solae
solaetv.bsky.social
solae
@solaetv.bsky.social
i'm sleepy

#solaesthetic
due to all that, you do have to do a bit of configuration to get things working the way you probably want, because being privacy first means a lot of the internet does not work by default anymore, but that's just the way things are now.

you can pick and choose what concessions to make yourself.
December 2, 2025 at 5:29 PM
tbh i feel like a lot of us came from similar places at one point. all that unrealized gender angst came out in weird ways.
December 1, 2025 at 7:34 PM
ffxi is the obvious example, because i'm still me. but foxhole also comes to mind. you have front line soldiers, but also logistics workers who literally just build supplies and transport them. that's awesome.
December 1, 2025 at 6:32 PM
actually, to spin this out more, i just want in-depth roles in more games. even outside the context of rpgs and such, i like it when people have jobs that are involved enough that you need specialists to cover a group's needs instead of everyone being generalists.
December 1, 2025 at 6:32 PM
i feel like the lesson everyone took from the oversaturating of dps players was the everyone wants to be a dps, and solae hates this.
December 1, 2025 at 6:26 PM
support roles that *exist in the first place*

why must every support be a damage dealer first, with a little team buff on the side?

i know the answer is "because balance is hard and it's easier this way," but i don't want easy. i don't even really want balance. i want to have fun.
December 1, 2025 at 6:17 PM
it's mostly the discourse that happens any time a difficult game comes out and people get fomo about not being able to play through the game.

like, i get it, but there's also potentially something lost in removing the friction from some games.
November 29, 2025 at 8:12 PM
which isn't to say difficulty and/or accessibility options shouldn't exist, naturally, but sometimes that hardship is the intent, and that's okay. both things are allowed to exist.
November 29, 2025 at 5:52 PM
Reposted by solae
Getting stuck causes players to explore the world.

Dying causes players to think about what they're doing.

An "impossible" situation causes players to learn how the game works and eventually achieve the impossible.

We need to be able to design *some* games around these fundamental ideas.
November 28, 2025 at 7:51 PM
Reposted by solae
Like I never beat Yiazmat as a kid because I didn't have that kind of marathon grind in me but I liked that he was there, having at least one thing that's beyond your ability to do/see/conquer makes the world feel bigger. Like that's why I like mountains or the deep ocean or Battle Garegga
November 29, 2025 at 5:30 PM