the depth of knowledge i do, so they say very ignorant things, or draw lines between things in an incredibly (potentially dangerously) overgeneralized way. and i am just sitting here like "oh you have no clue what you are saying right now, do you? you do not realize what you are saying is unfortunately pretty damn wrong." and i have to back away from the screen bc i do not discuss these things anymore due to the brain being constantly ready to dropkick me straight into a mental health crisis
but christ alive i think anyone who engages with spirituality needs to read up on like. essentially Everything they can get their hands on, even if they do not necessarily agree with the ideas being presented, because that way !! you learn !! and you grow to realize what things are borne out of racism and grossly mystifying other cultures and straight up white supremacy and nazi ideology and encouraging psychotic symptoms that lead to mental health crises !!!
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The thing I like about the Blood Moon mechanic in Breath of the Wild and Tears of the Kingdom is how it affords game-mechanical transparency to the player.
Like, we all know the reason it exists is because, like any complex open-world game, BotW and TotK periodically need to hit the reset button on all non-trivial changes to the world state; in games that don't, your save file has unbounded growth due to the need to keep track of every little thing you've ever done, and eventually the system runs out of memory, save/load performance goes to shit, or both. It's basic software engineering constraints dictating the shape of play.
The thing is, most open world games try to do this subtly, perhaps by setting individual timers for the consequences of different actions to expire, or by linking world-state cleanup to proximity to the player character, but in practice it never works – trying to be sneaky about it paradoxically makes it more obtrusive to the player by rendering it opaque and unpredictable, often prompting the development of superstitious gameplay rituals to work around it.
BotW and TotK take precisely the opposite tack and make it 100% transparent and 100% predictable. Once a week, at exactly the same time of day, there's a spooky cutscene and an evil wizard undoes every change you've made to the world that doesn't have an associated quest log entry. Why everything at once, and always on the same schedule? A wizard did it. Why exactly and only those changes that don't have quest logs attached? See again: a wizard did it.
And this isn't just a gameplay conceit. Everybody knows about the evil wizard! The fact that the evil wizard keeps resetting everybody's efforts to fix the befuckening of the world is a central plot point. There are organisations whose chartered purpose is to go around redoing stuff that's been undone by the wizard.
It makes me wonder what other potential synergies between fantasy worldbuilding and mechanical transparency are going unexploited.
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