its very hard to be so cute and smart and lovely but someone has to do it
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if i look back, i am lost
we're not kids anymore.
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#extradirty
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@quantummechanist
its very hard to be so cute and smart and lovely but someone has to do it
A long time ago, in the Age of Physical, software would be stored on beautiful mirrored discs, and inside each disc a tiny wizard lived who would install the software for you.
the cute tgirl just wants nobody to be mad at it for the rest of its life.
the tgirl who’s always offering to give her friends head: hey is anyone in the mood for some head?
Been getting really into orange juice lately
#myjuice
You really don't understand. You're really ignorant. I want a yummy drink. A Yummy. drink. If that's so difficult, you need to comprehend it. Forget what you thought you knew. I want a yummy drink.
I am 100% the hottest I've ever been and single this shit sucks
Yeah so I'm a graphics hater when it comes to video games. That doesn't mean I think games shouldn't care about graphics or that they should all be text-based but rather that way, WAY too much emphasis is put on graphics when the ultimate goal should be fun gameplay.
Nowadays games take 5+ years to make (and are still rushed) and a giant portion of resources are put into graphics: textures, 3D models, GFX. There's something to be said about how a game's graphics act as marketing as well: if something looks visually interesting it will attract a bigger crowd, but I don't think vastly detailed, photorealistic, high-res is the only way to go about it.
Plenty of indie games have uncovered that when resources are quite limited, making the graphics look like retro games or otherwise seriously stylized can reduce overhead. Celeste, SUPERHOT, and Return of the Obra Dinn are all examples of different approaches one could take to reduce graphical overhead while still looking visually stunning. Celeste chooses to look somewhat retro (although is clearly built for modern monitors) and the low resolution allows for easier stylistic consistency than another 2D game like Guilty Gear where the lineart and style requires much more attention to feel cohesive (not that Pixel Art is easier per se, but several different artists would be much more able to replicate a style than they would with more detailed methods). SUPERHOT gives everything solid colors and thus doesn't require many textures. This gives it a very unique look and enables the devs to spend more time on technical and design problems instead. Return of the Obra Dinn looks AMAZING and if you've seen Lucas Pope's modeling timelapses you'll see that graphical shaders do a ton of heavy lifting in the overall style. Shaders are really handy for this sort of thing because you can spend your time on one shader that applies to the whole game rather than on individual models or textures which only apply to a small portion.
But even if you don't put much emphasis on graphics and your game looks kinda ugly, that still gives you more opportunity to work on other aspects of the game instead! Mount & Blade: Warband looks pretty awful but I believe that actually helped it overall because only people truly interested in the game's premise actually buy it, rather than many games where people think it looks cool and buy it but then don't enjoy it. I'm just saying it's a pretty damn jank game but its steam reviews are overwhelmingly positive. Another example is Sunless Sea. The game doesn't look terrible and actually the overhead map looks amazing, but a lot of the art in the story events are... stylistically inconsistent, let's say. But even though the game obviously didn't prioritize graphics, it has some of the best writing I've seen in any game, and I've sunk hours and hours into it. For a AAA example, take Bethesda. Daggerfall is one of my favorite games ever, so large you'll never run out of places to explore, amazing roleplay opportunities like choosing your tone of speech, learning different languages to pacify enemies, moving your mouse in different ways to change your attack direction, hell, climbing walls and flying and underwater dungeons... In fairness it's jank as hell and all of those features could have been implemented better, but the game is brimming with fun gameplay elements but the game looks bad even by 1996 standards. But take later Bethesda titles. Gameplay opportunities get reduced every title and even though I love Skyrim's atmosphere and from what I've seen Starfield looks amazing, they feel so much smaller and emptier than Daggerfall. Maybe that's a crazy take but you see what I mean that development has so many more intriguing opportunities when fewer resources are put into graphics... What do high res, high poly, crazy gfx games actually do for the player?
Not to mention, one of the most common gates for being unable to play a game is when computer or console hardware can't handle these expensive graphics. Imagine Elden Ring with ps2 graphics. Does that sound fun as hell? Can you imagine enjoying how it looks? Imagine how many fewer hours and dollars would have to be spent building that, rather than what we got instead? Even though its graphics are amazing, how much do we actually lose by lowering the graphical scope? And now that we've lowered the scope, how much more resources could be spent on enemy variety, level design, number of dungeons, dynamics of the world? So many of the complaints about that game are a result of not enough resources during development, so imagine how much better Elden Ring or *any* AAA game with intense graphics could be if resources were allocated differently!
