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Amongst the excited buzz about the new Tomodachi Life game, there was something some folks in the main Discord server I hang out in said that caught my attention in particular — one of their hopes for the next game was a button during Mii creation that would opt them out of other Miis trying to date them, for the benefit of aromantic people who want to play the game. The “aro button”, they called it. It’s something that I couldn’t stop rolling around in my brain over the next week or so, especially as I finally put my modded 3DS to good use and started playing Tomodachi Life myself for the first time. Something didn’t quite sit right with me about it, and I couldn’t figure out what.

So after thinking about it for a while, my working reason for my hesitation is this: Tomodachi Life can’t be made aro-friendly just by putting a checkbox that says “opt out of romance” because the aro-hostility in that game comes from its core progression line of “friends → dating → marriage → kids” that the Miis have.

(Disclaimer: I don’t think that was the intention of the “aro button” comment; this was just something that surfaced in my brain while ruminating on it. Incredibly scattered thoughts inbound, haha.)

Two comparison points that come to mind are the Sims 4 and dating sims in general. On one hand, the Sims 4 is a large game with so many things for you/your sims to do that if you decide “this Sim won’t get married” or “this Sim won't date” then there’s still plenty of gameplay left to partake in. And I know that relatively recently the Sims 4 put their own toggle into their Create-a-Sim process where you can determine who your Sim is sexually/romantically attracted to, if anyone, for autonomous flirting reasons and the like. And by toggle, I mean like whole entire submenus. A befitting amount of detail, I suppose, for a game like The Sims.

On the other hand, you have dating sims, where in order to make them aro-friendly you’d have to do things like have romantic and platonic variants for all routes that don’t impact which ending you get besides the obvious (The Good People (Na Daoine Maithe)) or give the player the ability to chose what kind of relationship they get to have with the person whose route they’re on as part of the route itself (The Office Type) or you can do what I Just Want To Be Single is doing and just completely flip the concept on its side by having the goal be friendship while making romance the fail state that the tropes inherent to the dating sim genre are trying to push you towards. Either way, this is the sort of thing that clearly starts in the writing room.

But regarding the core progression of Tomodachi Life, if you just say, “I’m gonna opt out/opt certain Miis out of the romance”, then you’re losing out on at least the extra money and the extra boost to the Mii’s happiness level, which are the two main resources in the game, and then half the Mii’s progression is also nuked from orbit. Especially if you’re like, “I’m gonna do an all aro island!”;Then you’re not gonna get to play a solid chunk of the game because you’re gonna get up to the dating part and then...that would be it, yeah?It’s like that one Spongebob meme, with Squidward staring out the window while everyone else is running around having fun outside. Not quite the inclusion that you’d want it to be, that’s for sure.

Anyway, one of the reasons I was thinking about all this so much was because it all reminds me of discussions surrounding Soulmate AUs, where someone makes their AU and then an aro person goes “hey, this is kinda aro hostile” and then the AU maker is like “no-no-no-no-no, I put – you can have no soulmates, sometimes! 😊” which is like. OK. By the way what’s it actually like, to navigate your world without a soulmate?

  • Are you pitied for not having a soulmate? Are you derided, especially the longer you go on not having one?
  • If the AU is of the soulmark variety: are the platonic soulmarks distributed among both romantic soulmark havers and non-havers? Are they given the same weight as romantic soulmarks by society? Are just the “aros” getting the platonic soulmarks, as a substitute for not having romantic ones?
  • If someone decides they don’t want their soulmate because they’re repulsed or had a bad experience or whatever, and they leave, how is that treated?
  • How is it treated when someone with a romantic soulmark and someone without a romantic soulmark couple up; is the “allo” person excessively wringing their hands and crises about how they’ll never know if the other person truly loves them because theirs no soulmark, blah, blah, blah…

There are a lot of questions to ask for true aro-inclusion, I find, and these questions make hearing “oh make it aro-friendly! Aro option!” not sit right. That’s why hearing “oh make it aro-friendly! Aro option!” doesn’t feel right, because it feels like that. It feels like a silly little bandaid on a stab wound where it's like no we have to go in there, and clean it out, and wrap it properly, and take care of it.

