based off this post by @75screamingtoads that made me start watching. as you can see my art gets progressively worse each panel lol

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@humbleveilheretic
based off this post by @75screamingtoads that made me start watching. as you can see my art gets progressively worse each panel lol
unpopular opinion probably but I actually like that ao3 doesn’t let people take back their kudos.
unlike social media platforms (which ao3 is not) where people unlike stuff whenever they think or find out the original posters’ moral compass doesn’t perfectly align with their own’s or whatever, and “likes” can be taken back at any time, ao3 treats kudos as something sacred. once you give it, it’s the author’s to keep forever.
Where are yall writing?
holding him
➡️ Content warnings on fiction are a courtesy.
➡️ Not every medium of fiction and storytelling has or is expected to have content warnings or extensive tagging.
➡️ Print novels do not traditionally warn for content in any way.
➡️ Until AO3 came along, fanfiction did not traditionally warn for content in any significant way.
➡️ An author is only obligated to warn for content to the degree mandated by the format they publish their fiction on.
➡️ Content warnings beyond the minimum are a courtesy, not an obligation.
➡️ 'Creator chose not to warn' is a valid tag that authors are allowed to use on AO3. It means there could be anything in there and you have accepted the risk. 'May contain peanuts!'
➡️ Writers are allowed to use 'Creator chose not to warn' for any reason, including to maintain surprise and avoid spoilers.
➡️ 'Creator chose not to warn' is not the same thing as 'no archive warnings apply'.
➡️ It is your responsibility to protect yourself and close a book, or hit the back button if you find something in fiction that you're reading that upsets you.
➡️ You are responsible for protecting yourself from fiction that causes you discomfort.
I think that “Anakin was a slave child who was groomed by Palpatine and raised by someone who wasn’t ready to take on a child, thereby leaving him in a social limbo state where he’s surrounded by people but only has a few close confidants, with the one he trusts the most actively trying to take advantage of him”
and
“Anakin was taught right from wrong from a young age, first by his mother and then by Kenobi, but any time he was presented with a choice, actively CHOSE WRONG EVERY SINGLE TIME”
are two sentences that can, should, and MUST coexist to fully understand Anakin Skywalker as a character
Edit: PART 2 of this post here
one thing about choices in video games is there's a space in terms of choice impactfulness where on the one extreme your choices end up meaningless and don't give the player any agency, and then on the other hand you've got the case of "there are Wrong choices, which are definitively worse, and you'll simply never want to make them" which also ends up, in practice, as a lack of agency
Edge case defense of games who do this in a narrative/moral way, such as Fable or Baldur's Gate, that often give rather slanted good and evil choices where the evil path is not only morally monstrous but also mechanically worse:
I'd argue that in a game that has violence as a central mechanic and aims for narrative realism, even such obviously slanted moral choices is better than presumed heroism on the player's part. When the player's violence is always presented as justified, the narrative of the game can sometimes echo a lot of colonial and fascist talking points to reconcile the player as both an agent of violence and a hero. This often doesn't happen intentionally on the developer's part, it's just that there are only so many ways to rhetorically justify that scale of violence and most if not all have been used to justify horrible things in the real world. With games that offer even the barest of moral choices like "save the orphans or feed them into a meat grinder", at least the source of the player's heroism could be presented as "saving orphans" as opposed to just "killing the bad guys."
Do I think that games should provide more interesting and complex moral choices? Yes absolutely. Some of my favorite games, Tyranny and Rogue Trader, have great examinations of various types of evil and the hard choices that come with acting in a moral way. But even a fig leaf of heroic choice is often better than just the blanket justification of "you can do no wrong as the player character, no matter how many people you mow down without remorse."
So I was mostly thinking about choices like "Hammer or sword" where the options can be
Meaningless: The hammer and sword are functionally identical, your choice doesn't matter
Balanced: While there are contexts where the sword or hammer perform better, they're a preference
Non-subjective: The hammer is simply worse in every context and you will be punished for your choice
But this is actually a way more interesting design space, because there are a lot of "side with the fascists"-type decisions in gaming, and some of them have failure cases in this exact form, too!
Some examples
You get a dialogue option to say "yes" to joining the fascists. The fascists laugh at you and attack no matter what you respond.
