#just have fun instead of constantly being so stressed about other antis crawling up your ass
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Hey, I just gotta say...
It's ok if you ship Vecpio. Really. Everyone knows I do. I don't try to hide it.
From what I've seen, new fans automatically ship them until some 'anti' pops up with the tell tale 'espio is 16 and vector is 20.' bullshit. BUT GUESS WHAT.... Espio isn't actually 16, and Vector isn't actually 20. I can tell you right now, no Vecpio fan ships them at those ages or ever have. Everyone can agree that's MESSED UP. Same with a 20 year old raising a 16 year old as their own kid. They're peers. Can't everyone at least agree on that? Platonically or not. (listen, we can all go on for ages about the characterization of each of these characters, but I digress. I'm trying to keep this short) For as long as those two existed, they were never written as their listed ages, which is why recently, Sega officially got rid of those ages and removed them from Sonic Channel. (remember, the wiki's are fan run) Espio and Vector have always been on equal grounds in the Chaotix, and just because Vector is the leader, doesn't mean Espio's any lower in status. With their personalities, its just why they click so well. Vector is naturally a leader, and Espio's a natural follower given his ninja background. Throw a rambunctious bee in the mix for them to take care of and you got a perfect found family. What's to hate? (again, platonic or the two of them as Charmy's guardians) People in fandoms NEED to stop letting other's force their headcanons onto others And if you don't ship Vecpio, that's fine too. Block it, mute it! Just like any other pairing you're not into. But don't go around to OTHER people and tell them what they can and can't do. And call them 'proship' like its a bad thing or say they're liking a pedo ship with no basis besides the intention to scare them onto your side with that word. (also plz look up the actual definition of proship i beg u) Trust me, I'm old enough to know that as soon as you stop caring about what other people think, life'll be so much easier on ya and you'll have a lot more fun in a fandom. I promise. UNTIL THEN....
IT'S OK to ship Vecpio and not feel bad about it. Don't let other people bully you away from having fun about a harmless pairing in a fandom. Everyone can stay in their own lane and live their lives peachy keen like. SssssEEYA!
#vecpio#vector the crocodile#espio the chameleon#espio#vector#vespio#i swear half of vecpios antis are/were fans until the really loud bullies scare them into being aggressively hateful#and then theyre all scared of each other#theyre all waiting for the other to make a callout post about em or somethin laff#its so dumb#think about it when you take a step back#theyre dumb sonic characters#just have fun instead of constantly being so stressed about other antis crawling up your ass#becuz literally#the whole point of being a proshipper is that you do not give a fuck about what someone else on the other side of the fandom is doing#or what they ship#JUST HAVE FUN#god damn#proship#ill use that tag cuz idgaf#get your terms right#not all proshippers ship problematic stuff yall
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The “Radically Casual” Charm of Lost Levels
This was my first year attending the Game Developer’s Conference as press, and I spent a lot of time crawling the expo hall and sessions, looking to uncover cool new games and behind-the-scenes development stories. But on Thursday afternoon, I took a break from the crowds at Moscone Center in San Francisco to sit down in the nearby Yerba Buena Gardens public park for something completely different: the seventh annual Lost Levels.
Lost Levels is what’s called an “unconference,” an anarchistic gathering where attendees sign up spontaneously to present talks or run workshops without a centralized organizing structure. Founded in 2013 by a cadre of indie game developers as an alternative to the wildly expensive GDC, it has since become more of a folk tradition, carried on by new people every year. The “rules” of Lost Levels — if you can call them that — are simple. Attendees gather near a small plaza (referred to as a “gazebo” despite it not really looking much like one), often with their lunch in tow, and sit in a circle. Anybody can sign up, open mic-style, to give a 5-minute “microtalk” about any subject they want, often but not always related to game development.
The ideas on display at Lost Levels are as radical as its structure. Microtalks can center around experimental game design concepts, post-mortems on projects, political statements (pretty much exclusively of the left-wing variety), or personal stories. The crowd skews pretty young, but attendees come from all sides of the industry, from students to indies to major studio employees, and include GDC pass-holders, folks who hover around GDC but can’t afford a pass, and even the occasional local office worker on their lunch break.
