don't think i ever posted this one here but i thought about it for like years before actually drawing it lol
Peter Solarz
art blog(derogatory)
"I'm Dorothy Gale from Kansas"
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taylor price

Andulka

roma★

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almost home
Stranger Things
Xuebing Du
tumblr dot com
Misplaced Lens Cap
he wasn't even looking at me and he found me
wallacepolsom

Discoholic 🪩
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Janaina Medeiros
let's talk about Bridgerton tea, my ask is open
hello vonnie
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@clownintelpro
don't think i ever posted this one here but i thought about it for like years before actually drawing it lol
Bet it feels good as fuckkk to rest your hand on the pommel of your sword when the newcomer steps a little too close to your lord who you’ve sworn to protect with your life
zun putting out a game with better language availability than toby fox is pretty funny
OH i forgot to ask can you talk a bit about mabel's unique de voices pretty please very curious about like their specific functions in your words, and if theyre replacing any original skills, like say esprit de corps cause she's not a cop (unless its been repurposed for a different group)
I'm so happy you asked.
At first I just had a thought; "huh, I wonder what Mabel's DE skill tree would look like." I've seen people make some that replace *every* base-game skill, and I thought that was pretty excessive because only a handful are contexually instrinsic to Harry and the setting he's in (ie. Espirit de Corps, Shivers)
Anshin-suru means a state of tranquility; in Mabel's case, it's a uniquely sympathetic tranquility she can only find when anyone she deeply loves and cares about is happy, content, safe, et cetera. This was my first idea as a replacement for Espirit de Corps (although it should be pointed out that it's not exclusively used around Kim; it's also used anytime you have a party member with you.)
Viscera is just Half-Light; fight or flight, the overactive amygdala. I liked the idea of giving a bunch of skills different names even if they are functionally the same, but I ended up getting lost in the idea for the fic itself, and ran out of time.
Panopticon is one whose name I'm conflicted on; even if it's a metaphorical panopticon, that word represents a material thing that exists in the physical plane, whereas all the other skills are largely conceptual on their own. Anyway, it's her paranoia around how she's perceived; in the fic, it manifests as intensely internalized transmisogyny. Usually it does more harm than good.
Shivers went unused, but I did repurpose it in concept. It's hard to explain in a more straightforward way, so I'll just use the DE-styled blurb I wrote when I was thinking these through; "Worlds of pain and suffering burn beneath your eyes. Walk the right path." It feels thematic to MC in the context of DDLC.
Thank you for the ask!
you probably could domesticate a velociraptor tho, that thing could prolly protect the fuck out of grain
velociraptor livestock guardian for chickens eventually getting the thing sheep guardian dogs have where it gets bred to have chicken plumage to blend in with the other chickens
like this but it's a really angry looking hen
Bloodied guardian velociraptor being preened by one of the hens after successfully defending the flock from a wild Oviraptor.
danganronpa dialogue:
"maybe the killer gave them a heart attack by writing down their name. like with a certain notebook from a certain anime."
"h-huh?"
zero escape dialogue:
"and so, mr tortoise continues to believe theres a teapot floating in space because mr hare can not definitively prove him wrong. but what if something like that... applied to the entire world?"
"like how theres no way to prove if youre wearing panties or not unless you offer definitive proof"
umineko dialogue:
the disco elysium ficlet
hi everyone, I wrote something weird and experimental.
mabel takes natsuki to the mall - written in the disco elysium style (or as close as I could get to it in Ellipsis)
I could have formatted and posted this directly to tumblr - or, god forbid, AO3 - but I'm pretty sure I would have lost my fucking mind. here's the ellipsis link instead. it should show up in dark mode, but if not, you can change it in the little gear icon at the top.
I'm imagining a world where RPGMaker somehow made it as the de facto codebase for software and you have to navigate your banking app by walking around in a huge room full of NPCs named "make deposit" and "make withdrawal" etc and there's loud as fuck stock music playing
don't touch
How do you think fail states, specifically dying and reloading a save, affect the narrative of a video game? Because in a lot of games they feel like a pretty detrimental compromise to me, it always feels like I'm not actually supposed to use that mechanic. I haven't really found a way yet to interpret a lot of them in a way that doesn't just make the game worse.
hmm i mean
like, i think there's a lot of ways a ''fail state'' can inform a game's narrative, right? like...
there's the way you're talking about here, right, where the fail state is something you're not 'supposed' to experience, it exists as a structuring element guiding you away from or towards certain actions, right? like... in subnautica, it's pretty rare to actually die. and it can be a frustrating and unfun experience when you do and you were carrying a bunch of stuff and you're like oh great gotta farm all that shit up. but the threat of dying is really really important to building the game's tension, putting some actual real-world weight (even if it's just in terms of threatening a purely digital object that represents a time commitment) into the idea of a reaper leviathan eating you. if there was no 'consequence' for getting Gotten by the Scary Getter, it would suck a lot of tension out of trying to avoid them, right?
