Hopi; Cindy Torrez Cassaro. Scanned from the magazine Arizona Highways; April 1979
The Stonewall Inn
"I'm Dorothy Gale from Kansas"
🩵 avery cochrane 🩵
Mike Driver

titsay
cherry valley forever

Product Placement
Noah Kahan
ojovivo
The Bowery Presents

Love Begins
Claire Keane
RMH
Game of Thrones Daily
KIROKAZE
Aqua Utopia|海の底で記憶を紡ぐ
Keni
★
occasionally subtle
sheepfilms
seen from United States
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seen from United States
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seen from United States

seen from Brazil
seen from United Kingdom
seen from T1
seen from Colombia

seen from United States

seen from T1
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seen from United States
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@unicornialychromantic
Hopi; Cindy Torrez Cassaro. Scanned from the magazine Arizona Highways; April 1979

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Shahryar Nashat at Gladstone, 2022
Boyfriend_05.JPEG, 2022 Acrylic gel, ink on paper, plywood 14 x 12 inches (35.6 x 30.5 cm) 15 1/8 x 13 x 2 1/8 inches (38.4 x 33 x 5.4 cm) framed
let's hug with mama
Del LaGrace Volcano, “Queer Dyke Cruising,” 1988. All images courtesy of the artist
Costantino Nivola, Ite orrore!

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it's my birthday today! posting starry august borzoi dog to celebrate it 💖✨️
you are just jealous my understanding of anatomy allows me to eat a rotisserie chicken so efficiently and exhaustively
Fireball is currently and temporarily BANNED
until further notice (world less on fire)
"Jesus, take the scissors" ✂️

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"Jesus, take the scissors" ✂️
kissing in the rain
patreon // buy prints here
The accuracy and precision is unparalleled
Opposite vibe
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

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afternoon angels ph. laura marie cieplik