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#-themselves originally became a thing for religious reasons. what reason would a farm girl have to wear a mask while workin in the fields?
spotsupstuff · 11 months
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as i'm workin on my Ancient stuff- i've got to say that it is really interesting and neat (read: nasty) that there's a good chance most of the Ancient population probably didn't actually wear masks. but We think they did cuz the only really solid evidence of what they looked like at all all comes from places of the higher social circles. and those strived for religious... superiority, i guess. brownie points, not actual dedication to the religion for the sake of its teachings but either because it made them look good, put them higher in the social hierarchy or whatever manipulation have you (or the flawed look upon the religion aka "we gotta get out of this cycle no matter what")
all we are left with are the bastards. the simple people and their cultures that were left to weather the Iterators' rains were simply washed away. nobody cared for their way of life- as long as it served the higher circles well and they stayed submissive (enough so that at the end everyone would take a dip in the void), nobody had to give a singular shit
just how much do we not know about the Ancients' *everything* because of this disregard? how much do we think we are right about, when such is true only for the small but privileged piece of the species?
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The Most Pointless Character in Sonichu
Taffy here. This was a post I made for the Kiwi Farms forum on the most pointless character in Sonichu in late October 2017, and I took up the challenge to prove every single character has no point. This was kind of my beta version of what would become Taffy’s Annotated Sonichu, so I thought it would be worth reprinting here (also I’m sorry it’s taking me so long to get more CWCDefense or GitM up, I’ve been really sick for the past two weeks and I’m just now trying to get back in the swing of things).
Chris's comic persona and fursona are pointless because he could have just lived vicariously through Sonichu and not have an in-comic presence.
Sonichu himself became pointless after Chris took over as main character but was already pretty pointless since really Chris could have just written a straight Sonic fanfic with Sonic as the lead in the first place. Besides the occasional electric attack and the complete lack of an original personality he's basically Sonic.
That said, all the characters ripped wholesale from Sonic or Pokémon (Sonic himself, Perfect Chaos, Robotnik, Giovanni) are pretty pointless as they were dropped not long in as Sonichu grew to have its own canon with its own crazy cast of characters.
In addition, any character ripped wholesale from any other franchise (Beavis & Butthead, Bugs Bunny, Meg Griffin) exist solely for "fan service", or rather fan disservice.
Rosechu is extremely pointless, all she does is A) be a token girl, B) prove Sonichu is STRAIGHT, and C) occasionally face rape someone. That said The Incredible Lioness is probably the closest we get to a real character with a point, rivaled only by the Voltorb that kills Simonla. They have simple purposes (to brutally maim and murder) and they do them to a T.
Kel is pointless since Rosechu could have just been Chris's Pokémon to begin with and she didn't need to exist as a middleman.
For that matter, any character best known for being a Moon Pal (Bill the Scientist, Metal Sonichu, Yawning Squirtle) or just as a meme in general (Inos), while being great for laughs, are all pretty irrelevant background characters.
Reldnahc Notsew Niatsirhc exists solely for Chris to physically obliterate his sexual insecurity.
Any Jerkop or Manajerk exists solely for Chris to vent his frustrations with real people who were just doing their jobs. Same goes for Hanna.
Blake is too inconsistent to have a point to existing. He was a pointless villain-of-the-week at first and then he was a pointless supporting character.
Sarah Hammer and Wes Iseli are particularly pointless because Chris' relationship with Sarah was already waning when he wrote Sonichu 2. Since the reincarnation plot point was dropped not long after, you can honestly skip Sonichu 2 entirely and not miss anything.
Mary Lee Walsh, while being awesome, is like the jerkops and manajerks just there essentially as a comic book voodoo doll. Maybe the point of her was to show that Chris can in fact write an interesting and badass female character? We'll never know.
Count Graduon is pretty redundant with Mary, power wise. Other than to vent frustrations with his graduation he's really pointless.
