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#Sisyphean torment etc etc
captain-hooks · 5 months
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Attolias! I've never managed to pin down designs for Queen's Thief characters, and I'm not sure I've got it yet but Momma didn't raise a quitter
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deromanus · 2 years
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once I finish this PhD in 3-6 years I am sooooo out of here and im sure ill never have to deal with higher education departmental politics again in my future career in higher education
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figurativesin · 1 year
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thinks about the nasty dirty FILTHY autistic transgendered sex i wanna have with all the death note men. blows up into a million pieces and then reforms and i think about it again and blow up again and reform and think about it again and-
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nitori-gaming · 1 year
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It's funny to me how one of the biggest talking points homophobic christians use against the queer community is "pride is a sin" because it really just says that they don't actually understand what it is they're preaching.
Yes, pride is a sin. But so is greed, so is gluttony, so are wrath, envy, sloth, and lust. But here's the thing: Just about everyone commits these on some level in their lifetime. The seven deadly sins are all about excess.
Desire to have excess (greed), consume excess (gluttony), hate in excess (wrath), excess apathy (sloth), excess sexual indulgence (lust), excess desire for what someone else has (envy), and of course, putting yourself above everyone and everything else (pride).
Should we all be drowning in the River Styx for hating someone who deeply wronged us and those we care about? Fuck no.
Should we be stuck in a perpetual Sisyphean torment for wanting some walking around money at all times? Of course not.
So why should we be damned for all eternity for being proud of who we are?
You're allowed to have pride in your identity, your heritage, your country, etc. The sin of pride is when you put yourself on a pedestal above everyone else.
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palegengarsiloved · 4 years
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Buddhism, Existentialism, Dark Souls
Fromsoft's games revolve around a core idea, one that other Japanese auteurs like Hideo Kojima, Fumito Ueda, Yoko Taro also touch on: the cycle of life and death, the suffering inherent in that natural system, and the connections we can still form and the meaning we can still find within them. It's obviously rooted in Buddhist and Shintoist beliefs, as well as other East Asian philosophies that acknowledge the supremacy of nature (and natural processes), accept the impermanence and imperfection of the world, and yet (therefore?) also the beauty found therein. First, how do other forms of media try to communicate these ideas? In traditional East Asian visual arts, humans are oftentimes either ignored or viewed as very small, distant figures, entirely dwarfed by nature. Early Buddhist art avoided human depiction at all, using instead icons like wheels and lotuses/cherries to communicate ideas of the cyclic nature of the world and the impermanence of the moment (it's argued that human depictions of religious figures only came into prominence after the whole Greco-Bactrian thing where Greeks set up shop in what is now Afghanistan/Pakistan and started carving gods-as-people, and I mean, you gotta compete with that seductive reification of divinity). Shintoist poetry is brief, fragile, incomplete, often summoning a brief moment of nature ("this dewdrop world / is a dewdrop world / and yet, and yet--"). Kurosawa's deep love of rain and bamboo, Ozu's pillow shots of landscapes and rooms devoid of people. All of these use tools unique to their respective mediums to manifest a sensation or emotion into the audience: Ozu focusing on an empty street for 10+ seconds wouldn't be possible in painting or sculpture; architecture's capacity towards grandness and sense of proportion to a person inside it can't be communicated through photographs. Think about the tools unique to video games, now. Think of all the ways you interact with a game: user interface, input controls, gameplay loops, level design, etc, and how those connect to create a totality of experience. All of these drastically affect the interplay between audience and art; think of if a Jeff Koons balloon animal sculpture were installed in some small garage versus a giant New International-style skyscraper lobby. (Imagine if Dark Souls was presented as a visual novel or whatever genre Undertale is.) Now think about how Dark Souls approaches each of those tools. User interface and item management is one that is quite clever: you are given an item, and you have zero idea of what it is, so you find a brief safe moment and take a look at its item description. It's vague and honestly impenetrable, with a little bit of equally-impenetrable lore on it. You only have one so far, so you're afraid to use it, but you have the feeling that not only could it be useful, but perhaps even necessary for some encounter. You see that you can carry up to 99 (and store 600) of them, so maybe there'll