Anti-city people are just plain fascinating to me
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@cromulentenough
Anti-city people are just plain fascinating to me
Inchworm this week brought up the old question of why Mannequin bothered to make himself look human and am now envisioning the world where Sphere stuck with his old theme and his showdown with Taylor looked like an episode of The Prisoner.
Taylor: “I have no idea how the fuck I’m going to do it, but I’m going to make you regret that.”
Alan:
the transandrophobia Wikipedia page is not being deleted (good work!) but I wanted to share the exchange that went to down.
I saw these screenshots in the notes ~2m after it was decided:
I just took these of the project page:
& looking in the edit history, I see this:
Nice to see this get defeated so quickly.
Also, I feel like it’s important to mention! That if the issue around the page is mainly the word transandrophobia, it should also be stated that the word is used two times in the entire article!

Twice, one in the intro alongside other words used to describe the oppression that trans men face in this way, the other one being a restatement of that fact: “is sometimes referred to as anti-transmasculinity,[1] transandrophobia,[2] or transmisandry” “The discrimination experienced by transgender men has been described using various words, but none have seen widespread use. Terms used include anti-transmasculinity and transandrophobia.”
The word transandrophobia is used twice in the article, both times referring to the different words that are used to describe trans men’s oppression.
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 :)
"I'm lying to you but this sentence is technically the truth without context" is such a good trope. Like yes the way that I am spinning these words forms a lie but if you squint I'm actually not lying.
rationality technique: read the book you're talking about
you may end up "less wrong" about it
i love the phrase "which could mean nothing" i think its my favorite thing to come out of the internet ever i love saying it. it could mean nothing but we all know better. we know the truth.
excuse me, no I wasn't???
congratulations to today’s lucky 10000
In 38 years of life I have learned 1 thing;
If anyone is ever training you to replace them in a position and tells you 'its an easy job I don't do much' what this means is that you are about to spend six months to a year catching up on all the stuff they didn't do and sorting out the stuff they did poorly.
In related news I finally managed to finish un fucking my predecessor's lack of a filing system.
the thing that bewilders me about a lot of fantasy readers is that they read about settings and plots featuring imperialism, war, and slavery and then call the inclusion of violence, abuse, and sexual exploitation "edgy" and "gratuitous" and it's like what did you think was happening. why were you under the impression that you were going to get a cozy story about fascism or something. far be it from me to criticize anyone for not wanting to read about torture in their spare time, and there are certainly cases where heavy subjects are poorly executed, but is it not equally insulting to sanitize them for a feel-good adventure.. like no one put a gun to your head and forced you to give your fantasy novel an enslaved protagonist. sometimes writing is supposed to make you feel bad
i dont care how cringe it might be in the cultural moment i will defend the integrity of John Lennon's "Imagine"
just saw a post that was like "ohhh its such a bleak song about stripping us of our humanity in the name of some vague notion of 'peace'" okay sounds like youre really invested in the preservation of suffering in the name of some vague notion of "humanity" so like
"nothing to kill or die for" sounds awesome actually sign me up
wow, so dystopian. this song is so chilling i can't believe people like this
Why do gendered single stall restrooms even exist. Why are we doing this. There's a little đźšş or đźšą on the door but you open it and find a single toilet next to a single sink. The toilet is not even stalled separate from the sink. The room itself locks. This room does not need to be gendered. Just put a little đźšľ or đźš˝ on the door and let anyone use it. It is inherently a single gender restroom because it is single occupancy, you don't have to enforce that. It will always inherently be single gender, specifically the gender of whoever is in it at any given time. There's someone in the đźšş single occupancy restroom but the đźšą single occupancy restroom is open and I need to pee. Who came up with this. I don't think regular large public restrooms need to be gendered either but people have good faith arguments for why they should be. I have never heard a good faith argument for gendered single occupancy restrooms. Cooties? Is it cooties you are afraid of? Cooties that persist on surfaces long after the person who deposited them has left? Grow upppp
ALTERNATING!?
Not all of one then all of the other? I can't articulate why that's so upsetting to me but I do find it very distressing
This Restaurant Has The Wildest Wing Pricing Structure And People Are Doing Math To Try To Figure It Out
Shard:Â you know im a real big fan of that nilbog dudes work
Panacea:Â SHARD I AM CURING LEUKEMIA SHUT THE FUCK UP
if you want butterflies, you need to live with caterpillars.
i am not being metaphorical, i work in a garden center, stop buying plants 'to bring in the bees and butterflies' and then immediately poisoning every caterpillar that dares to consume a single leaf
you will not get butterflies if you kill all the things that turn into butterflies! what are you doing!
Since my brain has been bombarding me with more ideas since the last post, quick little interest check poll! Not necessarily which one I’ll do right away but just wanted to share some of the ideas I had and see what people find interesting
Dinah Alcott - No Longer You (Epic the Musical)
Golem vs Jack - Little Wolf (Epic the Musical)
Taylor (Arc 7) - Good Kid (Lightning Thief)
Defiant and Dragon - The Way I Do (Starship)
Aisha and Alec - If I Could Tell Her (DEH)
Khepri - Monster (Epic the Musical)
Taylor (Epilogue) - She Used To Be Mine (Waitress)
Scion - Made in America (Black Friday) (it makes sense trust me)
Jack Slash - There Are Other Ways (Epic the Musical) (uhh just trust me)
Golem and Cuff - Only Us (DEH) (I am the target audience of this one)
Victoria and Amy - The End of Guts and Glory (Wormilton) (Yeah that’s a thing)
No particular order though kinda sorted in how fleshed out the idea I have is and how technically difficult it is in terms of drawing
Edit: Link to a playlist for those unfamiliar with some of the songs here
Also a link to Wormilton because it’s really good and deserves more attention
Listen to Wormilton by ProfessorCrispy #np on #SoundCloud
Was not expecting this many votes, damn. Glad y’all like these ideas! A couple of these are in various states of sketching/storyboarding (mostly the Epic ones), though it might take a while to fully finish one. As a bonus, though, I tried to draw some of the frames I have in mind for the current top three in the poll! Also a bit of a test for how I’d want these to look lighting/concept wise.
- - -
“Now I learn that what you were most afraid of, is what you’d do to me if you ever took your chains off.”
- - -
“I see you on the brink of death, I see you draw your final breath…”
- - -
“What if I’m the problem, that’s been hiding all along?”
hey man uh JACK SLASH - THERE ARE OTHER WAYS?!
pardon?
explanation??
You can now sort your likes by oldest and see the very first posts you liked on Tumblr. Some of my first are actually really good—I’d still reblog them today— but others are… dating discourse, most which could be copy-pasted into a Substack post today and nobody would suspect. Plus ça change.