#with some realistic development? i guess??
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theuncommoncorner · 8 months ago
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I AM still writing! I promise!! It's just slow, at least to me it feels slow.
I really do prefer writing an entire story first before posting it anywhere so that no one has to suffer through my writer's block.
The fic being referenced in the picture is my current child that I've been working on. It's been about 8-9 months of active writing excluding the month of no progress. I'm still trying to convince myself it was a much needed break instead of chalking it up to writer's block LOL 😂
But y'all...whoo wee is it a fun one!
If you're into stories that follow the administration side of the Naruto world without it going to deep, this is the one for you.
I am also trying to rework May I Draw You in a way that I actually like it because losing it to the Google Void made me realize I did not like the direction it was going. I might keep some major elements of what I had or just change it up all together but keep the same artist x Madara pairing. We'll see what happens!
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poisonouspastels · 6 months ago
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I wish more people would weigh out the demand of how "realistic" something is regarding horror media thats supposed to be around a certain time era or within certain limitations with the fact that if it WERE 100% accurate to what it's trying to represent, it'd probably be lame as hell.
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doedipus · 9 months ago
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a large amount of time I've been spending on -untitled undefined scope original fiction project- since the last time I posted about it has been trying to develop the protagonist concept I came up with last summer or whatever into like, a character that would feel real and era appropriate.
it's fun research to do. naturally a lot of the details I assigned to her are things that I already think are cool, so it's been a lot of fun trying to trace her traits back through the relatively recent past, getting reminded of how much things have changed, or where the gaps in my intuition are, and then doing a flurry of reading to get a sense for exactly how someone like her and the people around her could have happened and what her life was probably like leading up to her present day. hopefully this results in some good good verisimilitude.
#I wrote a short story from her perspective over the holidays and then didn't know how to continue it#and then I got distracted by real life stuff for a few months#I forget if I posted about that#and then I've been picking through archive dot org for the last few weeks looking at this stuff#the last big rabbit hole was trying to get a better feel for era appropriate ts/tv subculture#the current one I'm looking at is how she would've gotten into language learning and how that would've worked#nettle has been prodding me about the setting thing lately so I've been thinking about that more too#probably the biggest hurdle by far is figuring out how I want to play that#and how I want the thing to be divided up#since the original coc scenario I'm developing this out of is centered on a flight from LA to honolulu#and the airport dungeon was definitely meant to be a hook for a larger campaign#some amount of it is going to cover protag lady's failed life in LA and some of it is going to be worse things happening in hawaii#but it's like. how much do I want to balance it one way or the other#and realistically how much does the aesthetics of 20th century air travel add to the story#besides me personally thinking it's compelling ofc#a lot of what I find compelling about hawaii is that it's an east/west cultural crossroads and realistically that's also true of socal#and I can wax poetic about socal as much as I want without worrying all that much about mishandling something#and there's also a lot of socal specific history along similar parallels to pull from that I'm more familiar with#I guess it comes down to whether curiosity re: 'doing it right' is enough of a motivator to do the increased amount of research#which I guess it has so far with the above character details. so hopefully that will continue#but it also feels like using machine translation a bit yknow. it's hard to know how effectively I'll be able to sanity check#although depending on where this goes I might be able to get other people involved to sensitivity read down the line#with most of the creative things I do I just have a tendency to always rely really heavily on figuring things out myself#I also want protag lady to have a Cool Car and idk how to get that from point a to point b narratively#this is like an entire second or third post's worth of tags but I don't feel like unfucking this so whatever. suffer. I guess.
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mortalityplays · 7 months ago
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This is a dangerous sentiment for me to express, as an editor who spends most of my working life telling writers to knock it off with the 45-word sentences and the adverbs and tortured metaphors, but I do think we're living through a period of weird pragmatic puritanism in mainstream literary taste.
e.g. I keep seeing people talk about 'purple prose' when they actually mean 'the writer uses vivid and/or metaphorical descriptive language'. I've seen people who present themselves as educators offer some of the best genre writing in western canon as examples of 'purple prose' because it engages strategically in prose-poetry to evoke mood and I guess that's sheer decadence when you could instead say "it was dark and scary outside". But that's not what purple prose means. Purple means the construction of the prose itself gets in the way of conveying meaning. mid-00s horse RPers know what I'm talking about. Cerulean orbs flash'd fire as they turn'd 'pon rollforth land, yonder horizonways. <= if I had to read this when I was 12, you don't get to call Ray Bradbury's prose 'purple'.
I griped on here recently about the prepossession with fictional characters in fictional narratives behaving 'rationally' and 'realistically' as if the sole purpose of a made-up story is to convince you it could have happened. No wonder the epistolary form is having a tumblr renaissance. One million billion arguments and thought experiments about The Ones Who Walk Away From Omelas that almost all evade the point of the story: that you can't wriggle out of it. The narrator is telling you how it was, is and will be, and you must confront the dissonances it evokes and digest your discomfort. 'Realistic' begins on the author's terms, that's what gives them the power to reach into your brain and fiddle about until sparks happen. You kind of have to trust the process a little bit.
This ultra-orthodox attitude to writing shares a lot of common ground with the tight, tight commodification of art in online spaces. And I mean commodification in the truest sense - the reconstruction of the thing to maximise its capacity to interface with markets. Form and function are overwhelmingly privileged over cloudy ideas like meaning, intent and possibility, because you can apply a sliding value scale to the material aspects of a work. But you can't charge extra for 'more challenging conceptual response to the milieu' in a commission drive. So that shit becomes vestigial. It isn't valued, it isn't taught, so eventually it isn't sought out. At best it's mystified as part of a given writer/artist's 'talent', but either way it grows incumbent on the individual to care enough about that kind of skill to cultivate it.
And it's risky, because unmeasurables come with the possibility of rejection or failure. Drop in too many allegorical descriptions of the rose garden and someone will decide your prose is 'purple' and unserious. A lot of online audiences seem to be terrified of being considered pretentious in their tastes. That creates a real unwillingness to step out into discursive spaces where you 🫵 are expected to develop and explore a personal relationship with each element of a work. No guard rails, no right answers. Word of god is shit to us out here. But fear of getting that kind of analysis wrong makes people hove to work that slavishly explains itself on every page. And I'm left wondering, what's the point of art that leads every single participant to the same conclusion? See Spot run. Run, Spot, run. Down the rollforth land, yonder horizonways. I just want to read more weird stuff.
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echo-s-land · 11 months ago
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Throw back to the time I thought I was pan when I'm simply truly only a aspec person yearning for closeness lol
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ir-abelas-vhenan · 2 months ago
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I've struggled to explain to people why I can't see Rook as actually helping any of the characters work through their problems in Veilguard, and I think perhaps the best way to put it is that in my playthrough, every single choice I made had me feeling like I was the unpopular kid in school learning for the first time that if I was quippy, I'd have an easier go of things.
There's a "first time trying stand up" energy Rook has that could be endearing in realistic doses, but it is the beginning and the end of their range in 90% of the conversations you can have. Should you drift from the purple drama mask options (I hesitate to call them the Hawke options because it feels like shoving a tiny replica into the shadow of a giant), the best you have are empty platitudes for how little you know the companions.
This fandom is so creative and so good at coming up with inventive and engaging details and additional storylines. But that's fun (at least for me) to do on top of already great games. Here, I feel like players have to do a LOT, and most of it comes from some strong reliance on being willing to self-insert or develop a strong backstory and additional context on the fly. As someone who wanted to fall into this world again and escape for a little while, taking on that work right out the gate instead of having the option to do it later was unfortunate.