But at the same time, coming up with proper solutions that can be applied “in post”, so to speak, is rather difficult! Case in point, my first draft ideas are

  1. A toggle that swaps between “romance-focused” and “Career focused” options, paired with fleshing out a career track in game beyond the existing “part-time job”; and then promotions or being written up at work or what have you have the same happiness/money fluctuation as dating/marriage
  2. Putting a limit on how many people your Mii can befriend, and make it so that being in a romantic relationship takes up, say, 3 extra slots than otherwise, as a trade-off.

Which, like, both these ideas fall very much into the stereotypes of having a character who doesn’t experience romantic attraction “replace” it with a) a) being a career minded individual, or b) being a hyper-empathetic Best Friend To All. But that feels more like we’ve wrapped the wound in a thin layer of gauze, instead of just slapping on a band-aid and leaving, lmao. Or at least I think so.

What it comes down to, is, similar to the dating sims I mentioned earlier, good aro-inclusion’s gotta come from the ground up. So the devs would have to reshape the core progression of the game. And they’re probably not going to do that because that’s kind of ridiculous. Although there are rumors that they’ll let the Miis be gay. Perhaps that’s the opportunity to seize? My immediate first thought of how they’d do that is to “abolish gender” from the Miis entirely, which isn’t that great of a springboard for the aro thing, but we’ll see. And besides, would they make a change that impacts the game so little? What functional difference is there, between setting a toggle to “no romance” upon a Mii’s creation vs. simply dissuading every Mii that is developing feelings for or wants to confess to your aro Mii repeatedly? Miis don’t pair up like that without the player’s express permission, after all, so that default value isn’t getting much use on its own. But that’s me being super pessimistic, I know! XD

So all this rambling and all these tangents just to say: Tomodachi Life is a very aro-unfriendly game, beyond the fact that Miis can persistently ask to date characters you envision as aromantic in your personal island lore. As in, the game’s core structure is completely and stifilingly amatonormative. And unless you change that structure, you’re not gonna make an aro-friendly game. And that’s fine! It doesn’t have to be aro-friendly! But if they add that Aro Button, I don’t want people going, “Yay, hurray, we did it! Aro inclusion!”, wiping the activist dust off their hands, and fucking off into the sunset. And similarly, if you are actively nursing hopes that Tomodachi Life will be more aro-inclusive, well, we’re already in an imagination-speculation space, aren’t we? Think bigger. You can do it. I believe in you.

mrsluigivargas: (Default)
I'm finding that whenever somebody has a headcanon of a character that makes them not fully verbal, then it is always always always alwaysalwaysalways a selectively mute headcanon. And/or something to the effect of 'they're fully verbal and then they have a PTSD/trauma flareup and then they go nonverbal for the duration of it'. Which is…fine; love the selectively mute folks getting their rep in their fanfictions. But as someone who likes reading about characters that are completely nonverbal/communicate nonverbally, it's incredibly disappointing every time 😔

I'm assuming that the prevalence of this is some combination of a) more people are selectively mute/have speech loss episodes than are nonverbal, so when they project themselves and their experiences onto their blorbos it's just going to turn out that those blorbos are mostly going to be selectively mute or have speech loss episodes, too, and b) writing nonverbal characters is a skill issue that no one's bothering to overcome. Personally I don’t think it's that difficult, but also I've been successfully writing Mario as nonverbal for just about 4 years now so I don’t think I'm allowed to weigh in on that 😅

It also could be that I'm looking in the completely wrong places; there's probably fandoms out there with canonically nonverbal characters, also, so I wouldn’t have to rely on other people's headcanons. For instance, I've read a few fics with Cassandra Cain of DC/Batman fame, and even though she usually sits somewhere between nonverbal and semiverbal, it's always a treat to see her communicate with her family! For that, she's one of my favorite characters! (even though I haven't consumed any Batman-related canon besides the Lego Batman Movie, lmao).

