#but it was just such an important part of the games development history i Want To Know. man desires what it cannot have.
Explore tagged Tumblr posts
Text
Rewriting Veilguard Part 1 - The World State
Disclaimer: I don't hate the game, I actually think it's quite great given the development hell Bioware went through in those 10 years. This is more of a hypothetical universe where there was less of that behind the scenes drama. Just a fun writing exercise.
Expanding Veilguard's World State Editor
Like many of us, I was disappointed with the total amount of choices carrying over from past games being only three, one of which dealt with romance, two with decisions made in the Trespasser DLC, and all of them being from Inquisition. This already set the precedent that we shouldn’t really be expecting the game to be as connected to our unique Thedas as we have come to be used to from previous titles—no more uniquely flavoured codex entries, no more small but sweet cameos here and there that make the world itself feel like a larger place that we had helped shape.
Given The Veilguard’s very troubled production history of multiple delays, staff layoffs, and all-around restarts of the entire project, it is honestly a surprise that we even got three choices, so credit where credit is due. They made with what they had. But what if The Veilguard had this vision from the start? What if there wasn’t any of this meddling? What if Bioware simply had more time and control? What if they could truly let us import the World State this game deserved?
Now, for this hypothetical rewritten playthrough, I’m going off from the fact that the Dragon Age Keep will not be used; I actually found it a neat idea to tick my three choices in the character creator, and it would have probably been better had Inquisition done something similar. Why do I think that? Because it means we are not running into any dangers of servers potentially shutting down, leaving us trapped in the canon we happened to have imported last. Converting the Keep into an offline editor was a good idea, but unfortunately not executed nearly enough as, let’s face it, we all expected. So we’re gonna have some fun for Veilguard.
Disclaimer: I’m going to refer to the game’s title as Veilguard from now on, not “the” Veilguard. I really don’t like the change of having a “the” in a series of otherwise one-word, or one-number, titles.
Of course, we have to be realistic about this. It is virtually impossible to implement every single decision from across all three games, and those that can be implanted can’t alter the main plot too much. Certainly, we like to imagine and picture things, but let’s approach this from an actually doable point of view.
Right, so imagine you just finalised your Rook, and then get a screen titled “Past Adventures”. Not just “The Inquisition”. And it would take up the entire screen instead of being shoved somewhere in the corner of the final CC page, which many people missed. I could have missed it too, had I not known beforehand that it was going to be there!
It would say something akin to “You can customise the protagonists and several events from the games Dragon Age: Origins, Dragon Age II, and Dragon Age: Inquisition. These choices will have both major and minor effects on the plot of Veilguard. If this is your first Dragon Age title, you would be advised to skip this section for now, as you may otherwise risk getting overwhelmed. A default World State has been pre-generated for the game.”
Why did I add this disclaimer? Because it would show us, right from the get-go, that we respect both new and old players. If you’re a new player, feel free to skip this part as it won’t matter to you anyway and, quite frankly, you wouldn’t want to spend an eternity in the character creator doing things you might not even be familiar with. But if you’re a returning player or someone who has read up on recaps and watched countless lore videos, come on right in, we’ve got you covered, don’t worry! We know how much time you spent meticulously crafting your World State for Inquisition, so join us and customise to your heart’s content.
If you choose to not skip ahead (honestly the only time I would click “skip” on that shit is if I was a new player), you will be presented with three tarot cards, one shows the griffon, the Grey Warden symbol, one shows Kirkwall’s heraldry, and one shows the Inquisition’s banner. Here’s your previous three games. And now we get to customise them a little. The little gremlin in me would be quite gleefully rubbing his hands at this prospect.
Past Adventures: The Blight
We open the first slide and are immediately hit with a crimson screen and an ambient reprise of several of Inon Zur’s themes from DAO. I loved this part in the game, when you click to customise your Inquisitor and are immediately hit with “Calling the Inquisition”. Really great stuff for early emotions. Now let’s actually customise things.
The Hero of Ferelden
I do not expect us to actually be able to recreate the Warden in the flesh, but I believe they should be at least brought up in conversation or mentioned in codex entries and letters. Here are the things we get to customise about them specifically:
The Hero: Here, we get to tick the race, gender, class, and background for our Warden. Again, no character creator, just fancy tarot cards. But guess what? That would already be more than enough for what we can do. At least we know the game acknowledges their continued existence.
The Warden’s fate: Did the Hero of Ferelden perform the ultimate sacrifice?
Romance: Who did your Warden romance, if at all?
The Companions
Now that our Warden is set, we jump over to DAO’s companions. Each companion has their own little mini-section. The first few questions will always be “Did you even recruit them? And if so, did they survive? If so, were you on good terms or not?” These questions, depending on the answers, will immediately lock or open the more specific ones. Which are, as follows:
Did the Warden have Morrigan perform the Dark Ritual?
What is Alistair’s ultimate fate?
Was Sten reunited with his sword?
What happened to Loghain?
What happened to Marjorlaine?
The Battle of Ostagar
What happened to the prisoner at Ostagar?
The Arl of Redcliffe
What is Connor’s fate?
Is Isolde alive?
Did you help Bevin and return his sword?
The Urn of Sacred Ashes
What happened to the Urn?
The Nature of the Beast
How was the situation between the Dalish and the werewolves resolved?
A Paragon of Her Kind
What happened to the Anvil of the Void?
Who rules Orzammar?
Did the Warden help Brother Burkel create a Chantry in Orzammar?
Did the Warden prove the Legion of the Dead was connected to a noble house?
Did Orta join the Assembly?
Warden’s Keep
What happened to Sophia and Avernus?
Denerim
Did the Warden complete Slim Couldry’s crime wave?
Who rules Ferelden?
Who killed Urthemiel?
Awakening
What happened to Nathaniel?
What happened to the Architect?
What happened to Vigil’s Keep and Amaranthine?
As you can see, I have not included all the choices, just the ones I think can be carried over in both realistic and interesting manners. Not all of them will heavily feature in the game; in fact, many of them are for flavour and codex entries only, but there is still merit in those. We know there is a whole lot of stuff happening in the South thanks to the letters the Inquisitor regales us with. So let’s put some world-state uniqueness to those letters. But in this rewrite, some of these choices will, in fact, feature in a more substantial manner.
And that’s Dragon Age: Origins done! Moving on to the next one!
Past Adventures: The Tale of the Champion
When we enter this screen, the CC assumes Kirkwall’s orangey-yellow tone and we get a reprisal of the key DA2 themes by Inon Zur, the most prominent one being, of course, Hawke’s family theme. This one is not going to be as big as DAO, but there are a few important factors nevertheless, especially concerning possible deaths and survivals.
The Champion of Kirkwall
Unlike the Hero of Ferelden, Hawke will actually be customisable in this one. Because no matter whether or not they were sent to the Fade or Weisshaupt, there is always the potential for them to still be alive. So, here are the choices regarding Hawke:
The Champion: Here you can customise Hawke’s gender, class, and personality.
Who did Hawke romance, if at all?
The Party
Pretty much every companion’s card, aside from a few, will have the questions “Did you recruit them?”, “Are they still alive?”, and “Were they friend or rival to Hawke?” at the forefront. Most of it is gonna be flavour, but it’s still my flavour, dammit!
What happened to Bethany or Carver?
What happened to Isabela and the Tome of Koslun?
What happened to Fenris and Danarius?
What happened to Merrill, her eluvian, and Clan Sabrae?
What happened to Bartrand?
What happened to Anders when the Chantry exploded?
Did Hawke approve of Ander’s actions?
Did Aveline marry Donnic?
The Tale of the Champion
Did Hawke protect the Bone Pit from all its dangers?
What happened to Feynriel?
Did Hawke let Zevran go?
Did Nathaniel survive?
Did Hawke side with the mages or the templars?
Fewer choices are carrying over here compared to DAO, but many of the events that occurred in DA2 are only relevant to Kirkwall’s immediate fate, which is already resolved by the time of DAI. Many of these will be flavour again, but some of them, I’m not going to say which, will definitely have a bigger impact.
Right, we’re done with DA2, let’s move on to the last one!
Past Adventures: The Inquisition
And here we get to the big one, the game that most directly impacts much of DAV’s story. We click on the last page and get the green shades and DAI’s ambience themes, a beautiful reprisal of Trevor Morris’ great hits. I would like to once again reiterate how emotional the CC music made me feel here when I was playing the game. Let us now customise our choices.
The Inquisitor
While the Hero of Ferelden will be a background figure in letters and codex entries, and Hawke more of a minor character with a significant role, the Inquisitor will have a much larger presence. Just how large, you’ll find out soon. But for now, let’s customise them:
The Inquisitor: Here you can customise your Inquisitor’s race, gender, class, and specialisation. Their personality as well, for while it wasn’t as apparent as with Hawke, the Inquisitor does still have a distinct range of dialogue choices. You can still be diplomatic, lighthearted, or even rough.
Who did the Inquisitor romance, if at all?
The Inner Circle
As with the other companion sections, pretty much all slides here will feature the “Did you actually recruit them?”, “Are they still around?”, and “Are you friends or not?” questions. Alongside a few specific ones that will definitely have more of an impact here.
Did Dorian resolve the issue with his father?
What happened to Blackwall?
Did the Iron Bull remain loyal to the Qun?
Did Cassandra rebuild the Seekers of Truth?
Did Cassandra discover the book of secrets and what did she do with it?
What happened to Harmond?
Which path did Cole choose?
What happened to Solas’ friend?
Did Varric track down the red lyrium source?
Did the Inquisitor give Vivienne the heart of a snow wyvern?
How was Cullen’s lyrium dilemma resolved?
How did the Inquisitor help Josephine resolve her family’s fortunes?
Was Leliana hardened or softened?
The Path of the Inquisitor
Did the Inquisitor embrace or denounce their title of Herald of Andraste?
Did the Inquisition side with the mages or the templars?
What was the general principle upon which the Inquisition was founded?
Who rules Orlais?
Who stayed behind in the Fade?
What happened to the Grey Wardens after Adamant Fortress?
What happened to Samson or Calpernia?
Who drank from the Well of Sorrows?
Did the Inquisitor respect the rituals at the Temple of Mythal?
Who became Divine Victoria?
The Inquisition’s Influence
Did the Inquisitor ally with the Hinterland cultists?
Was the rift in Crestwood closed?
Was Caer Bronach captured?
Did the Inquisitor make a deal with Imshael?
Was Suledin Keep captured?
Was Griffon Wing Keep captured?
Was Sutherland’s company formed?
What tone did the Inquisitor’s judgments take?
Jaws of Hakkon
Did the Inquisitor learn Ameridan’s fate?
Was Hakkon slain?
Did the Inquisitor share the truth about Ameridan?
The Descent
Did the Inquisitor stop the earthquakes from destroying the Deep Roads?
Trespasser
What is the ultimate fate of the Inquisition?
What is the Inquisitor’s final goal regarding Solas?
Again, this looks like a lot, and it is, but bear in mind that a lot of these will only have minor impacts on the story in the form of cameos and codex entries. However, there are several major DAI choices that will have significant impact.
For our hypothetical rewrite, I shall not list every single choice I made for my imaginary playthrough. Instead, I shall reveal them as we go along so as not to clutter the space too much. And it’s a bit more fun this way.
And that’s the World State editor finally done! I believe all of these choices are able to feature in some capacity, be it big or small. But no matter if it’s a big world-changing consequence or simple flavour texts and cameos, it will still be our Thedas, our own unique version of it that we helped shape.
Now that the past is dealt with, let’s look at the present. Next time we’ll talk about Rook, the six factions, and why a DAO-style origin story selection would have not only been beneficial but very doable.
#dragon age#dragon age the veilguard#veilguard spoilers#dav#rewrite#rewritingveilguard#veilguard critical#dragon age origins#dragon age 2#dragon age inquisition#world states#character creation
29 notes
·
View notes
Text
I keep having dreams about an Earthbound 64 prototype getting leaked. Shit lives in my mind rent free.