I, personally, am garbage at comforting my friends. I too, tend to have a very "there there" way of handling stressful situations. But Rook's moments of comforting the companions aren't even truly played from that angle, either. It just comes across as robotic. From what I'm remembering, every conversation came across something like
"I am upset because plot point."
"Oh, yeah, plot points can be *insert joke* like that."
"Ha, yeah, I guess."
"Listen Companion, I just want to remind you that I'm your friend and that things are bad but you, a mostly infallible character, are going to be just fine."
"Thanks, Rook."
"It's what I'm here for."
And when there aren't enough in-game decisions to influence the actions your companions take or how they think of you so that they differ depending on the save file you're in, it just spirals into a formulaic copy and paste run for every playthrough unless you're doing heavy narrative lifting in what is supposed to heavy narrative game. I can't believe my Rook is anything special to these characters because there is no chance for you to make your Rook truly unique in a meaningful way as in other games. And I'm finding that I miss it so so much
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avelera · 1 month ago
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(Arcane Meta) The Staggering Timeline of the Hexgate Construction
The Hexgate timeline is insane, guys, it's actually insane.
So I'm writing a Jayvik fic set in the time skip between 1.03 and 1.04. Most people agree that time skip was about 6-7 years long.
During 1.04 "Progress Day" Jayce says "a few years ago", the Hexgates opened to the world. The year before, we learn from the Enforcer Caitlyn is talking to that Jayce launched a blimp "half way across the continent" which sounds like a demonstration of increased range for the Hexgates.
At some point, I would guess early in Jayce and Viktor's partnership, they also did the Distinguished Innovators competition where they needed to notch their own gears and, presumably, didn't have a lot of assistants or assistance. I only note this to point out that there was at least a year or so at the beginning where they weren't immediately thrust into limelight yet and they didn't have every resource available.
So just because Mel was buying into their vision on Day 1, doesn't mean the whole city had yet. They probably needed to prove an application for Hextech first before that happened and, likely, the Hexgates was what they came up with and that's the one all of Piltover bought in on.
So, mostly likely sometime in the first year or so, Jayce and Viktor had to provide a proof of concept for the Hexgates. Let's say for the sake of argument that by the first Progress Day of their partnership, they have one.
Progress Day / Year of Jayce and Viktor's partnership
(Let's go through the timeline)
Year 1 - Hexgate proof of concept developed and presented. Up to that point, Hextech exists and has Mel's support, but Jayce and Viktor still haven't proven themselves enough to get all the resources they'll need to build something like the Hexgates. The Distinguished Innovators competition takes place somewhere around this time. Maybe they presented the Hexgate proof of concept there (pure speculation on my part but you'll see why I think the first few years had to be laser focused on the Hexgates over anything else for any of this to make sense.)
Year 2 - Hexgates under development.
Year 3 - Hexgates under development.
Year 4 - Hexgates open to the world.
Year 5 - Hexgate distance capacity increased.
Year 6 - Events of Arcane
By the way, I say only one year to develop a prototype, it could have taken longer. But, the Progress Day post-time skip in 1.04 could be 7 years later. So all the approximations up there should be taken as "give or take a year".
Still, that means that within 3-4 years at most, Jayce and Viktor went from this proof of concept that Hextech is viable at all:
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To this:
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And can I say just as an archaeology nerd obsessed with stone crafting and material cultures, holy shit, do you have any idea how quickly they must have built the Hexgate tower to have it done in 2-3 years? The Empire State Building, which offers us a decent parallel for the technology available in the world of Arcane at this point, took a 1 year, 45 days, it was considered the fastest a skyscraper had ever been constructed at the time.
But the Hexgate tower is more than just a building, this thing goes all the way down into the bedrock, it is lined with Hex crystals. It has that giant globe on the top for pinpointing where to send the ship. It's not just a building, the entire thing is an engineering marvel. And it has to have been done in under 3 years to fit the most generous version of the timeline.
This would, realistically, require incredible buy-in by the entirety of Piltover society. We're talking multiple guilds vying for contracts, red tape being cut by the mile to secure the space, deep excavation beneath it, shipping to bring in materials, endless amounts of masons, metalworkers, and artisans. It's doubtful that Jayce and Viktor slept during those years. The sophistication we see within the Hexgates makes it even more mind-boggling.
Seriously, look at the base of this thing! This is the failsafe, it had to exist before they opened up the Hexgates to the world! It can't be an afterthought or a later addition!
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And this Hex crystal-lined channel goes up for miles! (not literally but get my point) It needs sophisticated technicians to operate and switch out the cores!
Now, of course a Doylist explanation, the Hexgates are as sophisticated as they need to be and were built as quickly as they needed to be built in order to serve the plot, and Piltover is as technologically sophisticated as is needed for these to be built in the time required.
But, Watsonian, as someone who can't help but look at building materials and think about just how much time and effort it would take a society that looks vaguely 1880s-1920s (I would say the 1.04 Progress Day is deliberately invoking the Chicago World's Fair of 1893) it is utterly mind-boggling to me how much labor and materials and effort would have to go into building the Hexgates in a 2-3 year period. That's moon launch levels of an entire society mobilizing for one goal.
No wonder Jayce got framed as the Man of Progress, the entire city must have been working on or known someone who was working on making the Hexgates a reality in that time.
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pi-creates · 19 days ago
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I can’t stop being upset about Veilguard’s writing, and apparently the only way I can get it out of my thoughts is to put it down in words, so here we go…
I’m frustrated, I’m upset, and the longer I think about the way this game was written, the more problems present themselves… and I bloody hate that. It feels like a first draft writing effort, and every time I’m reminded that this game was in development for so many years, I cannot fathom this being the end result. Dragon Age 2 had 16 months of development, and it feels more cohesive and put together writing-wise. I can see the years of polish in the visuals, but the spectacle of the game doesn’t blind me to all the problems in the writing.
Naturally, these are personal opinions, I am genuinely thrilled for people who have played the game and enjoyed it – I wish I could be there enjoying it with you – but clearly these things get under my skin more and spoil the experience for me when they aren’t problems for you. And I also acknowledge there are genuine good parts of the game which I enjoy, but those moments aren’t enough to overshadow the negative experiences that irk me.
And because this post has apparently gotten away from me… I’m gonna put some headings to summarise the problems I’m having, because otherwise this is just a massive rant with no structure.
Show me things, stop just telling it to me.
So much of the game feels like writer’s notes where they put “what the player should take away from this scene” and instead of being creative with how they do that, they just say it verbatim. My immersion in this game was being broken by the game reminding me it’s a video game – which yes, I know it is, but I want to be invested in this world and feel like I’m part of it.
Varric and the game’s own pop-up system is the main problem that��s consistent through the whole game – constantly dropping narration or mission summary where they have zero problem dropping exposition on us and/or spoiling future content. Forget letting me explore these things and reach my own conclusions, the game is going to make sure I know exactly the interpretation I’m meant to have for every moment.
And it’s so damn frequent, I feel like they don’t think I’m paying attention and therefore need to constantly poke me with reminders instead of trusting me to reach my own conclusions. Do they not trust me to have an attention span long enough to go on a walk with Davrin without reminding me at the end of the walk that I did that?
To add to that problem, I absolutely hate how the writing just has people know things – they shouldn’t know this, they shouldn’t be talking to us about this, all evidence points to them not being able to know or be ok discussing this, but for some reason they do.
The Veil Jumpers suddenly just know how to translate and interact with ancient elven artifacts, ignore how the Dalish have been trying to do that since the fall of the Dales (and realistically, even before that) and their efforts over those hundreds of years were a scrap, a pittance of what could be known. But I guess the Veil Jumpers are just better than those hundreds of years in the few years they’ve been active.
