#history lesson
Māori girl, by Gottfried Lindauer, circa 1874. (source)
Commissioned portraits gave Māori control over how they were represented.
This portrait was probably painted for this unidentified girl or her whānau [family]. Gottfried Lindauer’s portraits of Māori painted for Pākehā usually feature customary adornment and clothing. But this elegant young woman wears beautifully tailored European clothing – her own choice of personal expression.
Lindauer painted many portraits for Māori clients from the mid 1870s. For his sitters, portraiture was another way of representing themselves, in addition to whakairo [carving] and other art forms.[Image ID: A painting of a young Māori woman in old fashioned Pākehā clothing. End ID]
god i love reading about stupid drama in ancient greece. like there was an athlete named theagenes who was so good at every kind of athletic contest that when he died, one of his opponents would go to beat the shit out of a statue of him out of spite, but then one day the statue fell on the guy and killed him so the greeks took the statue to court for murder, convicted it, and threw it into the sea
actually i left out the best part of this story which is that a plague then struck and when people consulted the oracle at delphi she was like “well you’ve pissed of theagenes” so they had to go dig the statue back up out of the fucking water
Ways you know I’m millennial trash:
I felt compelled to figure out a way to have texting in my D&Desque fantasy story and it’s already getting regular usage as I write, and I included a functional replication of emoji.
It boggles my mind to consider that there are people who might not know this. You mean some people haven’t seen XD or <3 or :-)
And now I’m having flashbacks of texting using T9… Texting without looking because you have actual buttons to press…
And now I am sitting here with a sick toddler on my lap feeling old because things that were cutting edge when I was a teenager have been forgotten :’( </3
No, I mean, before computers
(A speech given by Abraham Lincoln in 1862 has a winky face emoticon in the text)
(A drawn smiley in the signature of Bernard Hennet, an abbot in 1741
(We currently have evidence of what amount to typographic emoticons as far back as 1648, in the poetry of Robert Herrick)
And then, the oldest usage I’m aware of-
(A drawn smiley used to indicate Ján Ladislaides, Notary to the Town of Trenčín, was content with the state of a record, in 1635)
The Ladislades and Hennet examples are more what I’m thinking as I write my story. Not typographic marks, but little hand drawings, because the messaging system is basically hand written letters carried by animal messengers, just expedited with magic and an enterprising mind. I’m using typographic emoticons in my writing to indicate them because I don’t want to reinvent the wheel here. If this ever makes it to print, maybe I’ll actually do more, but as it is, there’s no real reason to get that fussy.
See what I mean?
This giant land-roaming spike-tailed horned turtle beast isn’t some reptile from the time of dinosaurs, lost in the deep past. It isn’t even a long-gone memory, known only to the first Homo sapiens, departed since the time of Pleistocene megafauna.
This turtle was still living on the planet with humans over 1,000 years after the construction of Egypt’s great pyramid.
A couple of Meiolania species survived on Vanuatu and New Caledonia in the South Pacific:
I’ll forever be bummed that I missed out on coexisting with these things.
“Didn’t threaten the lives of justices”? Fuck that bullshit.
Justice Blackmun, who wrote the Roe majority opinion, had a bullet shot through his living room window. This after years of receiving letters threatening his life. The bullet occurred right after he had received a particularly concerning letter, and was at the end of a year in which DC-area clinics had been subjected to seven bombings. Not threats, bombings.
Oh, and Blackmun also was picketed regularly ever since the Roe decision was handed down.
Learn your history. Don’t let the Right re-write it.
So now that the bowling stuff pack has been released for The Sims 4 and the topic of game DLC comes up once again in the Simblr community, I feel like I want to sit down and write a post that outlines how the DLC market and the larger gaming market in general has changed how The Sims has been created, marketed and sold over the years. So hold on, this will probably get pretty long.
Lets climb into our wayback machine and head to the year 2000, when The Sims was originally released for PC. The Sim City franchise had been around for quite some time, debuting in 1989, which was cool because you could run a whole city, but Will Wright had this crazy idea about making a game where you could build houses and control mini people. What most people don’t know is that this game was rejected by Maxis once, before being picked up for distribution by EA. So yes, Maxis developed it, but the much-hated EA has been a part of the franchise since the very beginning.
