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#there sometimes gets uncomfortable
gibbearish · 2 years
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oh my god wait i finally understand the whole "men tend to stand with their legs spread and weight evenly distributed whereas women tend to shift their weight from foot to foot" thing. i never understood why they wouldnt shift foot to foot bc i have chronic foot pain and thats how ive always juggled it is by giving each fot rest periods but it literally has nothing to do with their feets its becuse theres a dick and balls and even soft that takes up space so they have to give it room to breathe, the feet come second
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aliosne · 9 days
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Saw a post about working class butches in physical labour jobs and wanted to make my own, so: I love you butches who do childcare or early education. I love you butch nurses. I love you butch house cleaners and janitorial staff. I love you service industry butches. I love you butches who do sex work. I love you working class butches who do “feminine” jobs you are cool as hell
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measuringbliss · 2 years
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People are acting so weird and possessive of Markiplier for the whole OnlyFans situation. He's an adult. He's an adult who's been a celebrity for years. He knows people thirst on him. That's why he had this idea in the first place. He's not some naive kid you must protect. He's not some innocent soul that the evil sluts of Tumblr and Twitter will corrupt. He knows the Internet, he knows his fans and he knows his job.
He's an adult and he can make his own choices.
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Was forced to watch a truly incredible (derogatory) thing recently.
A young person on twitter, adamant that transandrophobia doesn't exist on the grounds that 'no one is killing/raping/assaulting trans men'.
Several people responded, including some linking articles about murders and assaults on trans men and a couple op-ed style pieces of trans men talking about their own experiences.
Said young person responded with "I'm not reading those its triggering and I'm a minor"
So let me see if I've got this correct, you are knowingly refuse to acknowledge reality because it's upsetting to you and then you're going to turn around and deny that very reality because you refuse to acknowledge it because it's upsetting?
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canisalbus · 6 months
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I imagine Vasco puts up his ears in a ponytail when the get in the way
(Machete is just like O.O bc his ears dont/cant do that bc it would hurt)
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misalpav · 11 months
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petition for interviewers to stop reading sexual tweets and shit in front of celebrities when they're clearly not comfortable with it. each note is a sign of support.
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bogkeep · 5 months
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idk why there's so much discussion around the ~*morality of traumadumping*~ when it's a VERY solvable social conundrum. all you need to do is ask something like "hey is it ok if i talk about this thing? it's kind of heavy" and respect the answer
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rawliverandgoronspice · 5 months
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Hello!! I'm back for: more whining about TotK Quest Design Philosophy
I can't reblog a really great post I just saw for some reason (tumblrrrr *shakes my fist*), but hmmmm yeah not only do I completely agree, but I think I might expand on why I feel so much annoyance towards TotK's quest design philosophy at some point, because it does extend past the fundamentally broken setup of trying to punch a pseudo-mystery game on top of BotW's bones, where the core objective was always explicit and centered and stapled the entire world together; or the convoluted and inefficient way it tells its story through the Tears, the somehow single linear exploration-driven quest in the entire game.
Basically: I'm talking about the pointless back-and-forths. There were a lot of them, a lot that acted against the open world philosophy, and almost none of them ever recontextualized the environment through neither gameplay abilities nor worldbuilding nor character work.
I'll take two examples: the initial run to Hyrule Castle (before you get your paraglider), and then the billion back-and-forths in the Zora questline.
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I think?? the goal of that initial quest to Hyrule Castle is to familiarize you with the landmark, introduce the notion that weapons rot, tell you about the gloom pits, and also tell you that Zelda sightings are a thing? But to force any of these ideas on you before giving you a paraglider is, in my opinion, pretty unnecessary. I think the reason it happens in that order is to prevent Link from simply pummeling down to the gloom pit under Hyrule Castle and fight Ganondorf immediately while still introducing ideas surrounding the location; but genuinely, the Zelda sighting makes the next events even more confusing? Why wouldn't you focus all your priorities in reaching the castle if you just saw her there? Why lose time investigating anything else? Genuinely: what is stopping you from getting your paraglider and immediately getting yourself back there, plunging into the depths to try and get to the literal bottom of this? (beyond player literacy assuming this is where the final boss would be, and so not to immediately spoil yourself --which, in an open world game, you should never be able to spoil yourself by engaging with the mechanics normally, and if you can that's a genuine failure of design)
I think, personally, that you should not have been pointed to go there at all. That anything it brings to the table, you could have learned more organically by investigating yourself, or by exploring in that direction on your own accord --or, maybe you think Zelda is up there in the castle, and then the region objectives become explicitely about helping you reaching that castle (maybe by building up troops to help you in a big assault, or through the Sages granting you abilities to move past level-design oriented hurdles in your way, etc). Either way: no need to actually make you walk the distance and back, because the tediousness doesn't teach you anything you haven't already learned about traversal in the (extremely long, btw, needlessly so I would say) tutorial area.
