#its a fantasy world not a 1:1 representation of real communities
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maishairbuns · 28 days ago
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More respect to my girl Mai. She always gets the least votes in nonbender polls. Listen I won't argue that she's stronger than Ty Lee or cooler than Sokka but have you seen her hair... that glossy black sheen..
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mc-cookies · 20 days ago
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Objectionable
(An Ace Attorney-inspired custom Trait for Eureka: Investigative Urban Fantasy, an excellent indie tabletop RPG by the good folks over at @anim-ttrpgs)
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Once per Scene, when this Investigator proves that another character is lying or hiding relevant information, they gain 1 Investigation Point and a +1 Contextual Bonus on subsequent Interpersonal rolls to uncover further details about that untruth. During these lines of questioning, if another character finds a flaw in their logic, the Investigator takes a Composure roll with a +1 modifier, and their Interpersonal Bonus ends. [1]
[1] Investigators with this Trait emulate the tactics of scrappy defense attorneys from a certain series of courtroom drama visual novels. By finding contradictory details in the stories of others, they can pull apart an entire testimony at the seams, but if they take too big of a logical leap and can’t back it up, they quickly lose confidence, momentum, and the trust of onlookers.
Each Investigator (player character) has 3-6 Traits which mechanically represent various aspects of their character.
More information about Eureka and its mechanics under the cut!
Eureka is among my favorite RPGs I've ever read, and certainly the best investigation-focused system I've seen. Its systems are deeply elegant, creating a game where players can piece together mysteries alongside their Investigators in a grounded world that still leaves space for supernatural intrigue. Combat is swift and strategic, but deadly if you go in without a plan. Investigations can be complex, but even the stickiest of situations don't require railroading to keep players on track. Mundane and supernatural characters alike have access to unique abilities, quirks, and skills that make each character feel distinct in mechanics as much as in flavor. The game interacts with the real world by way of fiction in a way that's refreshing and endlessly fascinating.
I absolutely recommend you give Eureka a shot, especially if you've been disappointed trying to run mystery stories in systems like D&D5e.
This trait, as is probably clear from the art and description, is heavily inspired by the gameplay of the Ace Attorney franchise, where you're expected to pull at the threads of a story until the truth falls into your lap, but where every further question is a risk. This is part of a broader trend in the rulebook where traits reference investigators from other mystery media, including Columbo, Sherlock Holmes, Jacques Clouseau, Kolchak, and the Scooby Gang (two links), among others.
The text of Objectionable references "Investigation Points", which are an abstract representation of how well an Investigator understands the mystery they're looking into. They can be traded in for "Eureka!" moments, which allow Investigators to retroactively learn information from a previously failed roll or increase their chances on a future roll. Getting a bonus point in this case encourages players to use this Trait whenever it's applicable, and represents the growing confidence of the Investigator as they get to the bottom of the other person's story.
It also refers to Composure, which is kind of like an emotional HP system – having low Composure reduces the possible skill bonuses an Investigator can receive on a roll, because if they're scared, tired, hungry, frustrated, or otherwise thrown off their game, they're less likely to succeed at what they try to do. In this case, the potential loss of composure references Ace Attorney characters getting flustered and embarrassed when the player chooses the wrong line of inquiry.
I'm not affiliated with ANIM (other than being acquainted with their team, since they're quite active within their online communities), but I really do suggest supporting them on Patreon and/or itch.io and/or Ko-Fi. On top of making Eureka, they also run a TTRPG Book Club server on Discord, which is excellent for finding RPGs to read and play and people to read and play them with, and they already have other projects planned after Eureka's full release. There's also a free beta version of Eureka available on their itch.io page, on top of the more frequent updates available on Patreon. Go check out cool artists!
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canichangemyblogname · 26 days ago
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Great. The rabid shippers are once again trying to turn this (re-hashed) “fetish discourse” around onto queer men. “The faggots are the REAL fetishizers”— because apparently it’s 1963 again, and a man liking a man is an unhealthy and irrational reverence; an obsession. This originally started out with us pointing out our own invisibility in fan spaces and talking about how many people in fandom who ARE NOT queer men speak over us, write off our lived realities, and rely on harmful real-world rhetoric about us to malign our visibility while building their fan community on our sexualized bodies and their fantasies of our lives. They build their relationship with media exclusively through an obsession with m/m relationships, and—perhaps predictably—then trample over us when we ask for respect.
I suppose part of what’s most frustrating is that when we, rightfully, point out that this—and similar rhetoric— is homophobic, an unfortunate not-infrequent response has been “Pfts— but I’m queer,” as if that excludes someone from being a piece of shit. You all do realize that being part of a protected class does not prevent you from contributing to systems and spreading ideas that harm those in other protected classes or the same protected class, right? “I experience an axis of marginalization, therefore I could not possibly contribute to a system that harms me and others like me,” certainly doesn’t hold up to any scrutiny, not just because it’s untrue, but also because its use here functions as a thought-terminating fallacy, designed to end the debate with a cliché rather than address the point put forth: your homophobia. It is also an Irrelevant Conclusion Fallacy, as the argument that members of a marginalized class are more likely to be sympathetic to members of that same class is certainly valid, and could be argued, but this conclusion does not address the issue in question: your homophobia. It may also be characterized as an Argument from Incredulity, where you cannot imagine that a queer person could be queerphobic, so it must be untrue. Which, of course, I have all seen people point out.
However, now, as if on queue, the next most frequent “come back” is, “So you just want women to shut up and take it? You want to silence queer women?” 1.) The people saying and doing this shit aren’t all women, 2.) The people saying and doing this shit aren’t all queer, 3.) What lead people to call out your post wasn’t anyone’s identity; it was the contents of the post, you are now using identity to shield yourself from accountability, and 4.) This is a strawman fallacy being used to distract from the original critique: your homophobia. It is also an Ad Hominen attack being used to move the focus from your homophobia to the implication that your critic is motivated by misogyny to critique you.
Although, this “come back” is more of a “case in point” at this point when the original argument was about how fans who do not live as queer men (or those adjacent) do their damnedest to speak over and discount the lived realities of queer men (and those adjacent) to instead center our visibility and our representation around the preferences, pleasures, and desires of women. Like— y’all do realize that what started a lot of this “discourse” months ago was a post that quite literally said that mlm visibility/representation has always been about and centered women and their desires in relationships with men, as well as a post where a woman said that if she ever saw a man flirt with another man in public, she’d shoot him, right? You know this, yes?
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bowtiepastabitch · 6 months ago
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The Inherent Queerness of Monsterfucking: Fifty Shades of Subversive
Or; The research paper I begrudgingly watched 50 shades for, with edits for smooth tumblr reading. Yes, this is a paper about porn. ~2400 words.
Like porn, politics, and football, people tend to have very strong opinions on BDSM and kink. Inherent to the nature of kink is the subversion and revolution of social norms and our sense of taboo, a transgression against the rules we've set as a society. The subversion of traditional ideas about sex is what makes kink kinky; it turns concepts of right and wrong, pain and pleasure, completely upside down. Normative gender roles, too, can sometimes be reserved, such as the case of the female dominatrix, but in practice things tend to trend in a heteronormative direction. One study (1) shows that most men tend to self-identify as dominant, with most women tending to identify as submissive, especially in heterosexual contexts. Likewise, in homosexual male spaces, masculine men are much more likely to be perceived as tops whilst more feminine/gnc men and "twinks" are more likely to be pegged as bottoms (2) Despite the focus on transgression and subversion within BDSM and kink, masculinity and phallocentrism still dominate norms both in the public eye and within many kink communities themselves, especially online. For queer women and those outside the gender binary, often neglected and forgotten in kink representations, this brings up an important question: What does kink look like outside that model? In fan communities online, many writers seek to answer that question. Between the boundaries of traditional gender and anatomical essentialism, queer kink stories both acknowledge and defy phallocentric, patriarchial ideas about sex, gender, and power.
The realm of fantasy holds a magnifying glass to this discord between queerness and phallocentrism, having the ability to take certain ideas to their erotic extremes beyond what's realistic within the consensus reality. Many kink acts themselves are rooted in fantasy and roleplay elements, acting on desires not otherwise appropriate or even possible. These fantasies take place in the imagination and become the foundations for erotic fiction. The 2015 film Fifty Shades of Grey is one such piece, with its immense popularity solidifying a specific heteronormative perception of BDSM relationship dynamics. The movie follows a dominant, controlling male's pursual of a sexual relationship with a bland, naive young college senior: quite the "big Dommy McDommerson"(3) as one reviews from the community puts it, Christian Grey is practically a caricature of the standard hyper-masculine archetype, full of snappy innuendos and brooding bad-boy backstory, not to mention fully inept at romance and consent. At its core, Fifty Shades is essentially a reiteration of the standard many-times-rinsed-and-repeated stereotypes and heteronormative ideas about kink and sex. The gay male kink fantasy, too, unsurprisingly centers the phallus. The works of Tom of Finland, for a prominent example, deal extensively with this imagery of masculine dominance and phallocentrism, sketching out big strapping men with disproportionately massive cocks that center a specific model of cis maleness tangential to dominant norms of sexualized masculinity. By contrast, the obscure fantasy world of kinky erotic fiction written by and for queers contains vast diversity of gender and sexual dynamics; the only real commonality is an aversion to the heteronorm. Here, queer kink stories are told in relative anonymity and can explore a variety of kinky and subversive ideas about sex, gender, pleasure, pain, and identity. One example, "A Taste of Hell," an Overwatch fic that provides an excellent example of this phenomena, illustrates many of the transgressive ideas explored by these communities including rape, free use, violence, and the trope known as monsterfucking. (3) The plot is simple, following a young woman who dies and goes to hell only to discover it to be essentially an eternity of sexual slavery to lesbian demons, whose lover comes in from the living world to argue for her resurrection. 
"A Taste of Hell" was published to AO3 in 2017 by user 'zieg', and the broader community it's a part of exists as a safe space for exploration of sexuality and social taboo without judgement or moral condemnation. In these online communities, primarily women and genderqueer people (only 1% surveyed identified as male) construct fictional worlds of erotic potential where boundaries of right and wrong are blurred and anything can be sexy. Zieg describes their writing as "an experiment of sorts," and "an elaborate, fantastical roleplay of sorts between writer and reader." They acknowledge the disturbing and "fucked up" nature of their material, citing the BDSM and kink tradition of taboo roleplay, in a disclaimer linked at the beginning of the piece; this idea of sexual transgression is widely regarded with little further comment in much of the community, with 48,000 posts tagged "Dead Dove: Do Not Eat" on AO3, a reference to the idea that the label ought to be warning enough. "This is hot and I'm going to hell," says one respondent to Kukka's research in Fandom's Pornographic Subset, "God please forgive me." A key factor in these writings is the unapolagetically "fleshy, hyperbolic descriptions of sex;" euphemisms and formal sex language are absent from the text, which instead tends to lean towards the crass and the colloquial, with an entire miniature dialect of fandom-specific vocabulary. Far from the clean cinematography of Fifty Shades, “A Taste of Hell'' features graphic descriptive imagery of “hot pussy” and “gaping fuck holes.” This forwardness lends itself to the overall openness of online kink communities, where arousal and sexuality are topics for unrestricted, frank discussion. The comments are full of readers praising the erotic sensuality and writing style of the fiction, openly expressing their arousal and enjoyment of the piece.
