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They should invent a glasses that you can lay on your side in bed wearing

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Started playing Tunic today and I've ended up latching onto calling the Fox Shrines as Fox Wife for some reason. Fox Wife who makes sure I don't die and I give her presents which raises my stats. Wonderous Fox Wife
I don't know how horrific this could be without more lore context than I got at the moment because right now I think I'm on the hunt for the three colored orbs or whatever that the temple demands
That's really interesting because the second I saw that thing I started calling her my Mum.
It was the “shopkeeper” whom I mostly referred to as “My Wife” and I also started calling [character living in high altitude] my dad pretty much immediately upon seeing him.
The moral of Death Note is that cops raise evil children
I wish I was better about paying attention to channel names because I did watch a video a while back and this was basically the whole video summed up. Like, everyone knows Light was an arrogant fool who sewed the seeds of his own destruction but his solution to the societal problems he lamented about in the first chapter was literally something only the juvenile son of a cop could have come up with.
To Light, Crime was the source of society's "Rot." And his philosophy on what constituted "crime" was basically about normal-ass people who were willing to break the law. you know, the laws Cops enforce.
It also explains why he's indiscriminate rather than surgical. Because of his own biases, he never stops to consider the flaws in the methods of who gets arrested, or how that never actually seems to have an impact on Crime Rates tm. Cops (like Light) simply see this as evidence that they're not arresting enough people! That they're not going far enough! And these are the values our protagonist was raised with. A surgical strike would let Real Criminals off the hook, while targeting people who, yes, may be more evil by orders of magnitude, but they do it in a LEGAL way!
I don't think the story ever consciously addresses this. The Watsonian explanation for that would be that we don't really get to see exactly WHAT values Light's dad instills in his children - he's a major character, but Light spends far more time putting him on a pedestal than actually engaging with him. A couple Doylist explanations might be either that Ohba didn't condone Light's actions, and considered an outside exploration of his motivations to be either uninteresting to explore, or perhaps too much of a challenge to pull off in a story that so heavily revolves around the protagonist's inner monologue. I think it's far more likely, though, that this wasn't intentional - Light's dad was a cop so that he could be on the Kira taskforce and we could get the drama of Light being hunted by his own father, and the blind spots that created for both characters. Knowing the story, and how these characters are used, I find it hard to believe there were intentional ramifications beyond that. But that doesn't change the fact that they're there, and more than anything it serves as an explanation for why Light was the way he was.
I live a very balanced life of noticing things nobody else does and not noticing the things that literally everybody notices
Ok but like, imagine being Royal (Iconoclasts). You are Quite Unique and Special. You were raised your whole life solely under the premise of you being Quite Unique and Special. You are sheltered and spoiled beyond words.
Everyone hates you.
You were practically genetically engineered to have the most punchable face on the planet. You are stuck between people you have privilege over (who hate you because you're a spoiled brat) and people who have privilege over you (who hate you because you're a spoiled brat). You never asked to be a spoiled brat, and you've known no life other than being a spoiled brat.
You are Quite Unique and Special which separates you from the common people (because you're special) and separates you from the other Special people because to them you aren't special enough.
(spoilers follow)
During the events of the game Royal tries to help five (5) times. Every time he tries to help he goes to someone hoping they're going to respect him because he's Quite Unique and Special, and every time he's reminded that everybody hates him. After each time he fails to help he keeps going up the ladder, and every time he fails.
The common soldiers (and General Chrome) don't respect him, the Bastion Elite in the tower don't respect him, the people at One Concern HQ don't respect him, Mother (and Pete) doesn't respect him.
So he goes to the one person that's left, the one person who has to respect him. He goes to The Moon in the Fucking Sky and Meets God and gets everything he's lived for all his life thrown back at his face...
And then he dies.

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Paradise Killer spoilers:
Today’s episode of Hhhhnnngg The Character: still thinking about how Crimson Acid is so visibly and shamelessly sleazy (literally hanging out in a sewer buying and selling secrets for money) and yet she’s one of the least directly involved and knows the least about the conspiracies. Whereas the masterminds are both largely defined by how they perform goodness- Carmelina presenting herself as the selfless artist dedicated wholly to the syndicate, Witness genuinely believing he (and therefore all his actions) are morally pure because of his dedication to the gods. Even compared to the most sympathetic characters, the Day Breaks, she’s the only one completely honest with you. It makes such an effective statement about the inherent untrustworthiness of performative morality and the paradoxical effect of being transparent about your own dark side.
they keep making games bigger and worse optimized and call it improvement. they say, no, the price is totally justified, because our game has More Space and your PC can't run it, which means it's Future. meanwhile the space is too big to cross. the games are too long and too poorly paced to even finish. and it doesn't look materially better than anything that came out on the 360. as if anything has ever done as much or gone as hard in 100 hours as Portal did in three.
