Sweet Seals For You, Always
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Not today Justin
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Lint Roller? I Barely Know Her

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@prettyeaves
I’m sorry I support all jokes but cave johnson would not be supportive of trans women
Due to a recent accident in the labs, the boys downstairs have found a way to turn men into women. Amazing breakthrough, and we wish you all luck on your transition. And your job hunt. You’re all fired. Sorry boys, nothing against you. We just don’t need women around here trying to clean up the lab while the men are trying to do real work. Cave out.
Dont be very woried about me since i deserve all of this
earlier this year 2 boys got expelled from my school for going on a teachers email and sending another teacher an email that says “you’re a disgusting little man” and i laugh about it all the time because imagine opening an email from your coworker and thinking it’s important and then it says that
i'm sorry i never did your tag game. i love you
i have heard #grim things in the chill night
Losing my mind over this
Never forget these two queens putting on the most showstopping tiktok of all time
letd go eat parts of that guys car
calling things "cutes" is so uh. what's a good word for when something is cute but slightly more cute
the word cutes is autological
im just so happy i live in a time period where actual meaningful biological transition is possible. even if we lose rights or the ability to exist in public, nothing can turn back the clock on that, and just by having any sort of access to that our lives are made immensely better. millions of our sisters throughout history would never have dreamed of a day where they could have what HRT does for us.
please don't lose the plot of this. if you're a trans person on HRT you're a living miracle, the dream of hundreds of millions of your ancestors. your lives are all deeply meaningful no matter what anyone says.
A prayer by Kalonymus b. Kalonymus ben Meir that appears in his poem ספר אבן בוחן, יג Sefer Even Boḥan (§13), describing the author's wish t
Cursed be the one who announced to my father: “It’s a boy!"... ...How could he twist the course of the stars so much? How could he have erred so in his astrology? A lying tongue, a fool’s mouth it had given him For he foolishly transformed justice to poison He altered the law and transposed the lines
Oh, but had the artisan who made me created me instead – a worthy woman... ...I would say "how lucky am I"
Father in heaven who did miracles for our ancestors with fire and water... ...Who would then transform me from a man to woman? Were I only to have merited this being so graced by goodness...
What shall I say? why cry or be bitter? If my father in heaven has decreed upon me and has maimed me with an immutable deformity then I do not wish to remove it. the sorrow of the impossible is a human pain that nothing will cure and for which no comfort can be found. So, I will bear and suffer until I die and wither in the ground. Since I have learned from our tradition that we bless both, the good and the bitter I will bless in a voice hushed and weak: blessed are you [HaShem] who has not made me a woman.
I think I'm gonna go lay down for a little while.
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 :)
there are four human activities and they are crafting, stories, math, and fucking around. whatever you're doing is at least one of those four.
Do you think protein wants to be in all these things ?