I like them a lot
sheepfilms
I'd rather be in outer space 🛸

oozey mess

JVL
taylor price
almost home

祝日 / Permanent Vacation

tannertan36

shark vs the universe
Misplaced Lens Cap
Mike Driver
Lint Roller? I Barely Know Her
art blog(derogatory)

pixel skylines

Xuebing Du
tumblr dot com

titsay
trying on a metaphor
KIROKAZE
seen from Mexico

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seen from United States
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seen from Malaysia
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@sometimesiplayvideogames
I like them a lot

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it's all wrong it's all wrong it's all wrong it's alright
Make women hairier in video games... she is running for her life she doesnt have time to shave
today's warm up: The woods are dark and deep, and damn does Mae need some sleep. (I've been playing nitw, love it so much but man it hurts!)
they feared death, so they ate the young

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i love you mae borowski
replayed the first day and here is a small sketch
this sims 2 ad has like such deep gay energy to it. Like this feels like queer history to me
The funny thing is that it wasn't even an intentional stance taking. They just forgot to code a check to make sure characters genders "matched", resulting in that characters could get into relationships regardless of gender.
What the hell are you talking about? They didn't forget anything. A programmer for the sims 1 was a gay man who programmed gay relationships into the game and they kept adding it back, intentionally, in each game.
Actually, you’re both correct. It was an accident and a deliberate decision by one gay developer:
“During The Sims’s protracted development, the team had debated whether to permit same-sex relationships in the game. If this digital petri dish was to accurately model all aspects of human life, from work to play and love, it was natural that it would facilitate gay relationships. But there was also fear about how such a feature might adversely affect the game. “No other game had facilitated same-sex relationships before—at least, to this extent—and some people figured that maybe we weren’t the ideal ones to be first, as this was a game that E.A. really didn’t want to begin with,” Barret told me. “It felt to me like a fear thing.” After going back and forth for several months, the team finally decided to leave same-sex relationships out of the game code.
When Barrett joined the company, in October, 1998, he was unaware of the decision. A fortnight into his new job, he found himself with nothing to do when his supervisor, the game’s lead programmer, Jamie Doornbos, took a short vacation. Jim Mackraz, Barrett’s boss, needed a task to occupy his new employee, and he handed Barrett a document that outlined how social interactions in the game would work; the underlying rules for the game’s A.I. that would dictate how the characters would dynamically interact with one another. “He didn’t think I could handle it with Jamie off on vacation, but he figured that at least I’d be out of his hair,” Barrett told me. “Neither he nor I realized that he’d given me an old design document to work from.”
That design document predated the decision to exclude gay relationships in the game. Its pages described a web of social interactions, in which every kind of romantic relationship was permitted. That week, Barrett confounded the expectations of his disbelieving boss. He successfully wrote the basic code for social interactions, including same-sex relationships. “In hindsight, I probably should have questioned the design,” Barrett, who is gay, said. “But the design felt right, so I just implemented it. Later, Will Wright stopped by my desk,” Barrett said. “He told me that liked the social interactions, and that he was glad to see that same-sex support was back in the game.” Nobody on the team questioned Barrett’s work. “They just pretty much ignored it,” he said. “After a while, everyone was just used to the design being there. It was widely expected that E.A. would just kill it, anyway.”
In early 1999, before E.A. had a chance to kill the design, Barrett was asked to create a demo of the game to be shown at E3. The demo would consist of three scenes from the game. These were to be so-called on-rails scenes—not a true, live simulation but one that was preplanned, and which would shake out the same way each time it was played, in order to show the game in its best light. One of the scenes was a wedding between two Sims characters. “I had run out of time before E3, and there were so many Sims attending the wedding that I didn’t have time to put them all on rails,” Barrett said.
On the first day of the show, the game’s producers, Kana Ryan and Chris Trottier, watched in disbelief as two of the female Sims attending the virtual wedding leaned in and began to passionately kiss. They had, during the live simulation, fallen in love. Moreover, they had chosen this moment to express their affection, in front of a live audience of assorted press.”
- from The Kiss That Changed Video Games by Simon Parker
Remember when console OS stuff was trying to invoke strange and wondrous technological voids? I miss that.
Fun UI design has fallen so far to the wayside these days and it bums me the fuck out

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Queen of rats
mae borowski but drawn from memory in ms paint
this time ive really lost my mind and i dont care!!!
shapes
when im playing a game alone and theres danger i am quiet and stoic, by necessity. when im playing with friends and theres danger i start screaming and sqwuaking like a chimp to communicate over long distance that there is danger and i am distressed. This is because humans are social animals who evolved to live in groups and signal to eachother when herobrine is there

Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
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Casey’s away message devastates me every time
kiska adventures