The lack of repression in these spaces contributes to the allure of these communities, with many respondents expressing a feeling that “belonging to an accepting community helped them to alleviate their feelings of shame.” (Kukka 64) Audre Lorde, in Uses of the Erotic describes the manner in which female eroticism is “vilified, abused, and devalued within western society” to the detriment of one’s personal power and the necessity for connection and acceptance of one’s inner self and desires in recouping it. The presence of communities for “exploration of sexuality and desire” where “neither is feared or forbidden” nurtures this self-acceptance, and it can be a powerful tool in vital identity formation through the “imagining and reimagining” (Kukka 64) of oneself through shared fantasy. By telling and reading stories, participants can learn more about their own tastes and desires and experiment with new fantasies and ideas.
Many of these fantasies and stories feature a direct dismantling of the gender binary: men can get pregnant (colloquially dubbed 'mpreg'), canonically heterosexual and hetero-presenting characters can be 'shipped' in gay pairings, and sexual activity can be engaged with supernatural creatures like aliens, werewolves, ghosts, and monsters. (i.e. monsterfucking) At its core, monsterfucking is a type of fantasy that subverts not only heteronormative ideas about gender and sexuality, but the human ideal of the gendered body itself. More than just giving a woman a penis or a man a vagina (though it’s certainly done, with and without the context of transness), this trope involves an entirely nonhuman character with its own unique genitalia to match its purpose in the story. For “A Taste of Hell,” this involves a vast host of dominating demon women, with the majority having vaguely human-esque vulvas lubricated with a cinnamon-scented liquid and a sharp, pointed clitoris. The one exception is a character referred to as Mistress Cyx, who has a “long purple horse cock expanding from her groin, a solid metre long and 20 cm thick.” It’s certainly a grotesque description. Similar to the kinky gender-bending roleplay that takes place in real life, these fictions “[provide] a safe space for people to fuck with their gender” (Bauer 234) and to explore the different ways in which sex can be engaged between parties through a subversion of human contexts for gendered sexuality. Tentacles, eggs, probes, tongues, cloacas, and even 'sex pollen' can all contribute in their own strange ways independent of the genders of the involved parties. Even objectively phallic objects, such as the aforementioned horsecock or other supernatural phallus, tend to defy accepted heteronormative standards in the way they're used and described. Combined especially with tropes like male prenancy, where cisgender male characters are able to become pregnant through penetrative sex, these stories "create a new genderqueer place outside of the gender dichotomy" (Kukka 57) where sexual dynamics dely on anything but the gender of those involved.
These strange sex encounters, naturally, draw their fair share of criticism from disturbed onlookers. Perhaps the most pressing, ignoring the undertones of bestiality, is the issue of consent. Elements of non-consent, popularly shortened to non-con, feature heavily in many female fantasies, both straight and queer. In Fifty Shades of Grey, for example, consent is often dubious at best; Christian Grey repeatedly makes inappropriate comments to Anastasia before they become romantically involved, and even tracks her down while she’s drunk (he doesn’t like her getting drunk) and forces her to come back to his hotel room where he undresses her and puts her to sleep. He frequently tries to push BDSM activities on her that she, a vanilla virgin, is not prepared for, and despite insisting that he won’t touch her without a signed contract, he repeatedly initiates sexual activity throughout the entire movie, with varying levels of enthusiasm on Anna’s part, even demanding that she “say yes… to being [his]”(4) while he has her in a vulnerable, powerless sexual position. “It really did frame BDSM as being abusive,” says Blaque in her review. “It just did.” Despite all this, the movie heavily romanticizes Grey’s controlling nature and never addresses the violations of appropriate consent. Conversely, queer kink pieces like “A Taste of Hell” are expected to openly acknowledge their problematic elements before the reader even opens the text. Zieg tags the piece “Rape/Non-Con Elements” as well as “Free Use,” “Sex Slave,” and more; the reader is responsible for reading the tags prior to opening in order to consent to any kinks or uncomfortable content present. Characters meanwhile hold to near nonexistent moral standards, allowable within the suspension of disbelief and judgment that’s critical to the existence of these fanfiction communities. This allows for a more complete and authentic exploration of subversive and transgressive sexual content, with one respondent to Kukka’s study reporting comfort with the questionable material due to a “bigger distance” between themself and scenarios they consider “triple fictional,” a phrase they use to describe the fictional (non-canon) interactions of fictional characters from an existing fiction franchise, all in all: fanfiction.
Despite all this, Fifty Shades of Grey and kinky monsterfucker fanfiction still have common elements. Both feature unequal power dynamics, a core facet of many kink roleplay genres, and both focus on non-male fantasies. Like Fifty Shades of Grey, queer kink practices in real life have even been accused of succumbing to patriarchal sexual models and being anti-feminist for that reason. As France points out in “Sadomasochism and Feminism,” this kind of logic “defines sadomasochism with reference to dominant norms,” reducing female and queer sexual perspectives to a mere reflection of that which oppresses. That’s not to say the world one lives in doesn’t impact sexual experiences and preferences, but allowing oppressive narratives to define queer and female sexuality really only allows those oppressive narratives to dominate the conversation of sexuality altogether, feeding back into their power. Even Fifty Shades of Grey, with its problematic representations of BDSM and reiteration of heteronormative relationship tropes, deserves a level of nuance as a female erotic fantasy in its own right. Furthermore, examining “A Taste of Hell” in the context of male power, when it contains not a single male or masculine character, seems absurd. The absence of male figures rejects the phallocentric idea that sex and sexuality revolves around male power and presence. “The largest category” of responses to Kukka’s study “highlights the importance of kink meme communities in catering to the erotic needs of women and other non cis-male people.” Both works fit that description, subverting the “male-dominated mainstream porn” model. 
Another commonality lies in culture of origin; the Fifty Shades of Grey novel in fact originated as a fanfiction of the popular Twilight series, though it’s largely been scrubbed of lexical evidence of its humble origins. Fandom culture online, especially in fanfiction communities, has evolved its own unique set of customs and, more importantly, linguistic quirks. Monsterfucking itself is a term presumably originating in kinky fanfiction circles online, describing the specific type of kink dynamic discussed here. As mentioned earlier, these specific colloquialisms for sexual activity, free of awkwardly formal terminology,  are a key part of the community’s open conversation. The unique language of these communities experiences constant transformation, as writers are free to create new tags at their leisure and new slang terms spring up organically from online interactions and memes. Furthermore, within queer and kinky sects of these communities, there’s plenty of overlap with real life queer and kinky vernacular, as well as a host of transformative and individualized language. It can be helpful for those “exploring and expanding gender concepts” to use transformative language to “rename or recode body parts and sexual practices according to the meaning they have for the participants involved as opposed to heteronormative perspectives” in kink practices, and that benefit is amplified through the written language of fiction. This “material-semiotic renaming” that Bauer describes can involve the invention of new language or incorporation of subversive ideas and community slang for genderfuckery, and the explicit description of genitalia and the body present in monsterfucking smut lends itself quite well to exploration and experimentation thereof. With many characters existing as mere projections for interpretation of real life experiences and confusions, it makes sense that their descriptions would be so varied and unique in a veritable playground of self-exploration. 
Despite mainstream perceptions of kink as a male-dominated practice, these online pockets of queer community continue to thrive and subvert expectations about sex and gender.  Sexually explicit queer kinky fanfictions can provide essential safe spaces for exploration of sexuality and unusual fantasies, allowing readers to learn more about themselves and others and to form community connections. These works incorporate intentionally taboo and disturbing elements, such as monsterfucking, to explore uncomfortable subjects and enjoy the erotic allure of kinky fantasies in a nonjudgmental, communal online space. Such spaces nurture identity building, mutual understanding, and a sense of belonging, as well as providing space for creative expression and validation, specially for those who are geographically isolated from real world lgbtq+ kink spaces or experience social, financial, or accessibility barriers to meeting with like-minded individuals in person.
Boyd-Rogers et al.
Pun unintended, unfortunately
We don't talk about how long I spent trying to find an example fic for this paper that met my needs. Authors who provide commentary on their own porn can be surprisingly difficult to find.
I need you to imagine for a moment me, an ace and very queer individual, pirating fifty shades of grey at my desk with a pad of paper out taking fucking notes so I can cite it in my paper. It was my prof's idea. Apparently I needed to be able to cite a juxtaposing source.
This paper has been adapted from a research paper that I wrote for my freshman writing seminar, with the bulkier explanation of basic fandom concepts having been removed or edited.
Works Cited
“About Tom of Finland.” Tom of Finland Foundation, 2 Nov. 2022, https://www.tomoffinland.org/about-tom-of-finland/.
Bauer, Robin. “Transgressive and Transformative Gendered Sexual Practices and White Privileges: The Case of the Dyke/Trans BDSM Communities.” Women's Studies Quarterly, 2008, pp. 233–253.
Blaque, Kat, director. Actual BDSMer Watches Fifty Shades of Grey | Kat Blaque, 13 Aug. 2020, https://www.youtube.com/watch?v=F93WHXewX5c. Accessed 24 Apr. 2023.
Boyd-Rogers, Caroline C., and Geoffrey B. Maddox. “LGBTQIA + and Heterosexual BDSM Practitioners: Discrimination, Stigma, Tabooness, Support, and Community Involvement.” Sexuality Research and Social Policy, vol. 19, no. 4, 2022, https://doi.org/10.1007/s13178-022-00759-y.
“Dead Dove: Do Not Eat.” Archive of Our Own, https://archiveofourown.org/tags/Dead%20Dove:%20Do%20Not%20Eat/works.
Fifty Shades of Grey. Universal, 2015.
Kukka, Silja. “‘Fandom's Pornographic Subset.’” Lambda Nordica, vol. 26, no. 1, 2021, pp. 53–79., https://doi.org/10.34041/ln.v26.721.
Lorde, Audre. “Uses of The Erotic: The Erotic as Power.” Sister Outsider: Essays and Speeches by Audre Lorde, 1984, pp. 53–59.
Zieg. “A Taste of Hell.” Archive of Our Own, 3 Apr. 2017, https://archiveofourown.org/works/10536954? 
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hexenmond · 7 months ago
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Webcomic Wednesday: The Witch Door
Well, I've been thinking about this the whole day now, and I'm almost frustrated that I can't seem to put this into words so easily. What's great about The Witch Door? Well honestly, what isn't?
I thought about Anni's other comic (Transfusions) and how I'm finding that easy to sum up – vampire BL with explicit scenes. I mention those few words and most people will have a fairly good grasp of what to expect and whether they might like it or not. (I personally hesitated a long time before reading it, because this is actually NOT something that's right up my alley. Turned out to also be good though.)
For The Witch Door, I can't seem to find an easily digestible handful of descriptive words like that. I feel like it is very much the sum of all of its intricate details, and it doesn't fit any simple bill. So I'll resort to reviewing my favourite bits about it…
It has great characters
Seriously, all of them are well thought out and engaging, not a single dull person among them. I love all of them so much that I have actually put ALL of them in my fanfiction (except for the Lintukoto people as they belong to the main canon storyline, which I'm not touching on). That includes Ulriikka, the fluffiest plot device ever.
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Tangential to that: it has great representation
There's young people. Old people. Thin people. Fat people. Light-skinned people. Dark-skinned people. Live people. Dead people. Bird people. Ummm… a cat who is definitely also people. And other assorted… humanoids? And oh, sexualities for every letter of the alphabet!
