“Video Games shouldn’t be Work”

I hate that saying. Hate hate hate hate. Right up there with the very similar “Video Games should be FUN”. Not because I think games should be work or should be unfun. But because it makes some big assumption about leisure time.

There are people in this world, who work full time jobs, go home, go into their work room and build furniture -for fun-. They are being carpenters. Often amazing, meticulous carpenters doing something that is someone else’s full time job. This is their leisure time.

When I hear about people grinding in MMOs or in pokemon or whatever, I’ll be honest. That sounds like work to me. But for other people, it’s their chance to shut off and just relax. When I tell people getting into Fighting Games that they need to go into training mode, they complain that they don’t want a second job. They’re not wrong to feel like that, but for a lot of us, that IS fun. That’s super fun. It’s almost like the skill building version of grinding. Low stress repetition.  Some people want hobbies, some people want their media to be consumable. Some get off on being in that ‘flow’ state and enjoy intense, skill building activities, some want relaxation. And some of these might sound more virtuous than others, but that’s a silly way to look at it too. Different people might need different things in their life. Someone working a rote, boring 9-5 might desperately want challenge and excitement in their life and a brain surgeon might just want to relax playing Candy Crush. They have enough stress in their life.

When you say “games shouldn’t be work” or “games should be fun”, what you’re actually doing is chastising people for how they choose to enjoy themselves. “Oh I don’t get it, so it’s wrong”. And it’s fine to joke about that with friends (“Oh yeah Kayin hates fun”), but often people say this stuff very seriously! I’ve been seeing this a ton with people arguing about difficulty in Dark Souls and whether an easy  mode is appropriate. I don’t have an opinion on that, but it often feels like both sides don’t understand each other. The people who don’t play because of the difficulty assume other players want all the fun locked away behind arbitrary barriers and the people who are into Dark Souls assume, because of their preferences, that the challenge is essential to the fun and without it, everything else crumbles.  Regardless of the truth (probably somewhere in between — something will be lost without the challenge but less than a lot of DS players assume), the clear gap in understanding is rather staggering and sadly a disservice to the different ways people choose to spend their free time.

Brave Earth: Prologue – Difficulties

It’s been awhile since I’ve posted anything let me talk about what I’ve been working on lately. Difficulties!

Brave Earth contains 4 different difficulty setting: Beginner, Easy, Standard and Advanced. The difficulties don’t simply change things like the amount of damage you deal or take, but also things like the amount of pushback you receive from being hit, enemy placement and even on Beginner, geometry. So the stated goals of each difficulty go like this.

Standard: To be a complete, fun but challenging experience for the average player with fun but fair enemy placements and a thought out difficulty curve. Intended to be the first difficulty, even for players familiar with the genre.

Easy: To provide a gentler game experience for gamers who are perhaps a bit lacking on platformer experience. Some hairy situations have changed or removed enemies. The goal is to make the game easier without insulting the player and to provide a gentler difficulty curve, with most changes being earlier in the game. Player takes slightly less damage and knockback.

Beginner: To give hope to those with very little experience in general. The goal is to still provide highpoints and difficult situations for the player, just on a much simpler scale. Damage is drastically reduced and the player receives no knockback from enemies. Filler blocks are used to fill in many difficult platforming segments.

Advanced: In advanced, the goal is to add elements to standard to make a more challenging and fresh experience. Difficulty curve is thrown out the window in favor of interesting enemy encounters. Player also receives additional damage and pushback.

Anyways I’ve set up some examples.

normalplatThis is an easy segment from stage one for the player to get introduced to some jumping. There are pits, but the game assumes most people playing this will have some level of platforming experience and don’t need super introductory platforming early on (Their is also a tutorial stage for that).

easyplatBut on Beginner, these holes get filled in to help new players through it. Not every hole is filled in Beginner, but the exposed pits are chosen much more carefully.

