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@aetherlift

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what did rin mean by the lesbian flag boundary field
? dyke?
been getting annoyed at people responding to the claim that trans women's breasts are fake that they are grown through hormones because i do not think we should accept the premise breast augmentation creates fake breasts, whether on cis women or trans women.
to start, everyone has breasts. the amount of fat and tissue varies but its all breasts. augmentation does just that. there being other things that werent there previously (not always silicon btw) doesnt suddenly make the breasts "fake." does a pacemaker make a heart fake?
there is no "natural" neutral unchanged state of the body. there is no way the body is "supposed" to be. there are no exceptions to this.
Sometimes a family is you, your kohai, her estranged sister, your homeroom teacher, and King Arthur
the best yuri is always the yuri that has tma particles all over it intentionally or not

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cis men are doing forcemasc self hypnosis every day
cis men know that itโs possible to be amab and not a man and itโs their biggest fear
Iโm coming for them.
I still am
writing a movie about a violent man in a dress who kills women out of a desire to become one and then insisting over and over that it can't be transphobic (despite it's cultural influence to the contrary) because he isn't a real tranny is. well it's beyond parody isn't it.
reallyyy not a fan of the habit people have of deflecting guilt for making abhorrent and obvious caricatures of trans women in media by insisting that it was actually super progressive because he wasn't a real transsexual!! you see the same shit with rhps. just a complete failure to take some accountability and say "yeah that was insensitive we shouldn't have depicted a real group of people that way and it has brought them material harm as a result."
It's so frustrating when people pull the "but he isn't a trans woman," like yes, the transmisogynistic caricature will not be called a woman by the source material, please consider why that is
"The Hateful Image of You is a community building thing for us though." "We felt so safe in The Hateful Image of You it let us explore ourselves." "The Hateful Image of You inspired women to join imperialist government organizations." "Honestly I dont even care how you feel about The Hateful Image of You it doesn't matter that nobody acknowledges the affect it has on You." "I have personally helped facilitate dozens of productions of The Hateful Image of You its not amazing its just a movie."
Silence of the Lambs, Ace Ventura, RHPS, Sleepaway Camp, Longlegs, Psycho, the list goes on and on and on and The Hateful Image of You lives on in the hearts of everyone around us and TME people expect us to just, not care? Is it so hard to empathize with a trans woman for one minute that they can't even conceive of having The Hateful Image of You depicting yourself in a warped portrait with blood smeared on it and how it makes us feel? Especially that its a beloved community gathering thing to take part in The Hateful Image of You? That The Hateful Image of You unites everyone else in enjoying it? That the sharing of it perpetuates its renewal over and over again?
Nah, I'mma be a loud pissed off tranny about it. The least I can do to fight what kills so many of us before we can even be ourselves is shit on every one of these shitty fucking things yall make. Fuckin Hell.
reblog this coco for your followers to rest up and get well
i always found it really funny that cedh communities coined the term "mana bullying" and banned it. wasn't the whole point to play the game totally optimally? wasn't the whole thing about seeing what happens when the rule set is played totally optimally? it seems like a 'you' problem to decide you don't like what you see at the end of efficiency. but then again, i never particularly understood 'spirit of the rules' either. so i get it.
i play yugioh, not magic, but i have never heard anything about this many player free-for-all format that makes me understand why someone would play it if they wanted to play magic the gathering
a 3+ person free for all format seems basically custom designed to make the game primarily about this type of social dynamic rather than playing the actual game of magic that's laid out in the rulebook, card text, etc, and if that's what you want, there are other games that are designed to do that (and hopefully people are going into those games expecting and consciously signing up for this kind of dynamic)
it just sounds like an absolutely miserable experience where someone's always going to leave feeling like they got interpersonally bullied because that's the basic content of the game you're actually playing, but then people end up playing it without realizing that's what they're signing up for because for some reason it's like A Popular Format And You Can Play With More Than Two People That Sounds Fun Right? We Can All Play Together, Guys!
*trying to explain to an undergrad why chatgpt is not going to be helpful here" it's not good with particularities... like it has the buddha nature. it truly no longer understands the distinctions between the ten thousand things. it's an enviable state of existence but one that is ill-suited for solving package dependency issues

