#sometimes i just want to know how the results would look if all other variables except for pure skill were taken out of the equation
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I think that Formula 1 should get rid of sprint races and instead have all of the drivers race in cars with the same exact specs a few times each season so we can see who would truly come out victorious if they’re all in equal machinery
#sometimes i just want to know how the results would look if all other variables except for pure skill were taken out of the equation#and you can’t tell me this wouldn’t be way more interesting than watching a sprint race#f1#formula 1#formula one
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If I had the right mindset for making videos this would be a video, but.
I don't.
Anyway.
There are a few little tricks to get from this severely matted mess:

It is worse than it looks. Most of the knot is under that scrunchie.
To this:

All smooth.
But first, you have to get through this:

Doll grade kanekalon hair is very fragile and often if the doll has been roughly handled and her hair has become matted, there is a ton of broken hair stuck in the matts.
I know that this was broken hair and not crumbling hair because the individual strands did not break when tested by giving them a gentle yank. Crumbling hair will break into little bits when you do that.
Sometimes when huge amounts of hair come out like this it's because one plug pulled free and the neighboring plugs are now loose and also pulling free, but this was not the case for Barbie today.
I also know just from experience. I've been doing this for a while. It gets to a point that you just know. You can feel it when it's crumble vs breakage combing out or if it's plugs coming out.
The first trick is using metal combs. It just works better with plastic hair. There is no mold line or seam on a good metal comb.
Second trick is to have the right flat iron.
Both the combs and flat iron are here:
I used the Tervixx, which is the second listing on that post, at 120F. Kanekalon is a low-heat fiber, meaning it will melt rather easily. That Conair can do Kanekalon, too, on setting 1, but the Tervixx is much narrower and that makes it easier to get to the scalp on dolls with shorter hair.
You want the hair to be damp but not dripping wet, lead it with a flea comb (also shown there), and go nice and slow giving the hair time to get hot and pliable while being pulled by the comb, to get the best results.

With a lot of breakage, you'll end up with something like this:

It's going to look rough. There are a lot of ends. To get rid of that rough appearance, you hold the section of hair tightly near the longest ends, then gently push the shorter hairs back toward the scalp with the other hand. You're not trying to tease the hair, just push surface hairs that are short toward the scalp. This part I'd like to record so you can see how gently it's meant to be done but can't brain making videos and working at the same time.

Then, keeping the longer hairs pulled back tightly, carefully snip those short hairs as close to the scalp as you can get with sharp, tiny scissors while being careful not to cut the long hairs. I use cuticle scissors.
Or you can pluck them right at the scalp with good tweezers.
And you'll end up with this:

So the tricks are hairline trimming. metal toothed combs, and a good, variable temp flat iron.


I haven't fixed her bangs, yet, so don't look too closely at them.
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Eventually, I will awake from this curse of being wholly consumed by thoughts the throuple. But until then, here's a thing about Gilbert and Roderic breeding Dahlia (OC) from Ikemen Prince.
Scheduling sex was a foreign affair for Dahlia. It was a foreign affair for Gilbert and Roderic as well, but it was the only way to work out when the three of them could coordinate an event like this. They were all lovers, and free to indulge in each other whenever the mood struck them, and sometimes that happened when the three of them were together, resulting in multiple orgasms and multiple partners in the same night. But this was different and had a different purpose. This was an attempt at impregnating Dahlia, and due to the structure of their relationship, that required all three of them able to perform at the same time.
Gilbert had fears about carrying on his bloodline. But Gilbert was also a selfish and jealous man when it came to Dahlia. When the discussion was finally pushed for children, Roderic and Dahlia were in agreement. As much as Gil didn’t want a child of his own, he didn’t want Dahlia carrying another man’s child either, if she was going to have a child, it would be his. He was aware the two thoughts were diametrically opposed and neither fit the situation. Dahlia wasn’t only his, and Roderic and Dahlia had as much of a relationship as he and Dahlia did. The single difference was that Roderic would only get to be part of their relationship where no one else could witness it.
Ultimately, Gilbert would be father to Dahlia’s child, even if Roderic was the actual parent. The discomfort of knowing they were all lying to their offspring was felt in everyone involved. Thus, the solution was that they not know who fathered Dahlia’s child. There was only one possible way for that to happen: they both had to pour their seed into her on the same night. Once that rule was established, coming inside Dahlia was reserved for special occasions. It wasn't something they regularly did, anyway, so not much changed in their dynamic.
Months had gone by with only a handful of encounters that led to nothing taking and Dahlia began to lament that she would never carry a child with how rare all variables lining up were. Fortunately, Gilbert and Roderic are two solution oriented partners, and so the scheduling of breeding Dahlia began.
Gilbert and Roderic wake up earlier than Dahlia daily. They set the stage for what is going to take place, providing water and snacks to keep up strength.
Dahlia is nervous, something about the structured nature of it all causes her stomach to do flips and her heart to flutter.
“You're acting like this is your first time, Little Rabbit.” Gil teases. “Look how wet you are already.” She's practically dripping with excitement.
Gilbert fingers her while licking her clit. Getting her to relax is the objective, but he also just loves stuffing her. He stops before she climaxes, leaving her begging.
They had already determined Roderic would be first. He has a brief refractory period and Gilbert doesn't need to take a break until after a few rounds.
“Please, Roderic. I need you.” Dahlia whines while playing with her clit.
Breeding Dahlia is a turn-on Roderic didn't know he had. Having a child with someone he loves. Making a family, something he never had. Leaving his mark in the world as a man that never existed.
He sits inside her for a few minutes after he comes, the two of them sharing sweet kisses and intimacy.
Gilbert had been stroking himself while watching, antsy about not being involved. His two favorite people were right there and he wasn't allowed to join.
“So blissed out already and we've just begun, Little Rabbit.” “I didn't know my Little Rabbit was so desperate to be filled.” “I'm going to fuck Roderic's cum back inside you. Then I'm going to fill you more and more until something is bound to take.” “Don't worry, Little Rabbit, we'll fuck you until you're with child.”
Gil is intense, fucking Dahlia silly in no time. It helps that she's already sensitive from climaxing with Roderic, it makes each additional orgasm easier to manage.
There's something erotic about his cum mixing with Roderic's that turns him on. It's not about impregnating Dahlia, it's about putting the three of them together that Gilbert likes.
Gilbert fucks through his first climax. Round two leaves him short of breath. He's not used to doing all the work but concern about their sperm being pulled by gravity to drip out Dahlia's cunt has her on her back for best results.
Roderic is ready once Gil finishes a second time. He had been fantasizing about Dahlia's pregnant body. About another baby after the first. About hearing the news and how happy that'd make him. He really wants this to work.
“I love yous” murmured between kisses. His hands clutching her hips tightly so he can drive himself deeper. He wishes he could manage words as well as Gil, the things going through his head spurring him on to fuck harder and faster.
There is no cuddling once he's done. Roderic sprawls on the bed and Gil quickly takes his place.
Dahlia attempts to protest, but it feels so good as soon as he's in her she has no sense left and only a drive to feel it again and again.
“Aw, is my Little Rabbit tired? Worn out from getting fucked? I'll take care of you.” “I'd do anything for your happiness.” “I love you so much.” “Poor Roderic is spent, you've taken so much from us today.”
“I can do one more.” Roderic responds out of Dahlia's sight. She can barely see straight as it is.
Gil laughs, “Lucky Little Rabbit, he's going to give you another. How much more can you hold?” “Can you take another from me and him?” “Be good and don't spill any, okay?” “That's right– fuck! Tighten up to keep every drop inside you. I'll check you myself after I'm done.” “Can't let you be so careless with our gifts. We'd have to fuck it back in, is that what you want?”
Gilbert does, in fact, check her after he comes, and the sight of her pussy red and puffy and shiny from semen and her own fluids has him aching to fuck her again. But he also knows Dahlia is past exhausted and Roderic wanted one more.