This one is morally fine, but strictly speaking falls in the "your choice doesn't matter" camp. I don't consider it a failure though, because it provides characterization that the fascists, in fact, are not people you get to negotiate with.
You can join the fascists, but all it does is give you the fascist uniform as a gear option where the other options give you different uniforms. It has no further impact on the story.
This one, however, is bad. Your character just chose to join up with fascists, and it was presented as just a funny little aesthetic choice with no long-term weight to it.
You can join the fascists. Upon joining the fascists, you get the secret lore that says the fascists are actually the good guys. You get different cutscenes where the fascists help you through the main plot.
This is extremely bad. Your agency has been respected in a sense, but the narrative conspires to ensure that you, the player, are such a hecking valid and correct hero that you simply knew fascism was good all along! This way of handling the "join the fascists" choice is a red flag so hard it calls into question the politics of the developers.
You can join the fascists. When you do so, half the party members leave. There is no feasible replacement for them, you can't get them back, and aside from a small number of fascist NPCs now being non-hostile, you have gained nothing.
Morally, this implementation is hilarious and correct. It's also a choice you never want to make if you're wanting to do well in the game, it's a strictly worse choice than refusing to join the fascists.
You can join the fascists. Joining the fascists alters the trajectory of the plot, your actions result in misery and suffering for characters you'd otherwise help and grow fond of. The new allies you gain are evil, callous shits, and the narrative is, to a great extent, about how fascism is repugnant.
This, to be clear, is not a "strictly worse" outcome in the game design sense like the point above. It's worse for the characters in the story, but it's also player agency being respected, in the sense that you are allowed to make the choice, have it influence the story, and not be treated like a child who can't face the consequences of your actions. It's also a tremendously expensive way to resolve the choice, because you're now writing an entire extra story!
And, finally, there's the choice the developers had all along:
Simply never give the player the opportunity to join the fascists.
This one will feel like more agency than several of the options above, because here's the thing: The player's choices are always constrained by what the game is built to accommodate, and waving a choice in front of the player and then rendering it meaningless, rather than providing the illusion of choice, highlights this fundamental constraint. The vast majority of players didn't want to join the fascists until you gave them the option, and so if you're not going to make that choice say anything worthwhile, why provide it at all?
how do we feel about a choice thats mechanically better for the player but narratively worse?
Can be done well, can be done badly, depends on the framing of it. Dark bargains for power with consequences are a great trope!
I think ao3 is literally the only site where no censorship means no censorship. you can post the most vile things on there — things that will get taken down on any other platforms — and ao3 will protect you, your works, and your rights to create whatever you want, however you want.
and no, this isn’t me saying “write that messed up, disgusting thing” because while, yes, write it if it’s what you want (I myself enjoy writing dark fics, something I believe would be considered “vile” to a lot of people), this is me saying in a world of censorship and capitalism, ao3 really is a treasure.
everybody say thank you ao3
I hate Joe Exotic but this exchange reset my brain
me when I’m baffled by the inefficiency and callousness of everything and then I remember it’s all corrupt girl
twitter: am i too woke for thinking fat people shouldn't be stoned to death
tumblr: you're calling me racist? how do you think that makes my non-white oc feel?
instagram: if he doesn't look at you the way your boy cat looks at you he's not 🤚 the one 💍
stripe customization! what kind of stripe would you suggest?
graffiti suggestion from @askearthairandmagic
old deer coincidental framing concepts
physical manifestations of health bar?
insane to me how, to some people, this is not a common sense
genuinely I'm so sick of people wanting all fiction to be ethical. can we all just get a little gross with it. the point of fiction is that it's not real. we can be unethical in fiction; same goes with being perverted with fiction, being unrealistic with fiction, and being grotesque with fiction. not all fiction has to be ethical, not every character has to be ethical, and that's okay. can we stop with the puritanism. be gross. be unrealistic. be whatever. if I don't like it it's not my business as long as we're all clear that its fictional.
via ered.bsky.social, the only kinds of unethical fiction:
people in the replies are going "what about books glorifying unethical things" and "what if it's propaganda" and you, my friends, are who this comic was made for
Printed on human skin is only unethical if there are non-consenting parties involved! (Ex. People willingly get book quotes tattooed onto their skin all the time!)
Ossian Singing his Swan Song (c. 1782) by Nicolai Abildgaard. Statens Museum for Kunst.
Spock’s bar mitzvah. He did not have fun