#it's my lost media white whale#not because i think it would be better than GBA mother 3 obviously. like from what I've seen it probably wouldn't have aged as well.#mother 3's pixel art style is a lot more timeless than N64. as much as i love shitty early 3D i think it was for the best it didn't work out#especially since the colors looked so dull. which might just be the quality of the videos we have but it still seems a bit grittier overall#but it was just such an important part of the games development history i Want To Know. man desires what it cannot have.#i honestly want another gigaleak to happen of the entire disk drive library tbh. mother 3 is my white whale but I'd love to see em all#especially since I've heard that the charge in the discs might die soon which would make a leak harder#since then it'd have to be a hacking like the gigaleak and not just someone dropping a prototype#maybe it'd increase the odds of people uploading roms though because soon their discs will be nonfunctional and valueless#idk. but I just want to see a glimpse of this lost piece of earthbound history as well as nintendo history in general.#i don't know why I'm so obsessed with it to the point I'm having dreams about it though.#if i had disposable income i would literally place a bounty on it. idk if that's legal but I'd fuckin do it.
2 notes
·
View notes
Text
cultivating your hobbies to become that girl
as summer starts to end, i find my days a little emptier and im full of anticipation for the coming academic year. but the last thing i want to do is waste the last part of summer so now is the perfect time to cultivate or begin a new hobby, focusing on four areas to level up your body, skills, mind and passions! enjoy angels and i hope this gives you some inspiration.
────୨ৎ────────୨ৎ────────୨ৎ───────
body
having a hobby that helps you reach your dream body, maintain a healthy lifestyle or just help with your mental health (as moving your body always does!) is such a good idea. the past few months my workout schedule has decreased due to the amount of schoolwork i have had and exam season so now is the perfect time for me to get more disciplined and build up a good workout scheme. my hobbies based around my body are pilates or yoga, both of which help me with my fitness goals. here are some more ideas/inspiration for some hobbies you could start:
‘hot girl walks’ - set a goal for your daily steps and go on walks everyday to help you achieve that.
running daily.
swimming daily.
tennis or badminton daily.
joining a sports club such as football or gymnastics.
dance - could be by yourself at home following dance workouts!
strength training.
starting a fitness challenge - such as a month long youtube challenge.
start making your own fitness content! film videos or write tutorials.
bike riding daily.
skills
finding a hobby that helps you develop/cultivate your skills is so important. mine personally is cooking/baking as it helps me focus on giving my body what it needs, becoming more independent and providing for those i love. here are some ideas/inspiration:
painting.
making your own clothes - sewing, knitting or crocheting.
gardening.
scrapbooking.
photography.
drawing.
writing - poetry, novels, articles or anything similar.
acting - helps with public speaking, confidence and making friends.
jewellery making.
chess or a similar intense mental game - cultivates your thinking skills and mind.
mind
finding a hobby that helps you mentally, especially if relevant to schoolwork or career plans is so helpful. mine is reading/engaging with literature as not only does it align with my academic work but also helps me with how i think, view the world and allows me to be more empathetic.
mindfulness/meditation.
learning to play an instrument.
writing/researching around your subjects.
budgeting - good way of keeping track of and understanding money even if you aren’t planning on doing anything economics based!
journalling or keeping a diary.
joining/starting a book club.
starting a studyblr, study youtube channel etc.
learning a new language.
tutoring someone - great way of helping yourself learn as well!
joining a debate team.
passions
finding a hobby around one of your passions is such a fun and unique way of engaging in things you enjoy. mine personally is visiting museums/areas of historical importance as i am so passionate about history.
visiting art galleries.
attending the theatre/cinema.
going to live music events.
visiting libraries/book shops - growing your wish list, finding new book inspo etc!
going to cooking classes, restaurants or cafes.
travelling to new areas (could be local or international) - perhaps to develop language skills, find places to hike etc.
attending lectures on subjects youre interested in.
watching documentaries or video essays.
starting a new course - i do several history courses, my most recent was on European empires!
making a blog, channel, instagram etc for a new hobby or interest.
────୨ৎ────────୨ৎ────────୨ৎ─────── thank you for reading angels! hopefully this will help us all on our hobby journeys and have given you ideas of hobbies to try or develop for the end of summer or just in general! love, m.
#becoming that girl#it girl energy#clean girl#girlblogging#girlhood#glow up#it girl#just girly things#pink pilates princess#pink aesthetic#pink blog#tumblr girls#cute#this is a girlblog#that girl
3K notes
·
View notes
Text
simblreen 2024 gift #2 // witches of war
ok but I'm obsessed with that hat on Tess. yes, that's kristopher volkov's mom up there on the right.
I have for you a companion to my previous simblreen set - 4 pieces of wall art depicting witches who fought in the war between spellcasters and vampires. These are meant to be older than the previous set, but in color bc magic!
If you're interested in learning more about the Century Conflict (the war between vampires and spellcasters) I compiled information about it from in-game text here.
@simblreenofficial
All of the frames come with all 4 witches in all 4 frame colors, for a total of 16 swatches each.
I don't want to ramble on forever because there's kind of a lot - if you just want to get to the download, follow the link below. Tess's frame requires Realm of Magic. Maria's frame requires Werewolves.
download all here (requires werewolves & realm of magic) [SFS]
or keep reading for:
previews of each frame & individual download links
information about the witches
full-sized renders
list of cc
flora's revelation [SFS]
Florencia learned long ago that the only way to survive chaos is to become chaos. That's her excuse, anyway. Florencia Dillon is an oc spellcaster-turned-vampire who later became Elle DeVampiro's mother-in-law. I don't want to clutter up this post more than I already have, but she shows up in my previous set and you can read more about how I've developed the DeVampiro family here.
keisha's plunder [SFS]
No one knows how Keisha got this frame. Best not to think about it too hard. Keisha Hughes is a premade from the Realm of Magic Sages household. She is L. Faba's predecessor as Sage of Mischief.
maria's historical prints (requires werewolves) [SFS]
Maria understood the importance of photography in maintaining and communicating a robust historical record. She designed these frames to house her favorite moments. She may have gone slightly overboard in duplicating literally hundreds of them on the assumptions that her colleagues would be as passionate about the preservation of history as she was. Someone will find something to do with the excess - they’re really quite cute! Maria Volkov was a Mooncaster (one of the spellcasters who successfully fought vampires by becoming werewolves). She was Kristopher Volkov's mother and died a very long time ago.
tess's discovery (requires realm of magic) [SFS]
After the invention of the camera, Tess began experimenting with different chemicals and development methods in an attempt to invent color photography. Weeks spent inhaling noxious fumes in an unventilated basement led her to one conclusion: Just use magic. Tess Dyer is a premade from the Realm of Magic Sages household. She is Morgyn Ember's predecessor as Sage of the Untamed. According to this trailer, she was the one who ascended them.
1. maria volkov
hat: helia hat by @clumsyalienn
hair: marjorie by @buzzardly28
dress: from victorian visions by @gilded-ghosts
pose: from model poses by @starrysimsie
2. florencia dillon
hat: bewitching hat by @nolan-sims
hair: franny by @buzzardly28
dress: governess dress (SFS)
pose: from simblreen 2023 part 3 by @simmerianne93
3. keisha hughes
hat: harvest witch hat by @litttlecakes
hair: meg by @simkatu
dress: summer swells dress by @gilded-ghosts
pose: from emotions: mix 2 by @akuiyumi
4. tess dyer
hat: bad witch hat by @akalukery
hair: beatrice hair by @simkatu
dress: elphaba dress by @sentate
pose: from 18th century portraits part 1 by @anachrosims
cover
keisha's pose: from halloween magic by @helgatisha
other poses: from simblreen 2023 #3 by @simmerianne93
#simblreen 2024#simblreen2024#keisha hughes#tess dyer#maria volkov#ts4 cc#ts4cc#ts4 wall art#ts4 decor#ts4 download#ts4 vampires#s4cc#s4ccfinds#s4cc download#sims 4 cc#ts4ccfinds#ts4 custom content#dead-lights cc#kristopher volkov#simblreen
248 notes
·
View notes
Text
Music of Lands Between
Today I really want to ramble about the importance of music we can hear from Elden Ring NPCs bc it makes me feel A LOT. Here's a small video compilation
One of the things that make fictional world building actually GOOD and believable for me is the existence of art in the world. Often art is an urge to express the feelings in reaction to some events or to just cope; it's a catharsis. If the fictional world has history, it would have art history as well. What strikes me about the existence of music in Lands Between is the fact that this world is broken and ruined; and yet...there's an urge to create. The culture still exists and develops. The fact that the developers included these little details in the game's world makes it feel alive.
1) A page playing flute. It seems that they're playing it by the graveyard? I love how this melody fits the ambient music of Leyndell...and the atmosphere of it, too; the grief and the pain and the sombre hope in this city.
2) Chanting Winged Dame and her song of lament. What is interesting, is that the lyrics have a meaning - she signs about the sadness of the fate of this world. Beautiful song and I love that we can hear it from afar.
3) Nomadic Merchant's song. I love how sombre it is, I love how uniquely their culture is designed, I love the fact that the fingers are animated in sync with this melody, I love how it reflects the mood of the environment. They've lost everything, but the music, the important part of their culture, is still with them.
4) The songs of the Ancestral Follower Shamans is what made this place unique and otherworldly to me, such beautiful voice.
5) Frenzied Nomad surrounded by its people who went insane because of the Flame of Frenzy. Love the horrific contrast between the jovial melody and the horrid environment.
Thank you for coming to my TED talk.
291 notes
·
View notes
Text
Paste Magazine: 'Dragon Age: The Veilguard‘s Creative Director Talks Restoring the Lore'
Rest of post under cut due to length and possible spoilers.
"“I was the one cinematic person who always snuck their way into all the writing meetings because I love storytelling,” [John] Epler tells Paste. “I love narrative, and they wanted me to be Narrative Director on the franchise.” When the Creative Director position opened up later on, Epler was primed for the role thanks to his experience across multiple aspects of game design. ‘They wanted someone who had a good relationship with the people on the team, who could work across disciplines, and who knew the story,” Epler explains. “You know, knew the franchise and its storytelling. Because I think for Dragon Age in particular, narrative is such a core part of the franchise’s identity. They wanted someone who could operate in that space, but also knew how to work with gameplay, work with design, work with art, and that was something that, with both QA and cinematics, I had learned to do. I think just a history of being always willing to do whatever was necessary and also having good relationships with most people on the team helped me out.” As creative director on Veilguard, Epler worked with a team that fluctuated in size from a dozen to several dozen depending on which phase of development it was in. And given Epler’s history with cinematic design, that team worked closely with narrative to craft the kind of epic story Dragon Age and Bioware are known for. “Storytelling is huge, probably the biggest part of Dragon Age: The Veilguard,” Epler reminds us."
---
"Paste: When you’re bringing back a series after a decade, how do you decide what threads to pick back up on, which characters to use, which lore to focus on, etc.? John Epler: It is going to sound very cliche, but it is true: It honestly comes as we build it. We knew a couple of core parts of the story. From the end of Trespasser, for good or for ill, we pretty much determined where we were going and what we were going to be doing. It was about the chase, the search for Solas. Solas had been very clear in his ambitions to end the world at the end of Trespasser. And, you know, at the end of the very final scene of Trespasser, we stabbed a knife, a dagger, into the map on Tevinter. So we kind of knew we wanted to go to Tevinter. We knew we wanted to chase Solas. Now that said, as the story started being constructed, and we discovered, okay, where else do we want to go, what characters make the most sense in this story, that kind of determines what lore threads we want to start pulling on. So without getting too much into spoilers, obviously, Scout Harding has a story that’s very focused on the dwarves and their history; Shery Chee started writing Harden’s ark, and realized, okay, this is actually something we’re going to want to dive into more deeply. Belarra’s story is very focused on the ancient elves, not just the gods, but who they were. So that became a lore thread we wanted to pull on. As far as returning characters for us, it really does come down to who has the most to say about what’s going on in the world. Who is the most likely to be involved in this particular story. And I think, most importantly, this is something that we always talk about, is who has more to say in their story, whose story isn’t over. Because one of the things that I don’t necessarily want to do, I don’t want to bring back a character just so they show up and then disappear. That doesn’t necessarily do that character justice, but it also contributes to what you do see in some franchises, which is a sense of small world syndrome, where there’s literally 30 or 40 important people in this whole world, and they all somehow know each other. But again, you know, you see Morrigan in the in the previews, and as we’re writing the stories like, well, of course, Morrigan, who is the daughter of Flemeth, who was at least an aspect of the goddess Mythal, one of the ancient elven gods, she probably has something to say or something to do in a story about the last two elven gods escaping. So, yeah, it comes down to who has something interesting to say, who has something more to say in their story, and who do we feel makes the most sense for where we’re going and what we’re doing."