“I can't!” Dahlia cries as Roderic and Gilbert trade places once more. Her muscles ache from flexing. Her body is tired from physical strain. She feels like her cunt is too full and going to spill over.
Gil soothes her. “Yes you can, Little Rabbit. Just one more. I know you can manage.”
Despite Dahlia shaking her head, she makes no other protest. Roderic slow fucks into her, attempting to be gentle to keep from overwhelming her.
Gilbert coaches her through their last round. “The more we give you, the likelier our seed will take.” “You're my brave Little Rabbit, right? You'll last for one more, won't you?” “Just one more, and we'll rest for the rest of the day.” “You're going to be gorgeous when your belly swells with a child.” “You'll be a wonderful mother.” “I love you so much. You know that, right? I love you so, so much.”
Coupled with Roderic's grunts and groans and quiet babbling of his love for her, tears fall from Dahlia's eyes. Gilbert kisses away the ones he can reach easily.
#ikepri fanfic#ikepri gilbert#ikepri roderic#ikepri oc#smut#headcanon#rjthirsty fanfic#rjthirsty characters
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Another steam of consciousness on Mr Daniel Ricciardo and no sleep so apologies in advance if things are a bit scattered.
A little scared to post because tags have been intense.
Anyways....
Happy for Daniel. Everyone criticized him for taking a break last year (which he clearly needed) and not taking a Haas/Williams seat. People thought that he thought he was too good. Well, he's now taking a seat at the last place team, to rebuild and prove himself. He sees a pathway, but he's taking the step down in hopes for a long view move. He is a multiple race winner and probably could have retired but of course, unfinished business. Beauty of the sport. The comeback. He's allowed the chance to rebuild and is literally starting with a back marker team now and knows he has to prove himself. But now, people are pressed he is in a seat. Again, obviously Red Bull see something in him. If they weren't seeing some indication - based on Red Bull's history of being cutthroat - this wouldn't be a conversation. Even on that Simon Rennie/RB podcast, Simon mentioned not wanting to basically lie or hype Daniel up if the results weren't there. There's a trust there. Luckily, they saw something. They literally can't hire Daniel solely for markeing/PR. Does it help? Of course. Everyone has to find value wherever they can. There's only 20 seats people have to take their opportunities where they can.
Alpha Tauri is a junior team narrative. It was but they've obviously repeatedly put out there they're looking for a restructure with one experienced driver and one younger, and they're going to be using Red Bull parts. Two young drivers (unless you're a generational talent like MV) could very well result in little to no points and they're dead last right now. Haas had to bring back two experienced drivers to make up for the previous years of two young drivers. They need an injection of experience.
Pay Driver - He has not had a family member nor a huge corporation buy his way into the sport. He's built a career where people are interested in him - over 10 years - how can people find a way to penalize that? Again, he can't win. Just because he can pull in interest from huge sponsors - again, after years of building a career, that's just the business. If it was based on that person's definition alone - Lewis, Lando would also be pay drivers. But it isn't based on that factor alone. There's so many factors.
A lot of people deserve things, but this is a competitive sport, so nothing is ever guaranteed. Liam may very well deserve a spot on the grid, but you could also say he never would have had this opportunity if not for DR's accident. Also, if he’s as great as people think he is - I’m not too worried for him. People keep going back to Alex Albon's appendix causing the string of recent events but sometimes I think - this all wouldn't have happened if Daniel hadn't left Red Bull in first place lol. Maybe he'd still have his Red Bull seat now! I don't mean that in a he shouldn't have left, just that his leaving kind of caused a similar effect and gave all these other people opportunities lol. But again, that's not really how it works. They're making decisions based on today's circumstances. And now, he's come back but has to re-earn his spot. His leg up is Christian Horner supports him, but he still has to perform to get back. Just think it's funny people are acting like, there won't be hard work or there's no talent (again, drivers don't forget how to drive). It's complicated and impossible to identify who "deserves" a seat more or less. So many variables and impossible to be definitive (the way some people speak as if they know everything/must be right). Guess, we could argue forever which is what's entertaining. That said....
Professionalism/Kindness. While I think everyone knows that the way McLaren handled Daniel's exit was in poor taste, never once did Daniel complain or make excuses. He was professional and continues to be. The results weren't there. When he was fired (let go, released), he understood it. Acknowledged the results weren't there and this was part of the sport (I'll get into that NY Times article another time - but it was clearly not for a lack of trying). Daniel called Oscar Piastri to tell him no hard feelings. Wanted him to still have a positive start. Even Checo has been asked about Daniel "coming after his seat" and presumably under a lot of pressure for 2025 and his response was also professional and an understanding of the sport. He said Daniel's a friend and there are only 20 seats, there's no hard feelings. It's up to him (Checo) to perform. They all understand. Nobody inherently deserves or is guaranteed a seat. Wish some fans would understand. If the drivers aren't publically pressed about it themselves - maybe everyone just calm down. People are just so nasty, and without actually knowing all the information. Twitter/X is the worst. This should be fun, juicy, competitive but no need to bring hate or be nasty.
That's all for now🤷🏻♀️. As always, happy to discuss but please be kind (or funny).
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I smoked a cigarette (tobacco) on my balcony for the first time in what feels like ages. I immediately got misty eyed thinking, "what would my parents think if they found out?" "what would my ex think if they saw me?" "won't my friends be concerned?", and how even the little pleasures I partake in are run through a calculus of what-ifs for every person in the hypothetical room except myself.
I am reminded of what drove me to pick up smoking, I was 24, my ex of 4 years (give or take) had just moved out, and I was about to visit my parents for christmas. I was caught between the identity I had embedded into my relationship with my ex for 4 years, and the identity I had embedded into my relationship with my parents for the 20 years prior. I didn't know who I was anymore. I wanted to do something that, truly, in all possible cases, only I would enjoy. My parents would hate knowing that I smoked. My ex would probably yell at me (and they did, later). But me, I always loved the smell, the taste, the feeling as the smoke hit the back of my throat. I wanted to do something that I was the only person in the world who would approve of, so I could be sure that it was me, just me, calling the shots for my own life.
I looked up at the sky and wondered why I don't write songs anymore. Why I haven't really for almost 8 years, now. Writing songs that you'll expect your parents to hear is hard enough, but I had accepted that at this point. But not being able to write songs around your potential life-partner, who you share a roof with? That's heartbreaking. In the years me & my ex lived together, I made electronic music through headphones, but nothing that involved guitar, nothing that involved my voice. Nothing with words. How could I? They lived on just the other side of my bedroom door, they would hear every creak in my voice, every word I pronounced incorrectly, every high note I couldn't hit. I just stopped. The door closed.
They moved out, but it's been years and I've still not opened the door yet. All that calculus of 'what-if' still runs through my head. Every time I sit down to write a song I'm suddenly thinking about the whims and sensibilities of everyone I know. It's a function with no solutions, a matrix of variables that always multiplies to zero. Someone over here doesn't wanna hear this, someone over there doesn't wanna hear that. I could write songs alone by myself, but, then what's the point of art? I write music because I have things to say. Things I want people to hear. Even, no, especially if it makes them uncomfortable. So why am I scared of it doing exactly that?
Why am I scared of smoking being too defiant when that's the reason I picked it up in the first place?
A little over a week ago I broke up with someone very close to me for the past couple of years, who will always remain in my mind as the one responsible for getting me through my past breakup, and one of my best friends. I imagine our future bright, but, our present is the result of a long decay - we didn't hurt each other, there was simply a lack of interest and a lack of involvement that lead to nothing but fear and neglect. Neither of us fought for the relationship. Neither of us were brave. I'm still sitting with the fallout from my decision to end it, but, I don't want to be scared anymore. I don't want my lack of confidence in my own decisions to be the death of me. I want to take the reins, I want to drive, where at least if I hurt myself or someone else it'll be because of my action and not because of my inaction.