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But to take another example, I'll nitpick at a very specific moment in the Zora Questline, that is honestly full of these back-and-forth paddings that recontextualize absolutely nothing and teach you nothing you didn't already know. The most egregious example, in my opinion, is the moment where you are trying to find the king, and you have to learn by listening in to the zora children who do not let you listening in.
So okay. I think Zelda is great when it does whimsy, and children doing children things guiding you is a staple of the series, and a great one at that. But here? It does not work for me on any level. Any tension that could arise from the situation flattens because nobody seems to care enough about their king disappearing in the middle of a major ecological crisis, except for children who are conveniently dumb enough not to graps the severity of the situation, but not stressed out enough that it could be construed as a way for them to cope about it and make anything feel more serious or pressing. It feels like a completely arbitrary blocker that isn't informed by the state of the world, doesn't do anything interesting gameplay-wise with this idea, doesn't build up the mood, and genuinely feels like busywork for its own sake.
This is especially tragic when the inherent concept of "the zora king has been wounded by what most zoras would believe to be Zelda and is hiding from his own people so the two factions do not go to war over it" has such tension and interest and spark that the game absolutely refuse to explore --instead having you collect carved stones who do not tell you anything new, splatter water in a floating island, thrud through mud who feel more like an inconvenience than a threat or, hey, listen to children playing about their missing king less than a couple of years after being freed from Calamity Ganon's menace. It feels like level designers/system designers having vague technical systems that are hard-coded in the game now, and we need to put them to use even if it's not that interesting, not that fun or not that compelling. It's the sort of attitude that a lot of western RPGs get eviscerated for; but here, for some reason, it's just a case of "gameplay before story", instead of, quite simply, a case of poorly thought-out gameplay.
Not every quest in the game is like this! I think the tone worked much better in the sidequests overall, that are self-contained and disconnected from the extremely messy main storyline, and so can tell a compelling little tale from start to finish without the budget to make you waddle in a puddle of nothing for hours at a time. It's the only place where you actually get character arcs that are allowed to feel anything that isn't a variation on "very determined" or "curious about the zonai/ruins", and where you get to feel life as it tries to blossom back into a new tomorrow for Hyrule.
But if I'm this harsh about the main storyline, it really is because I find it hard to accept that we do not criticize a structure that is at times so half-assed that you can almost taste employees' burnout seeping through the cracks --the lack of thematic ambition and self-reflection and ingeniosity outside of system design and, arguably at times, level design-- simply because it's Hyrule and we're happy to be there.
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There's something in the industry that is called the "wow effect", which is their way to say "cool" without saying "cool". It's basically the money shots, but for games: it's what makes you go "ohhhh" when you play. And it's great! The ascension to the top of the Ark was one of them --breathtaking, just an absolute high point of systems working together to weave an epic tale. You plummeting from the skies to the absolute depths of hell is another one; most of the dungeons rely on that factor to keep your attention; the entire Zelda is a dragon storyline is nothing but "wow effect" (and yeah, the moment where you do remove the Master Sword did give me shivers, I'll admit to this willingly) and so is Ganondorf's presence and presentation in the game --he's here to be cool, non-specifically mean, hateable in a non-threatening way and to give us a good sexy time, do not think about it too hard. What bothers me is that TotK's world has basically nothing to offer but "wow effect"; that if you bother to dig at anything it presents you for more than a second, everything crumbles into incoherence --not only in story, but in mood, in themes, in identity. This is a wonderfully fun game with absolutely nothing to say, relying on the cultural osmosis and aura of excellency surrounding Zelda to pass itself off as meatier than it really is. This is what I say when I criticize it as self-referential to a fault; half of the story makes no sense if this is your first Zelda game, and what little of that world there is tends to be deeply unconcerned and uncurious about itself.
And no, Breath of the Wild wasn't like this. Breath of the Wild was deeply curious about itself; the entire game was built off curiosity and discovery, experimentation and challenge (and I say this while fully admitting I had more fun with the loop of TotK, which I found more forgiving overall). The traversal in Tears of the Kingdom is centered around: how do I skip those large expanses of land in the most efficient and fun way possible. How do I automate these fights. How do I find resources to automate both traversal and fights better. It's a game that asks questions (who are the zonais, who is Rauru and what is his deal, what is the Imprisoning War about, where is Zelda), and then kind of doesn't really care about the answers (yeah the zonais are like... guys, they did a cool kingdom, Rauru used to run it, the Imprisoning War is literally whatever all you have to care about is who to feel sad for and who to kill about it and you don't get a choice and certainly cannot feel any ambiguous feelings about any of that, and Zelda is a dragon but we will never expand on how it felt for her to make such a drastic and violent choice and also nobody cares that's a plot point you could *remove* from the game without changing the golden path at all).