There’s a delicious irony to Lost Levels’ enduring popularity; while GDC charges hundreds to thousands of dollars to enter its halls, there are people who will skip all that for a few hours just to sit in a park and listen to stories from their peers. Its original organizers refer to the gathering as “radically casual,” which somewhat undersells just how radical the whole enterprise is. Lost Levels provides a space for game designers to decommodify their interactions, focusing for a glorious three hours on art and community-building over business cards and the building of personal brands. It was the highlight of my GDC this year, and since I managed to take notes on most of the microtalks, I decided to write up some summaries for the many people who couldn’t make it!
The following summaries are far from complete, since there were a few talks I missed and some others I couldn’t hear very well (amplification isn’t allowed in the park). If you were one of the speakers and would like me to include your name/social media handle and pronouns (I defaulted to “they/them” for most people) or if you want me to remove the summary for privacy reasons, just send me an email at evanm AT anigamers DOT com or DM me on Twitter @VamptVo.
Naming things
Advice on how to come up with names of locations and characters in your games. The speaker suggested using words from different languages as inspiration and taking a look at color to set a mood, among other things.
Teaching inclusion and anti-oppression to white men
A white man in his 50s spoke about how inspired he is by the younger generations and the new ways that we talk about identity and oppression, and how it’s pushed him to become a coach who tries to teach other privileged people how to be better.
“Fuck the rules”
Speaker: Scott Ethington
An argument for breakable games, lamenting the rise of games that are so polished that there’s no way for people to fall off the map or break things and make their own fun. Scott solicited feedback from the audience, who pointed out that breaking games “helps people see how the craft works” and “makes you a better designer,” and “a bad game that you can break can become a good game.”
Making games to deal with anxiety
The speaker talked about their experience with anxiety after a big move and how they made a game that they described as “low-stress WarioWare.” It includes mini-games like popping bubble wrap, watering plants, and aligning a picture, and has some rules around what mini-games not to include: no body horror, and no games that make you feel bad about your real life (like cleaning a virtual room only to be faced with your real, messy room).
Go to the bathroom!
Speaker: Fisher from Sundae Month
Fisher described an awful bladder infection he had as a kid, then implored the audience to “go to the bathroom!” rather than sitting at your computer to keep playing or keep making your game. I appreciated the little dig he threw in at games that are designed to be seamless experiences, never giving you a good moment to log off.
Procedural generation
Speaker: Cass (games avaiable on Itch.io)
How procedural generation inspired Cass, as well as some discussion of what makes for good procedural generation. They shouted out Spelunky, pointing out that it “systematized level design,” ensuring proper pacing and such, compared to other procedurally generated games where everything feels the same. They ended by asking devs to explore procedural generation of things other than level design: text, art assets, and more.
Children, labor, and Mark Zuckerberg
Speaker: @tyunderwood
Tech companies are promoting coding education, and not for good reasons. The more programmers they have in the market, the less they have to pay everybody. And the education they’re promoting is technical, but doesn’t cover ethics, cultural context, or “critical play” (the idea of games that exist primarily to convey a message rather than to entertain). As the speaker argued, this lack of ethical and cultural background makes workers easier to coerce into performing potentially unethical work without questioning their superiors.
Social media and callouts
I couldn’t hear everything this person said, but at least part of their microtalk focused on them avoiding online callouts to try to build a healthier community.
5-minute game jam
A description of a scene from a movie where a woman dances through the streets and how the speaker always wanted to replicate it in a game, followed by suggestions from the audience about how to achieve it (one of them was to give the player an opposite emotion first to create contrast). Then the speaker invited everybody to skip around the park with them for the last minute of their microtalk, which a few people did!
Game jams are bad
Speaker: Andrew Yoder
An excellent poem about the deleterious effects of game jams on developers, specifically in terms of things like sleep deprivation. There was a great line in which he compared game jams to musical jams, pointing out “arriving at a song is not the point, you’re there to play.” The haunting last line: “The second morning of the jam and the students are dying to make games.”
Monsterhood and queerness
Speaker: @gendervamp
This one was also hard to hear, but thankfully the speaker responded to me on Twitter to clarify some of the points. They discussed monsters as a metaphor for queerness, the way that queer people sometimes relate to monsters because of the way society treats their bodies, and how devs should reconsider monsters as adversaries. A part that I did manage to hear was about being friends with monsters in games instead of fighting them. And a particular highlight: “The worst monsters in the world are fascists, colonists, and bigots.”