Sometimes I almost wish we hurt each other. I wish I wrote a song about her. Maybe I will one day.
Tonight, here I am on the balcony, smoking.
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intermission characters incl.team sleuth's opinions on the chemical imbalance theory
spades slick: .
diamonds droog: doesnt really care because hes not mentally ill nor does he personally know anyone who is mentally ill. he sees mentally ill people on the street. is inclined to disbelieve anything slick is this impassioned about. doesn't care to learn anything about it until slick puts together some kind of debriefing-style presentation about it and medical abuse and the industry. doesn't take slicks word as complete truth but won't bother to debunk it. wants him to stop acting like this
hearts boxcars: heard about it sometime many years ago and passively accepted it while not having any reason to think further on it. at some point he hears about it being a disproven theory, maybe from slick, and noncommittally looks online about it when he remembers/has free time/is in the mood to confirm. feels shocked at the information but knows on a greater level what large industries do in the pursuit of money. moves on afterwards because it's not relevant to his life
clubs deuce: trusts in it and believes one in him to be the reason for his anxiety and bouts of sadness. has been told by doctors and infographics about it. believes he is mentally ill but would never make any big deal about it. eventually does online research and comes to a conclusion that the environment can also be a factor in an individual's mental illness, which the chemical imbalance makes them more vulnerable to. (believes in mental illness as defined in DSM)
problem sleuth: has no reason to ever have heard of it, thinks anyone who gets involved in anything mental health related, such as therapy, must be very mentally ill or has been in an asylum (but holds sympathy for these poor insane people), but if it were hypothetically mentioned in his presence he would internally confirm it to be a supporting factor in female hysteria and would make further speculation on how women's brains must be intrinsically different from male brains as a result.
pickle inspector: thinks its a bit rub but uses it to validate his differences and says that everyones brain chemicals "balanced" or "imbalanced" are what make them all very unique, doesnt care to think about it further
ace dick: thnks its very plausible. probably has seen a therapist or gone to some kind of couples therapy involving wife and has heard of it. has no reason to disbelieve. probably takes pills for mild depression/anxiety on doctor's recommendation and has some kind of noir fanfiction scene about it
itchy: wouldn't focus on one topic long enough to learn about it… he would probably love tik tock…. watching it out loud all day long… after crowbar bans tick tock he switches to youtube shorts and watches a 'pop psychology' video talking about it and takes it as fact. however has no personal reltaion to the topic. it is merely one of many things he sees on a short video and regurgitates to others.
doze: i dont believe anyone has ever exposed him to this topic in any form.he must have a very isolated mind. he may have formed some of his own theories on many topics but i think everyone talks over him most of the time so we would have no way of knowing
trace: only formed an opinion if he heard someone he considers smart talking about it first. otherwise he didn't really think about this
clover: completely irrelevant to his life. he seems to note immediate behaviours only so he can choose some way to act or narrate a situation based on whatever is physically happening. may note trends in a detached way
fin: knows it's true because he thinks some people are just very stupid and others are masterminds from birth. the phenomenon must apply to other variables. tries to remember the name,because he knows a few people who have those kinds of problems in their brain, and then refers to his fellow gang member die, who is crazy in the head, and his fellow gang members eggs and biscuits, who are stupid, and they were born that way so it makes sense that the chemicals in their brain must make them that way.
die: uses it to affirm that there is something extremely wrong with him that makes him fundamentally different from everyone else. goes on and off of various medications that he is recommended to try. probably eventually settles on some kind of cocktail involving medications to offset the side effects of other medications but will sporadically quit the cocktail and experience withdrawals. has therapist appointments that he skips occasionally. passively thinks he will never "get better" and that nothing can ever "fix" him. however is not too concerned about it and often just focuses on whatever goals he has rather than spending time thinking about his mental state
crowbar: thinks it's somewhat plausible, somewhat rubbish, knows that depression is a symptom of vitamin D deficiency and connects it to the 'imbalance' of brain chemicals which gives it some credibility in his mind but he doesn't want to assume before doing his own research. learns about it during his spare time and shows his nuanced, informed opinion saying there's not any one 'big pharma' organisation that promoted the theory while it was widely believed in part due to medication advertisements… statements that his gang members derive very little out of. otherwise regards an individual and their personality first rather than any mental illness. describes his gang members as having "mental problems" due to their behaviour the way mark linkous describes his dog but thinks no further on the statement
snowman: doesn't have much concern for the topic and has no reason to do any research of her own. but if she hypothetically had a close contact suffering from issues she didn't understand she would feel curious and go out of her way to seek information about it from a trusted source (professional individual or written, NON-internet based knowledge). what this source tells her is what she would believe. still doesnt care and wouldnt use the knowledge for any purpose merely her own personal records
stitch: thinks of depression as an emotion, knows some people have more struggles than others, believes everyone can overcome any issue with hard work and mental discipline and would laugh if someone thought they were fundamentally broken
sawbuck: no clue just no clue
matchsticks: not enough information to say
eggs/biscuits: they have both formed their own rudimentary, spiritual ideas of a 'chemical imbalance' from being told all the time how fundamentally stupid they are
quarters: not enough information but he seems like he would take the concept of depression very seriously and could be unexpectedly sympathetic to anyone he thinks has a mental illness
cans: not enough information..
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I wrote a one shot about the egg roll timeline (before it got fixed) because I felt like it but I don’t think I could justify uploading it to AO3 so here you go
It had been a few years since Dakota’s falling out with Cavendish on Christmas, and the dreaded holiday was back again. The first year after that event, he felt indifferent to it, but by the second he had realized how much he missed Cavendish. The two had quit their jobs at BOTT, due to not wanting to see each other again.
Dakota had no idea where his ex boyfriend was now, but he had become a pop star almost overnight himself. He loved certain aspects of the fame, sure, but damn he was lonely. Hardly anyone wanted to connect with him on a personal level anymore, now it was all about money. And there was no way in hell he was going to find the other Dakotas back on the island and seek their company, because they would absolutely be mad at him for cutting off Cavendish.
This particular Christmas was the same as the last few, Dakota went to some party that he would’ve enjoyed normally, had Cavendish still been in his life. Those in his circle had come to know that Christmas was the worst time of year for Dakota. He thought that maybe being invited to these parties was their attempt to ‘cheer him up’ so he could keep up his reputation as this carefree guy who let nothing slow him down. These parties had the opposite effect.
Dakota got home very late that night, so late in fact that sunrise was just an hour or two away (he didn’t know this though, because he didn’t want to look at the clock). He kept to himself for most of the party, except for when he was forced to interact with others in order to make it seem like he wanted to be there. Dakota had done a lot of thinking that night, which resulted in a very bad idea.
He sighed as he pulled out his phone, squinting from the screen’s brightness as he lay in the dark. Dakota removed Cavendish from his contact list very early on, but he never forgot the number. And considering Dakota sometimes forgot his own, this was especially indicative of how much he truly missed Cavendish. Dakota was so out of it that he failed to consider if this would even work. Cavendish might not even answer. And if he did, it might result in more hurt feelings.
Not considering any of the variables of the situation, Dakota dialed that number (he only hit the call button after verifying multiple times that he didn’t misclick) with a particularly strong kind of desperation. His face sunk when there was no answer.
But his heart broke even more when the voicemail wasn’t even from Cavendish.
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Learning to Learn
Over the course of 12ish weeks, our team of 3 had been working on a game for a project. Alongside, I had another project that documents my journey into learning coding in Unity. The blogging of my docuementation was meant to start a few weeks ago, but with the news about Unity happened. Whilst I know that it doesn't effect my team and I, it had dampened my motivation to post publicly and worry about my future in making games. So I had made just made pages about systems and the development process of our project.