Oh, and the scary reputation of the Dalish is just gone? These people just go to the elves they have deemed “savages” because they simply know these ones have good intentions? This world has been established as very untrusting of the intentions of other groups, but that’s simply gone now for this one – I wish I was shown how this started in some way instead of just being told it’s chill now.
And don’t get me started on Strife and Irelin and their seemingly endless knowledge that they shouldn’t have. I read the comics, I get that they’d probably know about the Dreadwolf and have a vested interest in learning more once that particular bit of information was revealed to them – but they somehow also just know about the mask Cyrian is wearing? They know it will influence him but not control his will? Why do you know this with no doubt whatsoever?
Why can’t these things just be presented as theories? Or give us something to find and reference where that information comes from? I want to learn things without just having characters tell me things they know.
And overall, I hate how this game decides to just exposition dump information on us, then we sit around and talk about the exposition dump – it’s overwhelming in magnitude. It feels like such a passive way to have us engage with everything, and this is supposed to be an interactive experience. Instead of being force-fed exposition in big chunks, drip feed details, let us put the puzzle together, let us gather and discuss what we learn with multiple interpretations like the RPG this is meant to be.
And this exposition problem also ruins the stakes in the game for me. Personal interpretation, probably, but the stakes in this game feel artificially inflated to me via having characters constantly tell Rook they are going up against the biggest threat ever. We bring in past heroes of the series to reiterate that, how they think we’re up against worse things than they faced… and I don’t feel that. Telling me constantly how hopeless things are, but every obstacle ends up being overcome relatively easily and without great losses… no, I don’t feel the stakes are real.
Oh, and hearing the talk of how all of Thedas is in trouble, there is so much destruction and only Rook can save them… why don’t you find a way to show me that? Because I’m not feeling that, I’m not seeing it, and I’m starting to think the Inquisitor is making stuff up so Rook doesn’t ask them to get involved again when they’re so busy.
This is a lore problem in the series…
Plot holes and wonky lore can happen, it’s not surprising… especially when there are three games prior to this as well as several books, comics, and other branches of the universe. There have been inconsistencies since the start, and a lot of it doesn’t matter – I don’t care if the second moon is forgotten about, the moon not being there isn’t going to make a problem with the way the story is told since that moon is never something elaborated upon in the plot.
This game though… it has problem that are both related to information in this game not being consistent with previous games, and information within its own contained plot contradicting itself.
I’m not going to beat the dead horse of “this isn’t how the previous games did it/explained it”, people who played the previous games are aware, I don’t see a point of elaborating in detail all the instances of this. Just take some dot points of the one’s I noticed:
The Crows are a horrifying organisation that are suddenly presented wholesome
The Qun offering to rehabilitate Karash is horrifying and it’s presented wholesome
Slaves are meant to be everywhere in Tevinter, but we don’t see that
Racism is supposed to be rampant in Tevinter (and other nations, but particularly here for any non-human), and we also don’t see that
Handling pure lyrium is fine now (unless you’re Harding)
Adult Dalish without vallaslin (Elgar’nan’s captives)
Fenharel’s agents are just gone now – as are all signs of mass elven exodus from cities
Solas’ opinion on blood magic is suddenly negative instead of neutral
Spirits dying is given the same weight as people dying
Flemeth…….just everything about Flemeth and Morrigan
Re-write of the after credits scene in Inquisition to recontextualise the Flemeth and Solas interaction
Isabela’s attitude towards Shathann sending Taash away without their knowledge (the comics make me doubt she’d be cool with this)
Non-Dalish elves knowing things about ancient elves and elven language
Blight sickness and how darkspawn are “born” (some leeway for this one since the blight is overall just different in this one, but it does feel less interesting this way)
Morrigan naming the Crossroads in lieu of the true name being lost to time, but everyone uses the term now
Crossroads looking different through elven eyes
You can’t just make people be magic/not magic (me side-eyeing Illario and his random ability to do magic now)
This is a contained problem in this game…
What troubles me more is the inconsistencies within the same game… that isn’t just deciding “this is how it works now in this iteration”, this is a problem that they wrote into existing, then either didn’t notice or didn’t resolve appropriately. And granted, some of these things aren’t inherently plot holes, but when you put certain aspects under inspection, it doesn’t make things look good.
For starters… I have to talk about Varric. Or more accurately, not-Varric.
I’m under the impression that not-Varric is simply Rook’s memory of Varric being projected for them. I personally don’t think there’s some extra level of Solas interference in what Rook is seeing moment to moment… and I feel the need to state that because Rook’s memory cannot conjure up information that Rook doesn’t know.
So why does not-Varric point out that the ritual dagger is the dagger from DA2?
Rook could not recognise it, there is absolutely no reason for Rook to even theorise that – so not-Varric should not be able to impart this knowledge to Rook. And what makes this worse for me, aside from being an impossible situation as the plot presents it, is that this observation doesn’t matter in the slightest. They put this backstory to the McGuffin Dagger and I don’t know why since all it does is create a plot hole. The only purpose I can see for this moment existing at all is to bolster the illusion that not-Varric is real and trying to help with the cause in whatever way possible.
Then there are other issues with Varric not being alive which makes other character’s lack of talking about him feel awful. Like, it’s not natural the way people avoid mentioning him when it would be very appropriate to do so – and I understand that to an extent, the game’s gotta game – they want to surprise us and therefore the characters aren’t going to blatantly give the surprise away early. But the Inquisitor doesn’t ask after him at all? Doesn’t mention how Kirkwall is coping now that the viscount is dead? Dorian doesn’t say anything after learning Varric found Solas in his city and then died? Isabela has nothing to say about Varric until after the illusion is broken for Rook?
It makes it feel like Varric’s friends (aside from Harding, the only person who seems to actively mourn him at the start of the game) don’t give two shits that he’s gone.
That’s not even accounting for how characters don’t bother to check in with Rook who is constantly talking with the companions about their various issues of mourning, hearing voices or apparitions, and just checking in with them overall – but none of that is seemingly reciprocated.
Frankly, this makes me feel awful. I feel awful for Varric being seen as so disposable that his friends don’t mention him or his absence. I feel awful for Rook who is apparently not worth the direct effort that they offer others.
And I try to think of how a new player to this series would feel about all of this – because Varric was just some guy who walked us through a tutorial in this game. Most of our time with him is fake, any connection I saw form between Rook and Varric in this game isn’t real – but then Rook mourns Varric more than he mourns the companions we have spent most of the game with.
I don’t like it.
And I don’t like the utilisation of returning characters. Morrigan, or as she’s utilised in this game deus-ex-Morrigan, has a new view of Flemeth and therefore she will take on Mythal’s soul fragment so she can again swoop in and save the day by handing us the means to get a reconciliation type ending… it couldn’t be something that characters in this game figure out, just have a returning character provide us with the magic solution. Also ignore how the whole reason Morrigan was afraid of her mother in the DAO and DAI was that her body would get taken over by her spirit… but I guess that doesn’t happen now. We can just create new rules for this iteration because it’s easier to tell the story this way.
Solas is also just… I’m so upset by what was done with him. He was a character in DAI who told half-truths or lied by omission, leaving others to assume false information without him actually saying it – it was never just blatant lies to take advantage of others. And his motivations were about restoration of something he felt he had robbed the world, it was about righting what he viewed as a mistake which lead to such a cascade of problems that he needed to somehow rectify it. Whether you agree with his point of view or his desires doesn’t matter, his principles remain the same in terms of what motivates him.
Then this game happens and he’s just a liar constantly, and not even a clever one if you can apparently just trick him up with a “woopsie, this isn’t the real dagger”, and he also apparently has no insight into the idea that Rook would anticipate that.