Anyway, I'll accept that people being more comfortable writing dialogue as opposed to nonverbal communication is probably the lion's share of the explanation. I wish people would edge out of their comfort zone a little to try and build the skill for writing nonverbal characters, but I completely understand why they wouldn't (and arguably, the selective mutism headcanons are the stepping out of the comfort zone, anyway).

mrsluigivargas: (Default)
I wish I could write a guide or something about how I write nonverbal Mario, but the last time I tried doing that it came out as a complete mess of a block of text that kind of just boiled down to “idk it's all instinct at this point I guess” 😭

~~~

Very long and rambly explanation from past-me )

~~~

It's kind of embarrassing to think about OTL but also its fun trying to think intentionally about stuff like this so maybe i'll give it another shot one day. So i guess if there's anything in particular you wanna know about you can just ask if you want!
mrsluigivargas: (Default)
(Context: this theory post)

There's a bit in the beginning of Origami King where you come across the edge of a cute little campground, with a cute little song playing out of a nearby speaker. If you hit the tree the speaker hangs in, the speaker falls to the ground and the music abruptly stops, leaving you to awkwardly walk away and pretend it wasn't you who did that. However! That cute little tune is actually the background music for the main part of the campground, as you find out when you walk towards it, and there are several speakers there, too! So that's a fun way to anchor that song into the world 🙂

And obviously there's the parades and celebratory dances and dance numbers and stuff in the Paper Mario/M&L games - that's kind of a low-hanging fruit as far as diegetic music goes. (e.g. in Origami King, you can still hear the parade music in the distance as you leave the area and continue down the river, iirc)

But yeah this theory is fun and I think about it sometimes also, haha. I've personally always explained most of the level/town/character themes away with ambient magic resonating in a certain way that manifests as music. Because, like. Where is the music coming from otherwise, lmao. It would probably be something subtle, something you only really hear and latch onto if you really concentrate on it, because otherwise I dunno if people would want to make towns and settlements with the knowledge that they'd be stuck with some tune incessantly blaring in their ears for all the years they'd be living there XD

Maybe some of the music from SMB 1-1 stuck to Mario while he was there and that's his theme now! It's where his hero journey began, after all. And then he got famous enough that people started making songs based on it or something, lmao. And then it's a weird feedback loop where you hear it on the radio and stuff but also Mario brings the song with him wherever he goes by virtue of existing. And then it ends up as Wario's ringtone in Mario Power Tennis, somehow.

(I wonder if the magic can't figure out something for Luigi - which is why his theme music shifts as it does between games. He's too complex and multifaceted, heh)

(But meanwhile Peach and her castle are pretty consistent! And Bowser has a lot of different castles throughout the games so it makes sense for the music for those would vary.)

(Also sometimes Bowser and Junior's themes share a melody and that's fun. I just wanted to say that, hehe)

And then that's why everyone's musically on the same page in Luigi's Mansion. I'll bet E. Gadd is in tune with it too, which is why the Game Boy Horror ringtone is the Luigi's Mansion theme as well.

But then if the Mario music is diegetic, then in addition to the background music it would make sense for the timed powerups (e.g. Superstars, Mario Galaxy's Fire and Ice Flowers) and timed switches/challenges (e.g. P-switches, red coin challenges) to have noise playing out loud or in people's heads, too. As well as some minigame music too, like the Chuck Challenges from Mario + Rabbids: Sparks of Hope (that song is the same length as the minigame itself). Or maybe you can figure out that you're trapped underground, for instance, because you listen and hear that pattern of notes echoing in the caverns. Or there's people who like to go diving just so they can hear the underwater music (and then get into debates about which region's body of water has the better version of the tune, haha). And when you're in a level — if you're a native, the song's probably baked into you because you live there, and if you're stuck patrolling the same area for a long time, what else is there to do but listen to the music and dance a little? You're probably bored, after all.