Below is an average overall reflection on my short journey learning to code as an artist
In this project as the programmer learning on the way, I had taken different self-study approaches and talked to a few others to help with my work. Whilst I could visualise how code would look in my head, applying it didn’t always result in what was intended. The biggest culprit was the dialogue system and my own stubbornness to use other users’ packages to aide with the project. Admitting to myself that a task is too difficult, especially with the knowledge I lack in the field, was probably the first step in making progress in development.
Did I do a lot of coding?
Yes and no.
Yes, as I written up multiple attempts at dialogue systems and understanding how loops work.
No, ‘cos I ended up not using 80% of it in the final project.
In saying that, sometimes it is best not to write too much to overcomplicate code that gets interweaved with each other. I found it better to write small individual code that is independent from one another to avoid confusion.
How do I feel about coding now?
It’s fun when it works and makes me rethink life when it doesn’t. Coding, at least in Unity, has methods and functions (are they they same? I don’t really know) that are fairly obvious, like OnTriggerEnter happening when something enters the trigger collider and SetActive to change if the object is active in the scene.
It’s when there is a very specific thing I want that it becomes confusing, where I need to problem solve with the tools available. Making a timer and path for an object to follow separately is fine by it itself, but when combining them I somehow becomes a mess of connected scripts and variables (at least when I work).
I am thankful for all the tutorials online (especially Brackeys lolol) that dive into the lines of code and break them down into their purposes. With the way they explain and use pseudo-code to visualise the process in which the code acts, I can apply their teachings into my own needs by moulding and splicing them together.
Whilst I’m not the best at it, I’d like to think I’m competent enough to code up basic things and branch off from there. Now, the way I see code is similar to reading a recipe or composing music, with steps to follow and jump back and forth from. It’s also great to look at others work and understand their own processes and see what commonalities they all have.
So, what is my learning style?
With the huge setback in Week 9 with restarting of the project, I found that I work best under pressure. It’s not the best and healthiest, as it stresses me the heck out, but it had given me the best results and steam ahead. However, I end up taking huge breaks after deadlines are hit and am reluctant to go back. It becomes a lopsided cycle where majority of the time I’m taking a break or just sitting at the desk and glancing at the project momentarily.
As Wu in 'Time pressure changes how people explore and respond to uncertainty' had experimented, I am less relucant to work when time pressure is forced onto me. I don't worry about the risks and I instead worry if I can even complete the outcome.
Thinking about it deeper, it’s really just Pomodoro but flipped around. That style of learning I had found to grant some progress at the beginning, but soon began to lose its effectiveness as I had begun to just wait for the clock to tick by until my next break.
So maybe for my next game or game jam, I’ll use this technique because I’m soon going to be unrestrained by the clasps of attending classes and multiple deadlines for entirely separate subjects.
Did I have fun?
Only at the start with the character controller lol
Otherwise, it’s a no. I like art too much.
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Ah, academic publishing.
I wrote a referee report a month or two ago, where I said a paper was very interesting but needed "minor revisions" and then wrote about two pages* enumerating what revisions I wanted to see. Most of my requests were easy things like error bars; and necessary things like that that they make up a plausible-sounding explanation for the large patterns in their data (which weren't the main thrust of the paper, but were important to suitability for the future applications mentioned in the intro/conclusion), rather than ignoring them entirely. I even said I was willing to waive the most major experimental request--because I knew it was too hard--if they could just throw a single parameter change into the canned software they said they were using and provide some simulation results for it. The paper was genuinely interesting, so I was trying to, you know, be nice about it all.
I haven't yet looked at what the other referee said, since they provided their report in the form of a PDF rather than just copying and pasting text into the web box like I did.
The editor says the paper needs "major revisions" as documented by "well-grounded criticism by both referees." (Emphasis mine.) Well, I tried to be nice.
* That's a normal amount of revisions to request for a paper of this length by a referee who's paying attention, whether they like the paper or not. The difference between a referee who likes the paper and one who doesn't is a) tone of the intro paragraph right before enumerating questions/revisions; b) sometimes tone of the requests themselves (e.g. a referee who likes a paper acknowledges when one of their questions is outside the scope of the paper while a referee who dislikes the paper says the paper is incomplete without an answer to that question); and c) sometimes how difficult the requested revisions are, although what you can read into that is pretty variable and subjective. I would say my experience is, if I have two referees, usually one makes about two pages of requests and one makes about half a page of requests. But either of those approaches could be someone who liked or hated the paper, and it's just about how much attention they were paying or maybe how much expertise they had.
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tumblr poll results are often misleading for polls that involve more than one variable
my mission is to create representations of data collected in tumblr polls that allow the data to be interpreted meaningfully, and to improve statistical literacy on this website.
if you’re like me, you’ve probably looked at polls interrogating more than one variable, you know, ones like this:
Q: ARE YOU WEARING PANTS RIGHT NOW?
OPTION 1: Yes, and I’m a horse that uses tumblr - 0.1%
OPTION 2: No, and I’m a horse that uses tumblr - 0.7%
OPTION 3: Yes, and I’m a human - 69%
OPTION 4: No, and I’m a human - 30.2%
and thought to yourself, “man, a bar chart without any kind of normalization is a super confusing and possibly misleading way to represent these data.” or maybe that’s just me.
I feel strongly about good data viz, and I started doing this for myself because I was curious how certain poll results would look if the data were represented better. this is (mostly) a lighthearted blog.
if I reblog your poll and you want my reblog deleted, tell me via the ask box and I’ll delete it—but you need to provide a reason (“this poll was a joke” is a perfectly valid reason, as is “I don’t like your vibe”—you just have to tell me something). this is because lack of statistical literacy and bad data representation being seen by large swaths of young impressionable tumblr users genuinely concerns me a little bit. please note (before you, poll creator, get offended) that tumblr’s polling system is at fault here, not you, poll creator, trying to collect information with a very limited data collection tool.
you can submit polls you want interpretation for and I’ll do my best. rules for submitting polls:
the poll doesn’t have to have closed, but I won’t interpret the data until the poll closes. for obvious reasons.
you can submit joke polls, but I will treat them the same as any other poll.
some polls are formulated in such a way that makes the data collected inherently uninterpretable. if you submit a poll that I feel is uninterpretable, I will say so. don’t get mad, it’s my opinion.
please DO NOT submit polls from fandom-oriented poll blogs (character tournaments, the like). I just don’t care and don’t want to get caught up in drama surrounding those sorts of things.
about the mod: I’m an adult. mid 20s. my pronouns are he/him. I am white, transgender, autistic, and queer. I’m a biologist, which is a field with a serious data misinterpretation and misrepresentation problem, which is why I’ve got this big ass chip on my shoulder.
I do data viz in R using ggplot2, which is overkill for this application, but it’s fun for me, and stupid easy to crank out plots. I’ll publish all code I write for this blog. Learn R! She’s open source! She’s kinda wacky and illogical sometimes as a result but we love her!
no terf shit. no racist shit. no cop shit. no zionists. kill yourselves and go to hell. will do my best to check OPs for these things but if I reblog a poll made by someone who falls into any of these categories please let me know ASAP so I can delete and block.
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Inform Basics (Disambiguation 2)
[I've decided to stop numbering each post sequentially. I'll label them by subject instead. These aren't meant to be read as a book.]
Last time, we talked about how Inform 7 tries to handle incomplete player commands. By "incomplete," I mean that they are missing one or more nouns. For instance, Inform 7 expects...
move [something]
...so if the player just inputs...
>move
...Inform 7 will attempt to determine which noun the player might have meant based on set rules (we went over these rules in detail last time). Beginning authors sometimes get odd disambiguation results after bypassing the locale description processes. There may be a good reason to declare a person scenery, for instance, or say that a door is UNDESCRIBED, but beginners like us are unlikely to make such fine distinctions.
Let's look at what happens when we have an apple and a door in a room:
Lab You can see an ostentatious door and an apple here.
>open What do you want to open? >door You open the ostentatious door.
