all consuming lord of cum
1000drawings:

by Kate Holden

cis(het) ideology is so fucking arrogant. if someone doesn’t explicitly state that they’re trans(non-straight) then they MUST be cis(het). unless you can prove beyond an unreasonable doubt (which in most cases/media is pretty much impossible) the character is cis, haha, silly queer, just because they act like you and talk like you doesn’t mean they are like you. why would anyone ever write that?

*finds episode 1 of cybersix on youtube* awesome! this is going to be the best!

*scrolls down to the comments*

why did i do this. whyd id i read the comments. why has god forsaken me

Where is your boy tonight? I hope he is a gentlememe

OPEN RP

perfexa:

oh haha hey babe. what are you doing? what would you do If I was there haha :) :P

Oh, goth, I didn’t know you were still awake… I was just doing some Biteology homework… Why, is there anything you want to chew over?

foxfamilyfeatures:

wonderful idea: a large angel that drifts underwater, parts of it are gold, wonderful and big holy underwater angel, big soft face and enormous holy mouth, sucking huge waters, why this is not fictional at all! Havent you known? Whale sharks are real! 

hailmaryfullofgrace55675:

hailmaryfullofgrace55675:

hailmaryfullofgrace55675:

the ever after high site is cunningly set up to maximize brand interaction to sell merchandise and i don’t mean cunningly in a bad way i mean they didnt slap this together. they know exactly what the ratios of charm distribution depending on tasks mean to kids, and exactly which activities will engage them more to buy instead of just, say, spending time on the site. it also offers engagement for older fans, like games that dispense bonus items - spend half an hour interacting with the brand, and you get a shiny new virtual hat.

the design of the game sis also interesting: where many similar games add speed, the ever after high games mostly add complexity. in the maddie hatter tea game,you get more and more tasks to fulfill, though they seem to come at you at a fairly similar speed, and in the cedar wood painting game, the speed at which objects descend is similar, but the number and similarity of colors is greatly increased.

and that’s saying nothign of how significant portions of the game are designed to get you to interact on the brand with a semiconscious level - the painting game, for example, is focused on the player engaging with color schemes

play this game: the reward is to see the character. love the character. you put in this time and effort for the character. im going to organize and differentiate these posts later, possibly

hailmaryfullofgrace55675:

hailmaryfullofgrace55675:

the ever after high site is cunningly set up to maximize brand interaction to sell merchandise and i don’t mean cunningly in a bad way i mean they didnt slap this together. they know exactly what the ratios of charm distribution depending on tasks mean to kids, and exactly which activities will engage them more to buy instead of just, say, spending time on the site. it also offers engagement for older fans, like games that dispense bonus items - spend half an hour interacting with the brand, and you get a shiny new virtual hat.

the design of the game sis also interesting: where many similar games add speed, the ever after high games mostly add complexity. in the maddie hatter tea game,you get more and more tasks to fulfill, though they seem to come at you at a fairly similar speed, and in the cedar wood painting game, the speed at which objects descend is similar, but the number and similarity of colors is greatly increased.

and that’s saying nothign of how significant portions of the game are designed to get you to interact on the brand with a semiconscious level - the painting game, for example, is focused on the player engaging with color schemes

hailmaryfullofgrace55675:

the ever after high site is cunningly set up to maximize brand interaction to sell merchandise and i don’t mean cunningly in a bad way i mean they didnt slap this together. they know exactly what the ratios of charm distribution depending on tasks mean to kids, and exactly which activities will engage them more to buy instead of just, say, spending time on the site. it also offers engagement for older fans, like games that dispense bonus items - spend half an hour interacting with the brand, and you get a shiny new virtual hat.

the design of the game sis also interesting: where many similar games add speed, the ever after high games mostly add complexity. in the maddie hatter tea game,you get more and more tasks to fulfill, though they seem to come at you at a fairly similar speed, and in the cedar wood painting game, the speed at which objects descend is similar, but the number and similarity of colors is greatly increased.

the ever after high site is cunningly set up to maximize brand interaction to sell merchandise and i don’t mean cunningly in a bad way i mean they didnt slap this together. they know exactly what the ratios of charm distribution depending on tasks mean to kids, and exactly which activities will engage them more to buy instead of just, say, spending time on the site. it also offers engagement for older fans, like games that dispense bonus items - spend half an hour interacting with the brand, and you get a shiny new virtual hat.