Now, in 2000, we had the internet, for you young people out there. But, there was absolutely no way to download large files in any kind of timely fashion. One song could take hours to download, and a cool show from Japan could take days. Also, at this time DLC was not really a thing. You bought a disc, and that was it. Expansion packs also had to be physically bought, and due to limitations and costs, it just wasn’t worth it to make smaller DLC rather than just putting everything into one big expansion pack. Yes, custom content and mods did exist for TS1, but were still limited by download speeds and bandwidth costs.
The Sims 2 was released in 2004, a mere four years later, and yet a lot of things had changed very quickly. Technology was rapidly expanding, and things that could never, ever have been done on a year 2000 machine were possible. That means the game was richer and fuller than the original, and sims were way more customizable. DLC as a marketed product was still in its infancy during the TS2 years, and while some games were starting to get a lot of paid extras, there was backlash from the gaming community, who felt that everything should be included in the product as shipped. The Sims 2 kept to the same release type as TS1, meaning instead of smaller DLC scattered throughout, each expansion pack contained a large amount of content, and was priced accordingly. This also meant that some expansion packs were thematically all over the place, such as Apartment life, which included apartments and witches. Maybe witches prefer apartments?
This is also when the big controversies over paid custom content created by fans became a huge issue. EA included language in the terms of service agreement which allowed fans to charge money in order to recoup bandwidth costs, but stipulated that the content itself was still owned by EA. EA also chose to stay out of the massive conflicts brewing in the fan community over mod creators generating profits and charging large sums for fan made content. It is worth noting that in the larger gaming community, it is extremely rare for anyone to charge for mods for other games.
In 2009, The Sims 3 was released. For some this caused cheering, for others it was more of a wet fart noise. Reactions were mixed, is what I’m getting at. It was pretty ambitious in the customization department, using the CAST system, which used quite a bit of CPU power to accomplish. Now, digital download sales were starting to really catch up with physical copy sales, and download times were much less painful. EA also started to run into the PC game maker’s dillema; they can develop for high end computers, pushing the graphic capabilities to the max, and creating gameplay that is smooth and buttery on high end of computers, or they can make a game that looks good and runs well for the majority of customers. Given the popularity of the game among non-hardcore gamers, they clearly went with route two, though at high graphic settings the game could still be quite beautiful.
EA also ran into a second problem with TS3. DLC sales were exploding in other games, where players could opt to pay only for the content they actually wanted, while still relying on expansion packs for larger content upgrades. Think of this in terms of modern MMOs, you can buy a pretty mount for your character to ride around on, but a huge new continent and quest line will be reserved for expansion packs. Obviously, they wanted to try this out with one of their most profitable games, The Sims. Unfortunately for them, many Simmers were not impressed with either the quality or the price of those DLC offerings. They were largely ignored or shared via piracy.
EA also continued to offer large expansion packs, which could cram disparately themed items into one expansion pack. A lot of simmers wanted more flexibility in choosing the things they wanted in their games. For example, a lot of people loved the idea of cities, but didn’t want the vampires that came lumped in with it.
The Sims 4 arrived on the scene in 2014, and it was instantly either loved or vehemently hated. It returned, in style anyway, to the cartoonish graphics of The Sims 2, and were clearly designed to get the most out of mid-range PCs. They also abandoned the CPU intensive CAST system introduced in The Sims 3. EA also started to push smaller DLC packs in a big way, which has stirred up controversy in the Sims community.
On the one hand, the DLCs created for TS4 are largely viewed as an improvement over the overpriced DLC from TS3. These Game Packs and Stuff Packs include new gameplay and, in the case of Vampires, a new lifestate, things that have previously been solely available in expansion packs. They do allow gamers more freedom in selecting the content they want in their individual games, and allow EPs to focus more tightly on one theme. For some gamers, this pick-and-choose format is preferable to the content dump style EPs of the past.
On the other hand, expansion packs containing the largest amount of new content are slower in being released, which is making some simmers a bit more impatient for new content. The expansion packs are also not any cheaper, despite the fact that content is being spread out over smaller DLC releases. And unlike many other gamers, many simmers are completionists, meaning that they are spending more money on DLC than they were previously spending on expansion packs only.
It is also worth noting that the controversy over paid custom content has died down in the era of The Sims 4, largely because the community in general will not pay for content.
I personally do not see the DLC system changing much for the release of The Sims 5 (whenever that happens.) Love it or hate it, DLC is a prominent and very profitable part game development. EA is also notorious for loving their DLC, so I can’t imagine that they would ever willingly stop selling it.
What are your thoughts on the matter?
(Please refrain from turning this into a hate-fest over games you dislike.)