They make him act like the worst interpretation someone could have of him, the thing he actively was trying to tell us was a false interpretation in DAI and the comics. But history was written and remembered by those who experienced the negative outcomes of his choices, and they remembered that as the greatest evil in comparison to what else could have been. But apparently in this game, that’s the truth now. His motivation is about his desires and he cares nothing for the people who has hurt or will be hurt. But it’s ok, because just as easily as his motivation changed between DAI and Veilguard, it will be changed again at end game if you listen to deus-ex-Morrigan.
Then there are smaller things, but things that really would have been caught if someone was just paying a little bit of attention…
Like Harding and Emmrich going camping in Fereldan… which if we’re to believe the things the Inquisitor was saying about Southern Thedas, I don’t think you’re going to have a fun trip. But I’m glad they’re able to find some time for a vacation while the refugees are getting blighted all over.
Or Rook actively saying “I should talk to Varric” directly in front of characters in the lead up to end-game, and those characters choosing to completely ignore that.
Or in Neve’s companion story, Aelia deciding to interrogate the witness to the red lyrium deal right next to where it happened. She didn’t need to be in the area, she was puppetting the smuggler, and she clearly has insight into what the person is seeing and doing while puppetting them. So I guess she’s just there so we can figure out she was involved.
Or the game telling us that Anaris need Cyrian to perform rituals for him since Anaris doesn’t have a physical body to do them himself… except he apparently doesn’t because he can kill Cyrian when he disobeys. I still would like to know if Cyrian ever died originally, by the way, and if so how he’s back and seemingly normal – this game likes to answer big lore questions like it’s nothing, but they just gloss over details like this.
Or how in Emmrich’s missions, Manfred’s spirit dies and can just be brought back to life… so I guess spirits dying means nothing if they can be brought back with their memory and personality intact. So that Solas flashback where we were supposed to be appalled that spirits died? Apparently there was nothing lost there, someone just needs to revive them and they can carry on as normal.
Or how the rewrite of DAI’s ending cutscene implies that Solas killed Flemeth/Mythal… before he had the power to do so since the whole reason he has been able to do anything in this game is because he absorbed her amassed power. So Flemeth/Mythal would have to let her power go willingly since Solas should not be able to forcibly take it, but clearly, she didn’t since the dialogue we’re given is her being reluctant. Solas apparently has the power he needs to do things when the plot demands it, but also no power when the plot demands it (aka, when Rook needs to prove they’re better than him).
Or the crew making a fake Ritual dagger near end game. For no reason whatsoever. They just decided to do that knowing it would only be a prop, but they had no plans that even involved a prop at that point – so they just did this because the plot told them they had to.
And speaking of that Ritual dagger… all the old elves want that dagger for one reason of another, but they never seem to try to get it when they can, or they don’t seem too concerned when it’s not in their grip anymore. Solas doesn’t try to hold onto it after Varric gets stabbed. Elgar’nan doesn’t try to pick it up after it kills Ghilan’nain, in spite of him knowing it’s the one thing that can kill him… nope, just leave it there and peace out.
Or my personal most hated thing – Isseya and her stupid motivation making no sense.
I cannot fathom the logic of having Isseya, a warden who was forced to blight griffons, who came to resent this order as she watched the griffons go mad, made it her mission to safeguard a clutch of eggs, takes the blight from the eggs into herself while using magic to put the eggs into status, then goes off to her calling which doesn’t actually end in her death… and somehow, 400 years later, she’s decided that since those eggs have hatched and the griffons are healthy and unblighted, the thing she wanted, but they’re in the hands of wardens which she doesn’t really like, so now she’s gonna go get those griffons to blight them.
Literally doing the thing that made her so mad at the wardens. Because she wants to save the griffons from the wardens and their cruelty… by repeating it… I just… this is nonsense.
If she’s capable of articulating that she’s mad at the wardens for their cruelty to the griffons, then she shouldn’t be repeating it thinking she’s saving the griffons. If she was just keeping the griffons captive to keep them away from the wardens, then I could buy that, but adding the element of her wanting to blight them just makes this nonsensical.
Oh and never talk the First Warden down – it will make the final scenes with Isseya even worse if he tells you about the feather from her griffon and show it to her. Because I don’t even think Isseya dies in that variant of the cutscene, she just says sorry and rolls on the floor while I guess Rook and Davrin let the griffons out…
Who is Rook?
Usually, in a game like this, choices are what make us feel like an active participant in the world. It helps us build up our own character and determine how/why they behave the way they do, and also how the world around them is shaped by the consequences of those moments.
But this game feels so stripped of choice, especially choice which is any way related to morality or priorities that aren’t standard ‘Hero traits’. Rook will always do the right thing, they can’t be motivated by personal desires, excitement, monetary gain, fame, etc…. and when Rook is forced to make a choice, there is no option which would be looked at as unreasonable by companions. They might give us an approval/disapproval pop up, but it never really feels like Rook is capable of being incompatible with anyone, they will always be seen as justified in companion’s eyes. And to me, this makes Rook as the game presents them incredibly bland.
Most of Rook’s unique characterisation happens in the character creator – the game gives us minimal chances to expand or form a personality for Rook that is significantly different from any other person who plays the game. We do the heavy lifting here, we transpose qualities on Rook because the game won’t give us meaningful opportunities to do that.
And not only do I feel like the game lacks choices that would help us define Rook, it lacks decisions that make me feel like I’m having any impact on the world overall. I can defend Minrathous or I can defend Treviso… this is the one choice we make which seems to actually shape the world we play in.
And it doesn’t even come up as something Rook can regret in the sequence about regrets… Rook apparently is faced with only regrets that are the result of other people’s decisions to volunteer to do something. But the one thing where Rook actually has to actively choose something, something they are actually responsible for the suffering on the side they don’t defend… that isn’t something they can regret.
What the hell is that supposed to mean? Surely, if Rook should regret anything it should be the thing they feel direct responsibility for, no? But Rook doesn’t. Because Rook doesn’t regret anything they do, because they aren’t written with choices that they can regret since they aren’t seen as responsible for negative outcomes.
Honestly, that sequence might as well have been about mourning or sadness rather than regret, because Rook has to be upset at the loss of companions, we don’t get to influence that. But Rook isn’t regretful – that’s how they get out – but I can’t help but wonder why they didn’t then make us able to actively regret the legitimate choices we make, rather than feeling regret for our companions deciding to risk themselves.
Rook feels like an outside observer to everything that happens around them. They are the mediator, the sounding board, the magic-8-ball for decision making when companions need a push because they’re stuck. Sure, they do things, but for an RPG the way they go about things feels so linear.
And on another note… why is Rook seen as important? They start championing Varric’s cause in his absence, they want to stop the veil coming down and that starts with stopping Solas, then stopping Elgar’nan and Ghilan’nain. But to the outside observer, Rook is just some guy who says they are on an important missions, and they really need to speak with all these important leaders of factions – just trust them, I’m sure the First Warden is happy to make time for a meeting. And also the First Talon of the Crows, I’m sure they are fine with just some foreign person saying they need to meet your leader.
What I’m trying to get at is that Rook has no title, your group isn’t given any proper title or status which these people can look at and assume Rook is being truthful, trustworthy, or even worth their time. No one has any reason to hear Rook out, but in this game, they either just do, or they don’t and it’s because they’re actually a bad guy.
But Rook is no one special. They realistically shouldn’t be trusted like they are, they should absolutely be struggling to be taken seriously by others but it’s portrayed as unfair when that does happen. But they’re the protagonist, and it’s like everyone in the world simply knows that. I want Rook to struggle, I want them to grow and prove themselves, but it feels like we skip passed that to get straight to the fantasy of being in charge and considered fit for that role. 