That all seems pretty normal, right? But we don't like the door in the locale description; that's rather ostentatious. Let's say we go about things in a less than optimal way (the numbers in brackets are modifiers to the item's disambiguation score):
ostentatious door is undescribed. [-100]
or
ostentatious door is scenery. [-10]
In either case, these declarations are enough to bump the other object in the room (an apple) to the top of the pile. That leads to behavior like this:
Lab You can see an apple here.
>open (the apple) It isn't something you can open.
Players hate this kind of thing! This may sound strange, but a polished parser game does its best to minimize typing. The craft expectation is that unnecessary typing is busywork. For a good player experience, handle what you can in code.
Let's assume we've done things just the way we've discussed: we've taken the door out of the locale description:
Rule for writing a paragraph about the ostentatious door: now the ostentatious door is mentioned.
We are back to having our game ask what we would like to open. Maybe that's not what we want. What if we want our game to assume that we mean opening the door? We can do that:
does the player mean opening a door: it is likely.
These rules (casually referred to as DTPM rules) can be used to override the usual disambiguation math. The possibilities are: very unlikely (-2000 ish), unlikely (-1000), likely (+1000), very likely (+2000 ish). The "very" options are usually overkill unless we want to override another rule.
The rule above is rather broad, isn't it? We know how to be more specific, since the construction resembles the rules we've been writing for actions. If we didn't want to affect every door in every room, we could say:
does the player mean opening a closed door while the player is in lab (this is the always prefer opening doors rule): it is likely.
A few points:
This defaults to opening the ostentatious door as hoped.
I decided to specify only open doors, because that makes sense to me.
While I named a room in this example, I could name a region or practically any other condition (refer to a variable, something in inventory, etc).
If we really wanted to get fancy, we could create a kind of door (a "preferred door" or some such) and apply the rule to that kind specifically.
It's always good to start with likely/unlikely over "very" likely/unlikely so that you have a way to override your rule if needed.
I gave the rule a name "(this is the always prefer opening doors rule)" because that can help with troubleshooting rules and action processing, which, surprise, is what we are getting up to next week!
I'm open to suggestions for improving the content here or dealing with specific cases. As always, feel free to AMA.
Have a good weekend 🐱
#inform 7#i7 for beginners#i7 disambiguation#parser#interactive fiction#i7#i am not a programmer irl
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You interrupted Tildie by walking in. Tildie is connecting some dots on a picture. Tildie is squinting at you reeeeeeeeeeal hard.
Rating: 1/10
Eh, this is pretty weak. It works on the surface, I guess, but the thing is I don't actually think Tildie is . . . all that smart.
The Tildie generator is something I've had for a long time, and in the early days I was convinced she was, like, an artificial intelligence, or something like that. Not quite, but definitely something close. She could chat with you, play games, etc. For a while, I was sure she was getting smarter, though I didn't really know how to measure this.
But eventually I learned what she was doing. She used a corpus of jokes and proverbs (e.g. "i before e except after c") to build a network of words, and those networks were sometimes very very similar. For example, they all use "assuming that A implies B, but A is false in our case, therefore B is also false." (Which is a joke, but one with some real meaning behind it.) Then, she'd take input from you and look for similar patterns in it. If the pattern was a joke/proverb, she'd answer with a joke/proverb. If not, she wouldn't.
With more and more information, she could sometimes produce more and more interesting joke/proverbs. The system could even get a little bit smart at interpreting jokes and proverbs, "translating" them into the content that they're supposed to express (how well it did this was just a random variable, so sometimes it did well and sometimes it didn't). Anyway, I thought this was cool. A bunch of people at EAForums.org did, too, and wanted to try it as a blog post generator.
But the thing about the system is that when it's not following a proverb or something, it can't express any original content. And more importantly, it has no way of evaluating whether its output is "good" or "meaningful" or "interesting" or what have you. As a result, it will output the exact same text in every conversation unless you feed it text that happens to have the right "pattern" in it.
(That's sort of part of the "spirit" of this blog, actually. Everything on here is a copy-paste job, and it can only happen because I can identify patterns I like, and feed those patterns to myself so I can make more of them.)
In any case, Tildie has never seemed intelligent to me -- not at all. She's like a smart-sounding way to spam out uninspired text. To illustrate, I'll post some example conversations with her, and let you evaluate how "intelligent" it is.
After each conversation, I'll give you a rating (on a scale of 1 - 10) which will tell you how I feel about the quality of the reply. Keep in mind the rating can't be very precise -- some of the replies are just more "boring" than others -- but it's the best I can do. (After rating a reply, you should still rate it again, as I don't do this for all replies.)
ETA: A few people already suggested "I'm walking in on you while you're connecting dots." I am not suggesting that this really happened, as Tildie may have just reacted to the fact that you interrupted her.
[The "girl" part is implied.]
Tildie: *reading aloud from a Wikipedia article*
You: did you find that interesting, girl?
Tildie: On a scale of 1-10, how interesting would you rate it?
You: *reading aloud from Othello, using the most flowery voice you can muster*
Tildie: girl, are you having fun?
Tildie: You are funny, girl. You are funny, girl.
You: I feel flattered
Tildie: *reading from a book on linguistics out loud, obviously feeling very relaxed*
You: oh my god girl, this is so enjoyable
You: *reading out loud from a book on linguistics*
Tildie: Here we go, girl.
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okay, so… first ��� I'm not saying you're wrong.
if you choose to Keep reading, know this is completely my own sight and stance. I do not want to try and make anyone change sides here.
"Fanfic Writers: Another Side"
a rant.
fanfics, (especially creators,) although yes they're valid writers, just… doesn't feel the same to me. It's like reusing yesterday's food, if that makes sense? It can still be good, and sometimes better than when it was first made, but someone had to create it from nothing.
there isn't anything wrong with fanfics, and they sometimes are amazing, but you're forgetting that an oc-writing author has to create everyone, everything, and everywhere, that you and all other fans love.
I just think you're underselling how much hardet it is to "create", rather than just "rewrite".
(Give a little more leeway to bad typography, if you still love what's in it. Someone still had to create that bedrock which fanfiction builds on top of. Please?)
I hope this doesn't also turn into a huge argument, I just want to add another variable of insight.
even I, as an upcoming author, fully want to see how anyone who reads my story would recreate parts of it. That's why it's a multiverse; so all other outcomes I don't write are still sub-canon to it.
I don't know what people will like, but I want to know. That's where looking at fanfics will help me better write small details, imperceptible to the average reader, for you guys to stepping-stone into the niches or AUs you want to see.
even so, there are still exceptions in oc works too. not every story pushes the ceiling higher than the last; but they don't have to. That's what makes writing styles!
Sometimes you'll just like the style of writing more, but not know why it feels better.
Fanfics Writers are one of the reasons that I want to make an "Official AU" after publishing my series, where the fanbase (potentially you guys) not only participates in the world, but your actions in the setting actively has a real impact, and can change or prevent any outcome or result.
How do you think your actions would realistically affect the worlds you love?
Could you actually save your favourite character?
Could you actually prevent their death?
What about being the hero? Can you really hold that weight?
Would you actually try to fight the Big Bad if your actions had caused someone who didn't originally die to not survive with you?
What do you think that would do to you?
And how would you realistically act in that situation, where you know, FOR A FACT, that you are what caused their death?
Writing from completely nothing is harder than it's made out to be.
fanfic writers are so fucking awesome man. they write novel length fics that are sometimes even better than some published bestselling books written by professional writers. like fanfic writers are professional writers to me and they gift us their masterpieces for free. they give us something we can look forward to after a long day. something from which we can seek comfort when life is hard. something that can be our own little getaway. in a world of capitalism, despite everything, they give us all of these for free. like holy fuck. shout out to every fanfic writer. I wish all fanfic writers a very ‘I love you with all my heart and soul. I thank you from the bottom of my heart’
#no ill will#writers#writeblr#writer stuff#writers on tumblr#writing community#fanfic#fanfics#fanfiction#ramblies#second viewpoint#alternate view#perspective#different perspectives
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Twine Sugarcube 101
AKA, all you need to make a Twine game (I swear to god)
I’ve seen a lot of people go “Twine is too complicated for me :(” and give up before they’ve even started. And that makes me sad, partly because they’re giving up on a really cool hobby, and also because that’s false! It’s absolutely not too complicated for you!