All of the Chaotic Combo are basically team filler filling out some elements that the rest of the team lacks. Specifically:
Wild Sonichu doesn't really have a personality. He's pretty redundant with Sonichu himself, other than, of course, we need a green Sonichu. The one thing that possibly could have made him interesting, the struggles of being a single father, are really rushed over so Chris can get back to the murder spree. His only notable father-daughter bonding experience was drilling a man to death.
Bubbles Rosechu, aside from being the token blue Sonichu/water type, finds one Sonichu ball and then returns to being a moron.
Angelica Rosechu, although I imagine her original purpose was to be a pacifist voice of reason and a token religious character, well, that got thrown out the window pretty quickly. The things that differentiate her from Bubbles besides their powers are few and far between.
Punchy Sonichu is just the token red character and the token Asian. Seriously I don't even know what "fighting type" means. In fact, why not make him fire type? It's the one element missing from the Chaotic Combo (Bubbles is water, Wild is earth, Angelica is air, Magi-Chan is ether/heart/mind, no one's fire!) (Note 26/11/18: I now know Fighting-Type is a type of Pokémon, but nevertheless “Fighting-Type is one of the weirder types. The Pokémon types are elements, supernatural creatures... and martial arts. And yes, the Fighting-Type icons in the series are red while Fire-Type is orange, but from a team balance perspective fire would have made sense).
Magi-Chan, especially after being paired off with Silvana taking away his sole unique trait of not being driven around by his penis, is just Chris's round the clock surveillance system.
Boulder Dropping Whale would have been useful if he actually killed Bubbles's mother but since he failed he's just a great meme.
Why does Flame the Sunbird even exist? He's literally just Kazooie from Banjo-Kazooie and his role could have easily been filled by Wild or Bubbles or anyone because that stupid Sunstone doesn't even matter, except it does make everything grow like Norma, whoever she is. Norma is the most relevant character in that whole issue. (Note 26/11/18: Yes, I named Nadine’s mom after this typo.)
Again, Darkbind and Zelina are crimes against nature. (Note from an earlier repost): I am referring to a previous post complaining that Darkbind and Zelina were the combinations of not two but four franchises (Sonic, Pokémon, Zelda & Darkwing Duck) and came off as clunky because of it.)
Crystal the sister is especially irrelevant now that Chris is a girl (why not make her a trans man to mirror Chris' own transition? Oh wait JERKS.), but she was always redundant with Rosechu and Chris himself.
Sailor Megtune - why didn't he just draw Megan herself? We know he's okay drawing her.
Megagi - Already kinda redundant with Megtune and she really had no reason to exist after Chris & Megan had that falling out.
Jamsta and Lolisa speak for themselves at their uselessness. I mean, they are just bit characters anyway. But as someone else mentioned before their radio station is particularly shitty.
Patti-Chan, while her story is cute, just exists as a way for Chris to hold on to his beloved pet and not fully cope with her loss.
Allison Amber, although being one of the better characters, wouldn't need to exist if Chris would just do some work for once. That said if the point of her character was to be an audience surrogate (I mean, until she shoots a man in cold blood) then for once Chris succeeded.
Bionic the Hedgehog as previously mentioned is just there for the sake of having an orange Sonichu, even though he isn't one.
All of the specific characters of Chris's "real life" "sweethearts" (Pandahalo, Blanca, Ivy) as well as their OCs (Jiggliami, Blazebob & Chloe, Layla Flaafy) are pointless because they all just disappear almost immediately after they're introduced after Chris finds out they were a troll or they "died".
Likewise any rendition of one of Chris' real life trolls (Jason Kendrick Howell, Clyde, Jack Thaddeus, Alec, Evan, Sean & Mao) are again just there as pen-and-paper voodoo dolls for Chris to take out his frustrations on. The trolls in particular almost work against Chris' point in including them because no matter how much Chris paints himself as the hero his violent murder sprees always end with him looking like the villain. (Justice for the Asperpedia Four!)
Beel is just Satan and a secretary for the 4-cent-garbage building. Pretty pointless.
Zapina is just there as a token "cute" character.