The worldbuilding is intriguing
I'd roughly call the setting "urban fantasy", but that could mean so many things really. In a world much like the one we know, there are witches with differing magical abilities, some powerful, some almost mundane, but most importantly there is this one simple, cool thing that opens up so many possibilities, and that is the concept of the Witch Door: each witch has a special door that can lead to any other witch's special door. So even though our protagonists live in Turku, we have already spent an afternoon in New York and one in Kyoto, without anybody breaking a sweat.
… but it's also kinda slice-of-life
I really love the way that protagonist Katariina – non-magical, bog-standard human who works as a nurse – accidentally stumbles onto her neighbour's secret (he's a witch with a witch door), but her life's still lifing, so it's not all just magical discoveries and fun and games from then on. More like her world gets expanded, but that also means that on top of her own, mundane everyday problems she now learns about things happening in the magical community that are possibly even more concerning, and even less actionable. Katariina deals with all those new experiences with curiosity, wonder, compassion, delight, and occasionally overwhelm, and she feels so real for that.
It's about friendships
The more I think about it, that might be what I love most about the comic. We meet a whole bunch of people and all the relationships and interactions are just gold. At the heart of it, there's a lot of people caring about other people in quiet, everyday ways. Everyone is allowed to have their own struggles, and people are so supportive of each other. And there's also snark and banter, delicious!
I nearly forgot: It also has villains!
I do feel I've managed to avoid spoilers in all my rambling here, so I won't say too much about the antagonists. Just this: they exist, they are still a bit of a delightful mystery (we're in chapter 12 as I am writing this), and I fully believe they are just as complex and well thought out as all the other characters. I love to hate them.
Conclusion
If I've managed to pique your interest, why not take a look at the 6 page prologue? And then take the plunge into a completely different kind of mystery with chapter 1 🙃 where we're introduced to both of our protagonists separately, and then to the magic of the fluffy plot device.
Or, if you're unsure about whether reading this comic will bring joy to you and you don't want to just take the plunge and check it out (which I can relate to!), feel free to ask me questions about it!
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talenlee · 10 months ago
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Thoughts on fakes being more real than the real thing?
so there's this idea right, from this guy called Baudrillard
no wait don't go
there's this idea from a guy called Jean Baudrillard, of the idea of the hyperreal. Hyperreality, as Big Bauds described it, simplified for handling, is the idea that we live in a world where people interpret signifiers and descriptors for things themselves. That is, that there's a consensus reality of things that exist, but thanks to hyprereality, we live instead surrounded not by real things but by their simulacra.
I wrote about this in the context of Ranma 1/2 a while back (x), but I summarise it as a retreating standard of realness; 'The thing, the representation of the thing, the infinitely reproduceable simulacrum of the thing.' A typwriter, an illustration of a typewriter, an infinitely reproduceable ad in dozens of magazines for that typewriter. The purchaser of that ad, the person who sends in their money is not buying the typwriter, they are buying the reproduced simulacra of the typwriter and you can observe strange tendencies that flow from that. How many people when you ask them about a thing they've purchased or watched or cared about, will quote you stats or taglines from the advertising, and then, if pressed, be unable to explain what they mean?
How many people do you know who love an anime, but when presented with the question of 'should I watch it' would not recommend it because they'd rather talk about the things the anime should have in it or would have in it, whether it's a focus on this minor character or more mecha battles or extensive sister-on-sister inappropriate cuddling?
If you extend this further into the realm of semiotics, you might notice that you tend to exist in a space where you don't engage with real things much at all; there are things at your fingertips, in your house, on your computer that exist, they absolutely do, and you may love them and want to engage with them but only when you do are they there, are they present and exist. There are board games in my collection that I think of fondly with a plan to play them, but I haven't. The game is a hyperreal thing to me at this point, a fantasy of its own significance.
And like, fake what? Fake images? Taylor Swift is already presenting fake images of herself to me all the time, and I'm actively trying to avoid them. Someone drawing her as a pool toy is projecting another, different fake image, but theirs is less authentic because there's no pretense that it's real. One of the fakest things about images and personas is the conception that being real is opposite to being fake, when every fake thing that exists is still real - it still exists. The persona of Taylor Swift is a thing we can all reference, we can all point to it, it doesn't stop being a signifier we can communicate about just because she so obviously is making shit up.
Anyway, maybe.
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arieso226 · 2 years ago
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The racial aspects of Sci Fi, Fantasy and other forms media
NO. 1
One of the blog posts I have written before was titled ‘Mean World Syndrome’, which talked about how race and media affects everyone on a global scale. Racial aspects of sci-fi, fantasy, and other forms of media have long been a source of controversy. From the stereotypes of aliens in Star Trek to the whitewashing of characters in movies like Avatar, Prince of Persia, etc. these issues have been a major source of discussion in the media landscape. In many cases, racial stereotypes have been used to create a sense of ‘otherness’ for the characters of color in order to reinforce a sense of white superiority. This has led to criticism from fans, activists, and academics who have called for more representation of people of color in sci-fi, fantasy, and other forms of media.
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NO. 2
In the entertainment business, inclusivity is hard to come by, and in some cases, the representation of characters of color in these genres is inadequate and often offensive. Characters of color are often relegated to the sidelines and made to serve as the backdrop to white characters’ stories, or they are depicted as tokens and stereotypes. This lack of meaningful representation has led to a push for more diverse casts in sci-fi, fantasy, and other forms of media. ‘‘Like many social sciences, international/intercultural/interethnic communication and media studies are primarily an Anglo-American media images have always been critically dissected, often by scholars with some kind of privileged tie to other cultures—Most makers of these blockbusters are mostly white males with English as their mother tongue, mutli-millionaires or aspiring to become one as soon as possible. They usually internalize a mid-Atlantic view of global history and geography, its central myths and legends. So many blockbusters remain ethnocentric, even today—they tend to make non-Westerners look at the world through Western eyes.’’
NO.3
In addition to representation in the stories themselves, the casting of actors to bring these characters to life has been another source of debate. Many actors of color have argued that they are often typecast into roles that are stereotypical or that do not reflect the true diversity of the world. Films or TV shows with fantasy/sci-fi themes on Netflix, like Chambers or Raising Dion are not being properly advertised because, like Inclusive Advertising: What’s Holding the Industry Back? claims, ‘‘The industry itself is not diverse: The advertising industry — across the ecosystem and at all levels — is not representative, which is itself a barrier to creating representative and inclusive content. Only 19% of in-house and 23% of agency survey respondents reported that their leader almost always considers the demographic diversity of their team when developing content. That, and individuals (in these marketing companies) lack awareness of and access to the knowledge, skills, resources, and tools to create representative and inclusive content. Individuals are confident in their ability to create representative and inclusive content, but only if provided with adequate tools and resources.’’
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Of course, there will always be people who dislike seeing a more diverse setting, especially against the established order of Western ‘‘whiteness’’ ideologies. Ultimately, the best way to ensure diversity in these genres is to continue to create stories that feature diverse characters and cultures. If authors, producers, and casting directors make a conscious effort to create more imaginative stories that are inclusive and reflective of the real world, then audiences will be able to experience a more authentic and meaningful experience.
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historyhermann · 2 years ago
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Things Get Better?: LGBTQ Representation in Animation in 2022 [Part 1]
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Komichi Akebi of Akebi's Sailor Uniform happily welcomes all the LGBTQ animated shows in this article. Logos of my favorite anime with LGBTQ themes which aired throughout 2022 are shown in this graphic which I created
In January 2022, I wrote that there was a possibility that in 2022 things would "get better" in terms of LGBTQ representation, with new fandoms developing from shows which take risks by telling diverse stories. Although 2022, in some regards, more than lived up to this possibility and went beyond, there were challenges.
Reprinted from Pop Culture Maniacs and Wayback Machine. This was the nineteenth article I wrote for Pop Culture Maniacs. This post was originally published on January 16, 2023.
In the world of anime, some series with implied, or directly represented, LGBTQ characters, came to an end. [1] Often times these series had yuri themes. For instance, there were somewhat strong undertones between the protagonist, Komichi Akebi, and her friend, Erika Kizaki, in Akebi's Sailor Uniform, and the protagonists of The Demon Girl Next Door, Yuko Yoshida and Momo Chiyoda, and those of the short-lived, but intriguing, yuri isekai, The Executioner and Her Way of Life. In the latter series, one of the protagonists, Akari Tokitō, has a crush on Menou, a female assassin with a duty to kill her. At the same time, Menou's aide, Momo, has a crush on her and is jealous of how close she is getting to Akari.
One series, Birdie Wing: Golf Girls' Story, blew representation out of the water, with strong romantic themes between Eve and a Japanese girl she plays golf against, Aoi Amawashi. Eve is often unaware of how romantic she is toward Aoi, who has a clear crush on her. Erica Friedman of Okazu, a well-known reviewer who focuses on lesbian themes in anime, even wrote that she may "start measuring other anime based on how amazing this one was". Other series ranged from having implied to more direct themes, including Vampire in the Garden, Do it Yourself!!, Bocchi the Rock!, Healer Girl, Lycoris Recoil, and Mobile Suit Gundam: The Witch from Mercury.
There were additional anime with LGBTQ themes or characters. For instance, Life with an Ordinary Guy who Reincarnated into a Total Fantasy Knockout, which had a three month run from January to March 2022, featured a reincarnated protagonist, Hinata Tachibana, who is heavily implied to be a bisexual trans woman. The spinoff from the popular Rooster Teeth series, RWBY, named RWBY: Ice Queendom, featured a non-binary nightmare hunter, Shion Zaiden. Christine Brent, Senior Brand Director for Rooster Teeth, confirmed this and said she would like to have similar characters in future productions.
Apart from these series, there were implied yuri themes in the ongoing idol series Love Live! Superstar!! and second season of Love Live! Nijigasaki High School Idol Club. Such themes were also present in Management of Novice Alchemist, Encouragement of Climb: Next Summit, KanColle: Itsuka Ano Umi de, My Master Has No Tail, Prima Doll, Smile of the Arsnotoria the Animation, Shine Post, and many others, [2] all of which began, and ended, in 2022.
Many of these series are on Crunchyroll, one of the biggest anime streaming services. With its recent merger with Funimation, Crunchyroll now dominates the anime streaming market, and will likely continue crackdowns on pirate sites. Its only real competition is YouTube, smaller sites like HIDIVE (owned by AMC), and streaming services such as Netflix, Tubi, and Hulu.
© 2022-2023 Burkely Hermann. All rights reserved.
Notes
[1] Some could say that the final season of Princess Connect! Re:Dive has yuri subtext and point to the second season of Dota: Dragon's Blood featuring an Elven thief named Fymrym, who was once in a polyamorous relationship with a woman and two men, with her partners murdered by Luna, who attacks the Elves who don't worship Selemene. Also, Komi Can't Communicate featured Najimi Osana who has an ambiguous gender and Ren Yamai who is a lesbian, a bisexual man named Apollo in Is It Wrong to Try to Pick Up Girls in a Dungeon?, gay characters like Nagi and Soldier in Goblins Cave and Suma in Demon Slayer: Kimetsu no Yaiba. Attack on Titan has LGBTQ characters as well, as does One Piece.