I also have an example of enemy placements for one segment…

standard

This is from the middle of Stage 1 and is a difficult segment for new players. The Zweihander soldiers are real jerks and the bandit enemies come from both directions. The player can trick the second zweihander soldier (a doppelsoldner, for the record) into the pit to spare themselves a difficult encounter.

easy

Easy has a small but significant change. The first Doppelsoldner is replaced with an archer, who still provides a challenge in this situation but is less overwhelming. With that and reduced damage, this section is slightly more managable.

beginner

Beginner has a significant reduction of enemies, removing bandits who ambush from the above and rear. The bottom encounter is completely changed — a mad bomber over flat terrain. Challenging, but with the player’s reduced damage, not a real threat, hopefully providing some fun. The hole has also been filled up.

advanced

Advanced is… tricky. Two archers have been added. Archers below you can fire up to hit you, so now the player has to dodge the lower archer while dealing with bandits above and both Dopplesoldners have firecover now. This segment is completely handleable by an experienced player and not so different from encounters found later in the game. In advanced though, it can happen in level 1 because that’s what advanced is for.

So hopefully with these difficulty options I’ll be able to both give a level of accessibility while at the same time providing a good, challenging harder mode for those looking for a challenge.

Tetris TGM1 Grand Master rank!

Finally achieved something I’ve been working on for awhile. I’ve been playing TGM clones on and off for a bunch of years now (from heboris, to texmaster2000 to nullpomino). Deciding between switching to TGM2 or trying to better my time.

Tumblr Roundup

Posted a bunch of BE/Game Dev related posts on tumblr recently, so I figured I’d link them here, if only to help me find them later but also to share them.

I’m very active only tumblr so if you’re interested in BE stuff but also don’t mind me mostly posting Evangelion pictures and bad memes, tumblr is a great place to follow me. I’m definitely the most glib and open there. Even more than on twitter. Generally I try and save this blog for real complete thoughts, but sometimes fun content ends up elsewhere. Anyways…

Post about my earliest games (MZX stuff is super proto-BE stuff)

Quick Roundup of Naomi Idle Animations over a Decade

Sprite Making Process

Level Design Process

How to Ask Game Design Question

I saw two posts on a forum that I vaguely sometimes follow (despite my better judgement) that encapsulated a lot of what I see beginning designers do wrong with questioning design. They ask questions like these two… (No offense to these two posters, you just made good examples)

“Do fighting games need chip damage?”

“Are dizzies in fighting games good?”

These topics got good answers and discussions and asking them as is was better than not asking at all, but I believe this is the wrong way to ask these types of questions. The question shouldn’t be if something needs something — nothing needs anything (okay not strictly true, but whatever). Good is intensely subjective. The question should more be along the lines of…

Why do fighting games have chip damage? What does chip damage DO?

This is step one for any other question! “Oh, chip damage forces people to act rather than block forever (usually against keep away characters) in situations where throws aren’t a threat.” yeah you could say more about what chip damage does, but this works here. From here you can ask the other two questions! Is this good? Well doing nothing in a game about doing stuff is one of those things that is usually bad, so nah, this is good. But you can imagine situations where this question isn’t cut and dry. For example “This mechanic rewards players with higher APMs in RTSs”. Depending on who you ask you’ll hear differing opinions on whether thats a good feature for a game to have . The goals of the designer and of the game will decide if that is good.

And now you can look at “do they need this” in a meaningful way. Do you want to support those features in a 2d game with distance zoners? No? Well maybe you don’t need it. But at the same time, it is my understanding (though this is an area outside of my expertise) that most 3d fighters have chip damage on everything (And soul calibur 5 might even have it on throw breaks? Not sure). Those games, due to the timing and recovery of attacks, usually have more risks associated with attacking (since you can more easily be punished). so chip damage is another way to help force action and allow players benefits from using the longer attack string sequences 3d games are designed with. Okay. But lets say you hate chip damage! You can replace it with stuff! Guard breaks, intense meter gain for the attacker, a Guilty Gear style RISC bar (GG still has chip damage but I’d say it doesn’t NEEEEEED chip damage. Even if it benefits from having it). You can do a bunch of stuff I’m probably not thinking of. But you have some idea the shape of the design piece you’re taking out of the game design puzzle and what you’d have to replace it with for things to work.

You can get good answers from a poorly framed question and bad answers from a well framed question, but asking the well framed question helps you more likely get the information you need and frames things in your mind to tackle the issue in a more thoughtful and useful way.

Brave Earth: Prologue Update!

Its been almost a year since I wrote an update. Might start posting more too as things get closer (NOT CLOSE, CLOSER) to potential release.

I’ve made a lot of progress on smaller stuff that really helps the game come off as ‘a game’ and not a distant dream. So what do we got?

Saves Games

Saves!