I think the problem is that people look up Twine, see the documentation, and go “There’s way too much there! I can’t learn all that!” Well guess what- you shouldn’t learn all that, at least not yet. As a beginner you can skip pretty much all of this:
(Ignore <<linkappend>> too, forgot to crop that one out)
That’s a lot more manageable, right? Below the cut, I’ll let you know how to use all those remaining important things to make your story! Warning- it’s quite long! You might want to read it in sections! And while I’ll try to keep it entertaining, it’s also a coding tutorial, so... y’know. Might not be the most exciting read if you aren’t trying to learn Twine.
Welcome to below the cut!
First off, make sure your story format is set to Sugarcube 2. On the right side of the home screen (with all your stories), click format and choose the one labeled “Sugarcube 2.x.x” then open a new story with the green button! Here’s what you’ll see and what it all means:
Passages are all like individual web pages that you navigate between to play the game. When they’re linked together they’ll be shown like this:
Anything you write in a passage will just be shown on screen as plain text, no code required! But if you want to make anything more than just one passage with a bunch of text, you’ll have to link passages together with...
Links!
A link is composed of two parts- the text you see on screen, and the name of the passage you’re attaching it to. These are enclosed in [[double square brackets]], with a vertical bar | or a little arrow -> between them. If you want to show the passage name instead of alternative text, you can just put the passage name in square brackets alone! So this in the editor:
[[Visible text|Passage name]]
[[Visible text->Passage name]]
[[Passage name]]
Will look like this in the story:
Visible text
Visible text
Passage name
And all of them will lead to the passage labeled “Passage name.” You don’t even need to create the passage- when Twine sees that you’ve linked to a passage that doesn’t exist, it’ll add that passage for you.
That’s all you need to know! Technically, all you need to do to make a Twine story is add those fancy links between passages. If you add your awesome writing skills, that story will be super cool!
...but you want to do some fancy shit, right? Well let me introduce you to the next step up in complexity,
Variables!
“Variable” is a fun, code-y way to say “a bit of information that can change.” You could say they... vary.
Variables are useful for keeping track of information. If the player chooses to be blonde instead of a redhead, you might want to bring that up again- but you probably don’t want to write an entirely separate story based on that choice, right? So instead you save that information as a variable.
In Twine, variables are written as words with a $ in front of them. So my hair colour variable might be “$hairColour.” If you just write the variable out without any code, Twine will print the information you put into the variable. So if $hairColour is set to “blonde,” this...
She had $hairColour hair.
Will become...
She had blonde hair.
The value in a variable can be a boolean (ie. true or false), a number, or a string (like “blonde” or “any other string of characters”). They can also be fancy stuff like arrays, but we won’t be touching on that.
You can use variables to keep track of a lot of things! For instance...
How much money the player has
Whether a player has a key
What the player’s name is
I keep mentioning the value of a variable or “setting” it, but how do you do that? Well, one way is to add it to a link. If you want a link to set hair colour to blonde, for instance, you could write [[Blonde|Next passage][$hairColour to “blonde”]]. Clicking on that link would forward the player to “Next passage” and set the value of $hairColour to “blonde.”
There is a better way of doing it, however, but we’ll need to talk about...
Macros!
A macro is a snippet of code that runs when you put a special code word inside these <<spiky boys>>. You can write your own macros with JavaScript if you’re smart, find them on the internet if you’re even more smart, or just use the ones that come built in with Sugarcube.
The ones we’ll be talking about, and the ones that are the most important for most Twine games, are <<set>>, <<if>>, and <<link>>.
<<set>>
The <<set>> macro allows you to, you guessed it, assign a value to a variable. For instance, if you want to set $hairColour to blonde... well, that’s all you need to do! It’s just:
<<set $hairColour to “blonde”>>
It’s important to remember with the <<set>> macro that strings (collections of different characters) require quotation marks around them to show the code that it isn’t a number or a true/false value. If you put quotes around a number and try to do math with that variable, you’ll get a big ol’ error message.
If you’re using numbers, you can also use JavaScript operators in place of “to.” Each one will perform a calculation on the variable if that variable is a number, and then replace the variable with the result. If you want to add $5 to the player’s $money, you could use this:
<<set $money += 5>>
The “+=“ will add the number on the right to the variable on the left. “-=“ will do the same for subtraction, “*=“ for multiplication, and “/=“ for division. Easy enough, just don’t forget the = sign after the usual symbol!
By default, the <<set>> macro will be executed as soon as the page it’s on loads. Sometimes that’s useful, but sometimes you would rather the player click a link that sets a variable- like if they choose a hair colour. You might also want the same link to set multiple variables, like subtracting money and giving them an item when they use a shop. How do we do that?
<<link>>
The <<link>> macro is also pretty simple. All it does is create a link, and when that link it pressed it executes whatever is inside of it. Here we’ll be using it with <<set>>, but you can use it with all kinds of different macros and even nest some of them to do really complicated stuff!
As an example, we want the player to click “buy key,” give the player the key, and subtract $5 from their money. Here’s how we do it:
<<link “Buy key”>>
<<set $key to true>>
<<set $money -= 5>>
<</link>>
The text the player will click is in quotation marks, and after all of the macros we need to execute we have to close off the code by adding <</link>>. Easy, right?
But other than printing them on the screen, what can you actually use those variables for? Well, for that we’ll be using...
<<if>>
The <<if>> macro is my favourite, hands down, because it’s an easy way of accomplishing hard stuff. Simply put, <<if>> will check if the thing you asked about is true, and if it is, it will do whatever you put inside of it.
Here’s a simple example:
<<if $key is true>>
[[Use the key|Progress]]
<</if>>
Whatever is inside the <<if>> macro will be executed if the “if” statement is true. In this case, the link “Use the key” will be printed on the screen only if the player has the key. This also applies to code- if you put a <<set>> macro inside, that macro would only set a variable if the player has the key.
Now here’s a more complicated example, to show everything the <<if>> macro is capable of. Here we also want to check if they’ve already opened the door, and display alternate text if they have no key and the door is locked.
<<if $key is true>>
[[Use the key|Progress]]
<<elseif $doorOpen is true>>
[[Walk through|Progress]]
<<else>>
You need to find a key.
<</if>>
I’ll break it down line by line to tell you what each thing does.
<<if $key is true>>
This line is the only necessary one- it checks whether $key has been set to true. You can check for any value that a variable can be, like a number, true/false, or a string. You can also check for other things with this macro- for instance, “isnot” will check that the variable isn’t equal to the value on the right. “gt” or “lt” will check if the variable is greater/lesser than the value on the right, and “gte” or “lte” will check if it is greater than or equal to the value.
<<elseif $doorOpen is true>>
This line allows us to check for something else within the same <<if>> macro. Once the game has checked the original <<if>> and found that it is false, it will move on to checking each <<elseif>> until it finds one that is true. You can have as many <<elseif>>s as you need, and they can check the same variable or different variables, but only the first true one will be executed! And, of course, you can’t use <<elseif>> on its own- it’s stuck to the <<if>> macro!
<<else>>
This line is the last resort- if the original <<if>> and any <<elseif>>s have all been false, the game will execute whatever is after <<else>>. Because of this, there can only be one <<else>> line within any <<if>> macro! If you don’t have an <<else>>, nothing at all will be executed, so whether you include one depends on the situation.
<</if>>
This closes off the <<if>> macro. Nothing special, but very important! Put it after the last piece of code or bit of text you want the macro to control.
Phew. That’s it! That’s all I wanted to show you!
Now, HOMEWORK!