This sort of feedback loop is probably free real estate for composers and the like, too — just hang out in a cave or on a beach for a while. Though I wonder what copyright would be like...a nightmare maybe…There's probably a culture of people who farm these melodies vs. purists who refuse to touch them on account of it being considered cheating, or something. And there's plenty of examples of diegetic music that was presumably composed on purples, e.g. amusement parks and festivals and sports stadium music and that one Paper Mario song from that sidequest chain.
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During my flight last night I’d decided to spend the few hours handwriting some fic; I was going to flesh out an existing idea, but then I remembered a headcanon I’d seen what feels like years ago that claimed that Mario had a fear of falling. Or rather, it was more of a fear of…unplanned falling? Basically, with how often Mario gets flung away long distances and knocked out of the sky and stuff during his adventures, they’d thought it made sense for him to develop a Thing (negative) about it.

Like, off the top of my head there’s the intros to Super Mario Galaxy, Super Mario Odyssey, Paper Mario, and New Super Mario Bros U, where Peach is Very Much in trouble but Mario is forcibly torn away from helping her. And in the case of all but the last instance, it’s implied that he gets some amount of injured during the process. So now he’s hurt, probably miles and miles away from the loved ones that need his help the most, and has a veritable mountain to climb to go help them. And this happens so much, on even a smaller scale than the inciting incident of an adventure, too, I’m sure — like the Odyssey getting knocked out of the sky twice in SMO, the bridge collapsing in Dream Team, Mario falling from the sky at the end of SMS, even falling from the Rainbow Road in the movie if you wanna count that. I can see how that could start messing with his head a little, haha. Enough that I’ve now got half an outline of a fic exploring that ^_^; It’s interesting to take a guy who's always Gotta Be Doing Things and put him in a situation where he can't do anything but wait and hope he lands on something reasonable, oof. Especially if it’s a long flight, so to speak.

Got to chatting on Tumblr about all of this, and someone brought up the bit in Sparks of Hope when they all have to jump out of the spacecraft. And yeah, if Bowser hadn't shoved his way out I wonder how long Mario would have dithered there…but at least he's surrounded by friends in this instance, so it's probably not as bad as it could be otherwise! Or at least I'm assuming that; I went back and watched the whole cutscene and his frown flips into a bit of a grin soon after the descent starts, haha. I think earlier in that cutscene Mario and Luigi share a nod before running out to the door, too; a reassuring nod, perhaps? Maybe!

We also got to talking about other fears Mario may or may not canonically have. Which meant I got to bring out some nuggets of info I’ve been holding onto for years XD

The first thing is that I'm pretty sure Paper Mario in particular has a Thing about ghosts because there's a part of Paper Mario: Color Splash where you're exploring a haunted hotel and you reveal a ghost tugging on a book, and you get this dialogue:


Which is way cuter than I remembered, tbh (especially all in motion — the way Mario visibly collects himself after Huey points out he's scared is adorable, haha). And I'm pretty sure Luigi's Mansion is canon to this game, because when the Toad at the entrance to the hotel is telling Mario about the bizarre occurrences as of late, he says this —


— which only really makes sense if at least one Luigi's Mansion game happened.

The second thing is that a couple of Mario is Missing! related blurbs on the MarioWiki say the following:

According to the MS-DOS release, Mario has a fear of the dark, which he is increasingly worried that Bowser will exploit his fear and haunt him. This is not seen or referenced in other games, except potentially Hotel Mario when he stutters (presumably in fear) before entering the cave hotel without a flashlight. [X]

In the DOS version, Mario enters the castle alone, as Luigi is too scared to follow. Mario meets Bowser, who is in a butler disguise, and accepts candy from him, despite Luigi's warning not to take candy from strangers. Bowser uses this as a distraction to trap Mario in a net. Despite his captured status, however, Mario in this version nonetheless manages to give contact to Luigi to guide him to the continents to stop Bowser's plans, as well as update him on the situation. Over the course of the game, Mario tells Luigi that he admitted to Bowser that he has a fear of the dark, which strained communication since Bowser is threatening him with his fear. [
X]

In the DOS version of Mario is Missing!, [Ludwig von Koopa] cracks a joke about light bulbs and darkness at Mario's expense after Bowser discovered the hero's fear of the dark. [
X]

Ludwig's joke in question is, "How many Bowsers does it take to unscrew a lightbulb? Ha ha, only one, and he's dying to plunge Mario into darkness!" And every time Luigi exits a portal door back to the main floor, Ludwig taunts him with "You think YOU'RE in the dark, friend? Just imagine poor Mario without any lightbulbs!"

