splinteredstar  asked:

So. Mothman. Singulair entity? All male species? "Man" as a linguistic hold over and they actually don't have gender?

  • The “Man” in Mothman is a linguistic holdover because English is ridiculously gendered for no good reason.  
  • Mothmen are really Agender hermaphrodites (in the biological sense of possessing both ovaries and testes) but cannot self-fertilize.  
  • So when Mothpersons want to have kids, they typically pair-or-triple-up and lay a collective clutch of eggs in jelly in a seculded, damp nest.
  • over the next few months, the eggs engage in chemical warfare and the weaker ones are dissolved and cannibalized until there is just one to three eggs.
  • The Mothlets are then cared for by any and all parents (it’s not uncommon for non-breeding Mothmen to parent unattended offspring) for 2-3 years
  • by the time it reaches adolescene, the mothlet is typically LARGER than any of it’s parents, and a reddish-brown color instead of the usual dark gray.
  • the mothlet is then allowed out of the nest under close supervision to learn how to fly (the coloration is to other adults don’t get mad when it flies into the wrong nest), hunt, fill out job applications and other life skills.
  • at about 5-6 years, the mothlet changes to dark gray and there is a special religious ceremony welcoming it into society as an adult, not unlike a bat mitzvah.
  • Most Mothmen remain in isolated communities in far rural Appalachia, but the ones that settled west of the continental divide have had to learn how to cope with humans, due to greater population density.
  • Many end up taking night-shift jobs in cryptid-run businesses, or in the National Park Service, which is awash with cryptids.
  • A great number of fire-towers are ‘manned’ by Mothmen.  They’re great at staring at vast emptiness for long periods of time.
  • Mothmen usually only live to be about 30, much to everyone’s sadness.
  • Some cryptids have trouble with them, becuase they are entirely nonverbal and their body language doesn’t parse well to human-oriented brains, but some weres prefer them to normal humans. 
  • Mothmen CAN learn humanoid body language though, and give great hugs.  Just mind the feet.
  • Native American Lore suggests that Mothmen were on the continent prior to the arrival of humans, and they have no aptitude for magical practice, so it’s unclear how they came about.
  • Up close, they’re an interesting of moth, owl, bat and pterodactyl features.  The mouth is HUGE and toothy, though usually ‘hidden’ in thier ruff due to thier unusual head shape.
  • They appear to have strict and ritualized religious practices based on numerology, but it doesn’t match any other known numerological practice. Hell, their numbers don’t match any known one.
  • the LOVE bananas, despite apparently being obligate carnivores.

He cried that day.
All day,
all night.

She cried, too.
all her life.

—  (via sturzpoesie IG)

The transport ramp

When we reached this place it was bitter cold and it had just begun to snow. We fought through the forest and were thrilled by this sight. It has been over 100 years since this transport ramp was built for a mine. Probably thousands of tons of rock were extracted from the mountain. 

Today there is nothing left of the mine. Only this monumental building can no longer be reconstructed and therefore remains alone and deserted in the forest.

Bird’s-eye view of Woodward Avenue at night. Majestic building to left, Detroit Opera House to right with Palmer fountain in front. Buildings illuminated and moon visible. Street-cars, automobiles and pedestrians shown. Printed on front: “Bird’s eye view of Woodward Avenue, North of Michigan Avenue, by night, Detroit, Mich.” Printed on back: “Bird’s eye view Woodward Avenue. North of Michigan Avenue, Detroit, Mich. This bird’s eye view shows Woodward Avenue the principal business and residence street of Detroit. The large building at the left is the Majestic building from the roof of which tourists may get a good view of the entire city. The fountain at the right was the gift to the city from Senator Palmer and wife the cost of which was $20,000.00. Published by the Wolverine News Co., Detroit, Mich. Made in U.S.A.”

  • Courtesy of the Burton Historical Collection, Detroit Public Library

anonymous asked:

How do singleplayer game developers feel about multiplayer overshadowing their work? This seems very common in FPS games where developers spend three years crafting the best singleplayer campaign they possibly can, yet their work is dismissed as "tacked on" by a particular section of the fanbase who are only interested in multiplayer. This section of the fanbase tend to be extremely vocal and, dare I say it, entitled. Seems to happen to all games that garner a large MP fanbase.

I think you’re imagining drama where there really isn’t any. Development teams don’t foster this sense of competition among themselves because it kills morale and makes it very difficult for the people involved to work with each other. Nobody wants that - AAA game development is a collaborative effort of dozens (or even hundreds) of individuals working together to accomplish a mutual goal - the completion of a huge project. Resentment among the team results in shoddy work overall.

Having worked on titles where the feature I’m on is a big part of the game or a smaller part of the game, the general attitude among either side is “I want to make my part of the game the best it possibly can be” and “I hope that the players like this.” There’s no real jealousy or animosity at “them taking our resources” or whatever, because that’s not how it works. We know from very early on what the general scope of the game will be. We know what the single player content will entail, how many levels, characters, environments, etc. we are aiming for, plot beats, game events, and so forth. We know what we’re building, and we know the schedule we have to build it.

If the players don’t like what we’ve done, we try to figure out why. Maybe it’s because the multiplayer team took engineers from the single player team in order to accomplish their goals. In such a situation, it’s not due to malice - it’s because those multiplayer features needed building, and the project leadership decided that they were high enough priority that they had to reallocate engineering resources. Next time, we’ll try to improve our scheduling and our estimates so we don’t need as many firefighters. Maybe it’s because the narrative of the single player campaign just didn’t resonate with the players enough. Next time, maybe we’ll try to improve our narrative and make a more interesting story.

You may have noticed that I’m focusing on specific reasons more than just “the single player campaign wasn’t very good”. That’s what we do - if the single player campaign isn’t well received, we have to figure out why. It can’t just be because we spent more resources on multiplayer, or didn’t spend enough on single player, because what we spend those resources on is often more important than how much we spend. The why usually has very little to do with one subteam overshadowing another, or any sort of intra-team competition. The dev team is the entire team. If we succeed, we succeed together. If we fail, we fail together.

Got a burning question you want answered?