Analog spaces
I couldn’t hear much of this one but I caught some bits about looking to analog spaces and live play as inspiration for your game designs.
Mecha as dual identities
A pretty interesting short exploration of the idea of mechs as a way for characters to experience a second identity. Characters can get into mecha to augment their abilities and become a different person who’s also the same in order to live their lives. There’s definitely a connection there between the experiences of trans and disabled folks, among others. Eventually the talk turned into an impassioned tirade against capitalism and how the speaker just wants to be boring and normal and not have to constantly battle against the forces around them to survive. In keeping with the whimsical anti-capitalism of Lost Levels, they ended the talk by yelling “at the end of capitalism we are having casserole!”
Third places
The speaker lamented the loss of “third places,” spaces outside of home and work where people can connect and build communities. As it relates to games, they specifically mentioned the ability for participants in third places to customize and augment them, and pointed out that games like Minecraft and Fortnite are enabling that to some degree. One term that stuck out to me was “digital community gardens,” calling to mind a space that belongs to everyone that can be collaboratively customized. A side-note that may be relevant to our readers: anime cons effectively act as a third place for many anime fans, and feature an element of real-world customizability since they are often highly driven by organic fan culture.
Tutorials and education
A call for designers to prioritize educating their players through tutorials and other means so as to not lock people out of playing their games.
Avoiding violence
The speaker talked about their personal dislike of violent games and celebrated games that provide ways to opt out of violence, allow players to customize their experience to make violence less visceral, or simply avoid glamorizing or over-utilizing violence. Examples included Undertale, with its famous pacifist/genocide system; Samurai Gun, which has an option to replace all the blood with cherry blossoms; and Hyperlight Drifter, where the violence is contextualized within the main character’s story.
Games about revolution
A designer who worked on Revolution 1979 (a game about the Iranian Revolution) talked about games about revolutions and encouraged fellow designers to tell more of these stories. One fascinating example was Suffragetto, a 1908 board game about suffragettes fighting police officers (heck yeah).
Don’t treat players like they’re stupid
There’s a common attitude among designers that players need to have their hands held in order to figure out a game, but the speaker implored the audience to reject that stereotype, and cited The Legend of Zelda: Breath of the Wild as an example of a game that doesn’t explain much and yet is still very learnable.
GDC and Lost Levels over the years
The speaker described the changing games industry scene since 2012, including a painful account of how they attended Lost Levels while homeless a few years ago. One point they specifically criticized was the development of “cults of personality” around some people in the community.
“How I almost fucked up real bad”
An account of the speaker’s starry-eyed virtual reality project, attempting to use VR as an “empathy machine” to connect abled people with disabled people’s experiences. They wanted to make a game where you play as a person with one arm and experience phantom limb syndrome, but after talking to a person with one arm they realized they were treating the condition as a novelty rather than as a real experience of real people. So they scrapped the project.
Hobbies
This one took aim at the idea that your hobbies need to be monetized, and the speaker described their gardening hobby. Eventually it took a darker turn toward discussions of climate change.
Front doors
A criticism of games that lock their “front doors,” creating initial barriers in terms of things like difficulty or accessibility. The speaker pointed out that it can be OK to lock the door as long as you “open a window” by providing the player with some other way of entering the game.
Hackerspaces
The speaker, who is local to San Francisco, talked up hackerspaces and makerspaces like Noisebridge in the city, encouraging developers to make use of their equipment and communities and create new ones in their area if none exist.
Image descriptions on Twitter (Me!)
Mid-Lost Levels I decided to get up for a PSA about image descriptions (a.k.a. alternative text) on Twitter. I encouraged everybody to turn on the checkbox in their Twitter settings and to write descriptions for all their images in order to help blind and low-vision folks take part in the conversation.
Slurs in online games
Speaker: @regisRquoi
As you can imagine, this microtalk lamenting the prevalence of homophobic and racist slurs in online gaming went over pretty well with the Lost Levels crowd. In particular the speaker got big cheers for saying “I don’t think homophobic people deserve to play games.”