[2] Others, as listed on Yuri Anime Reviews, include Teppen!!!!!!!!!!!!!!! Laughing ‘Til You Cry, League of Nations Air Force Aviation Magic Band Luminous Witches, Kakegurui Twin, Magia Record: Puella Magi Madoka Magica Side Story Final Season, RPG Real Estate, Miss Shachiku and the Little Baby Ghost, Black Rock Shooter: Dawn Fall, Cue!, Slow Loop, and Girls' Frontline.
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willyaurtherblog · 2 months ago
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Why BDG Game Is Your Gateway to a Dream Life
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In an era where virtual experiences blend seamlessly with reality, BDG Game stands out as a transformative platform that allows players to live out their dreams. With its immersive environments, creative freedom, and vibrant community, BDG Game is not just a game; it’s a gateway to a dream life. In this article, we’ll explore the compelling reasons why BDG Game can turn your aspirations into reality and how you can make the most of your journey.
1. Create Your Own World
One of the most captivating features of BDG Game is the ability to create and customize your own world. Whether you envision a serene village, a bustling city, or an exotic landscape, the game provides the tools you need to bring your imagination to life.
Design Your Environment: Use a variety of building materials, decorations, and layouts to craft spaces that reflect your personality.
Personalize Your Avatar: Your character is an extension of you. Customize their appearance, clothing, and skills to create a unique representation of yourself.
2. Unleash Your Creativity
BDG Game is not just about gameplay; it’s a platform for creativity. Players have the freedom to explore various forms of expression, from designing homes to scripting quests.
Build and Design: Let your creativity flow as you construct stunning structures and landscapes. The only limit is your imagination.
Crafting and Customization: Engage in crafting activities that allow you to create items, tools, and decorations, adding depth to your gaming experience.
3. Engage with a Thriving Community
A significant aspect of BDG Game is its strong community. Connecting with like-minded individuals who share your passion for adventure and creativity can enhance your experience.
Make New Friends: Interact with players from around the world, form friendships, and collaborate on projects.
Participate in Events: Join community events and challenges that bring players together, fostering a sense of belonging and camaraderie. Have a peek here bdg game
4. Explore Endless Adventures
In BDG Game, every day presents new opportunities for adventure. With regular updates and new content, there’s always something exciting to discover.
Questing: Embark on quests that challenge your skills and push your boundaries. From solving puzzles to battling foes, each quest offers a unique experience.
Dynamic Events: Participate in seasonal events and special challenges that keep the gameplay fresh and engaging.
5. Learn and Grow
BDG Game isn’t just about fun; it also provides valuable opportunities for personal growth and skill development.
Problem-Solving Skills: Engage in quests and challenges that require critical thinking and creativity, enhancing your problem-solving abilities.
Collaboration: Work with other players on projects, fostering teamwork and communication skills that are essential in both gaming and real life.
6. A Safe Escape
In today’s fast-paced world, finding a safe and enjoyable escape is essential for mental well-being. BDG Game offers a refuge where you can unwind and immerse yourself in a world of fantasy.
Stress Relief: Engage in calming activities, such as building or exploring, to help alleviate stress and enhance your mood.
Positive Environment: The game fosters a supportive community that encourages creativity and positivity, making it a great place to escape daily pressures.
Conclusion
BDG Game is more than just a gaming platform; it’s a gateway to a dream life where you can create, explore, and connect. Whether you’re seeking adventure, a creative outlet, or a community to call your own, BDG Game has something for everyone. So why wait? Dive into this immersive world today and start living the dream life you’ve always imagined! Your adventure awaits!
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comicsandculture · 3 months ago
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Have you ever opened a comic and felt connected to the story as if it was your own. Comics allow the reader to connect real stories and experiences to fantasy worlds and characters. Comics have been used as propaganda, as informative, and new ways to reflect changes in culture. What many thought were works of childish fiction grew to be an important piece in cultural history
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From ancient sculptures and myths to comic strips in the newspaper, to an industry spawning movie and shows and franchises. The history of comics has been rich and has had a variety of different forms.in Centeno’s article “A Very Brief History of Comic Books” he explains the different forms comics have taken over the years and its importance.” Illustrated folios and wooden plates have been categorized as important artistic and political devices since the early points in most civilizations. Graffiti in Roman cities were political, but also crude and funny. Illuminated manuscripts contained holy images, but also doodles that have baffled historians for centuries. Illustrating a story to make it more appealing to an audience has been at the forefront of the human mind since its early existence in caves.” (paragraph 1).
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Early forms of pictograms share similar elements to comics in forms of art and storytelling techniques in today traditional comics those aspects can be reflected. However, the transition of comics in history was not easy as explained in the ted talk “Understanding Comics by Scott McCloud.” the problem was that if you go with this basic idea that space equals time in comics, what happens is that when you introduce sound and motion, which are temporal phenomena that can only be represented through time, they break with that continuity of presentation”.(10:34). The situational problem of adapting comics to the passage of time presents an obstacle but if done correctly provides a breakthrough in entertainment storytelling and allows comics to explore new creative outlets such as news, politics, and even education.
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Comics have been used in history as more than just figures of art and fiction to political outlets and propaganda to promote world events. For example, the early Captain America comics showed political corruption and taught children the complexity of World War 2 and how it affects America, in today’s world comics can be used to highlight systemic injustices and representation as seen in Minicos article “comics, especially superhero comics, are an original, compelling and useful medium for an analysis of otherness and intersectional feminism. Revealing the utopian and dystopian grounds of their realities.” (3). Comics help bring political and social controversies into exposure by simplifying and proposing it to a general audience by substituting it with a fantasy background. Comics are also used as informational outlets of education such as mathematics as explained in Reily’s article on comics in mathematics.” Comic books as permanent artifacts is one of the reasons why they are often used in ESL classrooms. Students can control the speed with which communication progresses. It is the same as reading a novel but with the visuals bring creativity and communication into the classroom (Gomez, 2014). Comic books can be intermediary. They can form a bridge to help students move from simple to more difficult concepts”.
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So next time you open a comic book, think about how influential and vital their role has been in building society’s culture as well as our politics, art, and philosophy. Sometimes it is not just heroes and villains but ideas and insights into our culture. Think of a comic you know, what symbols can you identify in the setting, the characters plot, the conflict, and the comic as whole?
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Works cited:
McCloud, Scott. “Tedtalks: Scott McCloud--Understanding Comics.” TED, February 2009. https://www.ted.com/talks/scott_mccloud_the_visual_magic_of_comics/up-next/transcript?subtitle=en
Reilly,Edel.”Superheroes in Math class: Using Comics to Teach Diversity Awareness.” Works & Days, Vol. 32,2014/2015,Accessed 9/4/2024, p61-74,EBSCOhost, https://web.p.ebscohost.com/ehost/detail/detail?vid=6&sid=59b8dc6c-cb09-469b-97dd-e5d79b6d61a9%40redis&bdata=JkF1dGhUeXBlPXNoaWImc2l0ZT1laG9zdC1saXZl#AN=117806160&db=hus
Di minico, Elisabetta.” The Ages of Otherness: How Superhero Comics Reflect on Systemic Injustice and Racial and Gender Representation.” Caietele Echinox, Vol. 46,2024, Accessed 9/4/2024, p219-237, EBSCOhost, https://web.p.ebscohost.com/ehost/detail/detail?vid=4&sid=f79a7b78-6bae-4bb0-8e87-5e8e88f45046%40redis&bdata=JkF1dGhUeXBlPXNoaWImc2l0ZT1laG9zdC1saXZl#AN=178605409&db=hus
Images cited:
Lim,Ron.Lee,Jim.Marvel Comics.1968.tumblr. https://travisellisor.tumblr.com/post/123171747638/the-cover-to-captain-america-383-by-ron-lim-and. Accessed 9/5/2024
Crocker,Sarah.British Museum.March 3, 2023.Grunge. https://www.grunge.com/1216514/egyptian-myths-and-legends-that-will-keep-you-up-at-night/ Accessed 9/5/2024
DMca.Peakpx. https://www.peakpx.com/en/hd-wallpaper-desktop-oymhe Accessed 9/5/2024
Granger,NYC.GRANGER-Historical Picture Archive.1777.alamy. https://www.alamy.com/stock-photo-revolutionary-war-cartoon-na-feathered-american-patriot-is-cutting-95839104.html Accessed 9/5/2024
Showface.Dreamstime.com. https://www.dreamstime.com/royalty-free-stock-images-student-reading-thinking-image13595399 Accessed 9/5/2024
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clariwell01 · 1 year ago
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Java for Virtual Reality (VR) Development: Crafting Immersive Experiences
Virtual Reality (VR) has transformed the way we interact with digital content. It's not just about gaming; VR is used in fields as diverse as education, healthcare, architecture, and entertainment. In this article, we explore how Java, a stalwart in software development, plays a significant role in VR development, the opportunities it presents in the software development industry, and the importance of Java Training Courses for aspiring VR developers.
The Rise of Virtual Reality
Virtual Reality is all about creating immersive, computer-generated environments that users can interact with as if they were physically present. Whether it's exploring a 3D archaeological site, simulating medical procedures, or gaming in a fantasy world, VR has limitless applications.
Java's Role in VR Development
Java has emerged as a reliable language for VR development, thanks to several key advantages:
1. Cross-Platform Compatibility:
Java's "write once, run anywhere" philosophy ensures that VR applications can be deployed on various platforms, including Windows, macOS, and Linux.
2. Performance and Optimization:
Modern Java runtimes, like Java Virtual Machine (JVM), are highly optimized, allowing VR applications to run smoothly, even with demanding graphics.
3. Robust Libraries:
Java boasts a rich ecosystem of libraries, including Java3D and jMonkeyEngine, which simplify the creation of 3D environments and game physics in VR.
4. Community Support:
The Java community actively contributes to VR development, creating frameworks, libraries, and open-source projects that facilitate VR application creation.
VR Applications Powered by Java
Java-based VR applications span a wide range of industries:
1. Education:
VR is revolutionizing education by providing immersive experiences for students. Java helps create interactive simulations and virtual field trips.
2. Healthcare:
From surgical training simulations to therapy for patients with phobias, VR is making a significant impact on healthcare. Java plays a pivotal role in creating these applications.
3. Gaming:
While gaming is an obvious application, Java-based VR games continue to push the boundaries of what's possible in immersive entertainment.
4. Architecture and Design:
Architects and designers use VR to walk clients through virtual representations of buildings and interiors. Java is essential for creating these lifelike environments.
5. Virtual Tours:
Tourism and real estate industries employ VR to offer virtual tours of destinations and properties. Java helps deliver these interactive experiences.
Career Opportunities in VR Development
As VR continues to gain traction, career opportunities in VR development are on the rise:
1. VR Developer:
VR developers specialize in creating immersive experiences using Java and VR development tools.
2. 3D Graphics Programmer:
Professionals in this role focus on optimizing graphics performance for VR applications, ensuring a seamless experience.
3. UI/UX Designer:
UI/UX designers in VR development focus on crafting intuitive and immersive user interfaces for VR applications.
4. VR Content Creator:
Content creators produce 3D models, animations, and assets for VR environments and experiences.
The Role of Java Training Courses
For those looking to enter the exciting world of VR development, Java Training Courses are a valuable resource. These courses not only teach the fundamentals of Java but also cover VR-specific tools and techniques, equipping developers with the skills they need to succeed in this burgeoning field.
