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#gaming – @bobbiesquares on Tumblr
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*sighs eternally*

@bobbiesquares / bobbiesquares.tumblr.com

Hi! I'm Bobbie. She/her. I post a lot of: Critical Role, Dimension 20, Baldur's Gate 3, the Magnus Archives, PJO/HoO, D&D, fiction, and writing resources.
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prokopetz

Given how much of feline play and social behaviour are imitative in character, I feel like it shouldn't come as a surprise to gamers that their cats want to roll the shiny math rocks, too. Like, you demonstrated that this is a form of play and let them watch you do it. They're participating!

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prokopetz

Imagine a person who only consumes Batman-related media. That is, they only watch movies and TV shows that have Batman in them, only read books that are novelisations of Batman media, only play licensed Batman video games, and so forth. This is not so absurd an idea; Batman-related media is sufficiently popular, varied and widespread that restricting one's media consumption in this way is completely feasible. However, I trust we can agree that if you actually do this, you will be left with very strange ideas about what popular media looks like.

The next step in this analogy is undestanding that if the only tabletop RPG you're acquainted with is Dungeons & Dragons, you have the same grasp of the tabletop roleplaying hobby as our hypothetical Batman Guy has of popular media.

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qwertystop
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prokopetz

Soulslike with a contemporary urban setting where all the equipment and consumables are random mundane items, but the lore text still treats them with the gravity typically reserved for epic fantasy. There's a weapon called A Metal Pipe whose lore text is like three paragraphs of overwrought prose about time the pipe's former owner used it to fend off a raccoon that was trying to steal their shoes.

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locuas642

That Racoon keeps showing up in other items descriptions.

Later on you find the specific pair of shoes the raccoon stole. Their stats are terrible.

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beleester

Old Sal's Lead Pipe

Heavy lead pipe originally forged for use in the Old City Water Works. Such materials are dangerous to drink from, but its simplicity and ease of shaping made it a popular choice nonetheless. Once ubiquitous in the Old City, they are now rare and mostly prized as bludgeoning weapons.

Old Sal carried this pipe to guard against the masked scavengers which fed on the refuse piles of the Old City. Once considered minor pests, they became notorious thieves as they learned to navigate the world of humanity.

The masked thieves of the Old City Burbs fear no human, and the boldest will try to steal the shoes from a man's feet. Only the fear of this brutal weapon kept them at bay.

Old Sal's Crocs

Footwear once considered fashionable in the Old City. Their bright colors have long since faded. Despite their lack of protective ability, these shoes were once coveted by both man and beast.

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I am being so serious when I say: if you have the financial and time privilege to get a group of friends together and make an indie project, PLEASE do. Indie games, indie animations, indie comics etc etc

the art industries are kind of in the shitter. It’s not so much because of AI (though that doesn’t help) but because studios just aren’t hiring people and funding projects anymore. People who’ve been in the industry for decades are finding themselves struggling, and once you have a mortgage or kids it’s harder to do something as risky as making something on your own.

completing projects is hard. it takes a lot of time and effort, and most people can’t afford it. so if you CAN afford to make art, even at the risk of no financial gain, I strongly encourage you to be as resilient as you can. We’re at a point where these industries are not going to turn around by themselves, and waiting for jobs to open up again in order to get experience and portfolio work might not be realistic.

people have been making art and telling stories longgggg before we were getting paid for it, and people aren’t going to stop just because no one has hired them to do so.

for everyone else: support indie artists when you can!!!! That person who made that cool indie game or youtube animation or webcomic might be doing this full time! your support might be the only reason they’re able to keep doing it.

and if you have already started an indie project: you’re so brave and I’m very proud of you!!! in fact, drop a link to it in the reblogs if you want! 👇

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prokopetz

Honestly, a not-insignificant contributing factor to my mid-20s gender crisis is that I used to think I was viscerally repulsed by playing as male characters in video games, but eventually I realised it was literally just playing as smarmy brown-haired thirtysomething dudes with an emotional range running the gamut from dull surprise to generic rage that put me off, and basically every other sort of male player character was fine. It's just that this happened to be when the Uncharted series was really taking off, so a solid 50% of all male video game protagonist fit that mould! Nathan Drake sucks so much that he made me question my gender, is what I mean to say.

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ruckuscauser
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llatimeria

So apparently the pro-Tetris scene is exploding right now because a 13 year old nerd just reached the game's true killscreen for the first time ever

So, basically, for much of Tetris's history, people believed level 29 was the "last" level of Tetris, as the speed of the blocks would get so high that no human could do anything but lose; the blocks would go so fast that human hands physically could not control them. However, Tetris does not get any faster beyond that point, so if you're capable of playing level 29, you're capable of playing hypothetically infinitely.