Simonla is just Wild's token sweetheart and then later the lynchpin Chris needed to justify executing his enemies.
Silvana, while another fairly interesting character, is just a villain-of-the-week with an added dose of Chris's sexual insecurity.
Sarah & Rita Jackarass - These two are both stupid minor characters, but why on Earth did there need to be two of them?
GodJesus exists solely to heap praise onto our beloved autist.
Those stupid Samurai Pizza Transformers are stupid. I hate them so much. I hope they burn in the Earth's lava core.
Sonichu & Rosechu's children are initially just there to be cloyingly cute and then once they're grown to be Chris's LGBT mouthpieces, forgetting that we won't listen to anything they say because we already hate them. Of special pointlessness is Cerah, because while Robbie is the most punchable he's at least the focus character of a lot of the newer stuff (even though we hated him as a Sonee, we hated him as a Sonichu, and we'll hate him as a Rosechu), and Christine is vapid she gives credence to the idea that Magi-Chan is giving it to Rosechu behind Sonichu's back which is way more interesting than canon. Cerah does jack squat besides be a lesbian.
The Asperchu cameos are just there for Chris to try to force Alec to give him what he wants and the Basement Rosechus are just there to slander Alec's name.
Sandy is particularly irrelevant since Simonla's back, she was never anything more than a replacement goldfish for her.
Kevin the Jew - I knew it! I knew it all along! Peppermint Patty is a boy!
Bananasaurus - Don't listen to your Patreon backers Chris.
Lastly, Russel & Cynthia are just there to fill the Sonee/Rosee void left when Cera Christine & Robbie evolved, a void no one in particular wanted filled.
Edited (27/10/17) to include all the MLP characters and Chris's ponysona - We hate them and we want Sonichu back. 
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symbianosgames · 7 years
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The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company.
This blog was originally posted on the RetroNeo Games blog page on May 27th, 2017.
Let me tell you a story. It’s about a boy who was born into a fairly poor family who eked out a passable existence on a family plot in the mountains. When he was only 12 years old, his father was killed in a tragic farming accident, and as his mother was too ill to work, he became the sole breadwinner for a family of six younger siblings.
He had a talent for singing. His deep and melodious voice, paired with a deep well of emotion bought from years of personal sacrifice, won him many admirers in the taverns and dance halls around the local villages. It wasn’t long before the girls started to notice him.
As his younger siblings matured, he dreamed of leaving the farm and pursuing a career in music, until one day a paramour told him she was pregnant with his child. Dreams of a life of travel and singing were forgotten. They married and his love gave birth to twins some few months later. He was the happiest man alive!
Unfortunately, the harvests had been poor for years, and the bank reclaimed his family’s farm as the twins neared their first birthdays.
With not one, but two families to support, and no means of doing so, he joined the army, one of the few employers who was always hiring. He moved both families to the city as he began boot camp.
His first post was guarding a hydroelectric power plant. It was hard to be away from his family, but he knew that they were safe and provided for.
One day on duty, as he quietly hummed a lament, thinking about the night he first met his beloved, this happened…
GIF recorded from tommytep's YouTube Channel. Click image for source.
THE END
Like that one? Let me tell you another (shorter) story.
A class sits idle in some code, waiting. Its name is Soldier 4. It’s basically frozen in time. It doesn’t even look like anything yet because its mesh hasn’t been rendered because the player camera’s frustum hasn’t come across it yet. Suddenly, the player enters a trigger area around the corner and the class springs to life in glorious pixelated detail. It starts playing an animation, shifting its weight back and forth on two legs. Then a raycast determines  that it’s just been shot 3 times. A rather slow and painful looking death animation is chosen from a small list of predetermined death animations. After a few seconds, Soldier 4 lies still, fades to nothing, and the garbage collector erases any trace of his existence shortly thereafter.
FIN
Okay, which story do you like better? Which is more true? Which is more believable?
Which would you tend to think of when playing a game? I suppose that would depend on how immersed you are, and what lengths the game goes to in order to inform you about non player characters (NPCs).
