@wackd what font is this
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@wackd what font is this

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How would you feel about someone building a Val and Isaac themed tabletop roleplaying game for personal, non-commercial use?
sure! thatâd be fun
i said i would post this image when i came back, soooooo
hey
episode 16 coming tomorrow dark shadows
Unpopular opinions: Jubilee is the only good Dalek story. Heaven Sent was worse than the episodes on either side of it by a tremendous margin.
Iâd say Heaven Sent is the vital clever, pretty center of the best Doctor Who story ever, which happens to be three parts. I canât really extricate any of the three from each other (though in a pinch, Hell Bentâs the best). But I get what you mean. It doesnât have the radical thematic stabs the other two do.
As for Jubilee, well, I can see what youâre saying there. Thereâs a very small handful of other pieces I think are also worth nominating, but I get you.
wackd
reblogged
your post:
ramblingferret: stephendann: ...
Okay, fine, letâs unpack this a little bit. First offâyes, sure, you debunked my Mario example. Very good. My Pac-Man...
Okay, so. @wackd
First, making a shooter where youâre dropped with guns in a war zone but canât kill anyone IS making a point about pacifism, whether author wants it or not. It is simply a choice of whether youâre making that point well, or half-assing it for a quick joke. Except because games take months and years to come out, there is no such thing as a âquick jokeâ in game developent.
Second, both Pac-Man and Punch-Out require you to DO a certain thing. Thatâs different from requiring you to NOT do a certain thing. Players generally react worse to being forbidden from doing a thing that seems like they could do that. Most notably, when XCOM2, sequel to XCOM introduced turn timers to most missions, forcing you to complete them in a certain time limit, many players reacted extremely negatively to being forced to play in a certain way. Every game has some sort of goals and most have some losing condition - BUT that doesnât mean ANY losing condition would be fun or engaging.
In game design, thereâs a concept called âpossibility spaceâ which basically entails all actions player can take within that specific game. Itâs important that possibility space be logical and clear to the player. In Punch-Out, you canât reason with other people because game is about boxing - there is no mechanics for dialogue, so player doesnât even THINK about dialogue, because itâs literally outside of scope of the game. But here, we talk about a game with enemies and shooting that doesnât let you shoot enemies, thatâs a VERY different situation. Imagine if Punch-Out added a button for talking to opponents that was completely pointless. You could talk to them, but it would do nothing, or perhaps even make enemies instantly knock you out as youâre talking. Would that improve Punch-Out? Does that sound like idea that would be fun for the player? No, itâd be pointless, and frustrating if player would press the button accidentally.
Even then, what we want in our example here is to take âshooting enemiesâ out of possibility space of this hypothetical game - and I think that âmake player restart levelâ is worst possible way to do that.
The game idea weâre talking about would artificially constrain possibility space in really weird and awkward way - it makes for a good joke, but itâd feel clunky to play. Imagine accidentally grazing an enemy when you were aiming for a bottle that would make a distracting noise, and having to restart a level - does this sound fun? Of course it doesnât. If you did want to constrain possibility space like that and make player not shoot enemies, there are probably better ways to do that than âmake player restart levelâ which is honestly, a horrible idea that would turn every level into an escort mission, except where the escortee is actively trying to kill you.
I can imagine other ways to remove âshooting the enemiesâ from playerâs possibility space, and probably much less frustrating. Perhaps simply donât let player shoot when enemies is in the crosshair like some games do with civilians, for starters. Or make enemies invincible. Or both. Restarting the level is a terrible, terrible idea and to me it sounds like a red flag that the game wouldnât be very fun to play.
And finally - just because people say âIâd play this game!â means nothing. Most people have no idea what makes a good game.
In addition to the pic above - Iâve seen many people say that the right way to do a Superman game would be to have Superman protect Metropolis from threat, and make player invulnerable, but have the CITY have a depleting healthbar you have to protect.
Except, the game like that exists. Itâs called Superman Returns, and it sucked, badly, and is actually one of the WORST Superman games. But this line still gets repeated! So as you can see, people saying stuff doesnât mean squat.
Just because something is a cool idea on paper, doesnât mean it would be a good game.

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I know the guys who made the Defenders are responsible for the abysmal Daredevil Season 2 and some of the less great parts of the latter half of Season 1, but.... They arenât doing a bad job right now.
Like, Defenders is pretty good and the characters are served pretty well.
Like, Luke, Jessica, and Matt are written pretty much at their best in their own shows and consistently so. I have only watched the first two episodes of Iron FIst, Iâll get to the rest later today after my Defenders rewatch, but if the first two eps indicate anything they wrote him as the same idiotic self-righteous man-child as his show has so they got that right too.
And I like Matt more here than I did in DD season 2. A friend was able to articulate that without anyone to preach to, the character became substantially less intolerable.Â
As my friends and I were chatting, one of them had sort of come to a realization of why Defenders went over so well and why the characters didnât deteriorate. It seems that it might actually have to do with having decent precedent to work from. Actually itâs probably better for me to just copypaste that bit of convo than explain it. And removed some irrelevant bits. Also kept an amusing bit.
May as well see if the explanation makes sense to anyone else.
Convo credits go to mah bois @wackd with his insight, @thebibliomancer with his amusing asides, @zarekthelordofthefries for asking all the right questions, and @maxwellelvis for knowing too much.
"The show likes to forget Joe was an actual asshole a little too much" I dunno. If they hadn't done the timeskip I could get behind it, but Joe stayed out of everyone's lives for like half a decade and put himself together. It's not like everyone immediately forgave him. (Also, I enjoy the ultimate irony behind Donna's proclimation that Joe "won"--he wouldn't have, if Donna hadn't tried to pull a Joe by sending him to COMDEX. He woulda just kept being alone.)
This was specifically said in the context of comparing s1!Joe and s4!Donna. Joe assumed the worst of Donna and confronted her about it. When he realized his suspicions were unfounded and they started talking more calmly, he pointed out that he knew what it was like for people to wrongfully expect the worst from him (or something like that, i donât have the quote but i think this was the idea?). My comment was just a reminder that Joe more than earned peopleâs mistrust in him (and it didnât last that long considering what he did). Thereâs no common measure between Joe in s1 and Donna in s4 (who is called a villain a lot for some reason but is mostly just unhappily living her life in her own corner?).
So this comment was a tiny tiny TINY critique of a scene I otherwise loved ;)
That said, i donât really agree with the idea that Joe put himself together before s4. You said it yourself, everything (and everyone) that he has now is an indirect result of that one time Donna tried to get Cam back and failed. Itâs not a result of anything he did to get there. But then the beauty of this show is that it gets relationships (of all kinds) and the effects they can have on you really well. So now we have a Joe who spent the last three years having a very good friend in Gordon. A Joe who recently got Cam back. A Joe who, maybe for the first time in his life, has people who care about him and that he cares about. THIS, more than anything else, is most likely what will allow him to slow down a bit and live more in the present, care more about the present. I think i said to someone the other day the only reason Joe seemed so⌠likeable the past few episodes is because we mostly saw him outside of a work context. But i was missing the point, because just the fact that Joe has a life outside of work is huge development.
What's Doris up to when she's not at work or with Minnow?
Watchin TV, movies. Her life is kinda normal, really.