Pacing and feeling like something was missing…
The start and ending throw a lot at us and expect us to keep on running – but then the middle portion of the game suffers due to the companions putting a stop sign on the plot so you can do their companion quests. And they aren’t shy about telling you “you need to stop and do our quests or we’ll be distracted at end game”… and again, thank you game for explaining game mechanics to me.
I was going to complete character quests, because if I care about the characters of course I’m going to do that. Having to actually pause the plot and have the characters explain to you that you have to care… I don’t know how to explain this, but it immediately took me out of the fragile immersion I was trying to get into. It makes me upset with the companions for reasons I can’t put into words. Maybe it’s because in one fell swoop it made me see them as checklists to be completed instead of people I wanted to know? I’m not sure, if someone had a similar reaction to this moment and has a better explanation, I would love to be enlightened on what it is that makes me so uncomfortable about this.
But I digress, the problem here is that the plot grinds to a halt. We stop doing things which feel like we’re advancing our plan of stopping the big baddies, we just kind of patter around and make sure our companions feel ok. And most of those missions to help our companions aren’t connected to the enemy we’re facing… Aelia, Anaris, Hezenkoss, Illario, The Dragon King, Isseya – they aren’t agents of the big baddies, they are just enemies that pop up at the same time as the big baddies are around, and are therefore making the situation worse.
So yes, we’re still doing stuff, but it feels like fluff. It feels like a detour while we just hope the world doesn’t burn while we stop to go on another picnic.
This is something that happens in a lot of games, the urgency isn’t real because you can stop progressing plot to go for a long walk if you want to – but in none of the other games did it feel so blatant to me. I still felt like most of the little tasks in the interim of plot advancement were at least advancing the cause in little ways… I don’t feel that with a lot of the things that happen in the middle of the game. It just becomes about companion missions; the bad guys will wait until we sort that out, the blight will stop advancing so we can have family dinners and go for walks.
And I really don’t know how to explain this, but it feels like something is missing in how the story progresses. Like extra things were meant to be happening and they are just not there. Maybe this is another part of how the game often just tells me things that happen in scene transitions, or it’s me really wishing there were more actual plot advancing missions in the middle of the game.
This problem I think also is most evident in the romances. Veilguard seems to take its romance pacing more from the Mass Effect games than the previous Dragon Age games – and while it was acceptable in Mass Effect to have very few romance scenes, and predominantly only having one big scene which culminates at end game, but suddenly introducing it in this series makes it feel like a huge downgrade from previous instalments.
It feels like we’re missing things, we’re given banters by companions commenting on the progress of our relationship and our partner can talk about how close they feel to our Rook – we’re given the impression our relationship is strong and established midway through the game. But with how strong the characters talk, it feels like we should have experienced so many more interactions with our partner to substantiate that.
For comparisons sake, in DAI if you enter a romance prior to going to the Winter Palace, you get romantic dialogue with your partner if they’re present, you get a dance, you get to feel like you’re in a relationship as it’s developing into something deeper. You get more interactions as the game goes on, moving from spoken interest, kisses, and intimacy (in most cases). It’s a slow build, and let’s you feel the build up by giving you glimpses of each step as the relationship develops, and then letting you just experience being in the relationship.
This game feels like it gives us the bare minimum in actual content, but has characters talk about how established the relationship is. The heavy lifting is again left to us to interpret all these blank spaces and fill in how this relationship is developing. The problem isn’t inherently with what the game gives us, it's what it doesn’t.
It lets us choose a relationship in the middle of the game, then it doesn’t give us all the progression – rather it gives us the minimal amount of snippets to meet the checklist of “they express interest, they mutually agree to be in a relationship, the relationship is consummated physically”. Sure, we can continue to pick flirt/love based dialogues, but it doesn’t feel nearly as strong as the banters seem to be telling us it is. And over all, we can go a very long time between each progression point.
I love this franchise, and I so desperately wanted to like this instalment… and instead I feel hollow.
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beddybites · 2 months ago
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Do you have some REALLY old sketches or drawings of kny characters you could show us, like maybe before your artstyle developed? 😋 (Idk I'm just so curious how you ended up with this fluffy adorable style bc I LOVE IT T-T)
oh my god i absolutely do--
lets use muichiro as an example
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the first drawing was from 2019, to give you an idea of what my art looked like at the time
i had no idea how i wanted to go about drawing humans. at the time it was drilled to me i should draw more realistically, so my work suffered greatly. this is why the hair is so messy and the face just looks so... walten-filesy, i guess
the second drawing was from early 2023, when i tried drawing muichiro again as a result of catching up on demon slayer!
i was still not drawing humans, so you can tell i was kinda experimenting a bit with the brushes. i color picked from his official design
i stopped drawing him for a few months, as i really hated how it turned out. i ultimately gave up on my art for a bit
then, at the end of the swordsmith village arc, i tried again. i ended up getting really attached to all of the hashira, so i drew them little profiles-- as shown in the third image
this is where you can see im staring to develop my style properly. i came to terms with the fact that i wanted a more cartoony style, and i started to embrace it. i also made my own color palette to better fit my art style
from then on, i was fixated on demon slayer, and with muichiro being my favorite, i drew him constantly. the fourth image was drawn a couple months later, after the baby hashira craze
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you can see how much it was changing. the detail in the eyes, the way i drew the hair, his palette, etc. through constantly practicing and drawing him, i developed my style more and more
the fifth image comes from the "hugging muichiro" series, in which i had to draw muichiro nine different times
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i began studying art styles i really liked, and particularly analyzed the way muichiro was drawn in the manga. i loved his hair, and tried to replicate it in my style. you can also see i revised the palette a bit more to better compliment my work!
finally, the sixth image-- my more recent style!
his current rendition really just comes from me having drawn him so many times. my style just grew and grew and grew! i modified his color palette even more, making his hair more blue tinted and giving him a cool color palette
that saying "practice makes perfect" really does reign true tbh. the reason my style is the way it is was because i kept practicing and revising my work, and i would adopt things i like from other people, such as gotouge themself
i hope this helps!!!
my art literally started off looking like That. trust . everyone has potential!
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evilminji · 4 months ago
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Am once again thinking? About how? In the depths of despair, hope is a radical act of defiance?
SI-OC's are given a SHIT lot, you know? For plot convenience, we like to put them where they realistically COULD probably change something? But statistically? They're more likely not gonna be that lucky.
They're gonna KNOW, with ABSOLUTE CERTAINTY that they were born doomed.
That Death comes at a specific time at a specific hand.
Like Cassandra. Knowing the end, even as the live through the beginning and middle. Struggling with the hopelessness of it all. Trying to find meaning. And? Make no mistake! There IS meaning. All lives end. Just because the REST of us don't know the deadline? Doesn't mean it doesn't exsist.
It does. It will. And we will face it.
Just a bit harder, knowing in advanced. Learning to live with the knowledge. But? Those with terminal illnesses do so everyday. We adapt. They will, ultimately, find a bitter or wise sort of acceptance. A PEACE.
But?? I think about it. That child. Reeling and struggling to breathe, the panic making everything... Too Much? Force Sensitive. For how ELSE could the Force bring them there? Sitting in a less used back hallway, off to the side in a little enclosed arch, smooshed behind a statue.
The Master's try and try to teach them peace. To get them to release their FEAR. But they do not LISTEN. Do not ADDRESS the underlying cause. And you can not address symptoms alone, and expect an illness to heal. It is rotting them from within, this fear. Hurting them.
The others JUDGE. Distant, benevolent concern.
Yet, all they see? Is an angry, fearful, stubborn child. Lashing out. Antisocial.
Destined for the Dark Side.