One thing I keep noticing whenever I'm learning a game, teaching someone a game, or observing someone learn a game, is that there is definitely a phase somewhere in the learning curve which is both very important and something I really don't see people talking about.
Think of the learning curve like this:
Learning what tools are available (i.e. what are the things that you can do, what are the actions you can take, what resources you have)
Learning to mechanically / physically use those tools
(the kicker) Learning why you want to use those tools
Learning to mechanically / physically put everything together
I first noticed this when I was learning to play a fighting game (specifically Guilty Gear -Strive-) but I realised that this applies more widely when I tried learning to play Overwatch, and now I keep seeing it everywhere (Chess, Go, sports, etc).
Almost always this third step is just kinda forgotten or ignored, and steps 2/4 are assumed to be the same thing. I've found that this leads to a much more frustrating learning experience and some very deceptive difficulties.
To clarify on what I mean by step 3:
Really early on when learning a game you'll learn what the end goal of the game is (e.g. "reduce opponent's health to 0"). Also really early on you learn what you can do, what moves you have, etc. And this is treated as enough information to start playing the game, but it's not.
You now have a long term goal (reducing opponent's life) and a set of tools, but you have no clue how to use those tools to get there. In other words: you have no short-term goals.
You can split this even further into multiple questions:
What situations are favourable to me?
How do I produce a favourable situation?
How do I make use of a favourable situation?
How do I minimise the damage from being in an unfavourable situation?
So you always end up with two types of beginners: someone who knows the "rules" of the game, and someone who understands the game but is still bad at it. There's a very large gap between those two! It is very easy to become the first type but very hard to get to the second. And it creates a lot of frustration when those two are conflated.
This is why I feel that phrases like "fighting games are very hard to learn" are pretty misleading. Learning a game's mechanics is easy, learning a character's moves is easy, learning combos might take some time but is not in itself difficult. What is hard is figuring out why do I use these moves, why do I use these combos. When do I do this or that.
Imo the problem isn't that fighting games per se are hard, but that the problem is in the learning resources. Very few guides actually explain any of this. So you end up with players who are frustrated b/c they know how to do these things but don't really have a plan of how to use them.
I remember seeing someone watch a match between two GGST beginners playing Leo, who's usually a fast-paced up-in-your-face style character. However, without this context, and because Leo has a projectile attack and a parry, the players played very slowly and defensively.
One thing I keep noticing whenever I'm learning a game, teaching someone a game, or observing someone learn a game, is that there is definitely a phase somewhere in the learning curve which is both very important and something I really don't see people talking about.
Think of the learning curve like this:
Learning what tools are available (i.e. what are the things that you can do, what are the actions you can take, what resources you have)
Learning to mechanically / physically use those tools
(the kicker) Learning why you want to use those tools
Learning to mechanically / physically put everything together
I first noticed this when I was learning to play a fighting game (specifically Guilty Gear -Strive-) but I realised that this applies more widely when I tried learning to play Overwatch, and now I keep seeing it everywhere (Chess, Go, sports, etc).
Almost always this third step is just kinda forgotten or ignored, and steps 2/4 are assumed to be the same thing. I've found that this leads to a much more frustrating learning experience and some very deceptive difficulties.
To clarify on what I mean by step 3:
Really early on when learning a game you'll learn what the end goal of the game is (e.g. "reduce opponent's health to 0"). Also really early on you learn what you can do, what moves you have, etc. And this is treated as enough information to start playing the game, but it's not.
You now have a long term goal (reducing opponent's life) and a set of tools, but you have no clue how to use those tools to get there. In other words: you have no short-term goals.
You can split this even further into multiple questions:
What situations are favourable to me?
How do I produce a favourable situation?
How do I make use of a favourable situation?
How do I minimise the damage from being in an unfavourable situation?
So you always end up with two types of beginners: someone who knows the "rules" of the game, and someone who understands the game but is still bad at it. There's a very large gap between those two! It is very easy to become the first type but very hard to get to the second. And it creates a lot of frustration when those two are conflated.
Games for which it is cromulent / coherent to screenhshot / photograph the end result:
Chess, Go, etc
Mahjong, poker, etc
Wordle
Some arcade games (final score, etc)
Devil May Cry (and similar) (score again)
Splatoon
Some roguelikes (score (if applicable), final build)
Jigsaw puzzle
Games for which it would make zero sense to screenshot / photograph the end result:
Solitaire
Rubix Cube
52 Pickup...?
I was playing solitaire and after a difficult win I wanted to share the experience somehow but then I realised that a screenshot would make no sense. Now I kinda wanna collect games like that but as you can see I could really think of many...

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Now that I've watched The Next Generation, Deep Space 9, and Voyager, here are some of my thoughts:
DS9 is almost definitely my favourite so far, an opinion I'm sure is far from unique. TNG is great, it had so many great characters and great actors, though there were some strange decisions here and there.