Obviously BEP was going to have saves, but having the system in place and having progress saved did wonders for how I felt about the state of the game. Yes, you have to enter names with your controller, no keyboard inputs. :P

Oh also the menu options are probably close to settled. I had a whole bunch early on but now things are way simpler and mostly focused on visual options.

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I might have more ‘retro’ options in the future but Construct’s shader support is a pain. Still, if anyone ever bothers to make a great CC shader for emulating retro stuff, I’d put it in as an option. I don’t care too much about this stuff, personally, so I’m not going to bother writing anything crazy about it. But still, lazy scanlines, yay.

Button config has some recommendations now too!

recommended

BEP is, like a modern game, hands off with saving. Everytime you hit a checkpoint or die, your progress saves. I played around with suspend saves for quitting mid level, but Construct Classic was not having it one bit. Still, you never need to worry about saving your game. So speaking of progress!

Map Screen

Map1

Yeah there is a map. Originally there was this abstract hub level thing going on that gave me all sorts of anxiety because it was abstract and hard to explain and forced the game into a sorta ‘post retelling’ framework, but… well, now I have an awesome map, game is simplier and awesomer looking at one go.

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The map updates the conditions of the world as your progress. Sweet! Not a big deal, but a nice detail I think.

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The map will also inform you when you unlock characters or extra. Speaking of which, things like the bestiary and other fluffy bonuses are hidden in the world. I figured “kill the enemy to get its entry” was a little silly in a game where you would kill everything at least once getting through it. The book entries are staggered in a way that you can actually find previews of whats to come if on other character’s paths and if you find the books at the right time. There will probably other details too (Like I have a neat continent map that is entirely superfluous but I figure ‘why not’?).

The Hub area still exists as a “Level 0” but it serves a more exploratory, fun purpose and could even be mostly ignored.

library

Here is the Library of the hub level! Sinlen is reading in the back ground. You’ll probably be able to talk to other NPCs there too (Both before and after the game) to sorta get some more plot details if you care about those.

Ugh, a Tutorial I guess

bepupdate_0004_Layer-2

Totally skippable, but its there and describes mechanics or all the characters. Hooray.

As for stage stuff, here’s the intro to Trevor’s first stage (the last part is unfinished and this is an older build, but all the better. You can see it full and proper when the game is done.

Also here, for the heck of it, heres me messing with indoor lightning effects

So What’s left?

Too much still! About 4ish stages (out of 9 already done), which could definitely take a while. Or it might not. Not all the stages are necessarily going to be massive or have complex bosses. In fact I think I need to throw in a few simpler bosses for my sanity. Cutscenes, which are an issue too. I need to work with Neolucky to get some nice, very reusable assets. That’d make life a lot simpler. There are some extras I want to do but I might cut those and throw them in a patch later. So yeah. Game isn’t dead! I’ve been working on it constantly but often I just don’t wanna update about every little thing. Once it becomes time to put the game on greenlight (I really should do that now, but I don’t wanna bother until I have a trailer and I don’t wanna make a trailer until I have enough cutscenes to also draw from).

So no update on release date don’t even ask me. BUT WE’RE GETTING THERE. This is happening.

Learning from Guilty Gear XRD’s Story Mode

So this might not be “GAME DESIGN omg ludology” game design but this is definitely relevant to actually, you know, making and finishing a game. For those of us who make (or want to make) games with stories, how you go about it in an effective way (both ‘story telling’ effective and resource effective) is a big problem to be solved. While XRD’s Story Mode isn’t really a game in any sense (it’s like a movie/choiceless VN), it does use techniques that would be effective in many 3d games… and even has some overlapping with 2d games.

Now, I didn’t work on this game obviously and there may have been technical problems with some of the things I suggest I’m not aware of, but that isn’t so much the point as it is to figure out, even in theory, how things could be done better so we can learn from it.

Asset Value

One thing to think about when creating assets for a game is “how much is this asset worth”. Not so much the cost of making it (though that is relevant), but how cost effective it is. Super specific tiles for an area that get used once are low value. They can be worthwhile to create set pieces and memorable moments, but they’re not very ‘cost effective’. You need to choose your indulgences carefully. On the other hand, a set of tiles that can be combined in different ways to create different environments are very high value. Bastion shows this — while having only a small handful of actual tile sets, the ability to tint colors and mix up the shards allow for huge variety from a small pool of assets.

