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#argument from design
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"The moral design of nature is as bungled as its engineering design. What twisted sadist would have invented a parasite that blinds millions of people or a gene that covers babies with excruciating blisters? To adapt a Yiddish expression about God: If an intelligent designer lived on Earth, people would break his windows." -- Steven Pinker
The people who make the claim of "design" don't know anything about how the world actually functions.
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lucabyte · 9 days
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i feel like people are sleeping on the occam's razor situation of how buckwild it is to outright accuse a guy of being a clone of your friend even if you DO have a lot of circumstantial evidence. there's other options is what im saying. they could just be like. a guy. that's a sensible deduction. you should explore that deduction. ignore my shirt that reads I <3 RED HERRINGS.
i still think odile has the correct theory on lock but she's smart enough to know it needs like... a real smoking gun to be able to bring it up without sounding insane.
anyway. (mirabelle voice) i know its rude to speculate but has anyone else noticed the grieving? they seem to be grieving. does anyone have any thoughts on the grieving? i have some thoughts on the grieving.
#[isabeau voice] am i insane or does sometimes loop talk like they might have killed their whole family. is that just me? just checking.#nille design highly inspired by @kiwibrain's since its the one that imprinted in my mind. liberties taken since i didnt look @ reference#anyway i have a lot more thoughts on this? i guess ill hide them in the tags...? scroll down i suppose.#isat#in stars and time#isat spoilers#in stars and time spoilers#isat act 6 spoilers#isat loop#isat siffrin#isat bonnie#isat nille#isat fanart#in stars and time fanart#doodlebyte#----------------------------------------------------------------------#anyway the extra thoughts. are literally just my general thoughts on postcanon. (and thus are the context for all of my postcanon doodles!)#which is i think nille joins the party before loop reappears for a start (either from a period of nonexistence or just wandering around)#and that like. i think the party should be able to integrate loop as a completely new person. because they are! the secrecy isn't great but#They and Siffrin shuffle into different ecological niches in the party (eg. i think sif is more squeamish after it all but loop isnt)#and while it's not *exactly* what Loop wanted they get that beggars can't be choosers. and its pretty good#(i am glossing over how i think loop's reappearence drags both them and siffrin into a massive behavioural backslide and is likely a bit#distressing to watch go down. cycle of argument -> lovebombing -> normalcy -> repeat. etc etc. but since they are no longer literally#stewing in the worst pressure cooker of all time they do resolve it via productive conversation on their own time. its fine)#the party well-meaningly tries to deduce things from loop's vagueries and are able to pin down the DEAD FAMILY vibe pretty quickly.#but eventually the question of their prior identity falls by the wayside because well! they're just their friend loop! (also change belief)#as for how The Truth Come Out... this is what i mean by The Isabeau Torment Nexus(tm). which is that i think... isiloop should almost occur#BEFORE isabeau knows who loop is. he's just genuinely charmed by them eventually and tries to close the open end of the polycule#which FREAKS LOOP THE FUCK OUT because thats just too genuinely sick and wrong. and obviously w emotions high its not a great confrontation#ANYWAY told u i had more thoughts. if i were normal itd be a text post but.
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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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doctormori · 1 year
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disco doodles
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ingradient · 10 months
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sketches from when i was thinking about tmbd a lot in spring
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samuraijackpostdump · 2 months
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dude I was looking through clips for a reference image and it literally makes me sick with anger that Genndy chose to portray Africa like That. Literally racist caricatures like come onnnn man. The worst part is that I really want to LIKE that episode aside from the art direction. His mentor is a very sweet guy and I like Jack’s little rivalry with the other kid. I dislike that Jack has to save everyone and the other tribe is portrayed even worse, but at least Jack isn’t fighting by his fucking self the whole scene. there was so much potential in this episode if Genndy hadn’t been so fucking racist with his character designs. I do not fucking understand why he chose to make them absolutely pitch black in color. That’s not what humans look like. It’s like how he colors Jack straight up yellow sometimes. I know during the time this came out it was not very likely for bigotry to get called out but that had to have made some people uncomfortable. Jeeeeesus Christ. The guy portrayed China more respectfully than he portrayed literally any other culture including Japan lmao. Actually I take that back he gave quite a few Chinese characters racist accents. The man wanted a ‘multiethnic’ feel to his show but could not fucking stop being white and racist for it
#samurai jack#I HAAAAATE ITTTT#I love the character of the African Chief I just can’t stand his fucking character design. you didn’t deserve that king#I say he didn’t portray Japan well bc he barely even did. it was like some hand wavey Vibe of Japan and nothing concrete#he at least bothered to portray Shaolin monks without just making them aggressively Chinese#Genndy straight up knew more abt China than he did Japan bc there are SO many times#where what Genndy thinks is a Japanese culture thing is more just him considering all East Asians the same#listen I love samurai jack but I think it got away with this a little too easily. I think Genndy should get some flak for that#that whole ‘great ancestors’ prayer is cool and all but Jack wouldn’t be praying to them like in fucking Mulan. that’s not his religion.#in Japanese culture you can and do pray to your ancestors but not like. in the middle of nowhere in battle?#it made for a cool moment to show Jack wasnt abandoned by his culture but it was. not even a little accurate LOL#I GGUESS the argument could be made Jack was just sending a little prayer up but it still felt. off#not even people in China prayed like that to nebulous ancestors in the sky LOL#it’s just kind of an orientalist thing. idk maybe Genndy pulled the idea from somewhere like most of his Jack scenes but#it’s not Japanese in nature LOL#I can see it coming from a Conan scene. a goood chunk of Jack was inspired by Conan#anyway. the most accurate fucking Japanese culture scene was when the Jack robot was praying to what he could scrounge up as a small shrine#and it WASNT EVEN REAL JACK.
