This is a subtweet about Frankenstein because I don't want to be a dick, but I also want some facts out there.
1. Most novels at the time were anonymous. We can't make definite judgements about why Mary Shelley's name wasn't on it. It was common practice. The novel was barely respectable.
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"They went to theatres, took private boxes, talked with this man and that, and whether dressed as men or as women, contrived, it would seem, to convey the impression that they were women."
The Queensland Times
Thu 25 Aug 1870
Page 4
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like i think we see this shit so often because it's like, the one time "online stuff" becomes serious because the police sometimes get involved
also is an extremely useful way for oppressors to make themselves out to be the victims because death threats are seen as more serious than systems
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I feel like at this point of online discourse, a lot of people genuinely view "death threats" not as referring to threats to someone's life, but as invoking someone's death (or sometimes even just using expletives) while being derogatory to them.
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On that note, a lot of the "Games journalists suck at playing video games" discourse seems to carry a resentment that Gamers™ are better at beating games than journalists, and are thus apparently more qualified for a job they see as "Being paid to playing all the new games."
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Reposted by Volition
so I just got sharked out of a pretty lucrative gig that I was relying on to carry me for the next two months.
I hate to ask but can y’all kick me a few bucks so I can make it through the rest of this hellmonth long enough to find another gig?
CA: $amiyatzin
Venmo: @amiyatzin
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im like 90% sure this one scene from game of thrones ended up being so infamous because it tried to randomly lean onto that trope as the conclusion to its story in a way that exposes how shalllow it is
(apologies for cursed inspirational quote format)
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I wish I wasn't alive right now I can't handle this.
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feeling bored and dysphoric
i think that's how death note started idk it's been a while since i saw that
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I do think it does a lot, but more in how it shifts awareness for people who'd otherwise be limited to their direct communities and traditional media, rather than being a form of activism in of itself.
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there's people who argue that gaiman did very little with the book and that all of the good ideas were pratchett's but i think it's people trying to basically associate all the bits they enjoyed with someone they can pedistalise instead
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he tweeted "trans women are women" at some point
like, you know, the thing loads of vaguely progressive celebrities have done
i never got the sense he had a partocular reputation as a trans ally, except in perhaps the good omens fandom
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But some players will still cling onto the idea that having an easy mode will diminish their achievements, having built an identity around having satisfyied a developer-intended play experience. Games are still seen as something to 'beat,' as if the game itself is an adversary, after all.
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Something else that's shifted significantly in this period is that what 'video games' even means to people has dramatically shifted. Nobody played Space Invaders (1978) for the narrative, when this is very common for people playing games today.
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This quickly spread into video games, becoming a mainstay even when it's become vestigial over time. Competition in Super Mario Bros games today, for example, is focused on speedrunning or on challenge runs rather than on trying to 'clock' the scoreboard.
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These games needed something to draw in children, for whom offering prizes was no longer an option in games that were not purely 'games of skill' (which carnival games rely on.) In 1975, we see the US' Spirit of 76 as the first game designed to track the High Score of players, to foster competition.
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Even in Japan (where Sega moved to from the US due to its flexibility with coin operated game laws) these games with luck elements had to offer prizes which can be exchanged for monetary value off premises, and in 1954, the law requires panchinko parlous as licenced business to forbid under 18s.
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One of the big draws of early arcades was the fact that one could often win prizes from these games, but naturally a lot of them fell afoul of gambling laws, with even games with skill elements such as pinball being targeted by these laws.
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The infamous You Cannot Beat Us ad aired in Australia in 1987, but was designed to appeal to an existing concept of why people play video games, one informed by the fact that video games were initially associated with amusement arcades.
www.youtube.com/watch?v=eX4M...
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I think to understand the hostility to accessibility options in video games you probably have to understand how much the Gamer™ identity was originally built around the idea that one would gain accolades around Being Good At Games, and that this was basically a thing since the beginning.
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