be more later? You know that you've picked up stuff that you thought might be one-off and found more later, or a merchant who sells it. Fuck it, might as well try it out - after all, this user interface is almost begging you to think about the lore meanings, the possible item use, and exploring for more of them, or how/where you could best use it. It's designed so that you acknowledge the rarity of it, but also are assured to not to worry too much about it and just try it out for whatever benefit you can get in this dangerous world. What's the worst thing that happens - you die and waste it? You've lost thousands of souls (the precious in-game currency) before, what's one lightning paper or green blossom whatever? You know this game is famously difficult; "It's like Dark Souls" is industry shorthand for "It's a fucking hard game" at this point. Might as well try something new in this brief cycle you have before the next inevitable death. That leads me to the next tool: the corpse-running / death mechanic. You'll die a lot, sure, but then you'll learn more, have the opportunity to think about what you might be doing wrong or not seeing, maybe even find a shortcut or trick or use a different item this time to make it easier. It's another ostensible punishment that's actually an opportunity for you to get better at the game, and to think about maybe using that one item for a boost or trying out a different weapon, but also it starts teaching you something very important to the series plot and themes: it's okay to die - natural, even. A part of life. It's not a waste any more than anything else in life is a waste - the only waste is if you don't learn from it, appreciate it, bask in the purifying fire of failure to find yourself in something close to Zen gameflow. Even then, it's not the game disrespecting your time; I would say that it's the player disrespecting their own experiences, discarding any outcome other than an easy victory as a waste, as pointless, as if progress is the only marker of a life well lived. Resisting death, panicking, generally facing it in an undignified manner... all of these are counter-productive. To do so is to miss the philosophy of why there isn't an instant boss restart button! The brief little life as you scurry to your undistinguished death is, perhaps, the point. I mean this in a game sense, too. If you are deeply reluctant and fearful of death, you won't have as much success exploring dangerous and unfamiliar areas. Once you accept that you might lose some paltry number of souls in exchange for new items, new shortcuts, new areas... the game becomes less of a hostile slog and more of this world that you want to explore and understand. Yes, there'll be some suffering; that's to be expected. But there's still rewards you can find, NPCs you can ogle, vistas you can enjoy. Kind of a blunt metaphor, huh? That leads to the level design. By that I mean not only shortcuts and verticality/horizonality, which are ingenious from a design perspective, but in how the levels evoke two major things: one is the lived-in nature of the world; the other is how small you are in comparison to it. Cathedrals are prominently featured throughout the games. Historically they were specifically designed to make laypersons feel small in the presence of divinity, to make their eyes look upward, and to contemplate the sheer power (physical and social) necessary to create these things. Think of how small you are, then, that there are even greater powers in nature that can make these monuments to humanity fall. As for the lived-in aspect, think of how strange the items you find are, how fragmentary their lore, and yet how they start to fit together, even from their placement in the world. (Why is a Choir investigator-assassin hiding out in the School of Mensis? Why does he drop sedatives?) There's this giant world taking place around you and you're so unimportant that no one really bothers to tell you anything more than vague prophecies and allusions. Anyone who points you somewhere concrete sees you as the pawn you are; you're also literally smaller than many other NPCs (Non-Player Characters) to illustrate this point. The NPCs are yet another way that the game acutely communicates its existential ideas to you. Everyone in the Dark Souls world is cursed to not die, but rather turn Hollow – that is, to lose their minds in lieu of death. The only way to fight against this curse is to commit to a purpose and use that willpower to stave off insanity. This is strongly absurdist in nature, as a cursed undead either completes their goal and then, newly purposeless, goes insane, or the goal is unfulfillable, and the goal-seeker is doomed to an eternity of Sisyphean torment. Some NPCs appear broken under this will, crestfallen or twisted or gleeful upon recognizing the sheer injustice of their burden; some soldier bravely on; some offer unconditional kindness; some perform a mixture of all three. There are startlingly few characters in this game, each almost hidden by the landscapes, and each clearly dwarfed – both literally by the environments they are lost in, and by the staggering difficulty of the tasks they took up. It’s almost easy to attack all the NPCs you come across, as you’re conditioned to be fearful of any other entity you encounter; many players kill a certain peaceful demonic entity because they’ve slain so many similar-looking