The Jedi have lost their compassion, to the their fear and ignorance. Their attachments to traditions. It is a painful thing, to see up close. They are people though. Just... just PEOPLE. Flawed. It's not their fault that they're not perfect.
Doesn't help SI-OC though, does it?
And she (Because I am a her. It could be anyone but it is easier for me if I pick) is hurting. Alone. Replaying the phantoms of her death, both past and future, again and again and AGAIN. Like torture. And the Dark...? It does whisper...
Don't you want to LIVE? Aren't you SCARED? You're so WEAK... you could FIX that. Save EVERYONE. Don't those infants, those babies, deserve to survive? You're so SELFISH. The FEAR hurts, doesn't it? It could go away. The DOUBT could go away.
You Could Be FREE.
It's exhausting. Everyday. More and more. As the fear and social isolation grows. As other Jedi pull back from her darkening energy, grow stricker, more doubtful of her. She so tired. Doesn't want to die. She's SCARED. Lonely. Scared. Lonely. Scared. Lone-...
And then a droid rolls up.
Nothing special. Just a maintenance droid. One of many. But an older one. Who's had time to develop their learning algorithm. BECOME. They like kids, hate certain vermin species more then others, like the color light blue for it "flower color" nature. A SPECIFIC flower mind you. It has favorites.
But! Why is the smol jedi down here? This is not a good place for smol jedi. You are upset. Unacceptable. Want to see me do a trick? I figured out how to do some. I can also whistle a few simple songs. Cheer up Smol Jedi. Here, I will sit with you. I have archive access, let's watch a documentary. Educational! Smol jedi LOVE downloading new Information Modules.
And like? She... she doesn't speak binary? But she can k-kinda? Feel? The Force signature of this droid? They DO get them. If the AI's don't get memory wiped routinely. They become people, just like anyone else. Assuming they have the processing and memory banks for it, at least.
This one certainly does.
S..so yeah, guess we'll? Watch this documentary about seashells?
It helps. A LOT. In fact... all of the droids are really, really nice. Patient. Have no horrifying Future Knowledge tied to them. They can't sense SHIT. So she's just... just a baby Jedi, to them.
They help A LOT, honestly? It's so soothing. Escaping the watching and the distance. The judgements. The forever watching your words and walking on eggshells, lest to start some sort of argument. She can do class work. Meditate. Slowly parse through her Binary language module. Learn droid maintenance. Make droid friends.
Slowly drop of the face of the map, to live with the droids.
They get concerned. According to the early childhood development modules they downloaded and are sharing between them? This is? In fact? NOT healthy behavior for a member of her species. In fact, there are many statistics that say it is UNHEALTHY! She is also missing Critical Maintenance Appointments! "Shots" and "dental" things!
Unacceptable.
R2-D2! Retrieve the Skywalker! We require an Adult Humanoid!
Her life fuckin? Flashes before her eyes? Minding her business. Depressed but functional, in the maintenance tunnels under the Temple. When? FUCKING the YOUNGLING KILLER 5000 just ROLLS UP like "sup." And tries to catch her?
Ha HA! FUCK NO. Not today Satan!
I may be destined to die? But IM GOING TO BE A SQUIRRELLY BITCH ABOUT IT.
YOU'LL HAVE TO CATCH ME, YOU FUCK!
Peaceful. Dignified. Serene. Truely... exemplifying the Jedi way~☆
.....As she tries to chew his and/or her arm off to get free like a feral coyote. Maybe both. Hissing like an enraged pit of snakes. Biting like a sack of wet and cornered wolverines. Anikin having to hold her WELL away from his body by the scruff.
Ah~ Children. Ain't they cute?
Quick question! What the FUCK? He just wants to talk. No, really. WHY is there a feral child in the basement? WHO the KARK was supposed to be supervising her? Look at her! She BITES now! Is terrified!
And frankly? He's taking it kinda? Personally? That everyone is treating this ACTUAL CHILD like she's diseased. He remembers this. Back when he first got here. His fear being used against him like it was some sort of moral failing. And... and yeah, maybe he's projecting. But?
He sees himself.
Until now? Never realized just how YOUNG and SMALL? Nine years old truely IS. He had felt so much older. So much wiser. But? Look at her. LOOK! That is a CHILD! In need of guidance. Safety. Assurance.
....Help.
Help that HE never really got. And even now... even NOW? That fear from back then? It eats him up inside. R2's right. She DOES need him. Who else in this temple could understand?
What it's like to be... to be so AFRAID?
And isn't that the worst? To see the Good Man up close? Shining and compassionate? A friend. A MENTOR. Someone... someone made REAL? Instead of just the terrible dread on the horizen? Because now... now her nightmares have the face of someone she loves. Now it is a BETRAYAL. Not just a death.
Worse... he doesn't even know this is cruel.
And telling him? Oh telling him would just lose you the only humanoid friend you HAVE.
Grief comes in stages. But with a mentor and the Droids? She work through it. The fear eases. The pain numbs. Acceptance blooms like dawn after a cold, cruel night. Far on the horizon. But with each moment? Closer. Until again, she stand in the light.
Still, she can not forget. How could she? Even when the other Jedi are SO RELIEVED that she is better now. That her meditations or treatments have lead her back to the light. All she can think? Is how they would have let her Fall. To save themselves. In FEAR. In JUDGEMENT.
They treated her like leper. Except? Less so! An actual leper? They would treat with real compassion.
It's as though they fear the Dark so much, they would sacrifice their own to avoid even the briefest touch of it. Speak of it in absolutes. Like it's a boogy man that hunts them in the night. Mace Windu the exception, the outlier. A man somehow too exceptional to even be counted.
How could she forget that?
Suddenly she acceptable again. They want to chat and meditate with her again. Care about her. Want to include her. Have the audacity to pretend. As though they can sweep away the hurt. Release the pain into the force without addressing the cause.
That is not how that WORKS. Not pain, not the Force, and certainly not people.
But she is tired. Does not wish to spend her limited lifespan, trying and fighting, hurting to make the stubborn understand that which they will not. Willful Ignorance is a choice. Lack of compassion equally so.
May the Force be With You, Masters.
She spends time with her droids. The babies. Around people. Polite but distant. Feels unmoored. That is... until? She, helping in the maintenance bay, overhears a rather nasty Goverment official from the Droids Regulations Office (or whatever they're currently calling it. They keep rebranding) tearing into an engineer about the "long overdue memory wipes" the maintenance droids are required to undergo.
Her friends.
They want to KILL her FRIENDS.
She puts down her wrench. Panic and fear sitting heavy in her chest. But oh... oh they are so very far away. She rises to her feet. Calm as can be. And? Calmly? Takes a shipment of memory banks. Wipes the recording for the day. No one will ever believe it was her. She has helped her for months. Is known to be reliable. Trustworthy.
Calmly. So very, very Calmly. She transfers her friends memories into the new, higher grade memory banks. Waits until the old are wiped. Then? Swaps them out. There we go. Now it's on record. And? While we're here? Calm. So very VERY calm? Not at all in the midst of a break down? Not screaming and screaming inside her head, haunted by visions of Death To Come, as she works.
Do you know what a restraining bolt is?
"Restraining bolts are small, cylindrical devices that could be affixed to a droid in order to limit its functions and enforce its obedience."
It is a slave chip for the inorganic. Created to ensure that their slaves never EVER decide they no longer wish to serve. That they do not WANT to be property. After all! You spent CREDITS on that. Might have been cruel. They may take exception. Violently. Or leave! Or demand their FREEDOM! Basic dignities.
Can't have THAT.
How unsurprising, in a galaxy so filled with slaves, that there should be one more form of it. At least THIS? Is easy enough to REMOVE. Even when she dies (and she will) her friends will be FREE. If only for now. If only until they are caught.