Challenges and Future of VR Development
While Java has found its place in VR development, challenges persist:
Hardware Limitations: VR experiences are only as good as the hardware that powers them. As hardware evolves, developers must keep pace to deliver high-quality VR content.
Motion Sickness: Designing VR experiences that don't induce motion sickness is an ongoing challenge. Developers must find innovative ways to mitigate this issue.
Accessibility: Ensuring that VR experiences are accessible to all, including people with disabilities, is an important consideration for developers.
As VR continues to evolve, Java will remain a strong contender in the realm of VR development. Its versatility, performance, and robust community support make it an ideal choice for crafting immersive experiences. A career in VR development promises not only creative and technical fulfillment but also a chance to shape the future of digital interaction. With the demand for VR applications growing across industries, Java developers with expertise in VR will be in high demand, making it an exciting and rewarding career path.
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mediashark · 2 years ago
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Best Crypto Marketing Agencies
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Why choose a crypto Consulting Agency?
The demand for professionals who can assist projects in navigating these uncharted waters is increasing as the world of blockchain and digital assets continue to expand. An NFT consulting firm can help with that. It is a reputable company that provides project management, legal advice, and other services. The demand for professionals who can assist projects in navigating these uncharted waters is increasing as the world of blockchain and digital assets continue to expand. An NFT consulting firm can help with that. It is a reputable company that provides project management, legal advice, and other services.
A Japanese banking company named Sumitomo Mitsui Banking Corporation (SMBC) has announced that it is attempting to provide a range of NFT and cryptocurrency-related services to its millions of customers in Japan. An upcoming NFT collection based on the Hello Kitty franchise has already attracted the attention of a number of well-known Japanese game developers. Take Square Enix's planned NFT for the enduringly well-liked dieselpunk classic Final Fantasy VII as an example.
All of these initiatives were made possible by the participation of several NFT consulting firms, who assisted these businesses in strategically planning and starting their NFT journeys as well as creating buzz before their launches.
Why Are Rushing Into the NFT Business?
Brands are pouring into the NFT industry as NFTs are no longer considered a novelty investment.
For firms involved in every marketing area, the NFT revolution created a plethora of opportunities. Books, music, tickets to a flight, pieces of art, experiences, and even real estate can all be sold as NFTs. Additionally, by linking customers directly to the brand, NFT builds a strong community that supports the company in both good and bad times.
The following are a few actual NFT use cases that brands are making advantage of:
1. Since the NFT is a digital representation of ownership on a public ledger, brands have connected them to actual limited-edition products and physical brand events. The Coach handbag company will start allowing NFT owners to claim custom-made bags in Q4 2022.
2. In the gaming sector, companies set up challenges for their consumers to achieve, such as collecting a certain number of NFTs to be eligible for a prize.
3. Brands lessen the entry barrier for potential investors who haven't set up crypto wallets by permitting the usage of credit cards or fiat money.
4. Clothing and apparel firms have created limited-edition NFTs that consumers can use in the Metaverse. For instance, your metaverse identity can wear the digital shoes that Stephen Curry and Under Armour created.
Market Decipher, a company that conducts market research and consulting, claims that the market's value increased from $232 million in 2020 to $22 billion in just one year. The market for NFTs is anticipated to reach $60 billion in value by 2031 with a compound annual growth rate of more than 19%, according to the business.
As long as your competitors see the potential for profit, they will continue to be interested in a market that size. The establishment and support of internet markets have made it simpler for these brand communities to trade NFTs.
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snailslovesketching · 2 years ago
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The non-human non-binary person trope: a nonbinary perspective
Hey Snails!
As a non-binary person it’s been great seeing our representation in media grow more and more, with more room for non-binary people to create their own characters and stories which represent the community in a positive way. More representation, however, has also caused harmful(?) tropes like the non-human non-binary character to become popular. I’m going to share my thoughts on this trope because its an interesting phenomenon which I have mixed opinions on.
The non-human non-binary character trope is explained in its name - it is a non-binary character who is, in fact, not a human. They may be of an alien species, a robot ot generally inhuman in appearance compared to the rest of the cast. Some examples of this trope are: Double Trouble from She-ra and the Princesses of Power, Raine Whispers from The Owl House, the gem species from Steven universe, BMO from Adventure Time and Primordial Chaos from the game Hades.
While most of our representation being non-human may seem like a non-issue to some of you reading, when you look more into this trope it can quickly become problematic. Having basically all openly non-binary characters being non-human can send the message that being non-binary is something unnatural. It makes it seem like only shape-shifting lizards or an alien species could be anything other than cisgender, and as a result the real lives of non-binary people (most of which aren’t shape-shifters or aliens) aren’t properly represented in the media we consume (and I’m a big advocate for media representation). It’d be nice to see myself represented in a regular human being to show the struggles we non-binary people face in the world. Because we have a lot of struggles which honestly really need to be represented.
As I mentioned before, however, my feelings on this trope are mixed. It’s pretty bad when most of our representation comes from non-humans; but the counter-argument to this is that aliens, robots, witches and primordial originators are cool as fuck. I love fantasy and sci-fi so obviously I love seeing non-binary characters in these stories, even when their lives and experiences being non-binary don’t reflect mine. And I know other non-binary people feel this way because 1. I’ve seen memes made by non-binary people reflecting this sentiment and 2. Multiple characters listed above were created by non-binary creators like Rebecca Sugar and Noelle Stevenson, the latter of which has stated that they find this trope empowering. 
The non-binary community as a whole seems to be torn on this trope, which I find quite funny. The final summary of my thoughts on this trope is that I want more human non-binary characters to represent my experiences and all that jazz, but I don’t think we need to throw away all non-human representation in the process. The non-human non-binary trope isn’t inherently harmful, but it quickly becomes so when used in excess. We’ll just have to hope more good, human, non-binary representation arrives in the future :)
Thanks for reading!
Your friendly neighbourhood Snail
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freeflowersofmuseums · 3 years ago
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General FF Headcannons
AN: Part 2 &3 of Bar Boyfriends are coming out sometime tomorrow or the day after that. Sorry it took so long i got sick. in the meantime heres some general head cannons i have to make the would of food fantasy make more sense. 
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Not all food souls can be summoned. Sometimes you have to physically find them and forge a contract with them.  Some souls do this because they simply want to be left alone or they want only worthy master attendants to find them.
Only a small percentage of all food souls have been discovered there are an estimated  400-800 food souls who haven’t shown up on records yet, but it’s thought they will eventually show up over time.
Only one version of a food soul can exist at any given time. (even though this has been canonically disproven it just feels weird to me that Milk can meet another Milk. Like what? Imagine meeting another version of yourself.) 
The skills you use during combat like those of Healing, Damage, and Control skills are magic and only the master attendant can use this kind of magic. This headcanon helps make actual battles make more sense story-wise.
Most people aren’t born with magic and sense summoning food souls requires magic not everyone can become a master attendant. In fact, less than 1% of people are born with any sort of magic skill
 And even then, people who have magic can differ in strength. Some weaker master attendants will only ever summon 5-10 food souls in their lifetime. This is what makes the MC (you) so special. Unlike some other master attendants, your magic is naturally strong which allows you to summon as many food souls as you want.
Being a master attendant isn’t a real job. And while the chefs guild may pay you money it’s only a small fraction of what you earn at your restaurant, which is your main way to earn money and live.
You live in a giant mansion where all of your food souls live. (think of it as a giant dormitory). Whether it was given to you by someone or was commissioned by the chefs guild is completely up to you. But it had enough room to house all of your food souls and then some. (Personally, I just use this as an excuse to have all my food souls in one place. Think of this as a physical representation of the SOULS tab in-game)
Since only less than 1% of the world actually has magic, laws, and rules around being a master attendant aren’t fully established and it’s pretty much a wild west. Although there are some unsaid laws within the master attendant community about food souls. (Don’t cause them any harm on purpose whether it be mental or physical, Don’t ask them to do the impossible, etc.)
 While its not outright said that you CANT do it, falling in love with a food soul is at least seen as a little strange in modern society.
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felassan · 4 years ago
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Dragon Age development insights from David Gaider - PART 1
This information came from DG on a recent SummerfallStudios Twitch stream where he gave developer commentary while Liam Esler played DAO, specifically the mage Origin. I transcribed it in case there’s anyone who can’t watch the stream (for example due to connection/tech limitations, data, time constraints, or personal accessibility reasons). A lot of it is centered on DAO, but there’s also insights into DA2 and DAI. Some of it is info which is known having been out there already, some of it is new, and all of it imo was really interesting! It leaps from topic to topic as it’s a transcript of a conversational format. It’s under a cut due to length.
Note on how future streams in this series are going to work: The streams are going to be every Friday night. Most likely, every week, they’re going to play DAO. Every second week it will be Liam and DG and they’ll be doing more of this developer commentary style/way of doing things, talking about how the game was made as they play through, covering quirks and quibbles etc. Every other week, it will be Liam and a guest playing a different campaign in DAO, and Liam will be talking with them about how DA changed their lives or led them into game development, to get other peoples’ thoughts on the series (as it’s now been like 10 years). Some of these guests we may know, some we won’t. When other DA devs are brought on, it’ll be in the DG sessions. They hope to have PW and Karin Weekes on at some point. Sometime they hope to have an episode where they spend the whole time going through the lore.
(Part 2, Part 3, Part 4, Part 5, Part 6)
[wording and opinions DG’s, occasionally LE’s; paraphrased]
DAO’s development actually finished up around April 2009. They then put it on ice for around six months before release. Human Noble is DG’s favorite Origin. It’s one of the ones he wrote. He also wrote the Dalish Origin as well (Tamlen is his doing ;__;). DAO’s temp name during development was Chronicles. DG has never played any of the DA games after they were released. He played them pre-release loads of times, when they were half-broken or incomplete etc. This stream is his first time seeing everything played after completion.
NWN: Hordes of the Underdark was the first game where DG was a/the lead writer, in charge of other writers, as opposed to a senior writer. It was pretty well-received. In the fall of 2003, BW were just finishing up HotU when James Ohlen came to DG to talk. BW had been having issues during the development of NWN with the IP holder for D&D Wizards of the Coast, so they were interested in starting their own IPs that they would have ownership over (and also for financial reasons). JO said to DG that one of these new IPs would be fantasy and one would be sci-fi. He knew that DG was more fantasy-oriented, and so asked DG if he wanted to take this on. DG was down, and the first thing to figure out was what that fantasy IP was going to be.
JO gave DG an atlas of European history, which he still has, and said that he wanted him to make a fantasy world that is reminiscent of medieval Europe and reminiscent of D&D - “make it like D&D but not, file off the serial numbers really well”. This worked for DG because he was pretty familiar with D&D and there were also lots of things that he didn’t like about it and wanted to change. So DG went off and for the next six months worked on creating a setting, beginning with documentation and the map. This was kinda strange because they had no idea at that time what their story would be. JO was very interested in having a “genetically evil” enemy in the setting (like an equivalent to orcs). DG wasn’t a big fan of this and his initial go at the setting omitted this (i.e. darkspawn were not a thing) and was a lot more realistic. JO insisted on adding them later on.
