Hey everyone, just wanted to give yall an update but I just hit 300 followers over on my Twitch channel. I know its not a lot in the grand scheme of things but, it got me thinking.
For those of you who have checked out my channel and hung out while I've been streaming, I want to say thank you. And even for those of you who haven't checked out my channel, but have been with this blog for as long as you have, I also want to thank you.
These are communities I've been proud of seeing grow over time. That I've had the pleasure to get to know as I try my best to do my best. Some days, its hard. Some days, its impossible. But a good community helps. And I just needed to let you know that everyone of you has done your part in helping.
Thank you.
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this morning I am thinking about this little gem
and specifically about the feeling I've been turning over in my head for...a while, I think, about the way that there's this ambient assumption on Tumblr (and quite possibly elsewhere, this is just where I am) of...sub/masochist-as-normal-state, or at least sub/masochist-as-fine-but-not-questionable state, and it feels like that, on the flip side, ends up incidentally or purposefully constructing doms/sadists as the deviants, as inherently "sus."
and it lines up to a certain extent with the way that the conversations I see on this website about kink/BDSM often come from a sort of "presumed sub" perspective that leaves very little room for the thoughts and feelings of doms as valuable or important, and thoughts about an essay I read a while back that talked about the comparable societal acceptability of "fantasizing about being hurt" vs. "fantasizing about hurting people," and how "sadist" is a dirty word in a particular way that "masochist" isn't
it feels like sometimes there's this sense that (a) it's normal to have a little bit of sub/masochist tendencies, that's fine but (b) the only acceptable way to be a dom/sadist is if you feel bad about it. the ideal is to feel vaguely guilty, and mostly do it for the sake of somebody else's pleasure rather than your own.
I made a post a while ago that I can't find right now but it was, if I recall, "nails sign to tumblr door that says "doms have feelings too"" and I was joking but also I'm not.
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Hearse I think u might be becoming my very own Kim dokja. Your art is so goooood, every one a masterpiece. THE COMPOSITION IS EVERYTHING, YOUR COMICS, YOUR SHAPES, YOUR CONTRAST AND VALUE AND THE LINE like brooooo I wish I could be like you and make amazing orv art like that 😭😭 and everything is stuff I’m into
well I FOR ONE haven't died even once YET so i am beating your kim dokja allegations-
BUT. all i can say is be very normal about everything you like and treat every unexplored or difficult thing as a challenge? drfsgresg
cause how it goes is you (well, i) have an Idea. a haunting one.
but
-one art is not enough to express it fully.
-writing fic is very much not your (mine) forte.
-drawing in full color would take too long (i am so very impatient)
so you (i) need limited colors and fast style without much prep work. heavy shadows can hide a lot if you are brave enough, hiding faces is also fun and can be a challenge (to show emotions through something else), cutting bodies into sections. for the lack of a better wording. is also f.. fun........ hm.
ANYWAY. JUST HAVE FUN AND LOOK AT IT AS A PUZZLE? just gotta solve it to let all the demons out.
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Fic Author Interview
I've been tagged by @unmaskedcardinal! been a while since I talked about any of this stuff, particularly as a very inconsistent fic poster haha
1. How many works do you have on AO3?
the visible number linked to my account is currently 60, no idea if this is counting the bizarre saga from my archive account or not. technically I've posted more, but they aren't part of that number.
2. What’s your total AO3 word count?
567,314.
3. What are your top 5 fics by kudos?
ibvs season 1 & season 2 are (thankfully) the top two on my account, considering they're… well. ibvs.
number 3 is formal humiliation, a utmv fic back in 2019 where I wrote 3 oneshots all with different pairs surrounding the same idea. it's uh, it's something.
4 is behave, a saiouma despair disease fic I wrote sort of ironically in 2020. I did not realize this weird oneshot would be the thing that jumpstarted my kage obsession.
5, for some reason, is glow, a ds fic I wrote in 2019. I do not know why this is the ds fic with the most kudos. I am just really glad that it's not one of the ones I wrote in 2018.
4. Do you respond to comments? Why or why not?
lately I have been trying to respond to more comments, if they're on a recent enough story and I can think of a way to answer.