"Paste: Sticking to the long gap between the last two games, what are the challenges in trying to make a satisfying continuation of that story without making it impenetrable for new players who maybe weren’t old enough to have really played Dragon Age in the past? John Epler: Well, I think it was funny because, on the one hand, yeah, the challenge is, you’re trying to tell another chapter of a story that’s been dormant for at this point nearly a decade. But it’s funny because I do think that actually ends up working to our benefit. For the second question, we cannot assume anything about what players remember. Because even people who were playing Origins, were playing Inquisition, all the DLC, they may not have done so for quite some time. And obviously some players are going to like—I mean, I see it all on social media, people doing their final Inquisition playthrough before Veilguard, which is great, but you have to assume that people don’t remember everything that happened. You have to re-onboard them back to the world, back to the lore, and you’re also bringing in new players. I think honestly, for Veilguard, one of the things that’s worked the most to our benefit is that this is a continuation of that story, but the context changes so dramatically within the first hour. You know you’re going after Solas, you know the first mission. We’ve always said we wanted it to feel like the last mission of a different game. But then you get to him, the ritual crumbles, the gods come out. And now, even if you’ve been following this story up to this point, for everyone, it’s just a sharp left turn. Solas is no longer the central antagonist of this at this moment, it’s now these two new figures, which means Rook, you know, you as a player character, but also the player themselves… You need to bring them back into this story, because nobody, including the people who’ve been playing forever, know what’s going on at this point. So it’s actually a really great way to do the first couple of hours, because you can’t assume everyone is coming into it with the same level of grounding in the story itself. Some people are gonna have more lore. And one of the things we do try to do is, anytime we introduce a proper lore term, I use Venatori as an example, we always try to pair it with a more commonly understood phrase. So “Venatori” and “cultists” always go together in the first few hours of the game. “Evanuris” and “elven gods” always go together in the first few hours of the game, but done in a way that doesn’t feel like the game is like, “Hey, don’t worry, we’re going to tell you everything.” It feels natural the way the people in the world talk about it. So you encounter Strike and Irelin, two of the Veil Jumpers, early on, and they use the terms interchangeably in a way that allows players who don’t know as much about the world to get what all these things mean. Like I said, it’s just the context of the stories. The story shifts so dramatically in those first couple hours that everyone is catching up, even the characters, even, you know, Harding is still trying to figure out what the heck is going on."
"Paste: Speaking of what’s going on, in Veilguard we have a new character as the protagonist, Rook. What’s happening with the Inquisitor and the protagonists from the first two games? What are they doing in this world now, assuming they survived their games? John Epler: One of our storytelling philosophies is, for us, especially when it comes to importing, is unless we explicitly say so, assume that those characters are still around. So what we do, because this is the story of Solas and the Inquisitor has a very direct tie to Solas, the Inquisitor does show up in Veilguard. I’m not going to tune into spoilers, or what the role is, but it would have been very strange for us to tell the story of Solas without having the Inquisitor involved, because, again, they were part of that story. As to the previous two protagonists, they’re still around; that said, their personal arcs, their stories that they were part of in their games, aren’t as directly tied into this story, either narratively or geographically. We’re now in the north of Thedas. So the Hero of Ferelden, who you know, if your hero survived, one of the things we talked about is they were looking for a cure to the Calling. They’re not going to necessarily be involved in this because they weren’t tied to the elven gods, and the blight is still present elsewhere. And Hawke, depending on what you did in Inquisition, may be deep in the Fade, or they may have gone to work with the Wardens and also engage with the Hero of Ferelden at some point. So we’re not going to say much about them because they’re not directly related to the story, but we want players to understand the fact that we’re not saying anything about them because they’re still alive. They’re still doing something."
"Paste: A lot has changed in the world of games and game design in the last decade. How has the creative process of creating a Dragon Age like Veilguard changed over that time? How was making Veilguard different than Inquisition? John Epler: I’d say the biggest change for me has been leaning much more heavily into pre-production on everything. So one of the things that we’d done on Inquisition, I was a cinematic designer on it, we didn’t really have the sense of storyboarding, of previsualization the way we do now. But with Veilguard, one of the things we did very early on is we built the entire story in Twine so we could play through and see the interaction points, see the word branch, and get the sense of how it was flowing, how it was coming together. Beyond that, very heavy use of previsualization, whether storyboards or actual white box, in-engine—or, I say “in-engine,” but, you know, in Maya—models, moving together, figuring out how these shots work. But I mean, ultimately, a lot of the same processes are in use now that we did then. Writing does peer reviews, they still do the same peer reviews. Take your work, you put it in front of the group, and you basically say tear it apart. Let me know what works, what doesn’t work. But I do think the other thing that’s been a great change since Inquisition is there’s a lot more sense of… if you’re building a level, you’re not just bringing in the level designers and level artists, you’re bringing in the gameplay people, you’re bringing in writing, you’re bringing in, you know, all these different groups to kind of build the feel, build the shape. Not to say Inquisition wasn’t collaborative, but I will say, as someone who worked on it, I felt much more like each pod was kind of an entity onto itself, you know, doing this thing, but not really touching the other parts of the game. In Veilguard, we very much wanted people to understand how their work fit into the whole that we were building. So there was a lot more sense of collaboration. And then, you know, more practically, COVID happened while we were making this game and brought work-from-home, remote work in general. I’m doing this interview from my basement right now, but in general, people are working more distributedly, so there becomes a much higher premium on communication. And like, we use Slack pretty extensively, and the sense of like, talking to people as much as you need to, as much as you can communicate broadly, and information sharing, I think, has become a much bigger part of it."
"Paste: So having the different departments less siloed, like it used to be, how has that impacted the day-to-day experience for a Bioware employee. Are they working more or less hours now that things are more collaborative? John Epler: I think it depends on who you are. And, I mean, I’d say generally less but again, it depends. I will say for myself, I have difficulty because of work-from-home. And this is a personal thing. I don’t always have the best separation between work and life because sometimes it’ll be like, nine o’clock at night and you’ll be like, oh, you know what? I just had this really great idea, I’m going to hop on and do something about it. That used to mean driving back to the office. So I will say now I’m not in the office, which is great. For me, one of the greatest things about this has been, I have a personal rule of I don’t ever do work between the time my kids come home and when they go to bed, which means I get to be fully involved as a parent. But then, like I said, 9:30 comes along [and the kids are in bed], and, you know, I think because I’m creative director, it’s a little bit different. I gotta jump in and be like, oh, I want to do this. So I think, you know, it depends on the person. But I think what it’s done is, in general, allowed a lot more freedom in defining your hours. And we do have some people who are not morning people, so maybe they don’t get up and jump on as early, but then I’ll see them later at night, and they’re doing the work that they would have done. And I think that freedom for me has been, and I think I can speak for a lot of people, has been probably the best part of how things have changed."
"Paste: So something else that’s changed in games over the last decade, I guess it really became standard right before Inquisition came out, and it’s something that’s been a constant problem for many people who are creatives in many different mediums. But some of the fans and fan accounts online and how they react to games and designers and games media, starting with what they call GamerGate. What are your thoughts on that type of fan interaction and how has it impacted the Veilguard team? John Epler: Anytime you get fan feedback, the question I always ask is, what is it that they’re actually saying? And, you know, sometimes it is literally what’s coming out, what they’re typing. But a lot of times, from whatever group it’s from, there’s a sense that they’re speaking to something deeper, something that’s, you know… I think ultimately, for me, it comes down to understanding and being confident in your vision which means you take the fan feedback, you can look at it, you can decide what you do or don’t do with it. But one of the most—I don’t want to say challenging, but one of, I think, the easiest traps to fall into is a feeling that you need to be, “oh God, they don’t like this, and they don’t like this, change this, change this.” And I think there’s a sense of, if you have a vision that you’re comfortable with, are confident in, you continue to stick with that vision, you can make make adjustments, make tweaks based on what people get excited or don’t get excited about. But I think the other side of it is, when you’re releasing news, you’re doing press events, you’re talking about the game, you’re only giving people a small slice and a decision that may, for them, like, “I cannot believe that, why would they do this,” makes a lot more sense when you know the context of the decision as a whole. And I’ll say it for myself, one of the bigger examples of this was when the Yakuza series went from action to JRPG, turn based RPG, and I’m like, “Oh, this is so weird. I don’t know. I don’t know how I feel about this. You know, this feels like a very strange shift.” When I played the game, like, “oh yeah, holy smokes, this makes so much sense.” They made it make sense narratively. They made it make sense from the gameplay perspective. So I always try to remind myself, like we know the game as a whole. We know all the pieces and how they fit together. When you get that feedback again, you can look at it. Some feedback is obviously better than others. Some feedback is more, you know, is more interesting, and more does more for us than others. But again, it comes down to know the game you’re building, be confident in the game you’re building, and don’t try to design by committee, because ultimately, everyone has a different thing that they want out of the game, and a lot of people, even themselves, will have two very contradictory things that they want out of a game. So you have to be careful not to overreact and water down what you’re building into something that I would describe as, you know, mushy. You don’t ever want to be in the mushy middle. You want to make a strong statement with your game and how your vision evolves, and stick with that."
"Paste: Where do you hope to see Dragon Age go from here? John Epler: Honestly, I love telling stories in this world, and I think one of the fun things about the ending of this game and some of the seeds that it sows for the future is the sense that everything you thought you knew, maybe you weren’t as right as you thought you were. And that stuff like using the unreliable narrator. It’s fun to be able to take that and apply it to things that you as a player experienced, and then see that there’s an additional layer. Context that you didn’t have at the time that now throws into questions some of what’s going on. So again, I’m trying to be as vague as possible to avoid spoilers. But I do like the idea of—because one of the things, the other side of it is Thedas is one continent in this world. There’s still a whole other world out there. And I think, you know, for myself, I kind of want to know what’s out there. I kind of want to know what’s going on in a world where, over the last 15 years, Thedas has almost ended the world three times by themselves. If you’re from a different continent, how are you feeling about that? I’m gonna guess, probably not great. So I think there’s a lot of fun stories to tell there. We haven’t said much about the rest of this world. So there’s just this giant blank canvas for us to start playing in, which I think is, for me, the most exciting thing about moving forward with this franchise."
[source]
#dragon age: the veilguard#dragon age: dreadwolf#dragon age 4#the dread wolf rises#da4#dragon age#bioware#video games#long post#longpost#morrigan#queen of my heart#solas#strife#covid mention#dragon age 5#(note: i just want a tag to start filing things under which are about the possible future thats all ^^)
129 notes
·
View notes
Text
how to make your writing be remembered forever and possibly be well loved.
(incredibly stupid and silly fanfiction line at the end of this post) I know that title is incredibly daunting but listen, its very simple. you ready?
MAKE STRONG CHARACTERS
"but kat! surely its not that simple! " nononono listen. bear with me. I want you to think of your favorite thing. Now ask: what do you remember the most about the thing you love? I will go first:
I love team fortress 2. and guess what: this game has been around since 2007, and was in development hell since before I was even born. The game has been around for 16 fucking years. And guess what? in the strong year of 2023 team fortress 2 Is STILL getting memed about. and do you want to know the crazy part? the character designs to the naked eye are not special at all. ok sure from a designer standpoint, these are very well designed characters made so that you can easily tell who they are based on their silhouette. but from the average joe.... tf2 is iconic but overall it looks ok. it doesn't seem special to a stranger to tf2. look at this completely random and arbitrary example of a game in the same genre:
I don't know shit about the characters in overwatch. Yeah i have a BASIC idea on what their personality is like based on voice lines and some videos i guess... but in-game they just exist. these characters are brightly colored, they have beautiful unique designs, hell they have even more diversity such as robots and people from other cultures! but i don't remember shit about these characters. Maybe I remember the ice lady and tracer, but nothing else. and yeah part of overwatch struggling right now is incompetant development, BUT: The characters in team fortress 2 are SO remember-able because the characters have such a vibrant personality. I am an orange box owner, its been a decade and a half and I am still remembering this game and enjoying art about it.
