They r doing insane things in tomodachi life

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Aqua Utopia|海の底で記憶を紡ぐ
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NASA
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oozey mess
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noise dept.
he wasn't even looking at me and he found me
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occasionally subtle

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@anyh0w
They r doing insane things in tomodachi life
i give this to miis that ask for random things in random places when i'm mad
rate the fit
Tomodachi Life: Living the Dream but with 60 clones of the same guy
a small taste of whats to come.
There's now a PART 2!!! I've been loving the hell out of Living the Dream and I've always had one Mii who I absolutely adore. If you've ever seen my account, you know who I'm talking about considering I draw him all the time; Quit!!!!
^ here he is on my main island. So I decided I wanted to run an experiment: I would make an alt save with 60 of the same Mii. Every single Mii will be a clone of our beloved Quit (seen above) with the exact same personality, voice, face, dating preferences (all Quits can date all 3 gender options), everything. The only difference is that 20 of them are male, 20 are female, and 20 are nonbinary (because I'm curious on if Mii gender impacts how a Mii forms friends). It was a lengthy process making 60 of the exact same Mii, but finally...
Welcome to Quitland. My general rule for this save file is that I must interfere as little as possible with the Quits lives. I'll only give them food, new clothing, treasures, or new housing if they directly ask me for it. I can't force any relationships either (barring the tutorial which forces you to do so). I want to see how these 60 clones all grow and adapt, and how they will eventually differentiate themselves. I had put all 60 Quits in at midnight so right after doing so I decided to head to bed. I then proceeded to spend the chunk of my morning doing quite possibly the stupidest thing ever:
Creating a giant pixelated Quit to put on the ground. From there I learned about something kind of interesting. Turns out when you create 60 Miis all at once, with all of them having no little quirks, friends, or really anything to define their AI past their basic personality, they become... ...kind of stupid. Here are some examples of small groups of Quit randomly choosing to follow one "leader" Quit for no reason. They REALLY enjoy doing this. Its not uncommon for small packs of Quit (usually containing 2-6 members) to just stalk another Quit for extended periods of time. I believe they are developing pack-hunting strategies. This scares me.
They also enjoyed talking. A lot. My entire island is just constantly full of random Quit chatter 24/7.
I'll admit though it is very rewarding just seeing all of them standing about, doing weird Quit things. I feel like a proud father of 60 single-celled organisms.
Also I got quite possibly the funniest Tomodachi Life clip I've ever seen:
There ain't a single brain cell between any of them. Honestly it was really fun just watching them frolic about, like an ant farm made entirely up of brainless homunculus.
In terms of actual development between the Quits, some of them became acquaintances and a few even became friends, but the REAL development was between Quit 1 (known as Original Quit) and Quit 3:
Quit 3 started crushing on Original, and just a few minutes after that Quit 3 surprised me by deciding to just up and confess to Original. This was pretty shocking...so far, every other Quit has been fairly reserved in making relationships. While plenty of them became "like-minded" (not surprising considering they all have the same mind), few were brave enough to become friends, let alone lovers. Perhaps Quit 3 is some kind of deviant Quit???
Well lucky for Quit 3, their boldness ended up paying off...and Quitland got its first couple!
I wonder how long it'll last... Besides that, only one other romantic event happened. Which was Quit 48 developing a crush on Quit 28. (I know it's hard to tell that this Quit is different from the Quit above...but trust me, its a different guy.)
...could this be considered an example of egomania...? I mean they look identical...
And that was about everything interesting that happened on day 1 of my little experiment. I might post more if anyone has any interest in the Quit ant farm. This is a little different from what I usually post so hopefully the people who follow me just for the art don't mind a bit of a change lol. To end off, here's some group pictures after I finally unlocked the photo mode:
Personally I'm a really big fan of chicken Quit right now.
The Importance of Fear & Anxiety
Marks (1987) and Bracha (2004) outline 6 ways in which fear and anxiety can afford protection.
Freezing: This response aids the vigilant assessment of the situation, helps conceal one from the predator, and sometimes inhibits an aggressive attack if you are not sure whether you have been spotted or cannot readily determine the location of the predator. Freezing may be better than lashing out or fleeing.
Fleeing: This response distances you from specific threats. When you encounter a snake, for example, running away may be the easiest and safest way to avoid receiving a poisonous bite.
Fighting: Attacking, bashing, or hitting a threatening predator may neutralize the threat by destroying it or causing it to flee. This mode of protection entails an assessment of whether the predator can be successfully vanquished or repelled. A spider can be squashed more easily than can a hungry bear.
Submission or appeasement: This response typically works mainly when the threat is a member of one’s own species. Among chimpanzees, performing submissive greetings to the alpha male usually prevents a physical attack. The same might be true for humans.
Fright: This is a response in which the person “plays dead” by becoming immobile. The adaptive advantage of becoming immobile occurs in circumstances in which fleeing or fighting will not work—for example, if the predator is too fast or too strong. Predators are sensitive to motion by potential prey and sometimes lose interest in a prey animal that remains motionless for a while (Moskowitz, 2004). If the prey is “playing dead,” the predator may loosen its grip, possibly opening up an opportunity for escape.
Faint: Fainting is losing consciousness to signal to an attacker that one is not a threat. The hypothesized function of fainting in response to the sight of blood or a sharp weapon is that it helps warfare noncombatants, such as children, to “non-verbally communicate to. . . adversaries that one was not an immediate threat and could be safely ignored” (Bracha, 2004, p. 683). Thus, fainting might have increased the noncombatant’s chances of surviving violent conflicts that were likely to be common over human evolutionary history. If this hypothesis is correct, it follows that women and children would be more likely than men to faint at the sight of blood, and the evidence strongly supports this prediction (Bracha, 2004).
Fear - “the usually unpleasant feeling that arises as a normal response to realistic danger” (Marks, 1987, p. 5).
Fears are distinguished from phobias, which are fears wildly out of proportion to the realistic danger, are typically beyond voluntary control, and lead to the avoidance of the feared situation.
Source ⚜ More: References ⚜ Functional Defenses ⚜ Writing Resources PDFs
Summer Berry Mix 🍓🫐 ♡⊹˚₊
We all predicted this.
And this:
We were correct.