5. What’s the fic you’ve written with the angstiest ending?
most of the fics I've written right now have been Random Spot In Time fics with no articulate ending, but game over is pretty edgy. I think. I've written a similarly edgy ending but it's in an anonymous fic. it occurs to me that edgy doesn't necessarily mean angst, but it can.
6. What’s the fic you’ve written with the happiest ending?
somehow everyone lived happily ever after in the bizarre saga, no f'ing idea how they managed that
7. Do you write crossovers?
I have. I have as comedies. I tend to take a bunch of guys and put them in a new setting that they definitely shouldn't be in. poopenster high is an example of this, but none of that has ever touched the internet and I haven't touched it in like 2 years.
8. Have you ever received hate on a fic?
oh my god like. maybe once? maybe? I don't even think it counted as hate. I think like several years ago some rando complained that season 2 of ibvs was trying too hard to be funny. I barely remember what it actually said, I just remember it being annoying.
9. Do you write smut? If so, what kind?
when I was in my v3 phase I wrote some, I think "feelings with smut" describes most of it decently. the nature of the kcu meant it was like, almost all trippy.
10. Have you ever had a fic stolen?
I dunno. I hope not. I think I've had people repost stuff without permission.
11. Have you ever had a fic translated?
probably?? when I was a teen I had people say they wanted to translate my utmv fics, I don't know which ones actually followed through anymore.
12. Have you ever co-written a fic before?
(sigh) yes.
13. What’s your all-time favorite ship?
oh god, I think I honestly just phase around stuff. I don't think I've ever permanently latched onto a pair, it's just that I've had fandoms and I have pairs that I've ended up liking in them and they just sort of stay that way even if stop paying attention to the fandom. I like most ships that happens to fit into my favorite criteria (that being protagonist/morally ambiguous deuteragonist or antagonist). if you asked me what my favorite series is, it would be an easier question. it's zelda. but I don't really have any permanent favorite ships in zelda.
14. What’s a WIP that you want to finish but don’t think you ever will?
this is a scary question because I have a number of major wips that I want to get back into once I get back into writing and I refuse to accept that they may not get finished. I don't know. moose hill? for a little while I wanted to see if I could come up with a whole side story, but it is extremely unlikely that will happen. maybe a better example is a continuation of shuichi and kage's blackout adventure, which is pretty low on the priority list for if my brain every gets infected by danganronpa again.
15. What are your writing strengths?
the jokes are very important. I put my heart and soul into them. I hope that people can see my vision when I tell them.
16. What are your writing weaknesses?
actually doing the writing getting from point A to point B. I come up with this whole outline and realize there's 2000 words of empty space that needs to happen. and it's like dull shit, too. just plain old events. like look at them, it's the lunching hours again. because lunch is a thing that happens every day. is it redundant to have lunch too many times? it can't possibly! it's the only time they can talk to each other! do I need to pan the camera again because this 3 sentence exchange has dragged on for too long? help
17. What are your thoughts on writing dialogue in other languages in a fic?
makes sense to me. or like, depends on the context. if the POV is a character who can speak the language, the reader should probably get to know what they're saying (think like, subtitled sections of a movie), unless it's really easy to decipher. but if the POV can't understand it, the reader shouldn't necessarily know. it gets more complicated if it takes place in a setting where they should logically be speaking a language that is not english for example. like, if they're in a country where they are not speaking english but the fic is in english. it wouldn't really make sense to insert interjections in their home language because they're not speaking english in the first place. I guess it all depends on what you're trying to convey.
18. What was the first fandom you wrote for?
sonic. does it count. I started writing once I was old enough to type. but I think the first story I ever put online was zelda.
19. What’s a fandom/ship you haven’t written for yet but want to?
on occasion I entertain the idea of writing for corpse party, but that's probably not going to happen.
20. What’s your favorite fic you’ve written?
I'm going to not include that one anonymous fic and my pile of unfinished longfic wips that I've been proud of in past years is way too big so… maybe game over?? it's complicated. I have a ton of comedy pieces that I love but they're just… not completed!!