I used Goldeneye because it’s one of the earliest examples I can think of where my mom was a bit upset that I was shooting people in games, rather than speeding through checkpoints and jumping on robotic animals. It’s also one of the first games I can recall that put some real effort into showing pain in the enemies. You could shoot them in the foot, hand, or crotch, and they’d stop shooting, grab the injured area, make a pained noise and hop around (if they still could).
I was too busy at the time being blown away by the speed and the technology (I’d also never played Doom or similar 3D shooters at that time) to think of the enemies as anything more than obstacles to progression, but I can see now in games what my mom saw then. And it’s got nothing to do with graphics, or realistic animations. It’s partly a question of emotional maturity, of course, but also of storytelling. Where I just saw ‘baddies’ my mom saw me walk into a room and gun down a random young man in a Russian uniform with no provocation. Goldeneye didn’t really give you reasons to kill most of the game’s enemies other than “you’re James Bond and they’re Russian. Duh!”
Twenty years later, we have plenty of room on the disc to fit even a little audio that can precisely let you know why you should (or shouldn’t) want to kill these dudes. Yet in those situations where we have the opportunity to do better, how often do we actually strive to?
When to dehumanise
There are so many games of all sorts. I’m not at all trying to argue that we do want backstories for all game characters in order to make them better. That could often do the opposite.
Brutal Doom's OTT gore doesn't exactly inspire regret or sympathy. Because demons!
Take Doom (new or old). It’s an unapologetic power fantasy, delivered through the medium of speed and violence. Killing demons removes any need for cumbersome storytelling. It’s black and white. Demons are evil. Kill demons. A game shouldn’t try to do too many things. If the extras conflict with the core idea, cut them.
We often dehumanise the enemy in games. Literally. Whether to simplify story, avoid moral debates or to sidestep local censorship laws, we turn our targets into zombies, monsters, robots, or aliens. It works really well. Robots and zombies can also relieve the impact of bad AI, since they’re not meant to be particularly intelligent to begin with. Great! Over the top violence and power fantasies can be fantastically fun, and I wouldn’t change Doom 1 or 4 one little bit.
The topic I’m addressing is what to do when we have human adversaries, who are meant to represent believable people. Because this is the greater challenge, and it’s likely that you seek to tell some sort of story when you’ve chosen to have human antagonists.
There are two types of games that use humans as enemies; those with either fictional or non-fictional settings.
Fictional Settings
GTA V is one of the most realistic, alive open world games that’ve ever been created. But players have zero empathy for the citizens of Los Santos. The game’s over the top satire, occasionally wonky physics, and amazing yet vastly imperfect AI, prevent any great depth of immersion. That’s not to say that you can’t get lost in the game for hours, but you’d never mistake it for a real experience, and you wouldn’t really start to feel for the characters. The emphasis on driving fast across a world populated by pedestrians is fundamentally incompatible with any sort of attempt to make you care about individuals in this world. And that’s fine. GTA V is incredible for what it is, and no game can be everything (though it’s not far off, to be fair).
Now take Rise of the Tomb Raider, which I just finished playing yesterday. As in most games, you’ll mow down hundreds of enemies, but narratively there’s something interesting going on. If you listen to the idle dialogue and/or audio records, you’ll come to appreciate a depth to the enemies. There are the core villains but also their paid and oblivious contractors. Trinity are out to do bad things and don’t care who they kill, but most of the enemy army are hired mercenaries who don’t know about or don’t believe in the religious fanaticism that drives their employers. Among these contractors, many start to realise that their bosses are nuts, and say that they didn’t sign on to round up and shoot local tribespeople. Some talk about trying to get out asap. Some other contractors are psychopaths themselves, and then Trinity are always evil. This approach did make me want to avoid killing certain guys, or at least regret having to do so. A little. It also made me more eager to hear what type of group I was about to go up against, by stealthily sneaking up on their positions instead of opening fire early. It’s a pity that there aren’t any non-lethal options or other mechanics to expand on this narrative theme. Once the bullets start flying, the good ones and the bad ones all want to kill you just as much.