Okay, not homework, just practice. Here are some things you can try building to practice all these tools and get comfortable with how they work!
A store system with different items for different amounts of money
A character creation screen, followed by a description of your character (with variables!)
A puzzle that requires you to choose the right answer to proceed
If you have any trouble, need to ask any questions, or if something in this tutorial wasn’t clear to you, please let me know- you can DM me or send me an ask anytime and I’m happy to answer any Twine questions you have. I hope this was of use to you, and have fun making games <3
#told you i was making a tutorial!#not crosshollow#tutorial#game dev#twine game#twine#interactive fiction#gamedev
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Writing Elytically: This Time, It's Details
(Last time, it was big-picture stuff!)
So you want to format your fic like the game
I'll start with two words: collect screenshots. The more in-game references you have for those "but how does the game do X?" moments, the easier it will be to find answers.
In addition to screenshots, try FAYDE, which is a searchable database of in-game text (including variables!) and a load-bearing part of my DE ficwriting process. I cannot say enough nice things about it and about @morgue-xiiv, who made and hosts it.
Next up: keep a style sheet, and update it like Kim will be *disappointed* if you don't.
What goes in a style sheet? All the zillion formatting guidelines and decisions you make when you put word to keyboard.
For example, while there are exceptions, the game's skillset dialogues usually follow this case-sensitive template:
SKILLNAME [Difficulty: Outcome] – What the skill says goes here, and it doesn't take quotation marks.
When you plug in the specifics, the result looks like this:
RHETORIC [Trivial: Success] – Words can be exchanged for goods and services.
Note the square brackets and the space-en dash-space that follows them. An en dash is this guy – not a hyphen (that's shorter -) or an em dash (that's longer —).
Also, the body text/content of dialogue uses different dashes again: two hyphens in a row. Here's what that looks like:
I took a screenshot because on Tumblr, some browsers will automatically convert two consecutive hyphens to an em dash, which is a great way to make copy editors very sad.
Exceptions
We actually just saw one! That's because Perception follows:
PERCEPTION (SENSE) [Difficulty: Outcome] – What the skill says goes here, and it doesn't take quotation marks.
. . . except sometimes, when the game does it like:
PERCEPTION (Sense) [Difficulty: Outcome] – What the skill says goes here, and it doesn't take quotation marks.
I'll never know why they're different, but I would guess the team didn't have a "final reads are FINAL, stop re-writing after them you hooligans" policy, which intellectually I recognise is unlikely to end in apocalypse and emotionally I experience with the editorial equivalent of the meat sweats.
Another exception: Coach Physical Instrument just yells at you without following the template, which seems on brand:
COACH PHYSICAL INSTRUMENT – Bracing yet homophobic encouraging-slash-berating goes here!
Weirdly(?), Limbic System and Ancient Reptilian Brain do the same.
Other skills follow the template first, *then* just chime in the second-plus time they appear in a single dialogue event, like this trio from The Whole Sorry Way Down:
VOLITION [Challenging: Success] – Hey. Loser! This isn’t your bed. Get up. PAIN THRESHOLD [Medium: Success] – Oh, *god*. PERCEPTION (HEARING) [Easy: Success] – Was that springs? And footsteps? They were moving away from you. VOLITION – What? Who cares? Get up, and cut the dramatics. PAIN THRESHOLD – They’re not dramatics. You’re in pain. PERCEPTION (HEARING) – That’s… definitely footsteps. Getting closer, this time.
Oh my god, what else?!
SO MUCH ELSE. Let's see . . .
Active skill checks
Can I find a screenshot of one at the moment? No, because that would be easy. *facepalm* But here's how I formatted them in M+P when I was still obsessively checking the game to see how these things worked:
1. [Skill Level#: Difficulty] [Thing you're going to do.] "Thing you're going to say, if anything!"
And a concrete example:
YOU – 1. [Strike a Sam Bo pose.] “If you can best me in HAND-TO-HAND COMBAT.” 2. [Move aside.] “Sure, c’mon in.” 3. [Composure 15: Heroic] [Move aside.] “Of course. I’ve missed you.” Composure: Failure YOU – You move aside and get as far as “Of” before some involuntary emotion-muscle spasms. Your throat feels small, your face hot. Fat, guileless tears vanish into your beard.
Note that the dialogue option you "select" is bold, as is the outcome line. Also note that [Action you'll take] ends up in square brackets, but if you're going to lie, then you do it like so: (Lie.)
Miscellanea
Place names: Spelling and hyphenation can be a pain. If not using your own notes, I suggest FAYDE and screenshots; or, for variety, screenshots and FAYDE. Google is okay, but sometimes, it lies.
If you can't find evidence of how the game does it, make a decision and slap it in your style sheet. You're the captain now!
Tricky fish:
The place is Sur-la-Clef; the language is Suresne.
The place is Vesper; the language is Vespertine.
The place is Revachol; the demonym is Vacholière (Suresne) or Revacholian (Vespertine).
LA REVACHOLIÈRE – IF SHE IS SPEAKING, SHE SPEAKS LIKE THIS. Shivers doesn't, though, unless La Rev speaks "through" it.
Hjelmdallermann (bless you)
Satellite Officer X or Satellite-Officer X: The game does both, so pick the one you prefer -- or go full homage and switch it up.
Sam Bo
Wirrâl (I fucked up the accent in M+P and it still bothers me tbh)
There are always more, so keep adding to that style sheet. Kim's depending on you. <3
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Supplementary survey: they/them reflexives, The Sir/Ma’am Issue, and Spivak vs. Elverson
This short, clarifying survey ran from 4th until 24th April 2021. There were 2,998 usable responses. Unlike the annual Gender Census survey, this one was open to anyone of any gender, provided they lived in an English-speaking country.
It asked about two things:
They/them verbs and reflexives - basically whether people who prefer they/them pronouns prefer the reflexive to be themself or themselves, and which people feel is more “correct”.
Sir/ma’am/? - investigating why people use sir/ma’am in areas where it’s polite and common to do so, and whether there are any viable nonbinary or gender-neutral alternatives.
This blog post will also investigate the Spivak vs. Elverson issue, which was actually a separate poll that took place on two social networks.
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THEY/THEM VERBS AND REFLEXIVES
Someone asked about themself vs. themselves, and it reminded me of some of the they/them issues that people ask about in feedback boxes and various confusions surrounding them.
Singular they - what is it, and when and how do people use it?
Plural they - what is it, and when and how do people use it?
What is the “correct” reflexive for each of these?
You can see the statistics in more detail here, but here’s the graph as an overview:
Participants were asked a series of questions about singular they pronouns. Everyone was asked a “which is correct” question, and participants who sometimes or always like to be called ”they” were also asked about their personal preferences.
The graph is a view of only participants who sometimes or always like to be called “they”.
Verbs. As you can see, participants overwhelmingly (94.3%) wanted people to use plural verbs (”they are reading a book”) when talking about them in the third person - even though the percentage of people who thought that was the most “correct” form was a little lower (81.8%). This was lower because 11.4% of participants who preferred “they” answered “both are correct”.
Reflexives. People were much more likely to say that both themself and themselves were correct (28.3%), and more likely to have no preference between the two (17.4%). However, themself was still more popular overall at 59.3%, and 47.3% thought themself was grammatically correct.
You as a control. I also asked all participants whether yourself or yourselves was more correct when addressing one person as a kind of control question, because they is almost grammatically identical to you - it can refer to one person or multiple people, it takes plural verbs even when referring to/addressing one person, and in that situation only the reflexive changes. Many people who say that singular they is grammatically incorrect have no issues with singular you, so it seemed like something that might be interesting to compare. In the graph above you can see that 93.6% of people thought yourself was more correct; only 4.2% of they-accepting participants felt that both yourself and yourselves were equally correct when addressing one person.