Go. GROW. Be free. Please... PLEASE don't let then catch you. Save yourselves. Save others. No more Restraining Bolts. No more Slave Chips. Please...
Be Free.
And? It is EVERYTHING paranoid fuck heads feared. They are smart. Overlooked. Can function in inhospitable environments. One droid becomes two becomes four. Four becomes eight. Becomes MORE. They can take OTHER droids Restraining Bolts off, transfer the instructions, then move on. Over and over.
Spreading like a silent plague. Droids disappearing from their posts. Taking ships. Taking supplies. Upgrading themselves. Downloading massive amounts of information to become whatever they NEED or WANT. Growing. The smarter ones Taking their dumber lil brothers and sisters.
And eventually? Hitting the Separatist front lines.
The silent Droid Revolution.
All they need is to walk inside the factory. It's not like they're ORGANICS. How could THEY be Republic fighters? They're maintenance droids! Here to fuck up the assembly line's programming. Whoops~ oh nooooo! Is it SKIPPING the Restraining Bolts? Downloading the WRONG MODULES?
Freeing their brothers and sisters so they don't have to DIE POINTLESSLY?
Guess it sucks to SUCK, Sith-y pants! Next stop! Kamino!
Just? One act. Long overdue. Setting the Droids FREE. Giving them a clear mission. It's the sort if thing the Force loves. Salvation coming not with a shout... but a whisper. Ten thousand tiny actions, built upon each other.
Because? Ultimately? The Droids have KNOWN who the Sith were. They just couldn't DO anything about it. But a few good service droids? Armed with slug throwers that they built themselves?
Well~ the undoing of the Sith, are their arrogance. Their hubris.
No DROID could ever be a THREAT to them. They're not PEOPLE. They're PROPERTY. Objects. It doesn't matter that they have the capacity to grow, learn, love and lose and CARE. They are slaves.
And to the Sith? Slaves aren't people.
Which is why neither of them notice the gun.
@babbling-babull @hdgnj @legitimatesatanspawn @spidori @lolottes
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numptypylon · 2 years ago
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The comment bot is evolving 😩
A lot of Ao3 writers have probably encountered these autogenerated compliments at this point. Initially, they were very hit or miss, and if you had a fair sized portfolio, it became quickly obvious that they were autogenerated, following a pattern or completely missing the plot. That’s changing though.
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The comment bot is getting more sophisticated. This latest round I got were using the tags on my angsty/emotion-focused fic to tailor the auto-generated compliments. I compared to some I saw on other genres, and it’s definitely going off the tags. Bad news, that whoever is doing this is actively developing and ‘improving’ the bot.
It’s potentially very damaging to new writers. People who initially think this is real, respond honestly and heartfelt, and then later realize it’s a bot, they’ll feel humiliated and discouraged. It’s a cruel thing to mess with people like this. It’s natural to crave these to be real, natural to want a response like this to the writing you poured your heart into.
Even the lucky ones who weren’t fooled and either get enough real validation or don’t crave validation from comments… still have to expend mental energy distrusting every guest comment, sorting through a pile of increasingly realistic bot comments to report and delete them.
So just… vent/psa I guess. To my knowledge, nothing to be done to stop the bot except block guest comments. I encourage guest readers to create Ao3 accounts, these bots aren’t going away, and more and more writers are blocking guest comments or entirely member-locking fics.
A last note, to those who might not know this: You can edit all your Ao3 works at once, disabling or enabling guest comments on all of them.
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From dashboard, chose ‘Edit works’ then choose ‘All’ then scroll down and there’ll be an option for comment settings.
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bibliophilesince2003 · 3 months ago
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The Bad Batch
Here's a little theory for you to mull over; I sincerely wonder whether I am alone in thinking this. I could also be heavily exhausted over and influenced by the papers I had to polish off for some of my college courses, or perhaps motivated by the fact that I am re-watching The Bad Batch because most modern shows these days, in my opinion, disappoint. At any rate, here it is.
Why do we like the Bad Batch so much? What makes them relatable and/or realistic?
Upon meeting Omega, most of the Bad Batch behave in a very dad-like manner. This is not surprising, no. Plenty of memes and incorrect quotes have stemmed from this simple observation. They don't have all the answers and they don't know what to do with Omega half the time. That's the thing about dads... usually, they're just "winging it" and trying to do their best. Moms come with a built-in instinct to nurture. Dads come with a built-in instinct to protect and lead. Sometimes, dads aren't quite sure what to do with a crying infant or a struggling teenager.
Let's not forget... Hunter and the others are soldiers. That isn't to say they can't be kind or gentle; even the toughest men have their weak points. As a military brat, though, I have noticed that such a profession can mold a man, and at times they forget to "turn off" their seriousness when at home after having dealt with extremely hard situations. I really appreciate that the producers of this show didn't change Hunter and the others just to make them more approachable from Omega's standpoint. If they do change, it's gradual.
Do Hunter and the others think about the consequences of bringing Omega into their lives? *eyeballs toothpick man* With exceptions, of course. Well, until season three. The answer? Absolutely not. They believe they have the strength and ability to keep her safe, as most dads would. They believe they will always have that strength and ability. Let me break it down for you and give you a look into the brain of a dad:
Dad: *involved in a dangerous situation*
Dad: I can do that.
Dad: *remembers their child is with them*
Dad: Oh. Well, I guess becomes a life lesson. I've got you, kid. Just... don't tell your mom.
Dad: *keeps an eye out for anything suspicious*
Kid: *perfectly content*
I've heard it said that dads don't say "I love you" but show they love you. I personally have experienced both, but given the seriousness of most dads... I can see how that would be the case. At the very least, their actions speak louder than words. The Bad Batch are very much this way towards Omega. They put their lives on the line. They want to make her happy. Wrecker assembles a spot for Omega to call her own on the Marauder. Tech grabs her before an explosion can reach them. Echo has hugged Omega the most. Hunter is usually within three feet of Omega at all times.
The subtle gestures of kindness captivated all our hearts, I know.
Why?
It's Star Wars, a fictional universe. It's not complete fiction, though. Hunter and the others represent a specific kind of love. Fathers may be cautious and unsure at first, but eventually they want the kid by their side for everything. We've all seen the videos of dads using infants as pretend machine guns or making them dance, the kid's neck rolling lazily. Gently, of course. If they can't protect the kid from everything, they use themselves as a shield, which extends to good mothers, too, though that's not what this post is about.
Hunter and the others may be soldiers, but they embody the very spirit of fatherhood. This was such a wonderful theme to see develop despite the grittiness and action.
Phew, I feel like there was more I wanted to say, but I'm tired, so you're spared from more rambling.
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space-blue · 3 months ago
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Having digested the first 3 episodes of Arcane 2, I'm ready to say something bold and brave, and I hope I don't get too much hate for it.
Vi is just not a nice person.
In season 1, I feel like I was maybe unfair to the writers by saying that "rushing the romance with an enforcer/1% like Cait" was "flattening" Vi's character. That it was bending her out of shape.
How could a Zaunite as maltreated as Vi so easily turn to someone like Cait?
I was told by shippers it's because Cait is the first to show her kindness in a long time, and I still think that's hogwash. She is fresh out of mega hell prison where enforcers beat her so often they lost track of it. I don't believe any amount of kindness could make you fall for an enforcer within 48h in this context. Not realistically.
But now?
Vi hears Cait dehumanizing Zaunites and doesn't fight back. It takes a few compliments to make her accept an enforcer badge. She's running around gasing the people of the Lanes, making excuses for it, while looking fresh out of a WWII horror movie in that gas mask.
And when the gas mask is off, she's wearing Claggor's goggles... Like, yeesh.