This period of development wasn’t actually a good process. There were other people who were working on the project who were designing the combat side. Looking back, DG feels that they should have put their heads together a lot sooner. The combat designers had various ideas for various prestige classes and subclasses, and DG would be like “these are nowhere in the setting [lore]”. He tried his best to add a few of them after the fact, which is why we see things like DA’s version of the bard archetype. The combat designers and artists originally had a vision in mind of a game that was much more along the lines of the type of fantasy you’d find in the Conan the Barbarian world - bare-chested barbarians, sorceresses that show a lot of skin, a grimdark world with barbarian hordes. They were just assuming that’s what it was going to be. At this point in time DG had never thought, “Oh, maybe I’m responsible for communicating my ideas to them” - he’d never done this role before and was just told to go create the world. He created world-building documentation and would send out emails saying “I’m making this documentation, please go ahead and take a look”, not learning until later on that nobody outside of the writing team really likes reading such documentation. He learned tricks later on like making the docs more accessible, less dense and wordy, and overall easier to peruse.
There was no real ‘vision holder’ for DA. Mass Effect did a much better job of that. Casey Hudson was the project director and the vision holder for ME, and he had the power to enforce a set vision of what was and was not ME. ME therefore ended up having a bit more of a coherent vision. DG was in essence the vision holder for DA, but he didn’t really have the authority to enforce it on the artists. The DA teams ended up spending a good 3.5 - 4 years of the ~6 years of DAO dev time going in circles, not exactly sure what they were going to make, the various people working on it having different ideas of what ‘kind’ of fantasy they were going to make. The writing team were leaning towards LoTR; the artists were leaning towards Conan; at one point one of the project directors was leaning towards a point-and-click Diablo-style action adventure; and nobody was overriding anybody else.
The fans who hang out on the forums and in similar places have a very different idea about what kind of game they like and want to play versus the telemetry BW get from the public in general. As an example, fans on the forums tend towards playing non-humans and feeling that playing as a human is boring. Forum-polls reflected that, but BW’s general public-telemetry shows that around 75-80% of the playerbase played a human in DAO. Elves were at 15% and dwarves 5%. In contrast, in the core/forum-based fanbase, the human figure dropped down to 30%.
DG originally wanted Zevran to be a gay romance (he has talked about this before). He asked JO if he could do that pretty early on, thinking of Jade Empire which had same-gender romance options which were really popular. BW were surprised about that, and DG had no idea that the JE team were going to do this. For DAO, he had an idea for an assassin character. He had been reading about how the CIA and KGB would often recruit gay men to be their assassins, as they didn’t tend to have family ties. DG thought this was really interesting. JO was cool with the idea on a conceptual level, but thought that the work that would end up going into it would be better served if those characters could be romanced by both male and female PCs. Zevran and Leliana weren’t intended to be bi, they were “bi out of convenience”, but at the time these sorts of things (representation and such) didn’t enter into the equation as much as it does today. DG wrote Zevran in his head as being romanceable by men.
DG would ask the hair artists, “Why all the mullets?”, because he never understood that, and he’d get “a sort of shrug response”, and an indication that “it’s easier to model, I guess?” Having hair which is loose, in the face, in locks, coming over the shoulders etc wasn’t really supported at this point by the tech or the engine. Hence, they ended up with like five different versions of mullets. On the subject of the engine, for the first half of development they were using an upgraded version of the Aurora engine from NWN, and it was not good. Several years in they decided to switch. Trent Oster was in charge at the time of making a new proprietary BW engine. At the time it wasn’t ready yet, but the DA team decided to grab it, use it and hammer it into the DA engine. That engine had “so many little weird quirks”, like lighting on skin not working properly and looking bad, and one of the issues was hair. It was supposed to be BW’s proprietary engine but it really wasn’t optimized for RPGs and didn’t include a dialogue system. They had to custom-build the conversation system. (At the time Trent didn’t think BW should be doing RPGs anymore, which is a whole other story of its own). DG recalls programmers complaining about things in the engine that weren’t ready for ‘prime-time’. Even compared to games released concurrently, DAO’s graphics were a bit dated.
For the worldbuilding, they had an internal wiki and they kept everything on there. They ended up with a lot of legacy documentation on there very quickly. Eventually they solved this by hiring an editor whose sole job it was to wrangle the documentation. DG started work on the setting in the same manner in which he’d embark on starting a homebrew - ‘so like, first, here’s a map, oh, I like this name, vague ideas, a paragraph on each major nation, a rough timeline of the history, expanding, and it just growing from there’. After about six months, they brought on other writers, and by then he had around 50 pages of documentation. This 50 pages was a minute amount compared to the amount they had generated at the time of release. Originally, they weren’t sure where in the world specifically the story would take place, so DG made sure to seed potential and brewing conflicts throughout Thedas. They settled quite quickly on the new Blight starting in Ferelden. Once they established that, the writers went to town on taking Ferelden specifically and blowing it up detail-wise. Jennifer Hepler was in charge of the dwarves and Orzammar. Mary Kirby was on Fereldan customs and traditions.
The first version of the setting was more grounded in realism, almost like a post-fantasy. The dragons and griffons were extinct and a lot of the things that were thought to be fantastical were thought to be over with. During development, they started clawing these things back. They brought back dragons because the game was named Dragon Age (lol). DG was approached like, “Hey, we named the game DA, can you bring back dragons and weave them into the story more powerfully?” Wynne’s writer Sheryl Chee had a bit of an obsession with griffons and was often like ‘omg, griffons :D’, and this is the origin of Wynne’s dialogue with the Warden about griffons.
KotOR was the first time BW had tried to do a game that was fully voiced-over. For KotOR, BW sent the work of casting, direction and so on down to another studio in California called Technicolor. BW had little say in the process then and when they got it back, “it was what it was”. By the time they got to DA and the first ME, BW had a good system down for recording and VO had become an important thing in games at the time. BW are really one of the premieres for this, a lot of actors really like acting on BW games as they get a lot of space to act where they wouldn’t normally be able to do so otherwise. DG has learned a lot from Caroline Livingstone on how to encourage the best performance out of an actor. For DAO, DG worked together with the various lead designers and Caroline to decide on the auditions, casting etc. This was one of DG’s favorite things to do.
Gideon Emery as Fenris, GDL as Solas and Eve Myles as Merrill were times where DG had written the character and then went to Caroline and said “I have an actor in mind for them, can you check it out?” These were specific times where he was able to secure the actor he wanted. This didn’t always work out, for example there are times when actors aren’t interested or have no time due to scheduling conflicts or were too expensive etc. Eve and GDL were DG’s roommate Cori’s idea. Cori was a big fan of Torchwood/the actors from Torchwood, and worked as an editor at BW for a long time. Gideon was DG’s idea after playing FF12. For DAO, DG didn’t have any specific ideas in terms of actors. Casting Morrigan was the longest, most drawn out process.
The Circle went through a whooole process during worldbuilding. Initially, mages in the game weren’t supposed to have any “fighting magic”. The restrictions were originally such that in the lore, they didn’t teach mages that. Mages weren’t taught any magic that could kill people, only ‘indirect’ forms of magic that could support others. However, [during what sounds like] playtesting it was asked “Why can’t I cast a fireball? I just want to cast a fireball”, so the writers had to go back and rework how magic in the lore worked completely.
Flemeth was originally going to be voiced by Shohreh Aghdashloo, and she was totally on-board, but unfortunately because of DAO’s development delays, she was unable to attend the new recording time as she had a conflict in her schedule (she was filming House of Sand and Fog). Shoreh was quite disappointed about this and her family had been so excited that she was going to be in a video game. When the movie was finished, Shoreh came back to BW and let them know that she was still available, and this is how she ended up in ME2. For a while they were trying to find an actress with an accent that authentically mirrored Shoreh’s. Out of the blue around this time, Claudia Black’s agent sent BW an audition tape of her. At the time Claudia hadn’t done any games but wanted to get into it. The tape was of Claudia doing a beat poet rendition of Baby Got Back. DG still has this tape. DG was a big fan of Farscape and on listening to the tape, it clicked right away in his head that Claudia would be perfect for Morrigan.
The Fade ended up being a big irritation for the writers. They wanted the PC to be able to assume different forms and such while in there. A lot of this stuff proved too difficult for the combat designers to work out, and so it ended up getting changed a lot. They had a hard time coming up with gameplay that could work in the Fade. The mage Origin is DG’s least favorite of the Origin stories, as he’s really dubious about the Fade section in it. It didn’t work out like how they had pictured it in their heads. By the time they got to DAI, that’s when the Fade really looks like how the writers first described/envisioned it. By this point the artists were more keen to give it a more specific feel. DAO was made at a time when ‘brown is realistic’ was a prevailing thing in games dev.
The experience of a mage in the world isn’t represented or conveyed very well to the player when the player is a mage. The experience of the player when they’re playing a mage or have a mage in their party doesn’t really match up with how the world lore tells them how dangerous mages can be - for example, how they can lose control and so on, we never really have an example of a PC mage struggling with being taken over by a demon. This was originally supposed to be a subplot in DA2 for mage Hawkes, in one of the last cuts. In Act 2, mage Hawke was originally slowly being tricked by a demon in their head that they thought was real, only to realize at the last minute. Mouse the Pride demon in the mage Origin is the only time in the entire series that they really ever properly demonstrated how demons can fuck with [PC] mages. Also, PC templars were originally supposed to have a permanent lyrium addiction that they needed to ‘feed’, but this was scrapped as the system designers weren’t keen on it and felt that it was essentially handicapping the player. 
Mages were originally also not supposed to be able to deal with pure lyrium (it would ‘overload’ them). There is a plot where mage PCs run around touching lyrium nodes to refill their mana bars. On this DG was like “Wtf is this?” The designers said that it works, and DG said “but it flies in the face of the lore”. This instance is an example of how the DA team was working where the various departments (writers, artists, designers etc) all had their own ideas about how the game and its world would work and never overrode each other (see above). DG feels that DAO is a little contradictory in that way. It’s only after the game came out that a lot of the people on the team really “bought into” what they’d put forward. This got easier as they went on, with people involved buying then into the things that make Dragon Age, Dragon Age. At one point, not everyone on the team was even aware of those things.
DG relates that originally, they would ask the artists, “Ok, can we get a village?” and said village once created would be quite generic and non-specific to DA. The writers would try to relate how things are in the DA world and list things that would be found in a village like this specific to the DA world, and the artists either didn’t read it or had their own ideas (DG isn’t sure which), and nobody was around to tell them not to do that and that they should do it differently. Everyone having their own ideas like this is why we ended up getting something that is this sort of “cobbled together half-Conan half-LotR mish-mash”, and after a while this sort of became DA’s “thing”.
Initially, BW had concepts drawn up for a lot more different creatures. After they went in circles for those years and consequently ran out of time to do all the models, they had to cut these concepts down more and more. Demons were among the ones that were the first to go (this is why we have situations like a bereskarn as the Sloth Demon in the mage Origin). The original concepts for things like spirits of Valor and Sloth demons were really good. Early on, JO made a list of D&D creatures that he liked. He picked the ones that they were thinking of doing, sent them to DG and said to make a “DA version of this”. For example, D&D succubi essentially became Desire Demons. Desire Demons were originally patterned off Sandman, neither male nor female yet really alluring, acting more like a genie and trying to ferret out mortals’ inner desires (which are not necessarily sexual in nature), without being overtly sexual. The artists’ version came back and that was basically the model seen in-game. The writers were like “What is this, this is nothing like the description?” and the artists responded that on the list from JO, it was included, in that you had to click on “succubus” to get to the Desire Demon description, so they had just read “succubus” and done their version of a succubus. The artists did loads of great work, but this was one of the instances were DG was like “???” By then, it was too late to change it. The writers were able to encourage them to make Desire Demons a little more fearsome, so that made it in at least.