Still, it was a good effort at adding some depth to the game, and I appreciated that it was there. Because personally I’m usually (when facing human game enemies) thinking that they’re probably not all bad and they don’t all deserve to die. It was nice for a game to respond to this.
Of course, other games have done this, and done it better. If you haven’t yet played Spec Ops: The Line then do it now! Even if you think you know all the spoilers, it’s a masterpiece in subverting player expectations. The whole journey through the game is brilliant.
Fundamentally, I think that most conflicts only occur due to a lack of understanding or empathy (including an unwillingness to share resources). With better communication and patience, most could be avoided. Games so rarely attempt to show this, but if narrative is a serious part of the game you want to deliver, then it should be strongly considered.
Games are such a powerful medium for delivering understanding and empathy because the player actively takes part in them. I’m not saying that every game should be doing this, but we could certainly be faring better as an industry.
Historical Settings
Real world armies have forever attempted to dehumanise the enemy in order to make it easier for your own troops to kill them. They’re all savages. They’re all baby killers. They’re all rapists, thieves and murderers, and God is on our side. War films are almost universally anti-war films (especially since Vietnam) and they usually tap into the folly of these lies. Yet war games still seem to find it more convenient to buy the lie hook, line, and sinker.
Maybe it’s because you’re asking the player to do the killing directly for hours on end that designers have felt the need to retain these lies. I remember that in the opening minutes of Call of Duty World at War you’re being brutally tortured by Japanese captors before being rescued by Kieffer Sutherland and his band of more morally upstanding brothers. It’s set up so that you will have no problems killing Japanese or German pixels for the next several hours. Of course, the Japanese and German armies were conducting genocide and torture, and stopping that is a fairly justifiable goal (as long as we’re clear that no side was squeaky clean), but I’m just saying that I’ve never seen a game take the opportunity to do what Letters from Iwo Jima by Clint Eastwood did.
This is why I’m a bit concerned that Call of Duty are returning to World War 2 as a setting this year. For the last several years they’ve been doing fictional settings and usually have some big opening set piece showing you exactly how evil your enemies are and why you should kill them all (they blew up your house and neighbours, usually). Their games are so formulaic that I’m concerned they’ll miss their chance to advance the genre of war games by just ticking all the same boxes in a new (well, old) setting and perpetuating the notion that Americans are always good, and Nazis are always bad. That said, they seem to be heavily influenced by Spielberg’s Saving Private Ryan so maybe they will have some shades of grey in their narrative and do something new.
Battlefield 1 at least lets you play as both sides in a conflict and although human lives are reduced to mere ‘tickets’, I do admit that I felt remorse when sitting in a machine gun nest, mowing down a charge across the trenches by the players on the other team.
Yes, it’s a game, but it represents something. Yes, the players will respawn and so it’s more like a game of paintball or virtual tag than an actual battle, but this is where my empathy for pixels idea comes in. Real lives were ended doing exactly this kind of action that I’m doing right now. I sincerely hope that when you watch the last hour of Titanic you feel a lot more moved than when you watch Con Air. Similarly, I hope than when you play games based on the world wars or Vietnam, that a part of you doesn’t glorify the killing in the same way as you the glory kills in Doom.
They’re different beasts, I think, and deserve different treatments from the creators. I hope that Call of Duty: WW2 gets some of that.
Games with more moral weight
I’ve referenced more linear games here so far, but RPGs are traditionally much better at giving weight to your moral decisions, even if they are nearly always set in fantasy or post-apocalyptic worlds.