"but kat! that is a comedy game! Overwatch is a very serious game! are you saying comedy is needed to make a character more noticeable?" no. though I think allowing your characters to lighten up every now and then would humanize them. Not full on goofy, just give them something that makes them likeable. and if you cant do that, you can STILL make a compelling character even though they are mostly seriousness. I have an even more awfully thought out example:
kung fu panda is a masterclass in making a serious comedic movie somehow work. Master Oogway.... he isn't a comedic character at all. Yeah we made memes about him, but ignoring that, he is a wise and resourceful person. He is at calm and has faith in this intuition. there are a lot of characters like this. What makes Oogway stand out is that he is also a little bit kooky and sassy.
youtube
this youtube clip sums up what I mean. It is a funny line, it fits the character, and It doesn't ruin the seriousness of the moment. Some of the most successful series in history have something about them that has appealed to people. In my opinion: characters with strong personality and interesting traits is always a good way to ensure your writing is successful. The second most important is the characters bouncing off of each other in terms of their chemistry with each other. There is a reason why I spent years playing the first Destiny game and all of the DLC, but I remember fuck all about the characters. I think I maybe remember the bootleg star lord robot guy.
A writing exercise
here is an exercise to get you in the spirit of character making. step 1- get a random character from a random bit of media. In this case let me bring you master Oogway. Step 2- Get a completely different character from a completely unrelated series. I am going to give you Scout from team fortress 2. step 3- write a random ass thing about them interacting. Think about how the characters would react to each other and why. Think about each characters values in life and think about how they would bond and conflict with each other. Think about characters similar to the character they met in the past and how they reacted then, and if they have never interacted, make something interesting with it. Step 4- keep experimenting. Once you get into the spirit you can apply this to any new character you could want to make anyways thats it byeee- "arent you going to do that ?" do what? "make a writing thing about oogway and scout. " ........
Scout: let's go turtle you got nothing on my speed- Oogway: The one who first resorts to violence shows that he has no more arguments. Scout: that sounds like chicken talk! come on tough guy let me have it- Oogway then proceeds to make scout eat shit before vanishing in a cloud of cherry blossoms and dust from the desert. If this post isn't popular I want you to know my dignity was lost for nothing.
#please read the post before you comment “oooh no why do you have so many random tags”. they are not random this post is just weird as fuck#trust me on this this absolutely does actually have something to do with both kung fu panda and team fortress 2 please read the post first#also fan art or writing bits based on the oogway and scout interaction I made would be 100% appreciated and loved by me.#I would love to see what yall make based on the exercise i made!#writing tips#writing advice#creative writing#writing#writers#character analysis#team fortress#team fortress 2#tf2#overwatch#overwatch 2#kung fu panda#master oogway#tf2 scout
657 notes
·
View notes
Note
Just wanted to pop in and say like, I found all of the routes to be really romantic, but I was pleasantly surprised by X’s.
The sheer social intelligence X has, means that every interaction feels so layered, and they’re so used to people only picking up on the parts of conversation they want to. I love that their autonomy is so fiercely important to them, and that it’ll never change. There’s strength in standing for yourself even if other people don’t realize thats what you’re doing. There’s a beauty in something or someone being strong enough, capable enough, loved enough that they’d never need you and deciding you have meaning in their life, but that you won’t change the meaning of their life.
I didn’t expect to dislike X, but I didn’t expect to like them as much as I do.
It was breathtaking to get a glimpse, if you will, of their nuance, and it felt like a gift to surprise someone who isn’t used to being surprised.
I can truthfully say that your IF is the only one where I’ve found every RO compelling and magnetic and full of depth long before mc gets involved. It’s not their burgeoning feels for mc that make them so, but it’s what makes those feelings and scenes so powerful. It’s also why they don’t loose their appeal as good friends either. I enjoyed all of their routes, enough that I could probably write an essay on all of them, and I’m looking forward to playing all their routes to completion.
Always great to see X getting some love in my askbox, I'm so glad you were able to appreciate all those aspects of their character!! X hides a lot beneath their exterior, and peeling all those layers back is the best part of their route imo 💖🥰
Happy to hear you enjoy the others as well! It was a priority to me to design each potential love interest as someone who was already grounded in the setting with histories and motivations of their own prior to the MC arriving. As great as an impact as MC has on them in each route, they're still their own individual people with their own desires and goals and perspectives.
To me personally, nothing feels as hollow and pointless as reading a romance where there is nothing to the love interest except for being obsessed with the MC. I get bored of that dynamic VERY quickly. So, my personal distaste for that definitely had a hand in informing my development of the characters in my own game haha.
130 notes
·
View notes
Text
I find it odd when people frame lore revelations as being some sort of opposite to character development as they often are pretty heavily connected.
There are tons of examples like the mechanics of how the seaborne works being actively thematically important for multiple of the stories with them for example.
Kal´tsit being a synthetic being created by a now gone precursor civilization isn't just random lore fluff, it informs her character. Why she feels isolated and set apart from people and it makes her strong love for the people of Terra more meaningful because it would be easier for her to justify that she does not have to care about them because she is not one of them. But she does care about them! She considers herself part of Terra and responsible for helping people, something which clearly makes her feel very guilty for "failing".
spoilers for Babel event and chapter 14 below:
The doctor´s entire motives for betraying Theresa only make sense from their past and the goals of the precursor civilization. Those reveals do not undermine the character drama but enhance it, the contrast between the doctor wanting to be able to help people like Kal´tsit, Amiya or Theresa clashing with their mission to ensure originium absorbs everything. They know what they are doing is wrong but they feel like all choices are wrong and the one they have a duty to fulfill is the one that required betraying Theresa. I also think a nice detail is after the doctor made up their mind to betray Theresa they start referring to Kal´tsit as AMa-10 in their inner monologues and stop trying to think about Amiya at all. Pressumably sort of trying to dehumanise or ignore the people they know they will hurt because it makes it psychologically easier for them to go through with it, this is especially notable since the doctor gave Kal´tsit her name in the first place.
And when we get a bunch of weird reveals about originium and the past civilization in chapter 14... its mainly used to get some interesting character interactions between Kal´tsit and other characters and to facilitate the situation that allows for the confrontation with Theresa, also the stuff relating to the sarkaz souls stuck there is to explain why Theresa would willingly work with Theresis despite his uhm... evil aspirations, furthermore it is also to finally reveal a bit more about what Priestess was actually like as a character.
Heck back in Lone trail while the stronger character stuff was elsewhere (I especially love the Ifrit and Rosmontis focused stuff) the sarcophagi and Friston stuff is mostly to give some more insight into characters like Ho´oleyhak, Kal´tstit and doctor, introducing us to Mark Max and giving an actually believable reason for Kal´tsit having to burn her bridges with the Tin Man, causing Rhodes to be in pretty hot water with the Columbian government.
I find the idea that the story is deciding to "stop doing character focus to do lore" absurd quite frankly.
World building is important! What makes Arknights unique compared to a lot of other popular gacha games is in large part the world and history. Arknights characters are well written, but in particular they are well written in the sense that Arknights is good at showing how the world they live in shape people into who they are. Learning more about that world to explore it in greater depth is not contradictory to the goal of interesting character writing, it helps it.
#arknights#kal'tsit arknights#the doctor arknights#doctor arknights#this great land of terra#i should write something about how terra itself is actually characterised pretty interestingly sometime
95 notes
·
View notes
Text
Hi everyone, Tile here, under more ideal circumstances, you would have gotten everything I wanted to do for the anniversary all at once, but due to my personal life becoming far more busy than I'd like, the content for this year is going to be spread out over the rest of the month.
The following is mostly going to be a few thoughts of mine, over the history of this project, and about a few personal anecdotes. If you don't care about that, feel free to just look at the art up there, it was made by VeggieUTDR.
I would like to start things off by thanking those of you who have decided to still follow this project. What started out as a stupid joke made to spite someone had transformed into a project that is incredibly personal to me. One that I, come hell or high water, will see through it to its completion, one way or another.
8 years feels like an incredible amount of time. A lot of things happened to me, and some things stayed relatively the same. It's part of why I've decided to never really cancel this. By the time Rupturedtale started, it was during the boom of Undertale AU Sprite Comics, it was a project among many of those, and one that would surely fade just like a good chunk of them.
That never really happened, though, as I'm currently talking to you. As corny as this may sound, there is a part of me inside of this thing. And it's a part of me I cannot bring myself to hurt. This whole story is about hurt, really, it'd be cruel to put it out of its misery when it can become something truly beautiful.
If you're wondering why it's taken so long, besides my life in general being busy, it's because I've spent a lot of time developing some personal projects with some good friends of mine. Ones that for the time being aren't really meant for the public eye. Creating those memories is important to me, and they will also shape how some of the things in this project are going to be.
You might get to catch a glimpse at one of them.
There isn't anything of major substance that I can show right now, the Date itself has things that will be better off being shown in their proper context. And its overall script needs to undergo revision before it can be put into game form. In the event of complete and utter catastrophic failure, you can expect it to come out in comic form instead.
In general, for the projects that are made by my hand (and the very lovely people who help said hand), I will be publishing a roadmap of what to expect in the future. There are a lot of things that I want to do, and I'm very eager to show them to you. I just need to get to them first.
Again, I'm incredibly grateful for your patience, there's not a lot of you out there, I'm aware, but for the ones that still are, I promise you're gonna get what you've been looking for.
If there is anything I've learned the past few years, is that my love for this game will never truly die, I will be thinking about it for the rest of my life.
Though, that doesn't mean I will only create under its own shadow.
You can't just play with the same toy over and over again, you know.
You'd want something new.
Eventually.
40 notes
·
View notes
Text
[EN] Video Game Writing Resources!
Hello! My name is Andrea--I have been writing for games since 2018, and even worked as a writer at Firaxis Games from 2022 until April of 2023. So, I knew a few things about narrative design--but what the fuck is it? Recently, I gave a talk about the fundamentals and history of the field of narrative design. In Spanish. So, let's talk about it in English--the "what," "why," "how," "when," and "who," of narrative design! What is narrative design? Narrative design is not just writing--it's a huge part of it, but designing a narrative system involves implementing narrative content into the build of the game. So there is a technical learning curve to it. Personally, I watched and obtained certifications in Unreal Engine 5 and Unity in order to be aware of the limitations of each engine. I used the free trial of LinkedIn Learning, but courses about this engine are available in these websites: - https://platzi.com/ - https://www.arkde.com/ - https://www.domestika.org/?query=unity - https://www.coursera.org/ Why do we need narrative design? In order to create an interactive story that the player feels a part of, narrative designers are mandatory. It's not a responsibility that can be placed on other designers (then we would be entering crunch territory) rather someone who specifically specializes in both creative writing and game design is needed to explain within the context of the game's story why the mechanics work in a certain way. Imagine if a Telltale game did not have dialogue, for example--what would we be left with? Or if The Last Of Us did not convey a narrative through its environments.
Narrative designers are needed so that all of the departments are in sync and understand the story that they are trying to tell. For example, if a game takes place in a haunted house that was abandoned, we need all hands on deck. The narrative designer can explain to the environment artists why there are so many holes in the living room--perhaps the last tenants of the house were a rowdy bunch. Or, they can tell the sound designers which planks of wood are the most rotten and need a loud sound effect to highlight how it has been abandoned. How do I become a narrative designer? There is no one way to become a narrative designer. Some people start in QA and transition into the field, I have also witnessed engineers and doctors wanting to get into narrative design. I do recommend having the following (at least): - A passion for storytelling. - Deep understanding of the mechanics of the game and the player experience. - Communication skills are incredibly important--can you describe your story in a concise way to your peers in a Confluence page?
Documentation skills are also a massive plus.
Very basic understanding of game engines and limitations. You don't have to be a computer science major, but know what your requests will entail. If you have an idea of a cutscene, can the engine handle it? Will the animators have enough time? Is it within scope?
If you can, attend game jams! They are an amazing way to network with amazing people and get a feel of what the game production pipeline is like.
Additionally, I highly recommend the following resources: First, the free resources! ~It's free real estate~
Look up Twinery tutorials. (https://twinery.org/) Not only is it free, but you can use it on your browser. More importantly, you will learn about branching narratives and can create your own games within a few minutes--the interface, though it requires a bit of coding, is incredibly easy to use and there are a lot of tutorials available online.