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bruhstation · 1 year
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wanna give my personal 2 cents on the “why do people draw edward as an old man when he's 30 years younger than james" posts and the "um actually he's an old man and a dilf and awdry intended him to be like that" posts I’ve been seeing on tumblr and twitter. well I myself am not a man of big arguments and my brain always thought of “coleslaw vs potato salad” whenever I see online arguments but to do my part as a citizen of the internet I want to give my own opinions.
personally I don’t think it’s that serious bro 😂😂😂 THEY'RE ALL 100 YEAR OLD STEAM ENGINES BROOO!!!!! 😂😂😂 IT’S NOT THAT SERIOUS!!!!! HAHAHA COME ONNNNNN ALL THE STEAM ENGINES IN THOMAS AND FRIENDS ARE ALL OVER 100 YEARS OLD 😂😂😂 THEY’RE ALL OLDDDD AS FUCK!!!!!!!!!!!!! LIKE.... to bring out the big diagrams:
thomas' lbscr e2 basis is 109 years old. yet many people draw him as a young man/teenager. gordon's a1 pacific basis is 101 years old. yet some people draw him as a middle aged man and some also draw him as a young man. the james consensus is also like gordon. NOT TO MENTION THE DIESELS!!!! they are much younger than the steam engines however I saw some people drawing their gijinkas older than thomas and some draw them as old as him. never younger. and so on. it’s never explicitly stated by awdry or the showrunners to interpret the engines in human lingo as “young” or “old” by human standards. because they’re not humans.... biggg shocker!!!!
I like to believe these types of gijinkas are because people listen to their voices and see their personalities and conjure up their personal human designs of them inside their heads.... like some people see the main character energy exuding off of thomas and thought “young man who wants to be useful but also gets into situations where he slowly humbled” and that’s also how it came to be with edward. he constantly watches over thomas and gives him advice and supports him during his first days on sodor. this seemingly wise demeanor coupled with his basis’ age made people create an image of a friendly old man inside their heads. keep in mind again that canonically ALL THE STEAM ENGINES are over 100 years old but people make such huge differences in age in their human designs. and to that I just say: WE BALL!!!!!!!! LIFE IS A SANDBOX.... AND EVERYONE HERE ARE THE PRESCHOOLERS!!!!
anddddd back to the “why do people draw human edward as an old man” argument. so logically speaking, everyone should draw the gijinkas of the engines looking like this
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actually nevermind I hope they all do. that would be sooo funny. lol
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derpinette · 2 months
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i hated airpods & phones with those big fugly cameras in the back when they were announced as a concept & i hate them even more each time i see that hideousness in person
#i remember when i was 11 ( sorry for being a zoomer ) getting into an argument with an online acquaintance#over airpods because i thought they were retarded but she thought they were cool as if bluetooth ear pieces were a new invention#remember how the world used to make fun of them not even that many years prior. she was like nooobut you can hide them for cheating#& against thievery ( OK the only fair point I GUESS ) but they are just so ugly to me & stupid not practical too easily lost & damaged#especially with that pricetag like they could have made something COOL or Kawaii but of course sleek Nothing design is “in”#still after a decade now ♯MAKEITSTOP#honestly only like bluetooth for file sharing when necessary anything else is devilwork#as for the new giant multiple cameras design i mean use your eyes has there ever been an uglier decision#even if i had money i could never own a touch screen phone without a middle button & a normal camera lense in the back#like just looking at them makes me angry BUT mostly apple products i think android ones are less hives inducing#but TBH i have no headphone jack so... on my old broken phone i did but not this one -_- where are my principles......#well i will wear this one down until it dies i already have a cracked arse screen so until it breaks i will downgrade#also remember how cute silicone phone cases were in the early to mid 2010s ♯BringThatBack#honestly can you even i think phones today are just too damn big Not mine Doe 🦌 mine is almost perfectly sized for my hands (iphone7)#at least people have more charms than ever in my city at least i see people with cute lanyards & zoomer style JesusBeaters so great ^_^#sorry for complaining all the time but also if you are not here for my Kvetching then what else could you be here for...#*jumps into a well from shame*
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If you believe everything is "intelligently designed," you don't think very highly of your creator deity's intelligence.