Voyager was, on the whole, pretty fine, I think. I definitely didn't dislike it but it didn't have that same kick as the previous two. I felt like there a lot of it felt kinda... repetitive? and it felt like there were too many episodes where just kinda nothing happened. One thing I think it did really well was character development, especially with Neelix and the Doctor. I think the time travel episodes were fun.
While Deep Space 9 is really good, I certainly wouldn't consider it a good introduction to the franchise. The series continually gives a feeling of being in conversation with TNG (even after ignoring the obvious aspects such as e.g. Mile O'Brien and Worf).
I've seen Voyager be called a good introduction b/c of the whole "stuck on the other side of the galaxy" situation but I don't think that really makes sense. For one thing, while the ship is in the Delta Quadrant (most of) the crew do come from the Alpha Quadrant, and bring with them all of its baggage. There's the whole thing with the Maquis, Cardassians, the Romulans...
Seeing as The Next Generation was my own introduction to the franchise I would probably be biased to say it's a better introduction than the other two series, but if someone asked me I would probably tell them to watch TNG and then DS9. I haven't seen TOS yet but I feel like jumping straight into the first series from the 60's would probably not be a very good idea.
You know I think it's saying something that all the Star Treks post-2000 almost never get talked about?
Like before I'd started watching ST I'd heard extensively about TOS/TAS, TNG, DS9, and VOY. Memes, gifs, discussions, etc. I was kinda vaguely aware of Enterprise, mostly through citations (?). Idk. I think I heard of Academy once or twice (from people who were complaining about it). The only Star Trek series post-Y2K that I've actually seen be talked about extensively is Lower Decks. I don't think I've heard anyone talk about the films except maybe First Contact or Search for Spock.
So after I finished watching TNG/DS9/VOY and went to look up what other treks there were so I can decide what to watch next, I was surprised to see there were so many? That I'd just never heard about? Discovery? Strange New Worlds? Prodigy? And so many movies.
Part of what makes DS9 feel so real and alive is how many kinds of Guys it introduces.
Like I just love "Guy who sneaks into the offices of famous Starfleet captains to take a picture of himself behind their desk". It's both:
Perfectly plausible for there to be someone like that.
Incredibly funny.
Also shoutout to the guy in the baseball card episode Jake and Nog were bartering with, who was trying to crack imortality by "keeping his cells entertained". And then he became friends with visiting Weyoun who heard him moving around his illegal medical supplies downstairs and became genetic experiment besties(?)
His phrase "soulless minions of orthodoxy" will never be topped
ODO (off monitor) There's no record of a Doctor Giger being assigned to those quarters. JAKE He was there, Odo. NOG Maybe the soulless minions of orthodoxy finally caught up with him. ODO The who? JAKE We don't know who they are, but they were after Doctor Giger's Cellular Regeneration and Entertainment Chamber. ODO His what?
all of the numbers that are divisible by 17 sound so absurd. 51? 68? 85? ridiculous. 102? absolutely not. and don't even get me started on 119
34 and 136 i can believe, but i feel like i shouldn’t. it’s 102 in a trench coat
did we just run out of posts to make
no, i haven't made a post about every number yet
I'm sorry to let you know that 100,000,001 (one hundred million and one) is divisible by 17 and because of that, so is every 16-digit number that is four digits repeated four times e.g. 1234123412341234
Dividing by 17 in-general is insane behavior. This is eldritch math, so of course it’s gunna have wild outcomes. This is truly an info-hazard. I’m gunna see a number in the wild, wonder if 17 is lurking in there, and if I whip out my phone calculator and it’s true I’m going to LOSE IT.
DS9 Textposts pt 121-???

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jadzia dax is everything. she's hot. she's the station gossip. she cleans house at tongo with the ferengi every week. she drinks cocktails at 8 in the morning. she's 300 years old. she's 28. everyone wants her. she has a worm
my grand theory of the final DS9 seasons is that the Prophets are a metaphor for self-obsessed upper managers
DS9 Spoilers ahead:
In the first seasons, the Prophets made a good pitch for the idea that while they were completely bonkers it was because of their transformational leadership and future-first thinking---that they simply operated on a level that Sisko couldn't reach.
Later on, though, as he got to know them, they began to show up in the cubicle of his mind and tell him absolutely nothing in a lot of words. The one time he asked for help getting the resources he needed to do his job, the Prophets got incredibly huffy at his impertinence. Even later they would say things like
"You are the Sisko" ("you are an important member of the team, we value your contribution, we are aware of at least one of your names")
"The Sisko is of Bajor" ("we admire your devotion to the company ideals. You're a real Bajor man.")
various events ("Don't think of us as detached observers and overseers. Think of us as family.")
"If you do this you will know only sorrow" ("people who distract themselves with relationships will never get ahead in business")
various events ("That was the last thing we needed you for, you're fired. Per your noncompete you must now sit in a white room for a few centuries.")
brought to you by Bajor Cola, a product of the Celestial Temple
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