I recently played Westerado, an indie cowboy RPG/ murder mystery in an open world that you have a lot of agency over. It doesn’t take itself fully seriously, but because you can go anywhere and kill anyone, you feel like you’ve some real responsibility in the world. Because of this responsibility, when I found myself riding out with some US Army soldiers who’d been fighting with native American tribes, and we than happened upon said tribes in a sudden ambush, I said “oh f**k no I will not be killing native Americans and still pretending I’m the good guy”. I ran from the fight. I failed that side quest. I think the army were regrettably all killed but I’m not sure. But that was my story. The game didn’t establish that these natives were out of line in any particular way, just that the army were fighting them. So my own knowledge of history filled in the rest.  While I was happy enough to help the army bring food to settlers (or whatever we were doing in that quest) I was not taking part in any genocide. Pixelated or not.
Here is an example of an extremely unrealistic looking game reaching me on a real level. An historical setting (fictional as the specifics are) and a game where my choices can have a lasting effect can create real empathy even for pixelated characters.
Mechanics for deeper, more sympathetic NPCs
Assuming you want some moral ambiguity or emotional weight in your game, particularly if you’re making a war game, what tools could be used to advance this agenda?
Just having NPCs chatter together is a very simple way of humanising them (for better or worse) before you go in guns blazing or not. It’s tried and true in linear games, but challenging in open worlds where the dialogue inevitably can start to repeat, and feel insincere.
The opening level of Battlefield 1 had you fighting a pitched battle on the Western front. Each time you died (in this level only), as the screen faded to black, you got your character’s name and the year of their birth and death. What it would say on their tombstone, basically. You then respawned as a new soldier elsewhere in the battle. This gave a weight to death that most war games (and the rest of this one) usually can’t deliver. If you add to that system something like “loving father and husband” or “always dreaming” you’ve a better system already.
Valiant Hearts has you play as characters from both sides of the trenches, and actually never has you kill anyone. It shows your Franco-German family in tact before the war, then watches as, torn apart by circumstance, they struggle to reunite.
This War of Mine has you play a war game from the point of view of starving families trying to survive amidst the rubble, where you make decisions to kill innocents because you need food for your own kids. The shocking reality of the unseen other side of war games was powerful.
Apart from historical settings that bring their own moral weight (and ethical dilemmas in terms of storytelling) to the table, you could use procedural generation to fill out backstories for each and every NPC that lives or dies. It’s its own challenge, but it’s possible. Watchdogs had a system where you could hack the phone of anyone in the open world and get a little summary of that person as an individual. That’s not an end in itself, but it’s a tool in the box.
Dwarf Fortress procedurally generates its entire world and history when you launch a new game. Co-creator Tarn Adams and Kitfox Games’ Tanya X Short have some great GDC talks and blogs about procedural generation, including a book they co-wrote called Procedural Generation in Game Design coming out soon. Do check some of it out if you’re interested in the area.
I’ve experimented myself with generating a small town’s size of population. Everyone gets a name, age and job. Every year people grow up and either die, marry, have kids, or do nothing extraordinary. Over a few seconds I grow this town by several generations and all of a sudden have a family history for every character still alive at the moment I start playing the game properly. I’m planning on using something similar to this in Sons of Sol to flesh out your wingmates’ backgrounds, though we don’t yet know the extent of player interaction with wingmates outside of the main missions.
In Conclusion
There are many more ways we could flesh out NPCs. Better AI is one. We could even get as far as giving NPCs the levels of interactivity that the hosts in Westworld have. Though I think the point of that show is that some people will just refuse to acknowledge the humanity in artificial things, while others can empathise with them very naturally; less because they’re fooled by looks or behaviour, but more because they’re emotionally invested in the story.
Humans have always loved storytelling, and creators have always found new and better ways of expanding our toolset for crafting them. We have amazing tools for creating empathy and understanding through interaction now.
Games are chief among the most consumed media in the modern age. Violence and conflict are a core part of many of our games, but also a significant part of the real world that we live in. In a world that too often seems to lack empathy and a willingness to understand our adversaries, games could be our best tool to foster a willingness to understand other sides in a conflict. I think it’s important that we start to do this more often. It doesn’t suit every game, but where killing humans is the main activity, and especially in historical war games, I think we can and should do better than we have been. We’re moving the right way, I think, but let’s keep it up.
Until next time..
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