this is a recurring thing in horror game design, right, if you make the chase sections too hard they stop being scary because knowing that all that happens is a scary cutscene + the impact of it being diminished by seeing it over and over again turns the Scary Getter into a nuisance that you groan at rather than something scary. so i think there can be a lot of value to parts of a game that you're not really ''supposed'' to experience but that need to exist to structure how you experience the parts you are...
& then of course i think there's a lot of games where you are meant to experience the failure states and they teach you important things about the world and characters. like recently i've been trying out this underrated indie gem called dark souls, you've never heard of it, and within an hour of playing i'd died like five times. and each time the death taught me something iomportawnt about the game: dying to the asylum demon taught me that you don't always have to fight enemies the first time you see them. dying in the middle of a skeleton clusterfuck taught me that you should try to fight enemies 1 on 1 as much as possible. dying when that cunt pushed a boulder onto me taught me to look the fuck out for traps. these fail states are essentially a form of tutorializing, and also help tell the story of dark souls, that you're an insignificant little fuck in a bleak and crushing world.
or, like, take disco elysium -- i think a lot of people who've never played it know you can get a game over screen because you sat in an uncomfortable chair. and yea if your last save was an hour ago i get why that's frustrating. but not only does the whole evrart sequence also serve the tutorializing function that my dark souls deaths did (demonstrating that you should unlearn the traditional CRPG correlation between 'danger' and combat) but it and other potential game overs like it tell you so much about harry du bois: that this is someone whose mind and body ahve been pushed so close to the edge that it's feasible for him to have a fatal heart attack trying to get his tie off the ceiling fan or have a complete mental breakdown because a child called him a faggot or just straight up shoot himself in the head trying to win an argument.
and ofc the fact that people who've never played the game have heard of the chair death speaks to another thing about failure states, which is that they can be fun and memorable. there's a reason why ykow some people demonstarte nostalgia for the king's quest death messages
& then of course there's the ways that 'bad endings' can inform you about the reality of the world of the 'real ending'. crpg ending slides that show you sme horrible fate for the companion that you didn't complete the quest for provide information and context for the quest itself and how it helps them grow and change. & then there's the most literal possible execution of this, zero escape, where due to all kinds of temporal bullshit the events of the 'bad endings' directly causally influence the events of the 'true ending'.
finally, of course, there's games where what would be a 'fail state' elsewhere is just part of a diegetic narrative. pyre is my absolute favorite example of this. if you lose a game of prison basketball then you just lose, and the other guys win, and when the stakes are escaping to the surface that means an npc leaves and you and your friends stay underground. on two occasions, this led me to deliberately throwing matches because i felt the NPCs on the other side deserved the win more than my guys. hades, as much as i hate it for a bunch of other reasons, did pull a really cool maneuver in making the constant death and grinding repitition in-universe features of zagreus' experience and the game's themes. katana zero also goes cool places with this, taking the route of "every failed attempt is the protagonist's precognitive abilities showing him a future where he dies" and exploring what that means for him emotionally and psychologically.
so, yknow! i think there is a huge amount of super worthwhile space for failure states, whether it's by teaching you about the game's world and characters, or helping create a specific experience by pushing you to avoid them, or by simply integrating them directly into the narrative and interrogating them... i think they're pretty neat and a storytelling tool that's unique to games :)
It goes without saying I'm magnitudes more """pro-AI""" than this website's median bloody-minded luddite, but it is fascinating that part of the appeal of having LLMs do web searches for you is that having a power hungry, computationally intensive mathematical miracle hosted however many hundred km away fetch the page for you, read the raw code, generate analysis, and then stream output to back to you is on the whole a faster way to retrieve information than fucking rendering JS in-browser.
And then webdevs have the gall to go and block Claude Code or whatever from downloading their websites because "ohhh 🥺🥺 so much downloading is massively costing us so much in bandwidth 🥺 we just can't afford it as if they can't not but send 150MB of CSS and React gibberish.
my 0.5 GB substack page #my0.5GBsubstackpage
hdg is the perfect collaborative internet fiction project for anyone who's ever wished their mind control rape pornography had a hays code
hdg is Lancer for sex
There's definitely something I find fascinating about this kind of... "cozycore" or whatever content (Cozy is not a good description but it's the best I can imagine for the sphere of content that includes e.g. farming sim games, conflictless romance, and so on).
E.g. HDG involves an authoritarian system being imposed. The classic dystopian fiction angle would be to ask, "Where does the system fail?" or "What are the rough edges of this system?". This is because those questions usually lead you to Conflict, and the plot is typically built around that. But HDG pre-empts this and declares via divine authorial fiat that the system doesn't have flaws. The authoritarian space aliens can never be wrong.
It's an impossible thing to assert, since any system or organisation that an author can describe will have its issues. It's just a strange ask... Think about our setting- but not like that. Or that. Not that either.