Which, you know. That's fun. I'm sure that there aren't many people who include Mario is Missing! in their personal versions and interpretations of the Mario universe…but at least there's some sort of canonical precedent if you wanna give Mario a fear of the dark! And have Bowser be mean about it!
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I’ve been listening to Paper Mario and Mario & Luigi soundtracks at work recently (and the Super Mario RPG OST as well) and I’ve gotta ask: Why is Thousand Year Door’s soundtrack Like That (derogatory). I'm not sure if I'm necessarily looking for answers, but I was literally sitting there baffled as to why my brain fucking hated most of the songs in the playlist. I'm torn between it being the lack of (hummable) melodies or there only being like 5 instruments total (which makes everything sound the same in this...Ambient Synth Mush) being the problem, here. It's wild because the PM64 and SPM soundtracks are perfectly fine. It's just this one that drives me bonkers for some reason and I can't tell if I'm biased or not —TTYD has always felt to me like a generic fantasy RPG that they dropped Mario and co into at the last possible second, and I feel like the soundtrack really exemplifies that! Especially with the underground theme in the titular TYD whose idea was that, and why not use that prologue tune???? I like that prologue tune (it plays when the crystal stars do their 'unite the world' thing also)!!!! It's one of the few tunes I remember lmao, and I think it's the only melody that pushes through as a motif/theme and plays more than once in the playlist (please god someone correct me) (does Grubba's theme persist at least? The train songs? The X-nauts and Grodus? I couldn't tell…)

Also, sidenote, pour one out for the Superstar saga remake OST. God. That poor thing.

But anyway, some of the TTYD songs have started popping up in my YouTube "My Mix" playlist, and it's in this context, in between songs from other games, that they're tolerable - some are even bops. So maybe moderation is the key...
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Almost two years ago, I decided to watch all the episodes of Bubble Guppies and write down some stats! What kind of stats? Well, it was mostly stuff like who's in each segment of the episode, what each pop song was, what each lunchtime pun was, etc. I kept up with it for a while, but I still have all of season 4 to do, lol.

So there I was, minding my own business a few months ago, when I find out that this show, which ended its 4th season in 2016, had been renewed for a 5th season in 2020.

So that was exciting! They added a new character, Zooli, who is a) black and b) very cute.



However, in researching the new season, I saw a rumor that the new season would go a "more 'Backyardigans' route this season". On one hand, I LOVE the Backyardigans! It's unironically one of my favorite shows, even though its for young children, lol. On the other hand, one of the things I really liked about Bubble Guppies is how the show was structured. Seasons 1 through 4 have an almost...frenetic pace to them? I don't really know how to explain it. Each episode is split into a whole bunch of segments that play in a set order. Like, for example, a typical episode would go like this (except for Season 1; that had a slightly different order):
  • Opening Skit
  • Theme Song
  • Going to School
  • Chatting in the Classroom
  • Pop Song
  • Play Store
  • Lunchtime
  • Skit 2
  • Classroom Playtime
  • Outside Playtime
  • Dancing Song
  • Skit 3
  • Field Trip
  • Ending Skit
  • Outro + Credits

Looks like a lot for a 24-minute show, right? Most of the segments last somewhere between 30 seconds to 2 minutes-ish, iirc. So the show moves so fast! You blink twice in the middle of the theme song and suddenly you're watching the field trip! It's great! So the idea that the show was going to be emulating the Backyardigans, which has a much slower pace, was a bit disappointing. But I was still optimistic!

Read more... )

So anyway, those are my thoughts on the new Bubble Guppies season. I know I shouldn’t care so much about it since this is a show for 5-year-olds and I'm 22, but. Eh. Everyone's gotta have a hill to die on, I guess.

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