Toe Jam & Earl is a Roguelike
This was a pretty simple one, basically just making the case that Toe Jam & Earl has many of the properties of a Roguelike (typically defined as having permadeath and randomized levels). As the speaker pointed out, lots of people probably think of Spelunky as one of the earlier examples popularizing the genre — not counting the original Rogue of course) — but may not realize that they already played a Roguelike much earlier in their life.
Don’t exclude nonbinary people
I didn’t catch all of this, but generally it focused on ways that progress is being made in terms of better representation for women and other identities, but it can still be easy to accidentally exclude nonbinary folks in games.
Randomizers and constraint solvers
Two speakers got up in a row to talk about their experiences building randomizers for retro games. It was my first time hearing about these things, but apparently they mod the games to randomize things like item placement. They talked about some of the social dynamics of that community as well, specifically how when one of the people leading a Final Fantasy randomizer project turned out to have said some slurs, they forked it and started their own version. The lesson? “If the people in power aren’t listening to you, fuck ‘em, burn it down, and build your own.”
Giving gifts
Speaker: Robert Yang
Yang encouraged designers to revisit the concept of giving gifts selflessly, and to make games as gifts — for your parents, for your significant other, for yourself. He also pointed out that the games industry has managed to take gift giving and make it sinister with the advent of loot boxes and gacha. As he put it, “the game industry fucked up loot and it fucked up boxes.”
Managing a community
A short one about how sometimes people create games or communities around games and then throw their hands up and absolve themselves of responsibility for those communities and their well-being, and how they need to instead listen to the needs of the community and try to help.
“There shouldn’t be authored stories in games”
A student who hadn’t made any games yet but was excited about starting presented their ideas about game narrative, which mainly revolved around the idea that games should focus on emergent narratives that stem from the game systems themselves, rather than linear, “authored” stories. They said that people trying to make “cinematic” games should probably just be making movies. This one was kind of funny for me because I remember having some very similar ideas when I was a student, though I’ve somewhat mellowed out in recent years (cinematic games are fine by me).
Asking for help
This was one of the more raw and emotional microtalks. The speaker got up to tell the audience that they’re struggling with life in general and trying to find a job in games, and encouraged people to hang out afterwards and talk to them. Compared to the kind of cynical networking that often happens at GDC, this was clearly someone looking for some genuine human connection to help them through their life.
Get involved in activism
In response to the many microtalks that mentioned the seeming inevitability of climate change, the speaker told the audience that there are still things we can do, and pointed them to organizations doing work to fight climate change. I second this one wholeheartedly!
How to solicit user feedback
A user researcher provided some tips and tricks on how to collect feedback on your game or software. As someone who performs user research pretty regularly myself, a lot of it was quite familiar, including one big takeaway: pay attention to user problems instead of their suggested solutions. Then you can come up with the best solution to their problems.
Pokémon Go and geolocation
This one was perfectly appropriate considering that this year a big Pokémon Go-branded “Powerbank” was installed smack in the middle of the gazebo. The speaker mused about the weird digital colonization/gentrification implied by a big company making a game that designates certain locations as “culturally significant.” They encouraged designers to make games about “our own spaces,” taking back control of them from large corporations.
How lucky we are
We wrapped up on a pretty appropriate final microtalk acknowledging the privilege of those who were able to attend GDC and Lost Levels, whether because they live near San Francisco or could afford a plane ticket, and reminding people to share what they learned here with the rest of the community, including those who couldn’t make it.
That’s a wrap. Again, if you were one of the speakers let me know!
The “Radically Casual” Charm of Lost Levels originally appeared on Ani-Gamers on March 23, 2019 at 11:44 PM.
By: Evan Minto
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Scarfninja’s Jukebox/Music Writing Tag
Inspired to do this tag by @shaelinwrites even though I wasn’t tagged (you can see her post here). Of course, this gave me a great excuse to my another playlist on 8tracks again, which you can listen to here.
The rules are:
1. List lyrics that best describe your characters from your manuscript (doesn’t have to be current)
2. List at least three characters/lyrics
Also, thanks to @sarahkelsiwrites for creating this. I love doing these sorts of posts so I hope to do it some justice. Here we go!