monsters defending her. It’s easy to miss these connections, and the game makes no effort to protect them. It’s the hedgehog’s dilemma: can you let down your guard towards someone who very well may hurt you, in a world that has done nothing but hurt you? Will others do the same? The multiplayer component of this game adds a corollary to this social experiment: there will, inevitably, be those who seek to invade and destroy you, those who will defend and avenge you, those who will help you, and those who will dabble in all three. You see every day in real life: the wounded lashing out in pain, the happy few just trying to help others along the way, the people who want to create some sense of justice in an indifferent universe. Oftentimes, one human will try out all three roles in their life. Why do we do this? Perhaps it’s how we work through the cosmic injustice of our existence, in a form of primitive dialogue that we need to act out. The human condition, after all, is reconciling oneself with the fact that we, and everyone we know, are fated to someday die. That's where the plot intersects with the gameplay and themes to make the whole greater than the sum of its parts. The directive you’re given at the beginning of the game is to extend the Age of Fire, the era you are currently living in; you are told that this is because with Fire there’s light, and time, and the creative spark of divinity on high. However, it turns out that unnaturally prolonging the Age of Fire is actually pretty bad, and results in all sorts of upheaval and foul consequences (including, possibly, the undead curse itself, unless you believe a certain scholar in DS2…). We learn as we venture through this game and interface with its mechanics that death must be a part of life and dark must accompany light. We also know that something can arise out of nothing (as we know there was a “time” before the Age of Fire; think pre-Big Bang), so it turns out that even if you don’t extend the Age of Fire, the larger cycle of death and rebirth perhaps never ends. In any case: fighting against this inevitability, fighting against the possibility of pain and loss caused the Gwyn, the Lord of Fire and Light, to ultimately sacrifice and thus lose everything he defended in tragic irony; similarly, trying too hard to lean into the turn caused Oolacile/New Londo/Farron Keep to be lost in the Dark forever. By dying over and over in-game, by investigating the subtle hints of lore found in the items and the sparse dialogue, and by witnessing the sad existence of these once-great powers of Fire that have long-since shriveled up under the infinite and inescapable wheel of nature, you begin to internalize the themes these games try, through all the tools at their disposal, to make you feel. You can live, however briefly, and value it, but also learn to let it go. You can love nature and respect its impersonal processes, understand that ultimately it will reclaim us, and find some comfort that the end isn't necessarily the end. There will be suffering, but there will be moments of total (if brief) triumph. There will be moments of tenderness with NPCs that can only be generated by a video game world where life is immensely fragile and nothing but the curse of insanity permanent. Will you allow yourself to try and help them, knowing how difficult and obtuse it will be, and how little it might seem to matter? Will you extend the Age of Fire to uphold the lie, because this Age is the only thing you and the rest of the world has ever known? Will you be brave – or perhaps, human – enough to reach out to others in this brief moment before the end of the world, and when the time comes, to let the Age of Fire fade? Can you live, and perhaps just as importantly, die with dignity? The totality of the experience gets the player to directly feel these themes in a way that can't be done in other media. By showing - through the death mechanic, NPC quests that can permanently be failed or missed, unforgiving and vast levels with tons of secrets and shortcuts, obscure item descriptions and the resultant need for exploration and player-driven introspection and experimentation, and not by telling through cutscenes, everything works together to evoke a mood that the player directly feels like they're helping create. The sheer unity - the, ahem, ludonarrative assonance - of the design is beautiful to consider on an intellectual level but also satisfying on an interactive, practical level. You have fun not despite these things, any of which alone may be disheartening, but because together they're so thematically consistent. Taken by itself the corpse run mechanic might be considered unnecessary or anti-fun, but when placed among the larger picture it not only makes sense but makes the player consider that there might be something they're missing, that there may be more to explore elsewhere or some item that will help, because the game is so mysterious and rewards exploration and experimentation so much. This is in addition to how much it reinforces the themes of the game! I could expand on about how such well-executed unity of purpose and audience-medium interplay makes it high art, like, true fucking Michaelangelo's David type shit, but I don't want to get swept up in the hype, so I'll leave you with a classic Dark Souls quote: "therefore try tongue but hole"
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