Download Ren'Py (https://www.renpy.org/) and watch tutorials. It's free, and there is a huge community of visual novel developers who may need help with narrative designers, writers, editors and even translators. An amazing resource that a colleague shared was this Discord with visual novel developers--if you have an idea, feel free to connect with artists and voice actors here! https://discord.gg/nW5yn4FE
Network, network, network! Follow narrative design and game writer groups on Discord, Facebook and even LinkedIn. -- An amazing convention that is online, free and accessible regarding narrative design is LudoNarraCon.
If you go to itch.io you will see a list of game jams that you can attend to for free! Some game jams that I have attended and had a positive experience are the following: - Woman Game Jam. I encourage folks from marginalized genders to attend this game jam, as we have a large pool of mentors willing to help in every single discipline at any time due to the global nature of it. It is a safe and inclusive space for women and nonbinary folx who want to get into the gaming industry! - Global Game Jam. Self explanatory, it has some in-person opportunities but you can also attend remotely. - Greenlight Jam. Do you have an idea that can not be done in only 48 hours? The Greenlight Jam is amazing, as it lasts four weeks--which allows narrative designers to develop complex narrative systems and even record voice lines for a more complex project. Side Note: Even though most game jams have a time limit, I do encourage narrative designers to develop and polish the prototypes and levels created during game jams to have portfolios and writing samples that stand out!
Work With Indies is a job site that publishes job opportunities--including ones in writing and narrative design. Additionally, their Discord has some networking events with writers so you can connect with them.
Other websites that not only publish jobs but include networking events are Hitmarker.net (this is their Discord), IndieGameAcademy (link to Discord),
Newsletters! A lot of experienced game writers have newsletters dedicated to the craft, to name a few that I highly recommend: -- Greg Buchanan's newsletter. Rounds up game writing news every Tuesday, and includes job opportunities. -- Bright Whitney's newsletter. A studio founder with amazing insights regarding game design and thoughtful narrative, Whitney's threads are extremely insightful. -- Susan O'Connor's blog on The Narrative Department. In addition to providing free knowledge regarding world building, narrative design, game writing and other specifics of the craft Susan interviews industry professionals and alumni who offer testimonials that have amazing advice. -- GDC talks about narrative design. Though I recommend the GDC vault as well in the next section, I highly recommend the GDC talks regarding not only narrative design but the development of your favorite titles!
Now, for resources that may not be free--but I highly recommend, as someone who used them first hand. - The Narrative Department. This post is not sponsored by them at all, however it is rare to find an instructor as kind and hard-working as Susan O'Connor who has been a narrative designer in historic AAA, AA and independent titles. Known for her contributions in Tomb Raider, Batman: The Enemy Within, and BioShock to name a few (imdb is: https://www.imdb.com/name/nm1897248/) her Game Writing Masterclass offers a certification in everything related to game writing. A few subjects she touches on are: -- Characters and how to make them compelling. -- Barks and ambience writing. -- Dialogue, backstories and scripts. -- How to work with other departments. And more! Additionally, you would obtain access to a huge alumni network full of game writing professionals working in independent, AA and AAA studios! Not to mention that all of the assignments completed in the class will look amazing in a portfolio as game writing samples. - GDC Vault. Though I have an opinion on the price tag of GDC tickets and the vault, I would definitely include it as it has resources from several studios, writers, narrative designers and more! When was narrative design formed? When can I become a narrative designer?
That's a wonderful question. Narrative design, as a term, was first used around the 90s but became more established between the 2000s and 2010s. So, although the field is relatively new, and there are not a lot educational resources available, consider yourself part of an innovative field that is exponentially growing! Recently, a game developer asked when was the best time to keep an eye out for job openings. And a harsh truth about the gaming industry is that it is extremely volatile--layoffs, downsizings and startups rise and fall. This is not meant to deter anyone from pursuing a career in narrative design, but rather I am including it for the sake of transparency. We cannot predict when a studio is going to layoff their employees, or when they cancel unannounced projects. Unlike most industries where we know for a fact that recruiters keep a sharp eye for candidates in Q1 and Q3, a piece of advice I received from a mentor of mine was to try to predict when projects are going to need more stories. There's the release of a game, and then there is the addition of additional narrative content--and for this, they will more than likely need associate/entry/junior level narrative designers, writers and quest designers. But--this is related to searching for a job as a narrative designer, and I can write a novel about that (and will edit this article to redirect folx into it.) So, keep an eye out for huge game announcements. Then, cater your resume to what the studio is looking for in a narrative designer. Now, to finish off this article: Who is a narrative designer? If you have a passion for storytelling and games, and have participated in game jams, congratulations you are a wonderful narrative designer! Make sure you always include that you are a narrative designer, and not an aspiring narrative designer--it makes you stand out amongst applicants. That's all I have for now--feel free to interact, comment and share! Let me know if I missed something and I will be sure to add it.
#narrative design#game development#game dev#gamedev#game design#indie games#game developers#narrative#writer#writing#creative writing#on writing#writers on tumblr#gaming#gamers of tumblr#video games#video gaming#pc games#steam games#story telling#history#women in gaming#videogame
234 notes
·
View notes
Text
Mia Winters and the Connections
There are a lot of bad takes on Mia Winters out there, a lot of really irritating shallow misconceptions. But for now, I’m just going to tackle one of the big ones that annoys me the most.
Mia Winters is not a scientist, and it's debatable whether she had any long-term association with the project that created Eveline. She may not have even met Eveline before being assigned to transport her to South America.
Mia’s not any kind of researcher. Her job when she worked at the Connections is laid out clearly in the first document you find within moments of starting the flashback ("Orders"): she’s a member of the Special Operations Division in the English version, or a 'special agent' in the Japanese (特殊工作員, tokushu kousaku-in). The English version also gives Mia the role of 'caretaker', implicitly of Eveline, but there's not much to suggest this is a role extending beyond the bounds of this particular mission (for comparison, the Japanese doesn't mention caretaking at all).
Mia's job is exactly what we see her doing in the game: transporting important assets under cover identities, and running around doing damage control with a machine gun if things go south. She echoes the same in her letter to the Bakers, stating she 'was assigned to transport some important cargo.' Even the 'imprinting protocol' she refers to seems to be mostly part of a transport protocol (going by the very little we ever learn about it), and may not even have been implemented until shortly before they left.
Even in the one photo of her standing with the research team, you might note that Mia and her partner Alan are the only people present not wearing lab coats (and believe me, with how much other photoshopping there is in this photo, Mia would have been wearing a lab coat if they'd wanted her in one). The photo itself is far more of an easter egg than a real plot point anyway, and probably isn't worth reading too much into ‒ I mean, Alan is apparently the director of the Special Operations division, so it makes no sense to assume he's part of this one science team. But if you really want a 'canonical' explanation for this photo, considering Mia and Alan are wearing the same clothes as in the ship flashback, you could reasonably assume it was taken right before Eveline was shipped off to America ‒ a kind of "Let's get one last snapshot of the team together with the transport crew before Eveline goes to South America" deal. It's completely plausible Mia may not even have met Eveline until the same day this was taken.
So where does this 'scientist' nonsense come from? The only source which does call Mia a 'researcher' is a timeline entry in this one RE7 strategy guide which has never been published in English – and it's a good example of why sources like this are usually better treated as pseudo-canon at best. You can find various translations of it online – but you can also buy the whole ebook (which I did), so here's the page where it originally comes up.
And yes, inasmuch as I’m qualified to translate, the line does state that Mia joined the company as a ‘researcher’ (研究員, kenkyuu-in) in 2010. But the same guidebook also refers to her as an operative (工作員) just a couple of pages later, so even the guidebook is hardly consistent.
Charitably, perhaps we could read that Mia was initially hired as some kind of generic, low-level research assistant before being transferred to the special operations division after showing aptitude in that area. But it's more likely that Mia was simply going to be a researcher at some point in the game’s development history, before Capcom changed their minds, and the timeline that made it into the guidebook is just very out of date ‒ it happens. Either way, one line in an inconsistent guide book hardly trumps what actually made it into the games.
I do realise that asking people to pay attention to what's actually in the games over what's repeated in some wiki somewhere (or a gazillion different fanfic) is a big ask for any fandom, but Mia was clearly never a scientist in the game we all played. She still knowingly worked for some really evil people – she doesn’t get to claim innocence here – but the idea she's personally responsible for every bad thing ever done to Eveline is absurd.
FWIW, other details from the guidebook also back up the idea that transporting assets was a major part of Mia’s job. Her bio (above) mentions that she was away from home a lot, something that strained the Winters’ marriage, and that she told people she worked for a ‘trading company’ – a solid cover for a job focused on travel and logistics.
A very little is said about Mia’s relationship with Eveline. The guidebook does mention that the reason Eveline’s so attached to Mia is because Eveline had known her since she was ‘confined to the “mysterious organisation” that created her’, which could be taken to imply she knew Mia well before their trip began, but it's not much to go on. Mia's own feelings on Eveline are described briefly in a caption: “Although Mia found Eveline creepy, she also felt compassion for her lonely situation,” which tracks with how Mia interacts with her in-game. It doesn't track so well with the idea Mia had any real authority over how Eveline was raised or treated, however, and would be perfectly consistent with the idea Mia might not have known her long at all.
The guidebook timeline also tells us that the E-series project begain in 2000, and that Eveline herself was created in "the early 2000s." This doesn't make a whole lot of sense for reasons I've talked about already, but does put Eveline's creation well before 2010, the year the same timeline gives us for when Mia started working at the Connections. Since the guidebook also tells us Mia was 32 in 2017, back in 2000, she would have been all of 15 years old. Whatever Mia's involvement, the project long predates her joining the company.
But the real issue with trying to given Mia any major responsibility for the E-series project is that the lab that created Eveline was located in Europe. Mia, meanwhile, has a driver's license telling us she's from Texas.
The European location for the lab is another detail that gets barely mentioned in the games, though it's mentioned repeatedly in the guidebook, and the Baker Incident Report even puts it specifically in Munich, Germany. Given all we learn in RE8, that location does make a lot of sense, when the mould was found in Eastern Europe, and that Miranda herself was part of the research team (she gets multiple photos and a lab coat, you may note). And even if the lab wasn’t right on Miranda’s doorstep, Munich is a heckuva commute from Texas, or anywhere else in the US. Even if Mia was often away from Ethan for long periods, as her bio implies, how involved could she realistically have been?
I don't want to overstress the idea that it "doesn't make sense" for a special agent from Texas to have been intimately involved in a European research project ‒ making sense has never held back RE lore before. But the idea that Mia was brought in only as a handler for Eveline when she was being moved to America still makes a lot more sense than to suggest the Connections were fine with their star asset’s primary handler going home to the US every other weekend.
There are possibilities between the two extremes, of course: Mia may have had sporadic contact with Eveline before the trip, either regularly or just once or twice. It's easy to assume the 'imprinting protocol' must mean that Mia's been Eveline's primary handler for some time, but heck, maybe it's better read as the opposite ‒ something that can be quickly applied to a new handler or caretaker in a hurry, to explain how Eveline got so attached to someone she'd only just met.
Given everything we actually see of her, you could even speculate that Mia was chosen as Eveline's 'caretaker' specifically because she was someone nice and motherly enough for Eveline to bond with. Eveline was pretty clearly fucked up long before Mia ever got involved, and not actually wanting to adopt a walking bioweapon whose idea of a happy family involves mould-powered mind control really does not reflect badly on Mia's character.
Whether Mia was already working for the Connections before she met Ethan also isn't clear. The guidebook tells us she began working for them in 2010, and married Ethan in May of 2011 (later confirmed by the date on Mia's ring in RE8) – though it doesn't specify when she and Ethan met. Even by Texas standards, marrying someone you’d known less than a year would be pretty unusual, so it’s likely Ethan knew her before she took the job. But even that 2010 statement comes along with the bit about Mia being hired as ‘a researcher’, so you can always take it with a grain of salt if you'd prefer.
And that's pretty much it for what the complete RE canon ever tells us about Mia and her former employers.
So here’s where I’m left with Mia’s role at the Connections. Even if she wasn’t aware of exactly what she was signing up for when she joined the company, and even if she considered all that lying to her husband about it to be a simple matter of confidentiality around sensitive research, she’s fully aware by the disaster in 2014, and plainly has a guilty conscience when she admits to lying to Ethan in her video message. However responsible she may or may not have been, she's still complicit. Her hands are hardly clean.