I'm so aggravated by the argument "in Zelda, it's gameplay before story" because gameplay is story. That's the literal point of my work as a narrative designer: trying to breach the impossibly large gap between what the game designers want to do, and what the writers are thinking the game will be about (it's never the same game). And in TotK, the game systems are all about automation and fusion. It's about practicality and efficiency. It's also about disconnecting stuff from their original purpose as you optimize yourself out of danger, fear, or curiosity --except for the way you can become even more efficient. And sure, BotW was about this too; but you were rewarded because you had explored the world in the first place, experimented enough, put yourself in danger, went to find out the story of who you used to be and why you should care about Hyrule. I'm not here to argue BotW was a well-written game; I think it was pretty tropey at large to be honest, safe for a couple of moments of brilliance, but it had a coherent design vision that rewarded your curiosity while never getting in the way of the clarity of your objective. There is a convolutedness to TotK that, to me, reveals some extremely deep-seated issues with the direction the series is heading towards; one that, at its core, cares more about looking the part of a Zelda game than having any deeper conversation about what a Zelda game should be.
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Watching ST1 and surprised by just how much Nancy lies. She lies even when she has no reason to, like when she's hanging out with Steve and his friends and wants to leave, she could have easily said something like "I need to do something" or "I'm tired" but she made up some excuse about her mom. When asking Barb's mom about Barb, she could have easily told her she was worried but she didn't. Girl just lies like it's second nature to her.
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skitskatdacat63 · 5 months
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2023 Las Vegas Grand Prix - Qualifiying - Fernando Alonso
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sparklecryptid · 4 months
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I had no patience for people policing other peoples ships before i went to library tech school and library tech school has make me a little bit pissy about the entire thing actually.
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shima-draws · 1 month
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Anyway speaking of poly trios. Have any of you considered Lawlusan because MANNNN.
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weirdmageddon · 8 months
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sorry for liking davejade in 2023 btw its in a cool way though
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#hs#davejade#like that one person said bi4bi cool silly girl and her lame ass court jester bf who enjoy each others company a lot#“its boring” well not everything has to be conflict sometimes it can be two people really vibing#and being good foils to each other and just sort of being like a lock and key#i dont dislike davekat but i felt like they bickered too much which is Funny dont get me wrong#but i like davejade for different reasons#in that i feel like dave is at his most heartfelt with her#bc jade doesnt do anything to warrant snarkiness. she doesnt make him uncomfortable and that earns his trust like a lot#ppl say its boring cause its a mf ship and they dont get them like i do#and my answer to that as an agender person is who the fuck cares#i hate ppl dismissing mf ships out of hand like…hey bi ppl exist. and even if they were straight they still got a good dynamic#of care and interest towards each other#hes not her knight in shining armor bffr. she has uhhh fucking GUN#they are Equals#jade slaps the shit outta people on more than one occasion lol#they infodump to EACH OTHER and they both listen#remember when jade wanted to infodump to john about physics remember that#dave would eat that up like oh damn that so dope and tie it back to time or whatever. special relativity#since space and time are fundamentally related#sorry im running on fumes rn i didnt sleep last night#ALSO THEY HAVE MATCHING ALCHEMIZED OUTFITS#jade’s dead shuffle dress and dave’s four aces suited both use a midnight crew poster as ingredients#i should draw them together in that mspa style#maybe theyre not even romantic. who said ships had to be. its short for relationship#well theres multiple kinds of relationships. what if they were queerplatonic
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sapphorror · 5 months
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creatrixanimi · 3 months
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One time i somehow got on a redit thread on will wood bc i looked him up or something and Im constantly thinking about one person I saw getting really aggressive about his fans liking him for queer reasons and they said something like "he's a cis het 30 year old man he probably doesnt know what 'so gender' means" and like ok yeah being parasocial is not good but saying that he doesnt know what "so gender" means is laughably wrong. The guy has a song about gender identity and also at one point dressed like this:
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Like theres discouraging parasocial weirdness like assigning stranger's sexualities and then theres what is essentially gasligthing people into thinking they just made everything they like up about a musical artist they like. For some reason.
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heart-aflame · 6 months
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The ghosts of Ruth and Richie playing twenty questions with the Lords in Black, after the lords decided they were weird and more fun to interact with listening to their weirdness instead of torturing them. It's gotten past the point of twenty questions at this point, there really is no limit here.
Wiggly and Pokey are the only ones unhappy with this, not because they want to torture them, but because they would rather not interact with these specific weird kids at all. They at least dont need to be truthful or at all helpful, answering questions.
The other three, and Ruth and Richie themselves, are having a fun time with it at least, even if the humans ghosts were scared at the beginning and still kind of are. They're learning cool things!
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