HOPE : “So you can throw me to the wolves/Tomorrow I will come back/Leader of the whole pack" Throne - Bring Me the Horizon
To be honest, this song could pretty much describe like 90% of my characters. But seeing as Hope literally drags herself through hell, I think it’s best suited for her.
Hope is from the first arc of my first, giant project, which I refer to as The Saga. She’s the first of eight chosen to change the system of magic within their world. A bit of a stoic, you might be shocked to see how protective and loyal she is to her friends and family.
Also she has lightning magic. get it?
LOLA: “And I don't give a damn about my reputation/Never said I wanted to improve my station" Bad Reputation - Avril Lavigne
The second heroine of The Saga. Fun fact: Lola is actually the protagonist of the very first book I ever wrote. Also, like her successor, Rouge, I primarily associate her with the color red.
Lola is the closest thing I have to an anti-heroine. She has less gripes with doing morally gray things if it means achieving her goal. Admittedly, her motivation, returning ancient relics to where they belong, is a pretty pure one. But she has no problems with killing or blackmailing people, and she’s certainly not afraid of standing up to people.
She’s been discriminated against for her entire life for being a halfling, so she’s pretty jaded.
ANDY: "One breath in this moment/We'll stay 'til we're chosen, and through it all/With our eyes wide open/We'll fight 'til we're broken/We rise and fall" Rise & Fall (Krewella Mix) - Adventure Club (feat. Krewella)
The Saga’s third heroine, and another halfling. She’s also a knight, and has a strong sense of morality and holds her ethics in high regard. Probably the most honorable of the six Saga heroines.
Needless to say, Andy is not afraid of dying in battle if she thinks it will help. She takes her status as a knight and bodyguard super seriously. I can’t talk about her too much without getting into some spoiler territory, unfortunately.
I picked this song for her because I think it has a nice “breathy” element to it that she would really like. That’s probably a weird way of describing it, but it gets at her essence.
SHARONA: "I'm such a star/Queen boulevard/Blaze through the dark/And never stop, it's how we ride/Comin' up until we die" Break the Rules - Charli XCX
Sharona, or should I say, Princess Sharona, is The Saga’s fourth heroine and arguably its liveliest.
The best way to think of Sharona is if you take the easy-going nature of Son Goku and mixed it with pre-Angel Cordelia. Also while keeping Goku’s battle lust. Essentially, Sharona will do whatever Sharona wants. And if she’s bored, she will let you know in the bluntest terms possible. (”Yes, Mr. Prime Minister, this meeting is a complete drag so I’m going to leave now.”) If it weren’t for her older brother, Aodh , and his mastery of persuasion there would probably be more threats against her life.
Sharona is also easily distracted. Despite in being search of previously mentioned older brother, every time Sharona arrives in a new town, she immediately goes in search for the strongest person around to challenge them to a fight. And she will not leave town without fighting them.
In a contemporary novel, she would be your local party girl and upcoming Instagram model. Would constantly pose with her tongue sticking out and would drive a car with a detached roof just like music videos.
CHRISSI: "I crawled over broken glass/To find a place in the sun/Was with me all along" Awesome- Darling Violetta
The Saga’s fifth heroine has no magic or fighting skill, but she has a pretty unique skill. Chrissi is a “jademaker” or someone who specializes in making magically enchanted charms that help with the most mundane of tasks to enhancing entire armies.
In terms of personality, she’s a bit of a proto-Jenna; both are dreamers, and romantics at heart, are super optimistic about life and take a backseat to the hardcore action. Chrissi is a bit more confident in herself, however, and unlike Jenna, she got her formal schooling from going to an academy rather than a tutor.
Since the fourth and fifth arcs of The Saga have the shortest time gap (only four years), she’s actually introduced during Sharona’s story, and they have cute nicknames for each other - “Cupcake” and “Roni”. (Chrissi was only eleven at the time, cut her a break. Judge Sharona more). Despite all the teasing, Chrissi really looks up to her and wants to do well by her. In fact, Sharona was the one who encouraged Chrissi’s dream of studying and becoming a great jademaker.