Guilty Gear XRD is 3d. While in many cases, ASW has said that 3D was just as time intensive as 2d, 3d assets have higher value. An individual 2d fighting game frame is pretty low value — it can be used only in one context. Sometimes it can be used in 2 (OR EVEN 3 OMG) but for the most part they serve one role and you need a lot of them to make one attack. 3d models and animations are interchangeable. Putting animation on other models allows for costumes variations while different costumes in 2d games is so inefficient it’s almost unheard of. You either have different costumes being different characters, or you’re Noel from Blazblue (and also your redesign is trash).

Models can be put in different contexts too. The value you get out of a good model is very high while the value you get out of a good sprite is low. So a huge advantage for XRD’s storyline is it could use 3d models to create more visually interesting story mode moments. Reusing different animations on different models also allows for things like Sol changing outfits halfway through (to his weird Pachislot costume).

Now this doesn’t just apply to 3d cutscenes. I usually try and consider the value I’ll get out of various cutscene pieces and facial expressions before I make them. 3d might have higher value, but if you’re not working in 3d, the concept is still important and you still need to choose your spots carefully.

Creating Movement

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A big failure of the XRD story mode is how static it is. Now, clearly the story had a lot of content and not nearly as much money to do things ‘perfectly’ but still, many poor, cost neutral choices seemed to be made to contribute to this problem. First is the ‘dialog’ setup. It often switched to your typical “codec” or “Visual novel” setup, with two characters facing off in different sides of the screen with a divider showing the setting/background and a dialog box under it. This setup I feel is awful. First, we are looking at both characters at the same time with no cuts. This creates staticness. This also requires both faces to move and respond at the same time to seem animated. Replacing this with a simple “Shot/Countershot” would have many benefits. You know, that simple thing they do in movies where they cut back and forth between people’s faces when they talk. This removes a static entity from the screen while also creating artificial movement. You also have less time to focus on the staticness of a scene. Think about a lot of anime and how they from simple stills to create movement without animation. You might go “Yeah but I notice that and it makes me sad!” but XRD is worse than THAT.

You can look at something like the Ninja Gaiden 1 intro for an extreme example. It’s basically 2 faces and 2 frames of leg animation plus the big wide shot and you get a TON of movement just by way of fast cuts. NG cutscenes also use a lot of pans and other minor effects to make the best with the little they had. On that topic, stock camera movements would do wonders and make the cutscenes still easily scriptable. You wouldn’t be adding much work for a lot of gain. Mass Effect uses a number of stock camera moves and animations to create the illusion of more content. While a lot of us notice this and get bugged by it, it’s still better than where XRD is. In fact, XRD could do less. Going off the anime example, less extreme movements and stock animation would keep the style while requiring less effort.

GuiltyGear-5Also axe the dialog box. It’s unnecessary and ugly. Treating it like a VN also makes the timing on many shots weird and have weird pauses. You don’t press A to advance so it’s not like it matters much. Kill all that and you get a much more cinematic look without much more effort. Now a lot of that might add up, but setting up that system might save more time elsewhere. Now you got something that looks more like a cheap anime movie which is… not optimal, but an improvement.

Also stop talking during freezeframes of attacks during action scenes that looks so gross. FAST CUT.

ALSO EDIT THE DAMN SCRIPT. The script is bloated. I don’t even mean by storylines — by nature of being a fighting game story it HAS to be bloated and include everyone. That said, there is a crazy amount of redundant dialog. You have to record that dialog in two different languages and script it, even though it adds almost nothing. Lots of cuts would improve the pace not only over the overall story, but (and more relevant to this topic) make us linger less on reused shots and environments.

Make Only What You Have To

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XRD’s story mode makes good use of billboards to create simple environments. This is nice because it’s like matte backgrounds in animation, but more flexible and you can sometimes get a few different angles out of one asset. You can also see which characters are drawn and which are models. Things like the Illyium soldiers get models because they allow for a great false sense of scale. Stuff like Chipp’s Ninja Phone Operator get a drawing because… well… Come on. The only real indulgence here seems to be models for the whole Jellyfish Pirate crew, but they’ll probably get mileage in the long run.

Some whole scenes are done with still drawings. This is a reasonable time saving measure that suffers only from the fact they go on for too long and dwell on the staticness for too long. Stuff like the Ken Burns effect can also be used to stretch some mileage out of those shots.

