Just had a thought about destiny (and the community)'s future and i dont even have my apple pencil rn but i had to make it

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Just had a thought about destiny (and the community)'s future and i dont even have my apple pencil rn but i had to make it
some of the new ghost shells have lore; i think this one is my favourite <3
“Every fireteam has returned to the City—even the Hunters. They’re with the people, keeping them safe. The last time this happened… the world ended. I’m not worried. I’m not.”
DREDGE ⤖ Regions
A tribute to my one and only fireteam it's not a sunset in my eyes and I wish to stay here forever
so I will
Not a SWHFTT: Names
I think what really bothers me about video game difficulty discourse is the way that it equates "inaccessibility" with "artistic choices that may alienate certain disabled players."
like, okay, speaking as a musician and an autistic woman: there are certain sounds that I am simply not going to enjoy, right? I don't like music that's too heavy on the high end, because it sounds shrill. I've listened to music that had so much Stuff Going On at once that is literally made me feel sick from overstimulation. But that doesn't mean that music shouldn't exist, or that the creators should make a hypothetical pared-down remix just so I specifically can enjoy it. There's other music out there which I like! It's fine! I'll listen to that instead!!
and, idk, it bothers me because there are a lot of legitimate accessibility features that I think every game should have. there's no reason for a puzzle game to be inaccessible to colorblind people. there's no reason that an execution-heavy game shouldn't allow you to set up alternate control schemes. but the solution is not "make the puzzles easier" or "make the bosses do less damage" any more than the "solution" to a complicated piece of writing is "create a version where everything is written using simpler language." idk! it just feels like a refusal to engage with art as art and not Product.
That last bit about writing is particularly on-point right now, because this is take is going around:
So yeah there are people who genuinely believe that "accessibility" means only making things that are unchallenging. This is incorrect in any form of art, whether it's popular media or something more traditional. Accessibility in writing means printing in larger text, use of readable fonts and formatting, translation into Braille, and recording in clear audio. Accessibility in gaming should mean colorblindness filters, toggles to deactivate strobing in cutscenes and environments, scalable text, custom keymapping, and the ability to modify graphical settings including framerates, motion blur, fixed versus free camera, and so on.
To truly engage with any form of art, one must at least be willing to be challenged. To claim that challenge is by its nature inaccessibility is at best ignorance to the purpose of accessibility, and at worst a gross infantilization of people like me who actually have disability-related struggles that could be mitigated with some fairly basic control of settings.
One of my most inane reoccuring notions i entertain is the idea of constructing a spec bio dichotymous key for some stupid little made up worm. Like imagine a tiny game where you're collecting these organisms but instead of just telling you what they are, you need to consult Literature about it. you need to squint at its little body count its little hairs and ridges and still probably get it wrong anyways. It wouldn't tell you if you're right or wrong. You just make your judgements and live with them.
the real question is if the game would involve casually killing the adorable and hilarious little worms I would concoct for it
more thoughts:
the art should be simple and cute, like a '90s/'00s edutainment game you'd get for pc
the worms themselves are also cute and relatively simple, but with a good number of characters to distinguish them
the worms are mostly but not entirely brightly colored, which is you'd think would make things easy but the coloration is the result of aposematism, and there are one or more overlapping mullerian mimicry rings to deal with
significant sexual dimoprhism or sexual phase changes making some species that given to easily being classified as one (or more) species
your key having errors in general
ldistinctiveness ranging from completely unmistakable to "you made it all the way to this couplet and im telling you theres like 13 things at least that look exactly like this"/cryptic species in general
non-morphological factors like time of year/day, weather, microbabitat, host plant or animal associations, etc...
Random stuff - divided between two segments, a point and click exploring segment where you look through a set of screens and collect the worms you find there, and the key section where you identify what you collected. The little overworld sprites for the worms would not always key out to the same things, so you wouldn’t be able to identify a lot of stuff without actually keying it.
Also ideas for worms + and some characters that may or may not be useful.
shitposting a little bit
fuck it. whatever. [transes your aiat]
Collector leviathan from subnautica 2
(I'm learning how to paint underwater specifically for this game)
oop sorry just lemme scooch past ya sorry about that haha
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Your Ghost makes a list of the things he wishes he could say to you:
“I’m here. I’m still here.”
- Thin Line lore entry
Happy pride month