But they’re still a whole lot cleaner than, say, Luis’, considering that he was a key member of the science teams at both Umbrella Europe and in Saddler’s cult, and I don’t see him getting a fraction of the same hate as Mia. They both regret what they’ve done, and they’re both willing to give their own lives to make up for it. No, Luis never lied to a spouse about it (that we know of), but he's every bit as shifty and secretive. And frankly, most of the other shit that gets dumped on Mia’s doorstep is just as much bullshit (like, people do realise the “Mia” we see having “marital problems” with Ethan at the start of RE8 isn’t Mia, right?) But that’s material for other posts.
We don’t know how Mia got involved with the Connections, or how she felt about working for them, because the games never give us this information, and that’s a real shame. But in the capitalist hellscape we’re all living in, she’d hardly be the first to find herself stuck working for truly terrible people, one way or another.
Meanwhile, everything we see her doing during the outbreak on the tanker speaks to a basically good person, desperately trying to run damage control in a fucked-up situation. She tells Alan she’s not going to let him die, even though what’s going down is his fault. She tries so hard to talk Eveline down. After she’s rescued by the Bakers in the Daughter's DLC, she insists on staying in the trailer, meaning to leave at her first opportunity – pretty significant, considering she knows she’s infected already. She also leaves them a message warning them to stay away from Eveline, even sharing information on how to make a serum if they are infected. If you pick her over Zoe on the dock, the first thing she does is try to convince Zoe to come with them anyway. Even under Eveline's mind control, you'll catch her ranting about needing to contain the outbreak, blaming herself, and telling Ethan she loves him with her last breath.
And after being infected herself, the first thing on her mind is to try and protect Ethan, recording that message admitting she’s lied to him, and warning him to stay away (Ethan never gets that message, but you can’t say Mia didn’t try). Mia loves Ethan enough to die to save him – and she will, if you choose the Zoe path, and she’ll do it without a second thought.
Mia is fascinating to me as a character because she’s so full of contradictions: a woman who leaves syrupy video messages sending ‘tons of kisses’ to her husband, but who is completely comfortable running around with a machine gun killing mould-monsters, and who shrugs off an Eveline jump-scare with 'fucking hallucinations!' Someone who’s done bad things and knows it, and is trying so hard to make up for it, but whose background and motivations are left frustratingly undeveloped. But if you haven’t caught that Ethan and Rose mean more to her than anything, you really haven’t been paying attention.
Whatever you assume about Mia’s full story, she’s complicated in a way that makes her so much more interesting to me than most of the franchise’s more popular playable characters. I am very serious in saying I want RE9 to be just the full Mia-Winters-story, because to me that’s the only remotely satisfying justification for keeping her such a mystery for so long. I know that's not at all likely, but fuck it, I can dream.
Mia’s made her share of mistakes, but holding her responsible for everything the Connections has ever done is no kind of fair.
#Mia Winters#Resident Evil Village#Resident Evil 7#Mia Winters week#The Connections#RE lore#Mia is THE BEST character I WILL FIGHT YOU ALL
127 notes
·
View notes
Text
Psychonauts 2 is a really interesting case of a game that comes fascinatingly, even infuriatingly close to being basically perfect, and yet ends up fumbling in the final act.
Mind you, not to any catastrophic degree that ends up sullying the entire experience or even just damaging the ending specifically. All in all, I think the ending of Psychonauts 2 still works very well. Rather, it is one particular, singular, yet pivotal piece of the climax of the story that simply… DOESN’T live up to what it could, or frankly should have been.
I am speaking of the fact that we ultimately did NOT get a proper Maligula mind-level.
Obviously, going into the mind of Maligula, AKA Lucrecia Mux, AKA Nona Aquato represents THE big climax of Psychonauts 2. Going inside the mind of the big bad bogeywoman that has loomed over the entire story up to now. The final, ultimate level that the entire game has built up to.
And what we end up getting is… a brief bit of exploration that confirms how Maligula/Lucrecia killed her sister and Raz’s real grandmother Marona, followed by a big, lengthy, multi-stage final boss-battle.
Which on its own is largely… okay for the most part, even if the inclusion of the other interns helping Raz doesn’t feel quite as impactful as I think the game wants it to. At least as opposed to, say, if it were instead Lilli, Sasha, Milla, Oleander and Cruller coming in to help Raz. Thereby actually creating a nice parallel/companion to the other Aquatos previously helping Raz getting to Maligula/Nona, thereby showcasing Raz’s bond with both his birth family AND his new found family.
Though on the other hand, the Maligula boss fight is MASSIVELY elevated simply for featuring the return of GOGGALOR! So I can’t really dock it too many points just for that XD
However, all of this should really have illustrated the real underlying problem at play here: The fact that this level is almost entirely JUST a big boss battle.
Think about how from the start of the game’s second act when Raz starts working to bring together the shattered pieces of Ford’s psyche, we’ve been learning more and more about Maligula, and the person behind the monster. That this ‘monster’ was actually Lucrecia Mux, one of the founding members of the Psychonauts, a dear friend to the other members and the love of Ford Cruller’s life. A woman who ran off to fight a war to defend her homeland simply out of a desperate need to protect her sister, yet would find herself twisted and warped by both the horrors of that war and the cruel despot she found herself working with. Until Lucrecia ended up killing the very sister she wanted to protect, an act which utterly broke her and turned her into the monstrous Maligula.
And over the course of both the second and third acts of the game through all the minds Raz visits, we see Lucrecia’s transformation into and reign as Maligula from several different perspectives: From the commonly known history, to Ford Cruller’s perspective, to Compton’s, Helmut’s, Cassie’s and Bob’s perspectives, and even Gristol Malik’s perspective. But that of course leaves the final, and most important version of the story:
The perspective of Lucrecia herself.
And the thing is, we ARE set up for this quite well in the final act of the game when Raz, along with Ford, finally enters the mind of Lucrecia, aka Nona Aquato. It’s rather nicely built up over multiple stages: We start with the ‘Aquato Flea Circus’ that represents essentially the ‘surface persona’ of Nona Aquato that was created by Ford using the Astralathe, but then we go a level deeper into the true Nona/Lucrecia identity that she has developed herself over the last twenty years.
Which in turn ends with the prison of the Maligula persona, who is then unsealed for the final confrontation.
At which point, Raz is forced to detour into a reveal of the true villainous mastermind of the game, which I actually consider to be pretty good. Because it then allows us/Raz to then return to the mind of the now fully unleashed Maligula for the climax of the game.
Which takes the form of… just a lengthy boss battle.
You see the problem?
By making Maligula’s mind simply a boss-level, the game effectively skips over what is the most important and most INTERESTING part of Lucrecia’s story:
Just HOW she actually became Maligula.
Sure, we get bits and pieces of the story from various other minds Raz visits across the game, but never the FULL story from Lucrecia herself. All we get from this last level is the proverbial ‘final straw’ in the form of Lucrecia killing her sister. Just a condensed, simplified version of Lucrecia’s story.
When what we should have gotten, rather than what feels like simply the last third of the previous Lucrecia’s Lament level, is a fully-fleshed out level exploring the FULL story of how Lucrecia became Maligula.
Instead of simply a boss-only stage, this should have been a full, proper level for Raz to explore. One that details the horrors of war and the monsters it can create.
Imagine if the level started with a massive tone-shift where Raz finds himself reliving the early days of the war when Lucrecia first came back to Grulovia? Like what if we had a set-piece of Raz having to fight alongside Lucrecia against memory constructs of Grulovia’s invaders?
And from there, both we and Raz are forced to follow along to witness Lucrecia’s gradual transformation into the monster Maligula. How the horrors of war ground down her spirit and twisted and warped whatever noble, heroic goals she may have had at the start. Maybe with Raz even trying to stop Lucrecia, convince her to give this up and go back to Ford and the others, even though both he and we know it is a futile effort.
All of which culminates in the memory of the Valermo Damn disaster and the Deluge of Grulovia where we do get the proper final boss fight against Lucrecia/Maligula. Only now with the full context of the true tragedy that is Maligula.
Whereupon Raz has moved past whatever fear he once held towards Maligula. She is not some terrifying bogeywoman now, but rather a sad, tragic woman broken by the cruelty of war and the grief and self-loathing of what she has done.
A battle which ends not with Maligula simply being pushed into a big hole, but rather with Raz, Nona and perhaps Ford and maybe even a memory of Lucrecia herself finally putting Maligula to rest. Allowing Nona/Maligula/Lucrecia to finally gain closure and acceptance for what she did and that she does not want to or have to be this terrible, painful thing.
One thing I would like to make clear is that I DON’T think the absence of all this somehow ruins Psychonauts 2 as a whole or even just the ending in particular. We did after all get more or less the gist of all this in the actual game, and I do think the ending we got still WORKS over all.
It’s just that the absence of a fully-fleshed out level exploring Lucrecia’s story is what makes Psychonauts 2 a really good game instead of being pretty much a PERFECT game.
#psychonauts#psychonauts 2#lucrecia mux#nona aquato#maligula#razputin aquato#ford cruller#rambling about a game i just replayed#still a great game overall#it oddly parallels the first game in this regard#though for very different reasons
21 notes
·
View notes
Text
(Best)FWB!Ezreal Headcanons (18+)
Inspiration: This was one of the of ideas that got me to start this account lol. I’m also in the process of writing a fic based on this idea and it would be so much easier to just reference this post in the header rather than explain everything in the prose.
Champion: Ezreal (like Pilty!Ezreal/Explorer!Ezreal)
Genre: Headcanon
Category: TINIEST amount of angst but primarily FLUFF and SMUT - I mean what were you expecting. We're talking about best friends with benefits here. Typically the benefits are of an adult nature. 18+ ONLY. MINORS DO NOT INTERACT.
Length: This is a looooong one, friends. In my defense, I'm using this headcanon as world-building/background information for at least 1 future fic (It's quickly turning into multiple parts lmao).
Gender: Fem!Reader/reader who is fem presenting? Ahhhh even my non-binary ass doesn't know how to describe this...mention of dresses and stuff.
TW: Adult themes. Friends with benefits, reference to adult activities and kinks. For example: semi-public petting or Dom/sub dynamics. Slight mention of what (probably) happened to his parents and the emotional fallout of that. Mention of alcohol (always drink responsibly y’all). Swearing (as per usual).
Important context: I know game Ez’s age is a bit debated, though generally agreed on somewhere in early to early-mid-20s. For adult Ez in this, let’s say he’s like 23-24? Also Indiana Jones exists in this universe because DAMNIT I WANT TO CALL HIM INDIANA JONES AS A NICKNAME.
SFW
Your father is a history professor at the academy who knows/works with Ezreal’s uncle, Professor Lymere, and who often collaborated with Ez’s parents before they disappeared. Archeology and history go hand-in-hand, after all.
These collaborations led to you and Ezreal being together often as kids since you were around the same age, and a close friendship developed.
To the point of casual physical affection (hugs, hand holding, occasional cuddles) and silly nicknames for each other. He calls you princess, you call him…idiot mostly. (Jk…kinda.) You’ve called him Indiana Jones for forever since he was just as fascinated about archeology/artifacts as his parents.
You have called him an idiot many times though, especially when he’s been extremely rash and reckless.
At various points in your friendship, people have seen the two of you and assumed you had to be dating. It’s hysterical to both of you.
“Me dating Ezreal?! Nah, he’s just my best friend.”
“(Y/N)?? Absolutely not. We’re just best friends.”
You’re one of the few people who can humble Ezreal, a specialty of yours since early on in your friendship.
You: *In your father’s office studying while he teaches a lecture to one of his classes in a nearby lecture hall*
Ez: *Runs into the office, breathlessly laughing as he leans against the now closed door, holding a toupee*
You: *Eyebrows raise* Whatcha got there, Ez?
Ez: *grins* One of the campus warden’s toupees!
You: *Stares at him for a second and sighs* You’re a moron….*goes back to studying*
After his parents’ disappearance, you were understandably worried for Ezreal. You watched as your best friend struggled through the stages of grief, and even worse, stalled before he could get to the acceptance stage of what most likely happened.
You were always there to listen when he needed an ear. Even more importantly you tried to serve as a voice of reason once Ez started planning his own expedition to find the final resting place of Ne’Zuk.
