I had to draw them

★
The Stonewall Inn
will byers stan first human second
Sade Olutola

gracie abrams
🩵 avery cochrane 🩵
h
Not today Justin
sheepfilms

oozey mess
PUT YOUR BEARD IN MY MOUTH

Love Begins
ojovivo
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tumblr dot com
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Andulka
he wasn't even looking at me and he found me
$LAYYYTER
2025 on Tumblr: Trends That Defined the Year
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@phantomhag-666
I had to draw them
“Don’t Slip On My Blood” 💙💕🤍💕💙
pink shinies
the upside of ADHD is that it makes you a fucking genius
the downside is that you don't get to decide when and for how long you're a genius.
Or what you are going to be a genius about.
You have a big work project?
Nah. You're now a genius at making boardgames. For 7 hours.
just because youre made of stardust & other gay shit doesnt mean that a bug isnt. be nice to a bug today
this sims 2 ad has like such deep gay energy to it. Like this feels like queer history to me
The funny thing is that it wasn't even an intentional stance taking. They just forgot to code a check to make sure characters genders "matched", resulting in that characters could get into relationships regardless of gender.
What the hell are you talking about? They didn't forget anything. A programmer for the sims 1 was a gay man who programmed gay relationships into the game and they kept adding it back, intentionally, in each game.
Actually, you’re both correct. It was an accident and a deliberate decision by one gay developer:
“During The Sims’s protracted development, the team had debated whether to permit same-sex relationships in the game. If this digital petri dish was to accurately model all aspects of human life, from work to play and love, it was natural that it would facilitate gay relationships. But there was also fear about how such a feature might adversely affect the game. “No other game had facilitated same-sex relationships before—at least, to this extent—and some people figured that maybe we weren’t the ideal ones to be first, as this was a game that E.A. really didn’t want to begin with,” Barret told me. “It felt to me like a fear thing.” After going back and forth for several months, the team finally decided to leave same-sex relationships out of the game code.
When Barrett joined the company, in October, 1998, he was unaware of the decision. A fortnight into his new job, he found himself with nothing to do when his supervisor, the game’s lead programmer, Jamie Doornbos, took a short vacation. Jim Mackraz, Barrett’s boss, needed a task to occupy his new employee, and he handed Barrett a document that outlined how social interactions in the game would work; the underlying rules for the game’s A.I. that would dictate how the characters would dynamically interact with one another. “He didn’t think I could handle it with Jamie off on vacation, but he figured that at least I’d be out of his hair,” Barrett told me. “Neither he nor I realized that he’d given me an old design document to work from.”
That design document predated the decision to exclude gay relationships in the game. Its pages described a web of social interactions, in which every kind of romantic relationship was permitted. That week, Barrett confounded the expectations of his disbelieving boss. He successfully wrote the basic code for social interactions, including same-sex relationships. “In hindsight, I probably should have questioned the design,” Barrett, who is gay, said. “But the design felt right, so I just implemented it. Later, Will Wright stopped by my desk,” Barrett said. “He told me that liked the social interactions, and that he was glad to see that same-sex support was back in the game.” Nobody on the team questioned Barrett’s work. “They just pretty much ignored it,” he said. “After a while, everyone was just used to the design being there. It was widely expected that E.A. would just kill it, anyway.”
In early 1999, before E.A. had a chance to kill the design, Barrett was asked to create a demo of the game to be shown at E3. The demo would consist of three scenes from the game. These were to be so-called on-rails scenes—not a true, live simulation but one that was preplanned, and which would shake out the same way each time it was played, in order to show the game in its best light. One of the scenes was a wedding between two Sims characters. “I had run out of time before E3, and there were so many Sims attending the wedding that I didn’t have time to put them all on rails,” Barrett said.
On the first day of the show, the game’s producers, Kana Ryan and Chris Trottier, watched in disbelief as two of the female Sims attending the virtual wedding leaned in and began to passionately kiss. They had, during the live simulation, fallen in love. Moreover, they had chosen this moment to express their affection, in front of a live audience of assorted press.”
- from The Kiss That Changed Video Games by Simon Parker
Mini papercraft of Eliot, Hardison and Parker from Leverage! I'm currently watching the early seasons with a friend and having a marvelous time. The heists are all so clever! :D
Swords Without Master by Epidiah Ravachol
This year I had the delight of helping Unwritten Earths Symposium bring this tabletop role-playing game to book format via contributing the cover and a set of glyphs/icons that illustrate game concepts and mechanics.
you are not immune to inventing an arbitrary set of rules that only you have to adhere to
yes, thanks for checking in
weighted blanket's not enough i need to be compressed by a hydraulic press
this website gets me
Random stinging pain in my neck 👀
atacked by my #MindWasp
Can you put those things on a leash please
Yeah. a really Long one so they can still get u tho
Commentary on: Society
I feel like the first class you played in DND tells a lot about you
Reblog and put in the tags what your first class was
shibari figurines by constant heaven
Wh-what do you mean it’s from a birthday cake
We could have been eating him
cute date idea:
we got to the botanical gardens. i point at all the plants i like. u point at all the plants u like
WHISPER OF THE HEART (1995) dir. Yoshifumi Kondō