Except Tetris, the original version for the NES, is not a hypothetical. It's a physical object, an item you can touch and hold, and it has limits. Many classic arcade-style video games have honest-to-god killscreens, where the game breaks so badly that it becomes completely unplayable. Pac-Man, famously, has a killscreen that garbles half of the playing field and doesn't spawn enough dots for the level to ever end. Tetris was assumed to be no exception, but because of the presumed-impossible difficulty of level 29, the community considered that to be Tetris's killscreen, and all high-leveled Tetris play centered around level 29 being the absolute end of your run, no matter what.

But, and if you've heard literally anything about people getting insanely good at retro games, you'll know what comes next. Of course, someone figures out how to control the game past level 29. In 2011, Thor Aackerlund discovered a technique now known as "hypertapping" (which is exactly what it sounds like, tapping very very fast) - and became the first person to play level 30.

But hypertapping wasn't enough. It was still stupidly difficult to get to, let alone past, level 30. Then this guy named Cheez shows up and finds that using an even more absurd technique, called "Rolling", which was even faster than hypertapping. People weren't just hitting level 30, but then 40, then 50, and then all the way into the 90s. Since all post-29 levels have the exact same speed, once they mastered rolling, they were pretty much good to play forever.

With levels 29+ conquered, now players could face the real killscreen of Tetris. A Tetris-playing AI got the first crash, but since it was playing a very slightly modified version (to show a larger score number, because the vanilla score counter didn't have enough digits), it only kinda-sorted counted. So the community picked apart the game's code to find where the game could hypothetically crash while completely unmodified - and found the current human record was not that far off.

So the entire community fucking scrambles to be the first person to crash Tetris, but then were confounded by another technically-not-game-ending-but-still-pretty-much-impossible-for-a-human bug; after level 138, the game stops choosing the colors for the blocks from where it's supposed to, leading it to display some truly heinously color palettes. Most of them are just ugly, but a few make the blocks you're placing next to invisible. (This was actually known about before the AI even crashed the game, and part of the reason the AI could get so much further than humans; it didn't need to visually see the blocks.)

Just next to invisible, though. You could still sorta see most of the blocks, and when you pass the level, the game pulls a new color palette, so if you can tough it out long enough to get 10 lines, you're probably gonna be able to continue your game for a while after that. It's annoying as hell, but not impossible. So, of course, the runners start getting past them and brushing up against the crashable levels.

And by runners, I mostly mean a 13 year old boy who goes by the online handle Blue Scuti. He'd skyrocketed into fame in the Tetris community relatively recently by achieving scores and levels that most adults couldn't even dream of, so of course he was among the first people to get past both impossible-palette levels, and he was able to keep going.

The game doesn't always crash in one specific spot, though. It just starts having a chance to crash after a certain point. You might have to perform some specific actions in specific windows of time to get it to crash on purpose, and it's much more likely that you'll lose control and lose your run before you achieve that goal.

Blue Scuti missed the first crash opportunity in his run. He was the first person to get that far at all, so it'd be a record regardless, but he was determined to win. He somehow keeps his cool, despite being a literal child with thousands of eyes on him (this was streamed on Twitch, of course), and never loses control of his stack, all the way until he reaches the next crash opportunity all the way on level 157.

And he fucking does it. He gets a single line clear in the middle of level 157 and the game just stops. It completely crashed. A 13 year old boy nicknamed Blue Scuti is the first human being in history to crash Tetris in this way. He is the first person ever to see Tetris's real killscreen. This game is over twice his age, and he is the first to kill it dead.

This kid fucking rules.

(if you want more detail, I learned basically all of the above from this video by aGameScout, please watch it!!)

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Wait, do people know about the Before I Play wiki?

I have used this for..... at this point easily over 6 years. It's a wiki where there will be low-spoiler/non-spoiler hints about just stuff you would want to know before playing a game.

It's always stuff like.... "Vitality in this game is useless, put your points in everything else first" or "Don't leave the second hub town until you buy X item, it'll become unobtainable."

Lemme pick an example almost everyone will know. From the Animal Crossing New Horizons page, the first tip is:

Nearly everything on the island is movable later, including all buildings and even cliffs and rivers. The main things that are fixed are the stuff on the border of the island (river mouths, beaches, rocks/peninsulae, the dock and the airport) and the resident services plaza, so picking your island layout should be based around that primarily.

That's stellar advice, tbh, given what you'll know about the game 30 hours in instead of 30 minutes.

Not every game is covered obviously and not every piece of advice is good, it's all subjective, BUT..... I look up almost every game I play for the first time, just to keep stuff in mind. The SMT4 page had top tier advice imo.

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prokopetz

Environmental storytelling toilet skeleton with the obligatory ominous personal journal lying on the floor beside it, except the journal entries continue beyond the writer's death, with periodic updates describing events occurring in and around the abandoned restroom where the skeleton is located and offering wry observational humour about the process of decomposition, all in the same highly distinctive authorial tone as the entries from life. Following several large time skips owing to nothing interesting happening during the omitted spans, the final entry ends with a notably uncomplimentary description of the player character entering the restroom.

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