You never said anything to completely dissuade him, because you wanted him to follow his heart and his dreams, but you couldn’t help but worry. With what likely happened to his parents, you were utterly terrified he wouldn’t come back, especially considering his stubbornness, his recklessness, and his age. Losing your best friend was a thought you just couldn’t stomach.
Only you knew about his plan to sneak onto a supply ship bound for Nashramae. You sent him off in the middle of the night with a giant hug and a “Be safe, Indiana Jones. You better come back alive…Write when you can…”
After a second he pulled back from the hug, gave you a signature Ez smirk, and said, “You know me well enough to know I’ll be fine, princess…”
Once he did set off, you had to convincingly act as though you didn’t know where he went. It was difficult, especially seeing how distraught his uncle was once he read Ez’s note, but your loyalty was to your friend.
It was torment waiting for any sort of news. Ez wasn’t exactly going to the most populated areas.
Thankfully, he did eventually return, excited to show off his new gauntlet, using it often to flash behind you and scare you.
“Ez, I swear if you keep scaring me, I cannot be held responsible for any damage to your stupid handsome face.”
*Smirk* “Handsome eh?”
“…Shut up…f-forget I said anything…the last thing you need is an inflated ego.”
But he didn’t forget.
Over the years as he gained notoriety and fame from his adventures, you were one of the few people who didn’t treat him any differently from how you had in the past.
As much as his ego craved the validation and fame, hoping they’d be enough to draw his parents back (god damn this man needs HELLA therapy), having someone who just treated him as Ezreal, not as the prodigal explorer, was really nice…
Once he was a little older, when he started getting invites to parties and banquets to talk about his adventures, you became his go-to date.
As he told you, “It’s just easier than dealing with the rabid fans. Also you’re good-looking, and I need someone with me that helps make me look good.”
That earned him a sarcastic eye roll and “Thanks, I guess?” from you.
With the fame and scale of his adventures, Ez collected a decent amount of wealth on top of what his family already had. As thanks for being his go-to plus-one, he’d always take care of the cost of your clothes and accessories for these events, sometimes even buying outfits for you himself; things that he thought would look good on you. He has shockingly good taste and understands your sense of style very well. (SUGAR DADDY FRIEND EZ, ANYONE?)
It was about a year and a half ago that things in your friendship changed. He’d been gone almost 3-months chasing a particularly legendary relic rumored to be surrounded by an incredible number of traps that were said to be impassable.
“Impassable” is Ez’s specialty, as you know.
Of course, his exuberant return made him a popular invite to all the parties. Everyone wanted to hear the tales of Piltover’s prodigal explorer.
You were just fucking relieved to have your best friend home, alive, and in one piece.
NSFW
It was after one of these fancy parties when things popped off. There’d been an open bar during the dancing portion of the evening. Both of you were tipsy. Both of you were giggly. Ez gave you a piggy back ride home since you decided to kick off your incredibly uncomfortable heels the second you stepped outside. (What a gentleman.)
Once you arrived at your apartment, you invited him to stay the night as he always did since it was so late. Of course he agreed, grabbing the extra set of comfy clothes he stashed there for such situations and going to change while you prepared the couch for your usual post-event chats, setting up, pillows, blankets, snacks, and water.
As he came out of the hallway to the living room where you were, you could feel his gaze glued to you as you bent down to prep some things*
You: *blushing a little and not looking up at him* “Yes?”
Ez: *smirks* I thought that dress would look incredible on you, and I was right….you look even sexier than usual…
You looked up at him with wide eyes, your cheeks DEFINITELY pinker as your mind took a second to register what he said* “You thought about how I’d look in this? W-wait…you think I’m sexy?”
He just grinned and shrugged his shoulders. “Of course I did and of course I do. I’ve told you before that you’re good looking. Do you remember when you accidentally blurted out that I was handsome? Do you still think I am?”
You weren’t sure if it was the alcohol or your curiosity about the direction of this conversation that had you saying, “Yes I do. I’ve thought that for a long time. But, I don’t understand why that matters? You’re my best friend, Ezreal, and to be honest, dating you sounds like a nightmare. I already worry enough about you when you’re on your expeditions. Adding deeper feelings into that sounds like a one-way express ticket to driving myself insane.”
Ez chuckled, “Who said anything about dating or deeper feelings? Feelings are the last thing I need in my life (again THERAPY, MY GUY). But, the way I see it, I’m physically attracted to you, you’re physically attracted to me, neither of us want feelings involved beyond what our friendship is now….that sounds like an arrangement that is mutually beneficial…”
You straightened up and folded your arms together as you contemplate his words. “So like a…friends with benefits sort of thing?”
Ez grinned. “More like best friends with benefits, but yes. I have needs. I’m assuming based on the fact that you’re currently not seeing anyone either that you also have needs. We’ve helped each other out with problems many times….why not help each other with this one?”
Ok, but why was he making so much sense??
He was also right. You’d been going through a hell of a dry spell as of late. And hey, when it comes to people, you trust Ezreal more than anyone else. You’d also be lying to yourself if you said you didn’t find him extremely attractive. All of these reasons pinged around your mind until finally…
“Yes…ok…yes….tonight can serve as a test of sorts…but I’m not finalizing anything until tomorrow morning when both of us are stone cold sober. I have conditions, but they don’t apply at the moment. Got it?”
His response was an frantic nod and an eager “Got it,” as he stepped closer and reached for your waist to pull you to him.
Your response was to turn around and move your hair to the side. “Ah ah ah. First help me with my zipper…then show me what you can do, pretty boy…”
And BOY DID HE. Quite honestly he blew your mind (and your back out 😉). But we’ll get to that later on.
The important conversation happened the next morning after you two woke up tangled with each other.
Ez sat up and stretched, and you couldn’t help it as you sleepily reached over and gently ran your fingers along his abs.
He gave you a sleepy smirk and eyebrow raise before murmuring, “Already want another round, princess?”
This resulted in you pinching him before you also pulled yourself up, not even caring that he was baldly admiring you as you stretched. “I tentatively agree to this arrangement, Ez, but I want to talk about limits/conditions. Let’s talk as we get breakfast ready…”
Your conditions: 1. While this arrangement is in place, he’s not sleeping with anyone else and that includes on expeditions. You don’t want the chance for any sort of disease. 2. If either of you falls for another person, the arrangement needs to end (obviously you two would talk about it so the other knows what’s going on). 3. This can’t fuck up your friendship. Even if things physically end, your friendship needs to remain intact. You don’t want to lose your best friend. 4. No falling in love with each other.
Ez easily agreed to your terms and laid out his own: 1. He’ll see you when he gets home from expeditions and while he’s in Piltover. 2. If he’s not sleeping with anyone else, he hopes you won’t either. 3. He wants you to take care of yourself mentally (a bit ironic), physically, and emotionally, especially while he’s gone. (He won’t admit it, but when he’s on his explorations, he thinks/worries about you often and wonders if you’re doing alright.) 4. He wants to continue to buy you gifts and clothes, and he also wants to start including lingerie in said gifts if you tell him your sizes and style preferences.
The last one surprised you. “Lingerie? Why? That seems pretty intimate for fuck buddies. I certainly don’t expect such gifts from you.”
He was unfazed, instead just grinning and chuckling at the surprise on your face. “Believe it or not, it’s almost more for me than you. Undressing you will be like unwrapping my own present.”
Strangely enough you couldn’t find any fault with that logic.
You agreed to all his terms, and the two of you did a little hand shake to finalize things. A strangely small gesture to seal a massive change in your friendship.
(*Clears throat*) And now for the important part…
Definitely NSFW - AKA How is Ez as a FWB?
With an ego like his, you might think Ez is a selfish lover.
And you know what, maybe to start he is, but you shut that shit down IMMEDIATELY. Remember, you’re one of the only ones who can humble this man.
Once you make it clear that this arrangement will not be one-sided in pleasure if he wants it to continue, he makes sure to act RIGHT.
Like he really makes sure to blow your back out every single time (hell yeah go you).
A large part of his initial “selfishness” is hesitance. You two have known each other forever, but certainly not in this way. You telling him off? Honestly it reminds him that this is still you, his best friend, who he knows better than just about anyone. He is just learning about another side of you.
That is a confidence boost to him and banishes any insecurities he has.
(Unlike Heartsteel Ez who I see very primarily as a sub) Ez is a true switch maybe even leaning a little dom.
Whatever you need him to be, he can be.
Ezreal can be VERY PLAYFUL. Your normal friendship is filled with laughter and teasing, and your friendship in the bedroom is no different.
That doesn’t mean he can’t be serious though, he absolutely can be.
He’s the extremely teasing type, expertly working you up with just a couple touches in public or private and then making you wait.
For example, at those fancy dinners you go to with him? If anyone bothers to look under the tablecloth they'll see his hand on you, thumb tracing shapes into the fabric of your dress high up on your thigh, while he casually recounts the harrowing details of his adventures.
There you are, just sitting there trying to keep a straight face and not blush. He does it often enough you think you’d be used to it by now but NOPE.
You’re really glad no one expects you to tell any stories at those things because every time his hand creeps onto your thigh, your brain short circuits a little bit. Trying to tell a story or hold more than a passing conversation would be incredibly difficult.
And he KNOWS IT TOO. Once he’s not speaking, he always looks over at you and gives you a little smirk.
And if you do the same to him when he’s not telling stories? He will not stop leaning over and softly complaining in your ear.
You take great pleasure in whispering in his ear, “Can’t handle what you dish out? This is what you get, you teasing fuck.” (Or something similar lol.) Then you pass everything off as normal with a very quick, friendly, and casual kiss on the cheek which makes HIS brain short circuit a little bit.
Very touchy and LOUD in bed, especially when you’re on top. To the point you have had to cover his mouth with your hand and threaten to STOP riding him if he doesn’t get himself together and be quieter. He knows damn well how thin apartment walls in Piltover are.
Eventually you just gag him with something, because let’s be honest, it’s an empty threat. You definitely DON’T want to stop and he’s well aware of that.
When he’s on top though, Ez intentionally will do things that cause your sounds to get louder, making no attempts to quiet you. Instead he just smirks down at you and whispers in your ear, “Is that all you’ve got, princess? I know you can get louder than that…don’t hold back for me…”
Don’t be afraid to mark him. Feeling your nails dig into his shoulders/back or feeling you mark his collarbone with hickeys drives him absolutely wild.
Very very VERY good at dirty talk. His wit and sass translate extremely well to more intimate contexts. And when you dirty talk right back at him? He loves it when you’re just as playful as he is. His favorite is when you murmur something filthy in his ear and follow it up with a playful little nip somewhere.
Loves tying you up and loves being tied up, as well as using blindfolds.
Not the most attentive with aftercare, but hey, your arrangement isn’t romantic so you don’t mind. He at least stays the night/for breakfast and cuddles you which is honestly more than you thought he’d do.
It might be a bit inconsistent concerning WHEN you see Ezreal since who knows when he’ll come back from his expeditions, but whenever he is in Piltover, the two of you certainly have a good time. Besides, it’s good to know your best friend is home safe…at least until he sets off on another adventure.
Thank you for reading!! Omg I had so much fun with this one. And I’m already enjoying writing the associated fic. It was literally just supposed to be a one-shot and now there’s absolutely going to be multiple parts, so keep an eye out for that!
#ezreal#ezreal x reader#Ezreal headcanon#Ezreal headcanons#Ezreal smut#league of legends headcanon#reader insert#headcanon#smut#league of legends
136 notes
·
View notes
Text
My au for "Rain world" - "Sinful world"
ATTENTION, FURTHER INFORMATION WILL TOUCH A LITTLE ON MY PERSONALITY AND INFORMATION ON MY AU on rain world "sinful world"! PLEASE READ ALL THE WAY TO THE END, THIS IS VERY IMPORTANT TO ME! AND I'M ALSO OPENING AN ASK BLOG ON MY AU, SO IF YOU WANT TO ASK MY CHARACTERS ANY QUESTIONS, THEN YOU'LL HAVE TO HAVE AT LEAST SOME INFORMATION ON Sinful world ANYWAY! (Link to ask blog: @rw-au-askblog-sinful-world) (and this post was written with the help of a translator, so I apologize in advance for any possible mistakes^^") So, if someone doesn't know, then I'm Piku_Niku, but you can just call me Piku. I am 14 years old, I draw on my phone with my finger in ibis paint. I'm looking for different fandoms, such as: rain world, hollow knight, ori and the blind forest, just shapes and beats, gravity falls, fundamental paper education, etc.I will mainly draw art for the rain world game.My favorite ships for this game:
Saint/Monk
Artificer/Rivulet
Gourmand/Survivor
Watcher/Enot
Spear master/Hunter
I also have my own au related to rain world, and now I will tell you a lot of it. However, I will not mention one part of the information, since my Persians themselves will be able to answer it in the form of an aska (so do not hesitate to write me messages with your questions about my au :)), and I will not be able to mention other information since I am currently writing fan fiction on a Russian platform called "Ficbook.net " by This week, and it's not finished yet. Some of my readers are following me on tumblr, which means I won't be able to drop plot spoilers here. Don't worry, you'll find out in time, but it will take some time :)
AU setting: all SW actions take place in a kind of simulation. The world is quite realistic and is located in three-dimensional space, however, by its very nature it obeys game laws and logic, which means that the creatures there have an indicator of karma, hunger, cycle duration report, etc., in general, everything that is in the base game.