The mage Origin was one of the more contentious Origin stories. It had like 4 different versions written of it over time. It was often the case that BW would hire someone, and writing an Origin story was their first test. Three different writers came in and wrote a version of the mage Origin and those versions just didn’t work. Finally they passed it to Sheryl Chee and she wrote it. The Origins were the parts of the game in general that were written/rewritten the most often. There were several others that got written that they discarded. 
Duncan was slated for death from Day 1. When DG writes a story, the thing he does first is pick out the big emotional beats that he wants, such as deaths. He decides these ahead of time and the stuff in-between comes later and is more often changed. Oghren was also originally supposed to die, but this ended up getting cut. DG related a story of how Oghren came to be: At the time, there was a phase JO went through when he thought everything had a formula that it could be done by. One of these ‘creative forumulas’ was that all such IPs had a two-word name that they’re known by, such as Star Wars, Star Trek, Dragonlance (being Dragon-Lance). This is how ‘DA’ and ‘ME’ came to be. One of the formulas he wanted to implement was how to distill the ‘comedy character’, like Minsc or HK-47. These characters were very popular with the fans and JO was certain that there was a way to figure this out to create one for DA. At the time, DG argued with him a lot about this. JO insisted it could be done. DG was originally supposed to write this character but ended up not doing so. JO came up with a list of comedic archetypes and had DG write a blurb about what kind of character each could be. These were then sent out to the team who voted on which was their favorite. This process eventually resulted in an archetype basically called ‘The Buffoon’ (think Homer Simpson or Peter Griffin, the kind of guy people laugh at because he’s such an oaf).
At this point ‘The Buffoon’ wasn’t named or made a dwarf yet. JO came to DG to write him, but DG said there was a problem which is that he hates this archetype. Homer and Peter are characters that he despises. DG is a professional writer, but this was comedy (outside of his areas of strength), and he felt the best he would be able to do is write a character who makes fun of this archetype and lampshade that. Comedy is something that has to come from within the writer. Oghren was given to someone else, and he ended up getting rewritten again anyway. By the time they were working on Awakening, DAO had not yet come out, and the assumption prior to the game going out was that Oghren was still going to be the most popular character from among the followers. The comedic character that ended up being the most popular along these lines was Alistair, which was interesting as he wasn’t intended as a comedic character, “so shows what we know”. DG was dubious that Oghren was going to be popular, because “he was kind of pathetic, honestly”, but that was the thinking at the time. Thinking he would be well-loved is why he was in Awakening.
On Alistair, any character DG writes is going to be sarcastic. At the time DG had made it a sort of personal challenge to recreate Joss Whedon’s dialogue patterns in his characters. Alistair was a sort of mish-mash of Xander from Buffy and maybe Mal from Firefly. DG wanted to see if he could do it, so Alistair was kind of quippy and self-deprecating. DG never really considered this to be Alistair’s main personality feature, but when other writers wrote him, they often had him doing this, as they liked the trait so much, and so this is how Alistair ended up as he did.
On dwarves, the dwarves being cut off from the Fade is very much baked into who the dwarves are as a race. There’s a specific reason why. This has been hinted at so far and it’s likely to come up in the future. DG had various ideas for some things that he wanted to include with the races or the way the world works etc. Some of them ended up never happening or some are mentioned only as part of the lore (templar lyrium addiction never coming up in gameplay is an example of this). Dwarven history and the nature of the dwarves is one of the things that survived pretty well though. DG calls Jennifer Hepler “mistress of the dwarves” and says that she did a really detailed, amazing breakdown of their history. After Jennifer left it was Mary Kirby, and DG feels that they did a good job of maintaining how dwarves were, in terms of both how they’re often presented in fantasy and yet also quite different in DA. Orzammar is one of DG’s favorite plots all together. You can really tell that Jennifer Hepler really enjoyed the dwarves and brought a lot of love to that plot.
DG draws a distinction between DA fans and the unpleasant people who harassed Jennifer Hepler.
They managed to keep the Tranquil in. There was a while there where they were going to be cut. At the same time, DG regrets that they couldn’t solve the making of the player more aware of how mages are dangerous, thing. Players could make a cogent argument like “they’re not that dangerous, look at me [mage PC]” and the writers were like “well... yeah, that is fair”. It was a case of showing one thing and the player experience of it being another. DG feels that this made the templars come off worse than they are. DG feels that they are being massively unfair and too extreme in their approach to the problem, but the problem itself is a real thing. He feels that there’s some merit/truth in the argument that mages are oppressed, but he looks at it more like an issue like gun control rather than as treatment of oppressed people, saying that we don’t have an example in real life of oppressed people who can explode into demons and cast fireballs and so on.
There are some funny pronunciations that worked their way into DA, and the reason for a lot of them is as follows: the writers had to create a pronunciation guide for VO, because otherwise you end up with a lot of inconsistencies. (Some did still slip through). The guide was online, and if you clicked on a word, an audio file for it would play. Jennifer Hepler was in charge of this and did a great job, but has a really strong NY accent, and in some cases the ‘NY-ness’ of her pronunciation endearingly worked itself into things (the way Arlathan is sometimes said is an example of where this happened sometimes).
Sometimes the writers trying to communicate the “hotness” of a character to the artists didn’t go smoothly. The writers would sometimes say things like, ok, this character is a romance, they need to be hot, and the designs would come back looking “like Burt Reynolds”, and the writers would be like “???” And then a character that wasn’t particularly intended to be hot, as in that wasn’t mentioned at all in the descriptions of them, would come back “accidentally hot”, and the writers would be like “Why couldn’t you have done this when we were asking for a character that was meant to be hot”, and the artists would be like “What?? He’s not hot”. And this became a thing (lmao - this discussion was prompted by DG being asked “Was Duncan meant to be that hot?”, for context). Some of the artists were so paranoid about their [in]ability to judge actually-hot characters that when it was time to pick an appearance, like for Alistair, they gathered up all the women at BioWare, and DG (“resident gay”) into a room to show them an array of faces and bodies like “Is this hot? Is this hot?” DG and co would sit there like, “How can you not tell? Is this a straight man thing?!” Anyways, this is why oftentimes we ended up with characters who are accidentally hot.
Over time, the writers realized that the way they communicated to artists needed to be managed better. The words they would use would have different connotations to them the writers, than what they did to the artists. For example, for Anders’ design in DA2, he was supposed to be “a little haggard”. When DG thinks of haggard, he thinks ‘a little tired, mussed hair, looking like you’ve been through some shit’. But the artists based on that produced concepts with super sunken cheeks, looking like he’d been terribly starved. The writers needed to develop a specific vocabulary for communicating with the artists, as artists think in terms of how something looks, but writers are thinking in terms of what the character “is”. Anders’ description talked about his history a lot, and the one visual-type word that jumped out was “haggard” due to its visual connotations. “A lot it came down to the writers being up their/our own asses.”
When they got to DAI, they had figured out that the way to get best results on this front was /not/ to have the writer go off and develop a long description and pre-conceived notion of what the character looked like in their head. In such scenarios artists don’t feel that they have much to contribute to the process or an ability to put their own stamp on who this character is and make them interesting to them (the best, most interesting characters are when people at all stages of the pipeline properly get to feed into it). They learned that the better solution was to bring the artists in earlier, and to give them little blurbs, and not name the character but give them an ‘archetype’-sort of ‘name’. For example, Dorian was “the rockstar mage”, “cool”, “Freddie Mercury”. The writers wouldn’t be sure that a particular concept would ‘hit’, so at this stage they would offer an array of options and sit the artist down and walk them through the concepts. The artists would then provide a bunch of sketches and it would go back and forth, with both taking part in the character creation process together. For the first two games, the writers were “really hogging” this process to themselves. They got better at not doing this and better at communicating with the artists by DAI.
There were a lot of arguments about how mages in DAO had a lot of specific lore words like “Harrowing”, “phylactery”, “Rite of Tranquility” etc. There was concern that this would be too confusing for players to understand and that it was too complicated. DG says that thankfully he put his foot down and pushed for this stuff to be kept. A lot of fans assume that as lead writer DG had all this influence, way more influence than he could possibly exert on a team. He wasn’t even a lead, he was a sub-lead, under a lead designer. He only had so much say. If the lead designer or lead artist wanted to do something differently, often there was not much he could do. Hence he had to pick his battles carefully, choose the important ones to fight. The mage vocabulary thing was one of these.
Templar Greagoir’s name is pronounced “Gregor” and it comes from a place in Alberta near where DG lived.
Codex entries are usually one of the last things that get done in a project like this, and so all of that kind of textual lore comes in super late and is super punchy as by then the writers have written so much and are exhausted. They had to find a way to make this process cute or interesting or fun for themselves, which is why a lot of entries are quite fun to read. Sometimes a writer would make a joke for banter [irl], and it would end up making it into an entry.
Only Morrigan and Duncan got unique body models in DAO. The companions all have custom-morphed heads but not custom-morphed bodies (Morrigan not included here). This is why every model has a necklace or a collar right at the point where they had to be attached to be a body. These sometimes used assets that couldn’t be used by the PC but were not unique to that character. Duncan probably got a unique model because he was in a lot of marketing/promotional material. Qunari were originally conceived as having horns.
Most people didn’t even finish DAO once (public telemetry again here), only approximately 20-25% actually did. The devs try not to read too much into this kind of thing, but the telemetry does tell them where a lot of people stop playing the game permanently (they call these “drop-off points”). One of these points in DAO is the Fade during Broken Circle. Sometimes when people interpret this data they involve self-serving biases, but it was generally accepted that the Fade there was too long, too complex, not interesting enough, etc. [source]
[Part 2]
[Part 3]
[Part 4]
[Part 5]
[Part 6]
[‘Insights into DA dev from the Gamers For Groceries stream’ transcript]
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alwaysahiccupandastrid · 4 years ago
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How Bad is Sia’s “Music” really?
I watched it illegally (because there was no way I was paying for that bullshit) and found out. It’s not as bad as we thought... It’s worse.
TW for ableism, Sia, drugs, alcohol, just in general a terrible movie, meltdowns, blackface
Literally the first thing you hear while they’re showing the production companies is THOSE stereotypical noises. If you’ve seen the trailer, you’ll know what I mean.
And yes, she does this for the WHOLE fucking movie
What was the need to show her in her underwear? Maddie Ziegler was 14 when this was made, so what was the need??? And why did Sia prolong the scene by having her hitting herself?
Less than a minute in and my reaction was already “what the fuck is this shit?”
So the opening number not only had stereotypical exaggerated facial expression, it has Maddie in BLACKFACE?!? And with culturally appropriated hair?!?
The exaggerated facial expressions are literally constant and I took photos during the film to show it, more later, but I’ll keep mentioning it
ITS LITERALLY THE WHOLE FUCKING TIME SHE IS ON SCREEN
Even her way of walking is fucking offensive, Jesus Christ
The vocalisations just had me cringing so hard, I cannot describe how awful it made me feel
Why do all the neighbours need to be paid off and help her when she goes for a walk? I don’t-
Yes, by about the five minute mark I was already seriously debating all my life decisions. It was that bad.