Of course you should invest when it counts. XRD definitely puts some time into its cinematics for certain parts. The climax plays off pretty well too. There still isn’t a lot of animation, but great use of camera helps a lot to create many memorable cinematic sequences. Definitely have to know when to indulge and overdo things or make one-shot animations that make the story memorable. Basically invest in your story beats.

Quick Summary

Make assets that can be used in multiple ways to get the most value out of your time. Make use of the camera, either 2d or 3d, to create motion and make shots more dynamic and engaging. Question if you are putting your work in the best light. Both cut corners and invest where you can to create a sense of scale. Both are applicable in different situations and identifying which is which is important.

Not included in the above, but relevant — if you’re working with cutscenes, think about movies, animation and film. ESPECIALLY animation and ESPECIALLY anime. Why anime? Because anime is done so hardcore on the cheap that almost everything made can help teach you how to cheat. CHEAT CHEAT CHEAT CHEAT and make more with less.

More direct comments on XRD’s story that isn’t relevant to the above but might still be interesting?

  • The assassin’s guild really feels like 3/4 people fucking around in the woods and that’s awful. Nothing is done to make it seem like a larger organization. For all we know, Slayer, Venom and Millia are all weirdass LARPers.
  • A big issue is there is very few ‘action’ scenes. Not fighting scenes, but scene where an action is taking place. We’re cycling through points of exposition and random dialog. Very little in the way of arriving, leaving, interacting, etcetcetc. The moments where that does happen flow better and benefited the story mode. More establishing shots would have definitely added cost, but would have made things a lot nicer.
  • Game used a lot of running scenes. Those worked pretty good for making motion!
  • Zepp had a LOT of random backgrounds and setpieces for the amount of screentime it had. Though we never saw the city proper.
  • Dr. Paradigm was on point.
  • TOO MANY MUSICAL CUES they got old so fucking fast
  • Elphelt’s breasts have twean frames when nothing else really does and it’s weird!
  • Sin is less obnoxious in this game than GG2 because now he more clearly looks like a god damned nerd and it just… fits better.
  • Oh my god Justice out of armor looks awesome.
  • I love when Ky got fucking shot that was amazing like fuck Bandit Revolver, Ky got Revolver Revolvered.
  • Leo looks like a total badass.
  • Gabriel seems like a Giant Robo OVA character
  • Where the fuck is Potemkin
  • Story mode made me like Faust more. So chill and helpful for a man with a bag on his head.
  • Pachislot outfits are in full force with Sol’s second outfit and Dizzy. Johnny doesn’t have a beard though and I’m glad. Where the fuck is my Johnny DLC?
  • I hate Ramlethal’s design like they couldn’t decide if she was a loli or this big meaty badass woman and she ends up somewhere in between and that makes me sad.
  • Chipp is a motherfucking President. Of Ninjas.
  • The storymode made me somehow not hate Bedman
  • Sol tries to talk out his feelings with Elph. When it doesn’t work, he punches a lot and that somehow works. I respect that.

What the hell even is Gaming Journalism?

Edit: I feel like this piece has been greatly superceded by this RPS piece . It covers all of my points and then some and does so much more thoughtfully. While you might enjoy reading my off-the-cuff, emotionally charged spin on the issue, I suggest you read the RPS piece as well.

An important element I think I missed is that even the things I said might be able to be reported “objectively” end up just being material given by publishers. Not only is it uninteresting news, if delivered impartially, it is nothing but ads and reinforcing troublesome parts of the system we all claim to hate. Anyways, for archival purposes, here is the piece I wrote…

I’m sure you’re sick of this topic and so am I, but bad news keeps coming in. Jenn Frank and Mattie Brice have basically quit videogame writing at all this. The #GamerGate people are screaming good riddance. “Gotta get rid of all this bias and corruption in journalism! Boo~!” but here’s the thing… Neither Jenn Frank or Mattie Brice are really “journalists”.

That’s not a dig, either. Journalists give you the news. They preferably give it unbias and dispassionately. If they’re not digging for stories, they’re best being passionless robots. While I’m sure Frank did some journalism at one point, what she, and Mattie Brice were writers. They wrote opinion pieces. They were culture critics. For that, you want the opposite of what you want in a journalist — you want passion and you want a position to be taken. Personally, in this field, writers kick the shit out of journalists because there really isn’t much gaming news. Games are an art and art is subjective. I’ve always found the call for ‘impartial and unbias’ reviews to be hilarious. Reviews aren’t journalism, even if they suffer from the same corruption problems. If you want an “impartial review”, read the wiki page on a game because that’s what it would be like. Instead, the most successful reviewers are often the most opinionated. We get to know the people we read reviews from and learn when and where we agree and disagree with them.