CLARISSE/LIESE: "We play with fire/These yellow marks get glowing/Ember on the wire, I'm burning with you on this black tar road/When it feels this good, you don't let go" One Bad Night - Hayley Kiyoko
The last heroine of The Saga is also the youngest at fourteen. Until the night she was attacked by zombie (yes the story really goes there), she had no idea she was a fire mage. She was under the impression that her life would be normal (or rather, as normal as it can get in this world) and being inducted into an underground resistance was not part of that plan.
These lyrics were picked more for an on the nose reason - her fire magic. I think an older Liese would listen to a lot of Hayley Kiyoko and relate to her though, especially this song. More or less, she’s a pretty typical teenager thrust into a situation she’s unprepared for. Like Sharona, she thrives off of parties and people, though she’s got more tact and lacks Roni’s confidence.
Also, Liese is her nickname I chose because of one of my favorite video game characters.
JENNA FELDBERN: "Waiting for love/Waiting for the same or/Dreaming on the other side/Hoping no matter how far I'll find my way to you/Following a rainbow" Rainbow - Colbie Caillat
Hardcore romantic lesbian witch. Jenna’s story is probably the most easygoing I’ve ever written, and Elixir’s playlist (not the mini mix) has a lot of Colbie Caillat. This and One Fine Wire describe her best.
Jenna aspires to greatness, and wants to see if she has any secret witch abilities. It’s unlikely, considering the magic gene runs pretty low in her family. It was a major surprise that her mother was born a witch at all. Still, Jenna is determined to evolve her skills.
More to be revealed in my eventual All About My Novel post for Elixir of Heaven.
MELISSA: "My friends ain't gotta worry more/They meet outside the corner store/And walk the pavement, miss the cracks/I’d join them if I could relax" Hang It Up - The Ting Tings
Melissa is from a short story I wrote called “From the Sidelines”. It’s essentially the story of a mistreated sidekick trying to do the right thing in the face of abuse and incompetence.
In short, she’s Hermoine - super smart and gets everything done only for the “hero” to get all the credit. It’s only when she has her views challenged by the sidekick of the story’s villain that she has to really consider whether or not she can continue fighting the good fight the same way.
She also has a really cool friend she’d rather be hanging out with most of the time but can’t because of freakin’ Kevin.
ROUGE DELAVILLE: "We fight for the dream/We fight to the death/We fight for control" Fight Like A Girl - Emilie Autumn
The second heroine associated with the color red. Rouge is from my Little Red Riding Hood reimagining Captain Rouge. Which is basically a retelling with sailing and magic.
She’s pretty similar to Sharona, though a bit more diluted. She’s also no where near as extroverted, and when actually trying to make friends, she struggles a bit. She’s kind of lonely. She’s also the only other noble character I have.
Still, Rouge has no problems speaking her mind, and has dreams of sailing across the oceans to see other countries. She’s definetely a fighter, and can often be seen training with either her gun or in hand-to-hand combat. She gets to sent to her grandmother to work at her shipyard, since her parents can’t tolerate her “bad attitude.” Rouge is also asexual and aromantic and has zero desire of being tied down in a political marriage, something that causes her endless stress. It’s also caused a strain in her relationship with her sister, Bianca.
I’ll be talking a bit more about her in my All About My Novel post for Captain Rouge, so I’ll cap it here.
MARIA VALENTINA: "Made of concrete made of gold/I am young and I am old/Preach the Son's eternity/You tell them lies/You tell them all" I Am Shell, I Am Bone - Gazelle Twin
I’ve brought up this song a bunch of times, and I mentioned that it was one of the biggest inspirations for The Twilight Court, and specifically one of its main characters. I never revealed what her name was though.
Maria is one of the POVs in part 2 of the book. I can’t really tell you all that much more about her role, so here are some trivia facts instead: she’s also associated with the color red. She’s Italian and Catholic. Maria isn’t her real name. She’s unknowingly asexual and aromantic.
This was fun, so I might do another one soon, except with Disney songs.
Check out my other playlists!
The Twilight Court
Elixir of Heaven
Lola’s Novel (Dark Scarlet)
Also, I tag anyone interested in doing this.
#scarfninja's jukebox#writing playlist#music writing tag#writeblr#writingblr#amwriting#amwritingfantasy#amwritingurbanfantasy#amwritingscifi#novel: the twilight court#novel: elixir of heaven#novel: captain rouge#novels: the saga#project: from the sidelines#protagonists#main characters
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