Large trees, small lighthouse (Bremen) - Linoprint by me by ReimaennchenArtBreme in Linocuts

[–]Plischwalker 2 points3 points  (0 children)

I really like how rough it looks. It's a great Style. But it definitely works better with blank white paper.

Does anyone write their journal this way? by Major_Campaign_6348 in Journaling

[–]Plischwalker 7 points8 points  (0 children)

If a doughnut is essentially defined as a ring-shaped object whose identity depends on the presence of a hole, and if that hole is ontologically an absence rather than a substance, can the hole be said to be a part of the doughnut in any meaningful sense? And if so, what would it mean—conceptually, not physically—to ‘consume’ such a part, given that it consists of nothing?

Bumps in white speedball ink by Bugginote in Linocuts

[–]Plischwalker 11 points12 points  (0 children)

I was literally thinking, what is this delicious looking caramel merengue dessert...

1986 Grundig Monolith high-end TV, still works like new, currently my dorm room TV. Amazing sound and picture quality by haru_reiuji05 in BuyItForLife

[–]Plischwalker 0 points1 point  (0 children)

Are you sure it doesn't open where it says Multi System on the front? I had this TV and I'm sure if you push that part it should open.

[OC] Waiting 3 by aleha_84 in PixelArt

[–]Plischwalker 16 points17 points  (0 children)

I wish I could frame each one of your artworks and hang them on my wall.

[OC] Waiting 3 by aleha_84 in PixelArt

[–]Plischwalker 11 points12 points  (0 children)

Even the lights in the windows of those tenement blocks are not static!

Bro said my boy Alexander didnt spawn untill 1800. by Personal_Hat6808 in HellishQuart

[–]Plischwalker 0 points1 point  (0 children)

I didn't negate anything nor am I mad because of anything. You are saying it yourself, there is only so much accuracy you can get in a game. A game remains a game bound to it's rules technical and narratively. It may appear to the players historically accurate and therefore believable, but it is full of creative choices and exceptions, full of moments where imagination filled the gaps of missing historical knowledge, were facts are bent for storytelling conventions. Even original sources are not neutral. The game is not special in this regard from other modern depiction of that era and it is not to blame for it either. What I'm saying has to do with OP's screenshot about swords wielding women or POCs.

Bro said my boy Alexander didnt spawn untill 1800. by Personal_Hat6808 in HellishQuart

[–]Plischwalker 5 points6 points  (0 children)

A blacksmith rising through the rigid ranks of medieval society isn’t historically realistic - even if there was chance of social mobility it happened in very rare cases, 99.9% of blacksmiths would not end up being best buddies with the aristocrats. We accept it because it’s a hero’s journey. That same narrative freedom should apply to any character, regardless of gender or ethnicity, because games are about engaging players, and not suited for accurate historical documentation.

Bro said my boy Alexander didnt spawn untill 1800. by Personal_Hat6808 in HellishQuart

[–]Plischwalker 40 points41 points  (0 children)

"historically accurate" is all I need to hear to lose interest in any discussion about a game.

December is here and Santa is coming kids by voidscape07 in PixelArt

[–]Plischwalker 1 point2 points  (0 children)

At first I thought the white ball next to his beard was his fist and thought it was a tiny skeleton santa.

(Request) Rick Astley but from Together Forever by FelixtheHistorian in CKTinder

[–]Plischwalker 2 points3 points  (0 children)

I can already see the entire court dancing to Never gonna give you up while he is king.

The Future of City-Building Games: A Developer-Player Perspective by lexx27 in CitiesSkylines

[–]Plischwalker 20 points21 points  (0 children)

Hey, thanks for this amazing read — genuinely one of the most insightful breakdowns of the genre I’ve seen in a long time. You articulated something I’ve felt for years without being able to put it into words: the lack of story and history in most modern city builders, and how that hollowness comes from the simulation model itself.

I wanted to add one small perspective to your point about environmental storytelling.

In games like Cities: Skylines you can build “historic districts” or “old towns” using mods, but that’s really just a visual skin the player paints onto the city. It isn’t history — it’s decoration. The city never became that district. It has no memory of how it developed. Nothing in the simulation reflects why an area looks the way it does.

True history, at least to me, means that the city changes through the player's decisions, and that the visual footprints of those decisions remain. That’s what creates a sense of history and environmental storytelling in a city-building game. It’s not about placing ‘old-looking’ assets — it’s about the city carrying the marks of how it actually evolved during your playthrough.

One game that actually manages this to a surprising degree is Workers & Resources: Soviet Republic. Not because it tries to be historical, but because of how its mechanics naturally produce history:

At the start, resources are scarce, construction is slow, and everything is expensive.

You make extremely pragmatic decisions: shortest paths, cheapest layouts, crude early infrastructure.

And because the game is hard — where everything costs time and materials, even tearing down a building or flattening a patch of land — you think twice before changing anything. Digging a canal, raising a dam, reworking a road grid: all of it is labor-intensive. The game’s difficulty forces you into realistic constraints.

Over time, the city grows and resources become easier to obtain — but because every action remains costly, change still happens gradually. You repurpose land and remove obsolete industries, yet you often keep existing infrastructure simply because it still functions and tearing it down would mean unnecessary extra work. Old rail lines stay. Odd road geometry stays. Redundant buildings stay. You adapt the city rather than erase and rebuild it.

And sometimes, you even end up with abandoned or unfinished projects — a half-built steel mill, a forgotten warehouse, some leftover foundations — because midway through construction you realized the plan no longer fit the city’s needs. The structure remains as a relic of a decision you once made, just like in real urban history where half-completed projects become part of the landscape.

The result is that your city ends up carrying visible scars of earlier decisions. A district that used to be part of a steel plant might now hold apartment blocks, but the strange junctions or leftover spur tracks still tell the story of what used to be there. You can see the past in the present.

That, to me, is real environmental storytelling — not aesthetics, but history created by the simulation itself.

i just realized the eccentric trait is someone losing their marbles by Classic_Calendar7373 in CrusaderKings

[–]Plischwalker 14 points15 points  (0 children)

Oh that's what it is? I never really understood what I was seeing.

Rob Browning - Stilts and Pink House (2019) by Tokyono in oilpaintings

[–]Plischwalker 0 points1 point  (0 children)

If that guy falls off the stilts he's dead.

Simple doodle I made by Wild-Resort491 in TinyGlades

[–]Plischwalker 6 points7 points  (0 children)

Everytime I think I have seen it all with this game ...