Characters: Inv (Enot)
Fear (THE REAL NAME IS STILL UNKNOWN!)
Developers
Monk
Survivor
Hunter
Gourmand
Cold-blooded Wind (Golden Eye)
Fragile Compassion
Big Heart
Feeling of Fault
Hate
(the list of characters will be updated over time, but at the moment there are as many characters in the fanfiction as written above)
The plot in brief:The developers have already created many different mini-worlds called "campaigns" and placed slugs with different histories, chaoacters and goals for life there. But that wasn't enough for the gods. They became bored with ordinary worlds that follow some kind of rules. Therefore, they hastily created the "Enota campaign" and created almost simultaneously one of their most important and dominant persons in SW — Enota and Fear (he was not called that before, so I will call Whity in this period of time, BUT this is not the canonical name of this character, but only a temporary code name)). They were both immediately told that they existed in a fictional world and that they were created only so that both poor slugs would suffer. And Enota was also given out how pathetic and insignificant he was, and then they threw both slugs into their world. An important clarification: Whity and Enot had not seen each other before, the developers created them separately from all the others so that they would not see each other inadvertently.
Enot did not know how to survive in his world, which is why he spent a lot of effort to survive his first cycle. All this was observed by Whity, which in fact is essentially the soul of Enot, which is imprisoned in his consciousness, into which Enot himself can penetrate only when he is asleep. And so, in a dream, the slugs met and became friends. The developers also informed him about their nature when creating Whity, and also said that if Enot commits at least one sin, it will affect his soul, that is, on Whity itself. He will be in terrible pain and constantly writhing in pain. And knowing all this information from the developers, Whity asked his friend not to commit any sins. The soul was terribly paranoid and did not allow Enot to enter normally and step in. He even forbade slug to pick up a spear in principle, and as a result, to fight in order to banal self-defense.
Enot did not know how to survive in his world, which is why he spent a lot of effort to survive his first cycle. All this was observed by Whity, which in fact is essentially the soul of Enot, which is imprisoned in his consciousness, into which Enot himself can penetrate only when he is asleep. And so, in a dream, the slugs met and became friends. The developers also informed him about their nature when creating Whity, and also said that if Enot commits at least one sin, it will affect his soul, that is, on Whity itself. He will be in terrible pain and constantly writhing in pain. And knowing all this information from the developers, Whity asked his friend not to commit any sins. The soul was terribly paranoid and did not allow Enot to enter normally and step in.
No matter how hard Enot tried to rid his friend of these sins, there were more and more of them, and at the same time the pain from these sins only became stronger and more unbearable. At this point, a Feeling of Fault appears in the plot. This character is metaphorical, we can say that he does not exist in reality, he is needed so that one can understand the thoughts and feelings of one of the characters, in our case, Enot. That is, it means that only Enot can see Feeling of Fault and talk to him. Because of the fractures in the relationship with Whity, Feeling of Fault began to tell Enot that he was still a loser and a weakling, which only added more oil to the fire and made the whole situation only worse. At some point, a real scandal broke out between Enot and Whity during which they stopped being friends. After that, after a while, Whity was completely consumed by sins, and Enot's Feeling of Fault became especially strong during this period of time. Enot's consciousness, in order to protect him, sharpened Feeling of Fault and began to gradually erase all painful memories associated with Whity. At some point, he completely forgot about his former friend and can be said to have started life with a clean slate. And it would seem that this is a good thing, now Enot has become completely free from the prohibitions of his former friend, and even now no Feeling of Fault will bother him, but... The thirst for blood still remained in him. At first, Enot tried to suppress her and he killed especially only scavengers, because they had caused him too much pain in the past, but over time, Enot's moral compass completely erased and he began killing everyone indiscriminately in rather cruel ways, eager to hear the screams of his victims and taste their torn flesh and meat. Enot-maniac was very strong because he faced enemies every cycle and learned to defeat them. He became so strong that the scavengers, realizing that they could not resist this psychopath in any way, began to hide in secret bunkers underground without proper food, heat and much more. Enot-maniac destroyed the lives of many creatures, and those who miraculously survived were left with many mental injuries. The most revealing of them will be my scavenger character named Cold-blooded Wind. As a child, an Enot-maniac tore off his eye, but he was able to escape, however, this incident affected not only physically, but also mentally (you can learn the details of the Wind's background from ask. Believe me, everything is much worse there than you think. This is the third most tragic character in SW)
He even forbade slug to pick up a spear in principle, and as a result, to fight in order to banal self-defense. It seemed to Enot-maniac that he had reached the top and found his happiness and the meaning of life, but... That's not so. He actually needed companionship and good friends all this time. He began to wish for it as soon as the developers abandoned him to his fate. Throughout his life, Enot has never been able to feel real affection and support from others, and as a result, the murders of Enot-maniac began to get boring. What's the point of killing everyone and everything like that? He had tried all possible methods of murder on his victims anyway, everyone had long ago realized that Enota was a maniac worth being afraid of... A small piece of forgotten memories was able to remind Enot-maniac of the void sea, which Whity once told him about and he headed to it in order to finally find his long-awaited peace. But plunging into it, Enot found himself in a dating simulator. He spent a lot of time in it, and during this time, Enot, communicating with other slugs and not killing anyone, realized that he was wrong. That killing is not an option and that he wants to find friends! That's just how to do it if you can't get out of dating sim? But who said that it is ABSOLUTELY impossible to get out of dms? Remembering what kind of drug addiction an Enot egg could create in a dating simulator, he threw it at one of the buttons in this space and it was swallowed up by a singularity. Then the walls cracked and behind them was the code of all slug campaigns, as well as the code of the dms itself, which was also swallowed up by this black hole. After that, this hole in space and time turned into a portal and sucked Enot into it.He found himself back in his campaign, but now some of the chips from dms are now working in his world (that is, the egg can now create fierce nonsense and drug addiction here if desired), as well as slugs from its campaigns appeared in different parts of his world. The Raccoon has a new chance to start this life from scratch, make friends and find his happiness by ascending into the void sea. First of all, he changed his name to Eve, since the name Raccoon was now associated with his dark past. After meeting the Monk, he realized that there were probably a lot of such popadans in his world, so Inv decides to create his own gang called the "VC Gang" (VC - Void Cats). At the moment, this gang consists of Monk, Survivor, Hunter, Gourmet, their tamed red lizard and Inv himself, who is the leader here.On the way of our friends, there will be many obstacles that will mainly occur due to Fear (as Inv called Whity when they met again), which, due to sins, received quite a lot of power and authority. In order to put obstacles to slugs, he sends a black parasite blob into the real world, which infects a creature nearby that is afraid of Inv, which means that he cannot infect the same Inv friends, because slugcat is obviously not afraid of them. However, other obstacles will be encountered due to Inv's dark past, which he tries to hide from everyone. Scavengers still remember the time when the Enot Maniac raged in their world, and this will have its consequences...
That's all for now. I remind you that you can safely ask me additional questions about my au. My characters will answer them in the ask blog (@rw-au-askblog-sinful-world). I hope at least someone has read up to this point and is interested in my QwQ fanfiction, and I'll also give you a link to my fanfiction just in case, maybe someone won't be too lazy to read it with the help of a translator: https://ficbook.net/readfic/13570641
Additional content by my au:
Designs by Cold-Blooded Wind and his friends - Fragile Compassion and Big Heart.
#rain world#rain world fanart#my art#rw art#rain world art#rw slugcat#slugcat#rain world slugcat#rain world au#rain world askblog#Rw au: sinful world#Sinful world#rain world original character#rain world oc#rw ocs#rain world ocs#rain world inv#rain world enot#Rain world enot-maniac#rain world monk#rain world survivor#rain world scavenger#rain world hunter#rain world gourmand#Rain world Cold-Blooded Wind#Rain world Fragile Compassion#Rain world Big Heart
25 notes
·
View notes
Note
What if Altair and Ezio time travelled to just after the events of AC3 and landed In the homestead?
Also, thoughts on what each assassin would be like as a babysitter?
I’ll try to combine the two prompts!
Ratonhnhaké:ton would be a bit surprised at first bc hey these are the guys he learned about while Achilles was teaching him about the history of the brotherhood. Then, he gets them acclimated and situated so they don’t have to sleep in the stables or anything, and when that’s sorted out he encourages them to help around the homestead since they’re part of that community and family now for the time being + Connor places emphasis on communal work and everyone helping each other.
Ezio isn’t as stoked about it at first but he actually quite likes helping with agriculture and farm work I think (especially considering after Revelations he’d rather retire and tend to a vineyard than do assassin stuff again.
Altaïr is not the most sociable so he’s a little cagey around the new characters, but I think he’d admire the way Ratonhnhaké:ton runs the homestead as both a functional community built on mutually aiding one another as well as doubling as a secure hideout for the assassins that would be hard to locate and infiltrate. Altaïr has had his own history with reforming the Masyaf brotherhood to emphasize freedom of choice and love for one another to build a healthier community, so he’d be proud of Ratonhnhaké:ton.
Also, one of these tasks in the homestead for sure involve babysitting/looking after Hunter or any other youngling on the homestead. I feel like the Homestead would have a “It takes a village to raise the next generation” type attitude (majorly encouraged by Ratonhnhaké:ton and influenced by his own upbringing) where everyone would look after each other’s kids and help the parents in raising em.
Ezio would be really good with kids I think, so looking after Hunter wouldn’t be an issue— growing up he’s had to look after both Claudia and Petruccio, and I feel he prides himself on that as being a good big brother, so he’d know the signs and basics of babysitting and he takes his responsibility very seriously. He’d also probably get on the other assassin’s asses on certain particulars like how to specifically hold a baby or what foods to use. He’s been around this bend the most out of the three, after all. That overconfidence can cost him though since every baby is different but he’s a bit too proud to admit that what Petruccio liked as baby food wouldn’t fly with another youngling.
Ratonhnhaké:ton is good with kids too, but he’s a little more cautious and wary and can come off as overprotective (baby proofing every square inch of wherever they’re at, worrying over every little sign, etc). He calms down though and becomes more comfortable with the rhythm of it, but generally he takes this job very seriously as well, especially since the parents trust him so much, and keeping that trust is incredibly important. He’d also be up for playing some games here or there playing with the kiddo, and humming/softly singing some lullabies he can recall in kanien’keha. Mothers trust him the most with their kids and that’s a big responsibility to shoulder, and he doesn’t want to let anyone down.
Altaïr is the one that probably feels the most awkward around kids and small babies, especially because he has to reprogram and unlearn from a lifetime of viewing himself as only useful as an assassin and a killer. Handling something so small and delicate seems so more daunting than tracking and killing a templar. So honestly, Altaïr would probably go stiff just. Holding the baby and hoping it stays asleep. Like a feinting goat with its legs locked. He knows the basics of babysitting and caring for a baby but he still feels cagey about it— to make up for it though, I feel like Altaïr would do a lot of research and reading on babies, their development, and how to best take care of them (or if he can’t find good books he’d go around and ask and make his own notes corroborated from what he has learned). He wants to do the best he can in the end, and it’d be really cute if one day Connor or Ezio (or both) accidentally walk in on Altaïr playing peekaboo or making silly noises to make the baby laugh because that’d honestly be the first time they’ve seen him so relaxed and more comfortable.
48 notes
·
View notes