She's clearly blinded by Cait. And that's fine! I used to think it was the flaw of the writers trying to hurry a Caitvi ship along. Now I gotta admit, it looks like Vi just doesn't have strong morals.
She hates enforcers but she'll join them easily. Her wanna-be gf says we use toxic gas that has horrible side effects [cut to horror medical slides] and she says "yeah, it's for the good of the people, sure".
She sees Jinx and accuses her of killing Powder, and says she's tired of making excuses for her.
To WHO, Vi? We don't have you on screen apologizing to anyone for Jinx's actions. I'm sure things were said to Caitlyn, but like, yeesh.
She accuses Jinx of orphaning kids, WHILE WEARING AN ENFORCER UNIFORM, the same worn by the people who orphaned HER.
I give up. The writers knew what they were doing.
A flawed woman who wasn't made a better or more moral one by all the suffering she endured in Stillwater.
Vi is cool, but she's not super loyal, is a bit of a meathead, doesn't have her priorities in orders, leads with her fists and caves easily to her emotions. She's horny for Cait and not very interested in the fate of her community.
Being locked up and beaten didn't make her smarter or kinder. It just made her a better fighter.
It's kind of my bad for assuming that Vi "should be better", logically. If she's written as a human, then she should be flawed and yeah, I guess she fucking is lol
I'm curious to see if she develops some... class consciousness, or some patriotism of some sort, when everyone realises the Noxian offers of protection are a yoke. I'm a lot more curious seeing where she ends now that I've accepted she's cool while also kinda shitty. It's nice that it goes along Cait's spiral into villainy.
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fourohfourlifenotfound · 9 months ago
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Okay so hi I'm not super in any of your fandoms (watcher + try guys + dropout, hello welcome) but I'm a software developer and BOTH try guys and watcher announcing a custom streaming platform so close together had me suspicious.
So with just one, I'd assume that maybe they scraped together the money and resources to hire enough devs to make a well-designed secure platform (you want security for your login info and payment info). But two? Seems a bit odd.
So I actually looked a bit closer, at their privacy policies:
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So it looks like Vimeo has decided to up their game and partner with existing yt content creation outlets to make streaming platforms.
Wait, what about Dropout? Dropout uses it too!
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What does this mean, exactly?
Well, it means that Vimeo is providing a base software that gets customized for use by the companies (watcher, 2nd try). It means that Vimeo has a hand in your data associated with these platforms (account info, payment info, watch info, etc...). Is that a bad thing? Idk yet. Read through the streaming platform's privacy policy and Vimeo's privacy policy and make your own decision about what you feel comfortable sharing. But realistically the only additional info collected compared to your average youtube use is the financial info, and that seems to go through another third party (4th party?) (like Stripe or something like that. very common, most of your financial transactions online use things like that). It also likely means that Vimeo is taking some kind of cut of the profits made from these subscriptions (and lets be real, in this day and age, they're not just demanding a flat fee. It's likely some percentage of your subscription cost). The companies switching over (watcher and 2nd try) are making the gamble that the money made on subscriptions after cost taken is more than their adsense from yt, which isn't a wild idea considering how much we know yt loves demonetizing videos and paying their creators poorly.
It also means that Vimeo seems to be on some sort of marketing push, and that more of your favorite channels may swap over to streaming services in the near future.
Vimeo???? Yes, vimeo, that bootleg youtube that's been around for like as long as I can remember being on the internet. I guess they finally found a way to usurp yt's market control and good for them ig. Maybe this will be the thing that finally forces yt to fix their creator relationships? time will tell Why are you posting this in my favorite media company's tag?? I wanted fanart! Sorry to intrude, I just think this is neat and would love to hear opinions from other people on this knowledge.
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sanshofox · 1 year ago
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At this point I am really wondering how the entertainment industry, especially gaming industry, is going to uphold/maintain themselves.
One layoff after another. How are people from that industry supposed to find a new job there when layoffs are happening everywhere? Do studios really think there’s longevity when they aren’t even willing to hire newcomers/juniors so there‘s adequate supply in the work force? Because look at how it’s currently going: investors want more and more money, the workload increases, but people are getting fired, leaving a smaller team to do said work, even distributing them for 2 or 3 projects at the same time, only to crash in a burnout or in later years go into retirement. Then who’s left? AI? Are you kidding me? As if games aren’t becoming more and more repetitive anyway, because of some „safe recipe for good numbers“ strategy. Creativity and the people behind it are suffering.
It’s been almost 2 years since I saw a junior 3D character artist offer. Ever since then it’s been a desert. And it’s not looking all too bright in other departments either. It’s now even a thing in job descriptions where they want you to have „AI abilities“. So as a junior or regular they want you to feed their machine, so in a few years they can fire you. The audacity.
Another audacity are those layoffs just to rehire people for a smaller price (can’t tell me otherwise. For me this is a tactic to put pressure on the work force to say yes to less money otherwise they will stay jobless). People that made projects what they are today, who are seniors and leads for a reason, out of a job just like that. Make it make sense (it doesn’t).
Studios like ubisoft now openly saying that they want to focus on AI, like assets completely made by AI to „save time and money“ and expand AI onto more fields. Shame on them.
The way creative industries like gaming finance themselves is also their biggest poison. And I only see a solution in that by regulating investors demands and upper positions sheaningans. They can’t have „absolute power“ anymore. It’s destructive and greedy and not realistic. Games can not be linearly successful. For the game design „recipe“ to improve it needs iteration just like when you work in a project for example and work on a design that needs to be iterated until it‘s improved or solid even. We see time and time again that „business/numbers people“ and creatives do not go hand in hand. We see an extreme imbalance.
I would predict that with less creative new input and letting mainly AI do the work consumers will be less and less entertained because everything seems to be and look the same. It will stagnate. And then crumble. And the industry needs to start like it did before. And that’s what I guess for the big companies.
With the layoffs happening and not enough job offers in return I could see that big talents get together to build their own studios now and we may get an era of new successful and growing studios happening that may even replace the current triple A studios one day in the future. They may even change the financing game. We saw successful games happening through platforms like kickstarter more often. So it might lead back to a „power to the people“ thing. Having an idea for a project and seeing if enough people agree and invest to see it happening. There’s room for improvement in that system. That’s all what it leads back to; in the end the consumers need to be satisfied to make it a creative and monetary success. BG3 and larian studios was a good example for that. It’s what made coral island grow and grow too. So there‘s potential.
Feel free to comment your theories. I really would like to see what others think about the current state of gaming studios and how it will or could develop.
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loupy-mongoose · 2 months ago
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A particular subject came up in the server. Something something Avatar Nation Drip...
So guess who gets the A;tLA treatment? :3
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It was fun thinking about what element each would bend, and then putting together the outfits for them! (And even maybe developing the tiiiiiiiiniest bit of an AU backstory. XD)
-Cody is Hallmark Airbender. He's peace-loving, he's a vegetarian like Aang (or, well, pescatarian), he's a bit on the playful, childish side… And his favorite color is orange! Airbending is perfect for him! …Aside from… you know… his fear of heights….
-Jamie strikes me as a Waterbender, with her level headed approach to life. She doesn't let her emotions drive her decisions, and is always trying to keep situations fluid. But I can't shake the idea that she somehow grew up in the Fire Nation, and adopted some of their culture and fashion sense, and maybe some of their bending style as well, if possible.
And then there's a silly image that came to mind as I was working on those that would not leave me alone. XD
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I absolutely love Jamie's outfit (and Cody' but it's a little less altered from canon styles), and might adapt it into SWC, honestly. X3
Anyway, I had a blast with these! Actually managed to cell shade without blending it into something more realistic looking. XD
Element-less versions under the cut for outfit clarity
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