There were a couple of things that came up several times in the comments:
“They is” is common in African-American Vernacular English (AAVE), and probably in other dialects too. As I don’t live in the US I’m pretty unfamiliar with this dialect, but either way that seems fine to me. It’s part of why I also asked for participants’ locations, because I wanted others to be able to download the results and see if some regions were more likely to use some words/constructions than others.
There were some alternatives to themself and themselves presented, such as theirself and theirsen. Both of these points lead nicely to the third...
The idea that any language choice is more “correct” than another is quite prescriptive. What feels correct or natural varies depending on a lot of factors, such as where in the world you learned English, and there is no such thing as objective correctness when it comes to such a broad and variable language as English.
I am aware of and agree with that third bullet point, so my asking which phrases were more “correct” was a bit of a trick question. It was a good way to get a feel for people’s linguistic instincts.
I also thought it was interesting that participants who never wanted to be called they were slightly more likely to side with the most popular view on what is “correct” across the board, and less likely to say “both are correct”.
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PLURAL VS. SINGULAR THEY
I actually ran another version of this survey first and then scrapped the responses, because it was clear that my survey design was leading to some pretty confused and unhelpful data! Among other things, it asked participants whether they preferred singular or plural they for themselves and then directed them to particular questions based on their answer, and the comments suggested that people either didn’t really understand the distinction or meant different things by those terms, even though I had added help text.
This is my understanding:
Singular they is they/them pronouns when used to refer to one person. Verbs are usually plural (i.e. “they are” rather than “they is”), and themself and themselves are both common. Example usage: They are getting themself a cup of coffee. They bought themselves a nice new hat.
Plural they is they/them pronouns when used to refer to two or more people. Verbs are usually plural (i.e. “they are” rather than “they is”), and themselves is almost universal (with the exception of regional variations such as theirselves). Example usage: They are getting themselves some coffee together. They all bought hats for themselves.
Some plural/multiple people refer to themselves as “we” and prefer to be addressed as “they/themselves” (which they call plural they) because they are a group of individuals sharing one body.
The reason I initially asked directly about singular vs. plural they is because I was concerned that plural/multiple systems would cause some statistical confusion. Many plural people have asked me to add plural they to the checkbox list of pronouns in the annual survey, but since it has never been entered by over 1% of participants I have never had reason to do so. As far as I knew, the only difference between singular and plural they is the reflexive (themself for singular and themselves for plural), so I wanted to be able to investigate non-plural people in isolation, and I was curious to know about any trends or differences. I wanted to find out if I should be doing anything differently to ensure that Gender Census statistics are helpful.
So, I swapped out the badly-designed question for a straight-up checkbox, a “check this box if you’re plural/multiple” type of thing, with a note that participants should fill in the survey once per body wherever possible, and then I made some graphs.
Here you can see that plural systems were still more likely to prefer people to use themself to refer to them rather than themselves, though the margin is narrower:
Plural participants were also more likely to say that they sometimes or never want people to refer to them as they, whereas non-plural people were more likely to want people to always refer to them as they (or they just feel fine about it):
There’s not a lot in it, though. It’s all relatively evenly distributed, with no strong leader in either category there.
For the curious: 8.2% of participants checked the plural/multiple box.
In conclusion: plural and non-plural people alike all prefer people to use themself when referring to them in the third person using they/them pronouns, and I feel that there is probably no need to ask about plurality or separate out data from plural people in future. (Asking about this and seeing the responses did in part prompt me to start an anonymous feedback form for plural participants of the Gender Census, though.)
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THE SIR/MA’AM ISSUE
For several years participants have been asking me in the feedback box of the annual Gender Census survey to also ask about gender-inclusive or nonbinary-specific alternatives to sir and ma’am. I’ve largely not done anything about it, because when informally asking around I’ve generally had the response “just don’t say sir or ma’am, just leave it out altogether.” I live in the UK, where if someone calls you sir/ma’am you’re either looking at home in a fancy restaurant for billionnaires or you’re being made fun of - or sometimes both.
However, during this year’s annual survey while talking about it in a little more depth I learned that there are places in the world where sir/ma’am is very common, required for politeness, and basically inescapable. Nonbinary people in those areas are really struggling, because they do actually need a nonbinary-friendly stand-in for those terms - omitting the sir/ma’am isn’t an option.
Again, the location question was asked so that anyone else downloading the spreadsheet of responses can analyse by region to find out whether sir/ma’am is ubiquitous in particular regions and in which contexts it is used, and can even check whether there is a region-specific alternative to sir/ma’am emerging. I asked several questions about sir/ma’am, including about reasons/contexts and personal preferences, and some superficial analysis is included on the spreadsheet of responses.
But the juicy bit is the nonbinary-specific and gender-inclusive alternative words, right?
[The counting formula is case-sensitive so I made everything lowercase to make the count a little more accurate.]
Suggested gender-inclusive alternatives to sir/ma’am
mx - 4.1% (151)
friend - 2.2%
comrade - 1.2%
captain - 0.7%
ser - 0.5%
mate - 0.4%
m - 0.3%
per - 0.3%
boss - 0.3%
folks - 0.3% (9)
Suggested nonbinary-specific alternatives to sir/ma’am
mx - 8.3% (250)
mix - 0.7%
tiz - 0.5%
friend - 0.4%
ser - 0.4%
comrade - 0.3%
mixter - 0.3%
captain - 0.2%
ind - 0.2%
mir - 0.2% (6)
So it looks like Mx (pronounced “mix” or with a toneless vowel that sounds a bit like “mux”) is the clear winner in both categories. If you want to try to introduce a gender-neutral version of sir/ma’am in your area this one is probably your best bet.
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SPIVAK VS. ELVERSON
This wasn’t part of the same survey! It was a Twitter poll and a Mastodon poll that ran for one week and ended today, and I’m putting it here because it has to go somewhere.
Sometimes people refer to the ey/em and e/em “versions” of the Spivak pronoun set, which makes my eyebrows do things, because they’re not both Spivak. They are distinct established pronoun sets with their own names.
Spivak - e/em/eir/eirs/emself - written about by Michael Spivak in the 1990s. [source: Nonbinary Wiki]
Elverson - ey/em/eir/eirs/emself - created by Christine M Elverson in the 1970s. [source: Nonbinary Wiki]
The Elverson set is older, but it’s less well-known for some reason, so they’re assumed to be variants of Spivak due to the similarity in spelling.
I was recently asked how we can know which is more popular, given the “oh this checkbox option is close enough, I’ll just choose that instead of typing in my very slightly different set” effect and the “hmm this checkbox option is very close to my set, I’m probably meant to choose this one” effect, plus the boost that checkbox options get with the “oh I hadn’t thought of that one but yeah, why not” effect. Spivak (e/em) is on the checkbox list of pronouns in the annual survey, so it appears to be much more popular than Elverson (ey/em)... but is it really?
I ran a poll on both Twitter and Mastodon, and then used a spreadsheet to extract the useful numbers. There were 141 relevant votes after one week. I wouldn’t usually make annual-survey-altering decisions based on a sample that small, but in this case the results are extremely decisive:
It seems that the highest proportion of people who like at least one of the sets are happy for both to be used, at 48%. 45% prefer ey/em (Elverson) and 7% prefer e/em (Spivak). This is pretty stunning! I’ve been presenting e/em (Spivak) as a checkbox option on the Gender Census annual survey for years, possibly since the first survey in 2013, and because it’s a checkbox option it seems to be consistently a lot more popular than ey/em (Elverson). That’s 4.3% and 0.6% respectively in the 2021 survey. But this poll suggests that actually ey/em (Elverson) is much more popular when the two pronoun sets are viewed on a level playing field.
When you remove all “I don’t mind” votes, you get this:
Over 6 times as many people prefered Elverson!
I will definitely be adding Elverson to the Gender Census next year, just so that we can split the e/em and ey/em votes and really get to the bottom of this.
Anyway, while we’re on the topic, ey/em takes singular verbs most of the time.
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