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jackiebrackettt · 1 year
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i feel like there’s def an issue with women specifically being designed in an impractical way to emphasise femininity/attractiveness but also chip has a giant pirate coat and he’s supposed to be rogue who relies on quick movement so. it’s not like he’s doing any better with practicality so who fucking cares let jay wear cool clothes. especially when you think about Jay’s character arc and how she was likely drilled to wear mostly practical/formal clothes for the navy. so her being able to wear clothes like this is a fun way to signify the freedom being away from the navy gives her :]
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poisonouspastels · 5 months
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#i figured this would be better suited for a separate post continuing from here#I've had people get angry at me for giving Steve a proper strongman build - thus making him fat and muscular in the process#ive gotten people mad at me for making him his direct colorpicked skin tone. got told I made him ''the wrong color'' for it#got called slurs#got told i need to just ''take a joke'' when im getting right fully angry at people telling me im wrong for making his AU design that way#been quite literally told our art looks ''ugly as hell'' when people ran out of bigoted arguments#its all just getting really hard and really tiring to keep doing what i love when everyone is vocal about hating it#and very few people are vocal about liking it#i do art for me dont get me wrong. and people have been supportive.#but i cant help but wonder if anyone would have even cared about the mega ref at all if it hadn't been surrounded by people full of hate#its just hard to stay motivated and put my all into something that's gotten so much backlash for stupid reasons you know#i've been putting so much love into my work surrounding this AU lately. my writing and my art. for over the past year now#i try not to ask anything in return other than for people to just pay attention to it at all. give it a reblog#but the one time we have something out of it become popular its because people are stupid and bigoted#i dont care about numbers this isnt about that. i just care about returning the passion i put into the world.#if anyone wants to send anything my way feel free. i could use it#sorry for venting
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shoechoe · 10 months
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I do not like to make posts like these too often, but it really feels that so often, me liking hated villain characters is used as a cudgel against me when I criticize other characters I find unlikable. You guys, there is a difference between a villain character that is written to be evil and hated that justifies them being the enemy of the good guys and a protagonist/ally character that you are supposed to like but does things that are annoying or unlikable and doesn't have enough redeeming qualities to make up for it.
The first is acknowledged and intentionally written to be a bad guy that does bad things- the other is not supposed to be, but turns out to be so anyway, usually due to bad writing. It is not inherently contradictory or hypocritical to be annoyed by and dislike one, but not the other.
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energonnaccinos · 2 years
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concept: Astrotrain joins an online trainspotting group
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wxndswept · 6 months
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OMG Sk.IrK LoOkS JUST LIkE Jin.GlIU
Oh my God I can't escape this nonsense
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sysmemes · 1 year
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Lmaooooo for the low low price of Way Too Fucking Expensive you too can have random smears of color with an incomprehensible message 😂
Anti endo inside. I am quaking in my motherfucking boots.
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jimmerzz0905 · 1 year
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(REBLOGGING IS ALLOWED, BUT DO NOT STEAL OR CLAIM MY ART AS YOURS)
decided to redesign an Ember x Rarity fankid!! her name’s Finesse, and she has photography as a hobby :D
she’s aroace and uses she/her pronouns, and is best friends with Cloudstriker, my Flutterdash fankid :)
she’s really nice and well-mannered once you get to know her, if not a little bit snooty, but still pretty nice nonetheless. also she often gets into arguments with other dragons, and if she’s angry enough, she headbutts them with her sharp-ass horn (which hurts a LOT)
also she may or may not have had an emo phase as a young teen (and probably still listens to the horse equivalent of MCR today)
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