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person reblogging a post with an obnoxious comment from a liberal who fundamentally completely disagrees with every premise of the op and doesn't know what they're talking about: #nuance #nuance is great #yessss finally some nuance
How do you think fail states, specifically dying and reloading a save, affect the narrative of a video game? Because in a lot of games they feel like a pretty detrimental compromise to me, it always feels like I'm not actually supposed to use that mechanic. I haven't really found a way yet to interpret a lot of them in a way that doesn't just make the game worse.
hmm i mean
like, i think there's a lot of ways a ''fail state'' can inform a game's narrative, right? like...
there's the way you're talking about here, right, where the fail state is something you're not 'supposed' to experience, it exists as a structuring element guiding you away from or towards certain actions, right? like... in subnautica, it's pretty rare to actually die. and it can be a frustrating and unfun experience when you do and you were carrying a bunch of stuff and you're like oh great gotta farm all that shit up. but the threat of dying is really really important to building the game's tension, putting some actual real-world weight (even if it's just in terms of threatening a purely digital object that represents a time commitment) into the idea of a reaper leviathan eating you. if there was no 'consequence' for getting Gotten by the Scary Getter, it would suck a lot of tension out of trying to avoid them, right?
this is a recurring thing in horror game design, right, if you make the chase sections too hard they stop being scary because knowing that all that happens is a scary cutscene + the impact of it being diminished by seeing it over and over again turns the Scary Getter into a nuisance that you groan at rather than something scary. so i think there can be a lot of value to parts of a game that you're not really ''supposed'' to experience but that need to exist to structure how you experience the parts you are...
& then of course i think there's a lot of games where you are meant to experience the failure states and they teach you important things about the world and characters. like recently i've been trying out this underrated indie gem called dark souls, you've never heard of it, and within an hour of playing i'd died like five times. and each time the death taught me something iomportawnt about the game: dying to the asylum demon taught me that you don't always have to fight enemies the first time you see them. dying in the middle of a skeleton clusterfuck taught me that you should try to fight enemies 1 on 1 as much as possible. dying when that cunt pushed a boulder onto me taught me to look the fuck out for traps. these fail states are essentially a form of tutorializing, and also help tell the story of dark souls, that you're an insignificant little fuck in a bleak and crushing world.
or, like, take disco elysium -- i think a lot of people who've never played it know you can get a game over screen because you sat in an uncomfortable chair. and yea if your last save was an hour ago i get why that's frustrating. but not only does the whole evrart sequence also serve the tutorializing function that my dark souls deaths did (demonstrating that you should unlearn the traditional CRPG correlation between 'danger' and combat) but it and other potential game overs like it tell you so much about harry du bois: that this is someone whose mind and body ahve been pushed so close to the edge that it's feasible for him to have a fatal heart attack trying to get his tie off the ceiling fan or have a complete mental breakdown because a child called him a faggot or just straight up shoot himself in the head trying to win an argument.
and ofc the fact that people who've never played the game have heard of the chair death speaks to another thing about failure states, which is that they can be fun and memorable. there's a reason why ykow some people demonstarte nostalgia for the king's quest death messages
& then of course there's the ways that 'bad endings' can inform you about the reality of the world of the 'real ending'. crpg ending slides that show you sme horrible fate for the companion that you didn't complete the quest for provide information and context for the quest itself and how it helps them grow and change. & then there's the most literal possible execution of this, zero escape, where due to all kinds of temporal bullshit the events of the 'bad endings' directly causally influence the events of the 'true ending'.
finally, of course, there's games where what would be a 'fail state' elsewhere is just part of a diegetic narrative. pyre is my absolute favorite example of this. if you lose a game of prison basketball then you just lose, and the other guys win, and when the stakes are escaping to the surface that means an npc leaves and you and your friends stay underground. on two occasions, this led me to deliberately throwing matches because i felt the NPCs on the other side deserved the win more than my guys. hades, as much as i hate it for a bunch of other reasons, did pull a really cool maneuver in making the constant death and grinding repitition in-universe features of zagreus' experience and the game's themes. katana zero also goes cool places with this, taking the route of "every failed attempt is the protagonist's precognitive abilities showing him a future where he dies" and exploring what that means for him emotionally and psychologically.
so, yknow! i think there is a huge amount of super worthwhile space for failure states, whether it's by teaching you about the game's world and characters, or helping create a specific experience by pushing you to avoid them, or by simply integrating them directly into the narrative and interrogating them... i think they're pretty neat and a storytelling tool that's unique to games :)

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"magic circle but the writer ran out of space" will never not be funny
I think irs obvious from how a lot of people act on tumblr that many of you still believe in the idea of degenerate media but just have started to get really orientalist with it.