Thank you for reading my wall of text, I hope I don't sound like a maniac.
That's it I'm gonna make daggerfall but worse but better
With big naturals come big responsibilities
Have you guys noticed how much the internet/technology just does not listen to you anymore? I click “don’t show this artist” on Spotify and I get recommended a music video by them on the front page. I click “skip this update” on a pop up every time I open a file organization app and it’s right back there every time. I click unsubscribe on a newsletter and it keeps showing up in my inbox!! I click “delete my account” and the next time I open the website they suggest I “reactivate”.
Continuing my other post about fantasy ancestries this time I wanna talk about the "originality". A lot of worldbuilders often have this struggle too where Humans, Elves, and Dwarves are quite original whereas all they can come up with are animal hybrids or robots or aliens, or just copies of Elves and Dwarves. For the setting I'm working on I've thought about this as well and I want to write it out to get a feel for it. They're not the most original, but I guess the goal is for them to feel like they belong alongside the classics rather than being obviously band-aided on.
Humans are humans. Like most fantasy settings they have little that makes them noteworthy, but are found all over the world and have a great deal more ambition than the longer-lived ancestries. My favorite take on humans is from Draw Steel, where they have the ability to smell magic.
Skor are a people from coastal regions who have gained a reputation for raiding and sailing. Think tropical vikings (not pirates, but vikings with facepaint and braids and so on). I'm thinking of giving them antlers but idk. Skin colors range from tan to dark brown, hair white to blonde but often dyed, eyes brown or green.
Ducor are derived from a homebrew D&D race made by my friend, a militaristic Spartan-ish people in grasslands and desert. Gray skin, black hair, eyes are gray, black, or purple. They have short front-set horns.
Cambions are the descendants of an ancient demon inhabiting the south pole where they can live undisturbed. Skin ranges from light purple to blue. They are covered in white hair all over their bodies which turns dark at their extremities. Their eyes glow blue or white and they have large dark grey horns from the sides of their heads
Cyclopeans are one-eyed humanoids who are quite large. They came to the planet upon a meteorite and conquered large swathes of land until their empire fell apart from within. Now they aren't so common and spread across the world, and their warlike culture has been extinguished, but their unique physique still makes them stand out. Skin ranges from green to blue to purple. They have no hair.
Droth are a people from a remote island who are known for their grim appearance and culture. They are guided by a strong belief that all peoples exist to be punished by nature. Inspired by Catholics. Their skin ranges from pale pink to pale blue, resembling bloated corpses. Hair is black, gray, or white. They have pointed, forked ears, and their eyes pop out a bit. Both male and female droth grow facial hair.
Qodites are a people who live along a large crater bay and worship their god mountain at the center of the bay. They dress lavishly and are especially sentimental and expressive with their emotions, and intense gestures are commonplace. Inspired by the Qartheen from ASOIAF. Their skin is milk white, they don't have hair, and their eyes can be blue, green, or red. Qodites have both male and female sex organs and have no concept of gender among themselves.
Solenites claim to be the most ancient of all peoples in the setting. They are found in many locations and are quite diverse, but they all have an affinity to magic. Their skin ranges from gold to auburn to dark brown, with intricate line work they are born with. Their hair is silver, and their eyes are red, orange, or brown.
I've described the general ideas behind the cultures of some of these ancestries because just like in real life peoples are often known for their culture as much as if not more than their physical traits. Still, like any good rpg setting individuals may not and often don't reflect all of the beliefs and mannerisms of the culture. Perhaps I'll draw some of these guys.