[ feel free to fill this out yourself if you're a fic writer! ]
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a doctor turned serial killer turned doctor again, an actor who paints, a gang leader, a mining baron, and a vice overseer walk into the room.
oh yeah and they lead karnaca now.
dishonored 2 is my fav game but i think it's mid, story-wise. here's why dh1 works and why dh2's overarching story sorta misses
tl;dr: story integration is critical for gameplay that offers audience payoff, but emily's personal arc from dishonor to honor is inconsistently demonstrated in the story, and is not an interactive part of the gameplay.
essay/long version under cut >
recap: what's dishonored's deal
[skip if you want]
dh1 is an underdog story: corvo is an honorable man swept up in the machinations of a callous city, so his canonical ending being 'this child will rule over an empire' isn't about the child's rule but rather about corvo's reputation being restored in a more hopeful city, due to his & the player's rejection of the violent connotations of the tagline 'revenge solves everything.'
similarly, in dh1 DLCs, daud's story arc is that of an anti-hero: a dishonorable man who realises too late he has done irreparable harm. he sees the error of his ways after a single monumental death, and eventually a single life redeems him when he/the player stepped in to circumvent a terrible fate for a child, enabling her to rule unfettered.
daud & corvo come to a satisfying conclusion within the extent of their narrative arcs. it doesn't matter that a child on a throne isn't really a fix for a decaying empire - the player's actions throughout the city of dunwall was what mattered - and these stories could be framed as parables. in that sense, young emily as a ruler is a metaphor for a hopeful future for the city & empire.
dishonored 1 & its DLCs are also great examples of storytelling with perfectly integrated gameplay - you, the player, worked towards the outcome that redeemed the protagonists.
in your efforts to save young emily, you either achieved a good outcome (corvo) or prevented a worse outcome (daud).
bringing us to dh2 -
what's emily's arc
emily's arc is a coming of age: we're introduced to a reigning empress who questions her role & skillset ("am i the empress my mother wanted me to be?"), then her titular fall from grace occurs. from there, she learns to reject the violent, selfish connotations in 'take back whats yours' tagline (a la daud & corvo!) while rediscovering why her rule is critical to the empire.
emily's rule is no longer metaphorical, but:
a literal thing for audience assessment (is emily a good ruler?) AND
the crux of her storyline.
at the beginning of dh2, emily is introduced as a disengaged leader ("i wish i could just run away from all this;" "i dont know if whether i should sail to the opposite side of the world, or have everyone around me executed"). the antihero has a precedent for the dishonored series in daud, so it's not at first glance an issue*, however, the fact that emily has ruled poorly reframes corvo & daud's endings as being less than ideal (a moralistic retcon) *we could talk here about how ready an audience was in 2016 for a flawed women as a protagonist, hell, even in 2023,,,
throwback to the beginning of this essay when i said:
'this child will rule over an empire' isn't about the child's rule but rather about corvo's reputation
emily's story arc, unlike for daud & corvo, is literally about the quality of her rule. we're no longer in metaphor territory (ironic phrase): a parable-style ending doesn't work.
does emily become a good ruler
we know she becomes a good ruler because the game says so. it is narrated to the audience via a (literal) word of god in the space of 30 seconds, after the final boss. the outsider tells us that emily becomes known as Just & Clever.
drawing a distinction here - this narration is not the same as the player actively being involved.
the player does not throughout the game become aware that emily has made political allies. during the game, she doesn't talk to these characters about saving karnaca or being a better ruler to the empire (there's a few lines might imply it, but you need to be actively looking and being careful to wait for every voice line. it's a far cry from daud & corvo's fight to save emily being unmissable - even though daud doesn't know at the beginning that's the goal).
how does the game show it
you can coincidentally not kill most of your subjects and never be aware that emily is looking to restore karnaca by means of instating a council - it's never brought up. it *couldn't* be brought up, because that council serves under the fake duke (armando), who is the last person she speaks to before she leaves for dunwall. its her suggestion that he rules karnaca, but armando's condition is that he will rule as he sees fit.
to back up a bit, emily's canonical method of restoring karnaca is by banding together key allies - hypatia, stilton, [byrne &or paolo], pastor, under a council beneath the duke's body double. they are passionate people who would each individually make worthwhile advisors, but if you think about those characters sitting at a table trying to reach an agreement, it feels like an assortment of people that emily didn't kill along the way and doesn't feel organic (up to interpretation). it's not stated if emily herself banded this council together, but logically she must have (worth a mention these are mostly characters that you as the player had reasonable rationale to kill during a high chaos run, except pastor). the underlying concept may be that karnaca's power is returned to its people - which is interesting given that the monarchy remains and armando's decision is final.