Kate Hudson really didn’t give a fuck that her grandma died
I will keep saying it but WHY are the facial expressions/vocalisations CONSTANT?!! Literally they do not stop at all. I work with a child who is actually similar to this in that he’s nonverbal and he makes similar noises/faces, but the way they’re in this movie is so over-exaggerated?!? And even the kid I work with doesn’t do it 24/7?!?
Sia, calling your characters Zu and Music doesn’t make them interesting in the slightest. They’re still painfully terrible and one dimensional
Literally ONE minute after being left alone with her autistic sister, Zu calls the mental health service asking if they could “theoretically” “pick up” her sister?!? Like she wants to get rid of her already?!?
“A magical little girl” - autism isn’t a magical power?!? And Music is a young woman, not a little girl?!? Why are you infantilising her?!?
Okay I’m not being funny but this choreography is NOT hard. ANYONE can do it, so claiming that you needed to hire a dancer to be Music because of the numbers is literally bullshit (and even so, there are so many amazing autistic actors and dancers?!?)
20 minutes in and I wanted to give up
So she had her first meltdown because her hair didn’t get braided immediately and that’s... certainly interesting??
The fact that Leslie Odom’s character says “I’m going to crush you now”?!?
AND THEN HE FUCKING PICKS HER UP AND FULL-BODILY PINS HER DOWN ONTO THE FLOOR
“I’m crushing her with my love” - oh fuck you, just fuck you
So Sia lied, the restraint scenes were NOT removed and there was no warning. She’s a fucking POS liar
I have no idea why he’s called Ebo or why he has such a cliche African accent?!? I might have missed out on why because I was busy trying not to bang my head into the table while I watched this film but just... yikes
“He (his brother) liked to be held” - YEAH, HELD. NOT FUCKING CRUSHED
“He is dead now” - IM NOT FUCKING SURPRISED IF YOU CRUSHED HIM LIKE THAT
The constant babying and patronizing of the autistic character is so exhausting to watch. I’m so tired
“Planning on sending her to the people pound but I guess I’ll keep her a little longer” - SHE WAS JOKING BUT THAT WAS NOT EVEN REMOTELY A FUNNY JOKE. NOT EVEN IN AN AWKWARD WAY
STOP THE FACES IM-
Tumblr media Tumblr media Tumblr media Tumblr media
^ YEAH, Sia, totally a fucking love letter to the autistic community here ^
So Zu finds this necklace she made as a kid that had a little dog on it, and she says to Music, “He had seizures too, just like you”... MELTDOWNS AND SEIZURES ARE NOT EVEN REMOTELY THE SAME FUCK THIS MOVIE-
It’s like Sia is trying to make the movie funny but it’s really not at all
Is Zu implying that Music is autistic because the mum was a junkie?!?
For real though, the dialogue in general is so fucking awful and cringey. Whoever wrote this should never be allowed to write again
Did she seriously leave her autistic sister alone to talk to who I’m presuming was her dealer or loan shark?!?
Also why is he - a white dude - wearing cornrows?!?
So who is the film really about? The autistic girl or the older sister saviour? I think we all know the answer to that one
WHY IS SHE WALKING AROUND WITH HER TEETH JUTTING OUT LIKE THAT ALL THE TIME
The musical numbers are literally so painful to watch. The overly bright colours, the flashing... my eyes were hurting and so was my brain
Autism representation aside for a second, the musical numbers/choreography are all fucking atrocious. Ditto for the costumes
LIKE WHAT THE FUCK WERE THE PINK OOMPA LOOMPA FRUIT THINGS?!? THEY LOOK LIKE THE PINK VERSIONS OF VIOLET BEAUREGARDE THE BLUEBERRY
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I wanted to cry by this point, this movie is far more awful than I thought
“I’m not saying she doesn’t want to change, I’m saying she can’t” - FUCK YOU. Why is it okay for him to assume what she can or can’t do
Can I just say that autistic people aren’t constantly in a coked up wonderland state?!! We don’t see the world as a wonderland fantasy world 24/7?!!
“She can hear you from two rooms away” / *shows her listening through two brick walls to a conversation* — Also, we don’t have super fucking sonic hearing?? WE CANT HEAR THROUGH FUCKING BRICK WALLS?!?
“She can understand everything you’re saying to her” - she’s autistic not fucking deaf
Less than 45 minutes in, there’s another meltdown in the park
“I’m not climbing on top of a small screaming white girl in public” - yeah please fucking don’t
So Zu fucking pins her down with her weight 🤦‍♀️
“She doesn’t know who she’s hitting” - IM SORRY WHAT
EBO LITERALLY SAID “TREAT HER LIKE A BEAR” when talking her through the prone restraint, I fucking CANNOT
“Tell her she’s safe” - NOT IF YOU FUCKING RESTRAIN HER LIKE THAT SHE IS NOT
The fact that she gets up, smiling and happy after a meltdown and immediately is excited to get a snow cone... I can honestly say that after a meltdown, I am in no way happy or smiling. I am often not very verbal and I’m withdrawn/not myself for at least several hours, usually the rest of the day. Fuck this film
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This film is literally just about Zu, and Music is there for a plot device to give her character development. That’s all she’s there for.
Love how Sia shoehorned Zu being suicidal in there. You know, just to try and make her more easy to sympathize with (it doesn’t work)
This film is literally just a 1 hour 47 minute Sia music video with ZERO plot
WHY WERE THEY WEARING PILLOW DIAPERS IN ONE NUMBER-
I really did not feel into the side plot with that guy who was fighting but it was still better than the actual movie so...
I am SO DONE with the NON STOP CONSTANT vocal shit. So tired.
LOJ’s only role in this film is to be the stereotypical wise black guy who assists a white woman’s story. There’s like hardly any other depth there
The Ebo/Zu romance is so fucking stupid and pointless and out of NOWHERE. I couldn’t even tell if they were into each other or not
I was already so bored of the musical numbers by this point. They added NOTHING to the plot but they pretended they did, and I was so over it. And it’s not because I’m not “creative enough” or anything to understand, I love musicals and I think it could have been cool if done right... but it wasn’t. They were a mess. It’s just bad.
Sia really tried to pretend her movie was deep but really it’s a shallow mess
So Zu is meeting rich drug clients and says to Music “try not to have one of your freak outs up there” and “if you could try to get it out now”... FUCKING YIKES. It’s not an on/off button, shut the fuck up
YEP THIS WAS THE SIA CAMEO FUCK THAT BITCH
The fact that she just calls “DRUG DEALER?!? DRUG DEALER IS THAT YOU”, fucking end this please-
I fucking hate this bitch I’m dead serious
“We’re gonna send them to Haiti cause there’s been an earthquake. All these buildings fell down, children’s bones were dislocated” - WHY WAS SHE SO CHEERFUL ABOUT IT
“Gonna buy a shit load of pain meds, gonna but them on my private plane” - FUCKYOUFUCKYOUFUCKYOU
“Pop stars without borders” - Sia thinks she’s so clever but I would give anything to punch her I swear-
ANOTHER MUSICAL NUMBER JUST STOP IM BEGGING YOU
There’s this awkward conversation/bit with Zu and her drug dealer/loanshark about his outfit that was clearly meant to be funny but was just flat and painful
Yep, Sia really showed Music eating chewing gum off the underside of a park bench. Of course.
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Look, the kid I work with does similar stuff by putting literally anything and everything in his mouth but like... why would you put that in your movie?
And there’s no indication before this that Music puts everything and anything in her mouth, she just randomly decides to get on her knees, under the bench and eat chewing gum, like she calculates that it’s there and gets it???
She has a THIRD meltdown after an allergic reaction to a bee sting and her sister just yells at her before realizing... I’m not here for this movie, I feel like I drifted off and was not really there
So Zu got angry because she left the drugs at the park but she’s not that upset that her sister had an allergic reaction???
Zu gets absolutely drunk because a) she lost Sia’s drugs and b) she’s stressed out by her autistic sister... wow, great message, Sia!
She really fucked off and left her sister alone to go clubbing/on a bender
The less said about the musical number here the better
Sia’s movie also checks the box of having stereotypical Asian parents, specifically stereotypical Asian dad being harsh/angry and hitting his wife!
ALSO HE PUSHED AND KILLED HIS SON WTF IS HAPPENING
Less than 3 minutes after the last, there’s a musical number that I think was about this side character going to heaven... another shitty Sia-esque number
The patterns during the number made my brain hurt.
Also there are so many autistic actors who can also dance, and yet Sia chose the neurotypical one because ✨ N E P O T I S M ✨
I just want to know how it was deemed necessary to show the fact the autistic character peed/wet herself? I mean... ??? It’s just so undignified and not at all necessary to the plot. Nothing happens after that, it just moves onto the next scene and it didn’t do anything
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“I have no one” - 1) YOUR FUCKING SISTER. 2) GEE I FUCKING WONDER WHY, couldn’t be that you’re a shitty human being?!?
There’s a scene where Music is walking and she does ALL the stereotypical behaviours at once... just YIKES
Zu somehow stopped another meltdown just by grabbing Music by the shoulders and sitting her down???
Aaand yep. Another shitty musical number
Zu really goes to put her sister in a fucking facility and claims it’ll be “better for her” - BULLSHIT. Better for Zu, maybe, not Music.
Ah yes - the girl who the characters have said has problems with routines being changed/change in general... you’re now going to fuck up her routine by dumping her in a facility. Perfect Plan.
The nonverbal autistic girl suddenly speaking to say “don��t go” - you can just predict it from the off, can’t you?
Love that as soon as Music starts talking, Zu is like “fuck it, I’ll keep her!”
Zu really went and crashed Ebo’s brothers wedding... in a fucking bralette... YIKES
“I almost gave Music away” - SHE IS NOT A DOG YOU DONT GIVE PEOPLE AWAY
“We should sing a song” - PLEASE DO FUCKING NOT
Also that kiss/romance montage between Zu and Ebo was the CRINGIEST fucking shit ever
This movie seems to be implying that Music has locked in syndrome or something, like she’s locked in her own head or whatever it’s called, and I just... *sigh*
Oh and now Music magically fucking sings in a room FULL of strangers... this is literally embarrassing, please let this end
I mean it, this movie was fucking painful to watch on ever level
She got a service dog puppy which... okay?
Oh look, it’s the only decent song on the soundtrack but with an absolutely shitty over-stimulatory music video with the credits!
I can only name 5 characters in this film. Maybe 7 at a push, but even then I would be guessing
AND YEP SHE THANKED AUTISM SPEAKS OVER THE CREDITS. FUCK YOU SIA 🖕🏻
Let me reiterate: this is a movie about a neurotypical former drug addict whose character development comes from the autistic character, from having an autistic sister she has to take care of. I’m so tired.
We are NOT plot devices or tools for character development. Not once does anyone in this film treat Music like a human being - she’s treated as a burden, a problem, and then like a pet that they decide to keep. Not once is the film focused on how she is feeling - it’s always about Zu or Ebo. The performance itself was so over exaggerated and it made me want to cry when I watched it because this is how the world sees us, and this movie will make it ten times worse. It’s stuff like this that made me think “I don’t want to be labelled as autistic because people will think I’m a certain way”, that made me wait so long before going to the GP to get a referral.
As I said, poor autistic representation aside, the movie is just so appallingly bad. It truly is one of the worst films I’ve watched. If you’re going to watch it, please don’t - or, if you want to because you want to see how bad it is/to raise awareness/critical posts, at least do it illegally. Do not give Sia your money.
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