I've been thinking about fantasy ancestries (generic term for playable races/species) and about the idea of "monstrous ancestries" who are often treated as enemies despite being sapient and social creatures. This post will be about fantasy TTRPGs and RPG Video Games to be specific. I guess with the public starting to accept how racist Gary Gygax was and the bigoted origins of certain monstrous ancestries like orcs, goblins, and drow I've been thinking about the idea in general and what to do about it in my own settings that I make. I'm not here to say that the concept has no place in fantasy, racism is a real part of human society and fiction should be allowed to address that, but I think just including it out of obligation is the bad approach. I also recognize that modern usage of orcs, goblins, and drow are pretty fun--- I love the cute goblin comics and the funny orc characters. This post is gonna be kinda scatterbrained cause I have a lot of different things to say. Here's my hot take: If there is a sapient, social ancestry of creatures in your setting, even if they are seen as monsters they should be playable. The only exception is if they would be really mechanically difficult to make playable, e.g. giants. But even then maybe not.
Okay let me try to organize my thoughts better. Let's take the Elder Scrolls as a case study cause I know a freakish amount about Elder Scrolls Lore. In the modern mainline games, there are 10 playable races: 4 Men (Imperial, Nord, Breton, Redguard), 4 Mer (Altmer, Dunmer, Bosmer, Orcs), and 2 Beast (Khajiit, Argonian). Despite this, there are the following mundane ancestries that are capable of language and society within the lore presented in Morrowind, Oblivion, and Skyrim: Giants, Goblins, Rieklings, Falmer, Imga, Minotaurs, Sload, and races from other continents. It's understandable that races not present in the games' respective settings aren't playable, but why aren't goblins and minotaurs playable in Oblivion? Why not Rieklings in Skyrim? The answer is because they're put there to be a type of enemy to fight, but in such an open ended RPG it feels arbitrary to make these distinctions, especially with the presence of beast races that are often seen as savage by the men and mer which are playable.
Yet again Daggerfall offers an interesting perspective to this. In daggerfall, Orcs aren't a playable race, despite Orsinium, their home, being a major quest location, and their king Gortwog being an important character in the plot. When you find the Totem of Tiber Septim at the end of the main quest, Gortwog may ask you to give him to totem so he may use Numidium to make Orcs an equal amongst the other races of Tamriel. In Morrowind it's revealed that the use of Numidium caused several timelines to converge (the warp in the west), making all of the endings of Daggerfall canon, and beginning in Morrowind Orcs are a playable race.
It's stuff like this that I find compelling, and once again points to the weird arbitrary line between playable and not-playable monstrous races. Why are Hobgoblins playable in D&D but not Quaggoths? If a monstrous race isn't playable, I think you need a very good reason, and "general savagery" is quite the bad reason. The whole idea of savagery has always been rooted in "othering" a group of people to moralize doing something bad to them. It's fine to have that within the setting itself as a thematic point to build upon with the story, but to cement it mechanically in the system subdues roleplay by not allowing your character to have that perspective.
Here's my quick takes on typical monsters and if they should be playable. Skeletons? No, they're not sapient. Sphinxes? No, they're sapient but not social. Mind Flayers? They're sapient and social, true, but they're also like a hive mind which I think is a good reason not to make playable. Demons? This one's a tough one. I'm aware of the Frieren being racist stuff cause she automatically hates demons but like idk they're demons? If we're gonna have automatically evil people make em Demons I guess? Idk I haven't convinced myself with this one... Anyways, Centaurs, Minotaurs, Goblins, Orcs... if they're capable of society then they should be playable!
Anyways for my setting I'm making I'm thinking of doing away with any of these monstrous ancestries. It's either playable ones or truly inhuman creatures.
Im so glad this meme is my legacy
It probably feels good as fuck to lose your job and then lie to your wife about where you’re going every day and just ride the bus in a suit for hours and hours and hours
Listen. I know that one of you on this website is fabricating those animal group names. So when people look up they're like "hmm I wonder what the name is for a group of elephant" they look it up and it says it's called a Memory of Elephants and I couldn't prove it until now because I wasn't 100% sure, only like 90% sure that it's a HERD of Elephants cause a Memory of Elephants sounds dumb as fuck--- look, I believe like Pride of Lions, Murder of Crows, Parliament of Owls, I believe those ones cause I've seen evidence those names for those groups of animals that predates tumblr--- but I just heard somebody call a group of sheep a SWEATER of SHEEP :- NICE TRY! I would accept herd of sheep. I would accept flock of sheep. IT IS NOT CALLED SWEATER OF SHEEP I'M NOT STUPID!!! I KNOW YOU'VE BEEN MAKING THESE THINGS UP!!!!!