this overarching solution could also be taken as a critique to dh1's 'put your kid on the throne,' which is another reason its worthwhile looking at how emily was shown to be a better leader. obviously my point isn't that her solution was bad given the circumstance, but i mean she has very little agency here in all. if emily was shown to be more controlling as a leader, this could be interpreted as character growth, but that's not the case.
coming of age
how do you learn & grow when you can't specify your failings? emily doesn't really touch on her shortcomings as an empress. she non-specifically worries delilah makes a better empress than her. it's hard to argue her worries are meaningful when someone good at their job will still worry when lives are in the balance.
emily's best 'aha' moments (eg. crack in the slab comment about gaining perspective) are consistently undercut by a conversation with sokolov or meagan afterwards in which she demonstrates she hasn't learned anything (before the grand palace, emily condemns 'toadies sucking up to me' and is reminded by meagan that she's part of the problem). the story is confused about what it's trying to say about emily's progress, and when she's meant to show progress, if she was meant to show any progress at all. it could be argued that emily was never even a bad ruler, she had just been fed misinformation about the problems in karnaca and been the victim of slander by her political enemies. the game doesn't make this clear - it's easier to argue that the opposite is true given that her allies only have criticism.
worth a mention here that the heart quotes about armando - a fake ruler - interestingly mirror emily's character concerns. "see how he sighs? his life is a gilded cage." but this essay is already long.
while corvo & daud spend their games (and through the gameplay) 'earning' their redemption, emily is being led by the NPCs around her to a conclusion and a fix for the political mess in karnaca: meagan & sokolov guide emily to her missions, and there's no recurring quest for emily to investigate possible allies. she is able to gather the people she hasn't killed to herself by manner of... post-game narration. during the game, she's primarily concerned with getting her throne back.
an easy fix: if there had been less dialogue & narrative focus on emily's failings perhaps the ending would have felt more satisfying. it has the feel of cut content, but i don't know what was cut to be able to comment on it.
so what went wrong?
i can't help but wonder if arkane were worried they would lose a certain demographic if corvo wasn't playable (may have been deemed too much of a risk - 2013 was a different time), and so they had to take out story elements that were unique to emily's growth as a character/empress, because the usual storyline/gameplay integration had to work for both characters - in other words, gameplay that made sense for both corvo & emily was prioritised before emily's story & character development. which is a silly problem to have in a game that added character voices for the sake of improving characterisation - maybe emily's tale would have felt more akin to a parable if she had less lines that betrayed her ignorance (to the disdain of those around her).
i wish more care had been taken with emily's story. most players will never really notice the large variety of different endings - they're not particularly satisfying in and of themselves.
it's ironic that one of Emily's complaints is about her father/protector being overbearing, when his (parallel universe) presence in the gameplay may be one of the reasons her own narrative arc falls flat.
what are the upsides here
changing tune from what didn't work - don't you think the concept is fantastic? it's a great idea overall - can you imagine if the coming of age storyline was better integrated into the game?
it's valuable to talk about the integration of story and gameplay and characterisation from a craft perspective. dh2 genuinely is my favourite game - it's beautiful, the imm-sim design philosophy makes the world a delight to explore, the combat gives endless creative options for tackling any fight, there is a far greater diversity of cast in an in-text canonical way. there's loads to love!
i love emily as a dodgy leader, to me it adds interesting dimensionality to the outsider's narrations - of course in dunwall there's never a neat happily ever after! emily, like the outsider, both work well as characters who hold ultimate power but aren't necessarily worthy of it - and this makes perfect sense for the dishonored universe's morality & critiques of power. however, within this grey area there's still plenty of room for a satisfying ending, which isn't what we ended up with, whatever the true reason for that was. and also, damn, emily's a marked assassin empress, if she can't lead well then who can?
while dh1 was criticised for its narrative simplicity, dh2 in contrast and in hindsight shows us that simplicity isn't so bad - there's satisfaction in gameplay achieves a clear, simple narrative goal.
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