What makes this even more frustrating is most opinion pieces are better insulated from corruption in the industry. Big previews are basically big ads (often paid for by companies before they are even written) and reviews feel pressure constantly to give more favorable review scores (especially now thanks to metacritic). The industry is a hype machine and it’s business model makes it so most of the money they receive comes from the media they have to talk about. That industry has other problems too, which plague even normal news outlets these days, such as people never checking facts and just believing other articles.

Surprisingly that rarely comes up with #gamergate (Yes, I’m sure some of you are talking about that. YES, I know you don’t endorse the people who are harassing folk. YES, I do think you’re an idiot for choosing now to fight that fight and sabotaging your cause due to #gamergate’s association with gross misogyny. No, don’t message me about it or link to your fucking github that suggests pretending to be a middle eastern cab driver to garner SJW sympathy. I read it already). Instead, people are attacking people known for their social justice oriented opinion pieces under the guise of “corruption”. It’s hard to figure out what they mean about corruption in this context. If they mean ‘progressive ideas and spreading amount game writers and developers’, I guess yes, we are being corrupted. You will be assimilated, resistance is useless, etcetcetc… but as far as actual corruption goes, a thing I see surprisingly often is “THESE PEOPLE ARE KNOW EACH OTHER.” or “THIS PERSON IS DONATING TO THIS PERSONS PATREON”.It’s… almost as if people who like video games and writing gravitate and become friends with people who are also into that… and support the works of those who they feel are excellent at their craft. Strange! I read someone say on a forum that if he went back in time and was told how interconnected everyone in the industry was, he wouldn’t believe it because of how preposterous it is. What do these people think, that people live in insulated boxes? OF COURSE THIS HAPPENS. It’s the same reason why I see people who have made it in the art industry constantly commissioning other artists. People who care about their craft want to help other people they think are great at their craft. And want to be there friends.

In places were things overlap that can be a conflict of interest. That was the basis of the whole Zoe Quinn drama… but nothing actually happened with that. You don’t have to be a saint as a journalist and avoid all earthly pleasures, you just gotta avoid letting your self write about things you’re bias about. Someone might go “Well what about that Jenn Frank piece where she defended Zoe Quinn!” … Like, that was an op-ed, bro and the Guardian didn’t think her disclosing her friendship was important. Why, you might ask? IT’S A GOD DAMN OPINION PIECE. You are basically ASSUMED to have a bias. Jenn wrote an article about how she sees things. It’s not like she was paid off to lie and defend Quinn despite feeling differently or something. Most of the greatest writers ever were deeply involved with the things they wrote about. That’s what made their writing compelling — it was deep and personal. That’s what they provide, that journalistic articles cannot.

Gaming Journalism has been a mess for years, but Gaming Commentary has been getting better and better and Frank and Brice would be among some of the best. To see them and others like them targeted under the guise of “Fighting corrupt journalism” is a farce and those doing the attacking don’t seem to know what journalism is, or what corruption is, or even who to blame (protip: In most cases of corruption in this industry, it’s not the journalist’s fault anyway, it’s the publisher. Employed writers are at the mercy of their employers and driving off an employee would only get them replaced by someone else who would be forced to do the same thing). Instead they lash out at people who are scaring them and make it sound like it’s a noble endeavor. I’m sure some people honestly think they’re just trying to fight for good journalism, but, well, to use someone else’s words.

giving you the benefit of the doubt that you’re not just a raging woman-hating misogynist, i’m sorry to have to tell you: you have been had by some raging woman-hating misogynists. they have framed their crap in terms of Our Tribe Is Under Siege Oh No and you have swallowed it hook, line, and sinker.

it’s basically the same tactic the republican party uses to keep racism alive: just use the word “welfare” instead, along with the traditional stereotypes of laziness and inferiority and worthlessness. people will practically turn it into us-vs-them for you. it’s like magic! if you’re lucky, they’ll even spice it up with some moral panic!

(Tumblr user Eevee, covering some of the same ground as me)