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... cheated's teleporting is. kind of weird?
he cuts off the narrator, who then goes on to read off the next page, not realizing what happened.
kinda makes me wonder if cheated shunted us into another world prematurely- and it would make sense, too, why theres an extra voice when that usually doesnt happen in chapter IIs.
he's not killing us, exactly, because, well, we don't die. but he's not.... not killing us. we don't die-die again until the narrator says it. but each time we "get a new" voice, the narrator resets and starts describing again, like he does with the cabin.
Hello! This blog is my main blog and it's where I keep all my reblogs. If you'd like to see my art, go check out @windingdaysandnights
My main fandoms are Slay The Princess and Rain World but I will also occasionally post The Stanley Parable, Hollow Knight, In Stars and Time, and Slime Rancher :3
every once in a while I'll reblog some birds under the tag #lovely bird. so for the people who are jut here for that, yeah.
I do take asks at @windingdaysandnights as well!! Yell into the wind, maybe it'll yell back :)
let’s see how many transphobics we can weed out
Thank you, Slay the Princess community!
Today is my Birthday!
I couldn't be more grateful for this game, and the community that arose as a product of it!
I couldn't be more grateful to have so many talented artists and writers as my mutuals!
@neverpathia, @dampfur, @itsonlypolite, @everestgale, @phantasmatoucan! Keep making art! You guys are super cool 😸!
I couldn't be more honored to be apart of this amazing community!
(I can't say how long this hyperfixation is going to last, but I have a feeling it'll keep me coming back!
I'm drawn to this game by a combination of its incredible art, characters, writing, and philosophy!
Expect more of my art, writing, and theories of Slay the Princess!)
Might be too late to be the first ask but i always love how you draw The Long Quiet ehehe :3
Not too late at all! And thank you so much! <3 Drawing Quiet is cheaper than therapy and just as affective for me lol
I swear he ends up in my notes all the time, comfort birb 💛
interesting how transmascs & transfems alike think losing weight is the answer to pass as our chosen gender.... almost as if fat people are never Truly afforded a passing gender regardless of trans status. as fat people we are never Truly seen as Men or Women. anyway fuck that notion & if u think u need to lose weight to pass that's the devil talking
It's so fun how the Princess and the Dragon acknowledges and plays with game mechanics that are assumed to be non-diegetic, and uses them to add insight to the story/characters.
The title card is a really obvious example, being something that TLQ actually sees and can comment on, and something that the Princess hadn't ever seen. What most would assume is just a framing device for the player is a real element of the world/construct.
I think it emphasizes how the story that the Narrator constructed is only "meant" to be told to TLQ. After all, The Narrator only appears in TLQ's mind, providing elaborate descriptions and attempting to contextualize the events of the game as a heroic task to save the world. Meanwhile the Princess is all alone, with no title cards or exposition, no context for why any of this is happening to her. The story revolves around her, but it doesn't care about her beyond her designated role, as something to be slain and hated. Her perspective is irrelevant to the Narrator's plan, so she doesn't get the fancy presentation or necessary context: she doesn't deserve it.
There's also those long stretches of dialogue where the voices talk to each other in TLQ's mind without progressing the story. They're occasionally acknowledged by the Princess elsewhere (Prisoner, Nightmare) but P&tD makes it very explicit and confirms that time is actively passing during these conversations, with TLQ staring in silence for who knows how long.
(Personally I don't think all of the voice dialogue is necessarily in real time, if only because some Princesses wouldn't have had the patience for it. Like if you had really stood still for that long, the Beast would've definitely eaten you... she's not waiting for you to finish thinking lol)
This one I think is more for humour, but it also draws attention to how much of the inner conversation the Princess is missing in normal chapters, when the voices aren't actively speaking to her through TLQ's body. Where we're having vibrant debates or key information revealed by the Narrator, she just sees a silent, staring figure. Speaking of the Narrator, He's completely absent from the Princess' POV, either because He doesn't want to speak to her or is somehow unable to (He does say in Tower that she's not supposed to be able to interact with Him...) Again, the story was not made to be told to her, so she isn't given His context, and because the player is usually so immersed in TLQ's perspective, they probably wouldn't realize just how much she's missing until they see things from her perspective.
One other example: if you choose to [Say nothing] immediately after you excise yourself, the Princess reacts to it:
I just find this so hilarious tbh, and the fact that she repeats back those exact words implies that she literally senses the text written in brackets. If you do it once you're back in the basement, she says this:
I wonder if it's the same for the Narrator/voices... do they also “feel” your actions while you’re choosing them? Do they hear you say (Lie) before you lie? When Skeptic said "Wink" out loud did he actually choose a dialogue option with [Wink] in brackets?? Ok that last one's a joke but there's lots of potential here
I just think it's cool because the average player wouldn't think twice about any of these things, because they seem like simple stylistic/game design choices. In a game where all player input is through dialogue options, the square brackets are an immediately understandable way to convey action, as opposed to plain text. In a game structured around repeating loops, it makes sense to make those loops distinguishable for players by separating each loop with a title card, and the chapter naming convention works as a nod to the fairytale storybook aesthetics the game draws from.
But by placing you into the Princess's head and acknowledging those design choices as diegetic elements that change depending on your perspective, it forces you to reevaluate your experiences: the things you didn't think were really "part of the game" and the experiences you didn't realize weren't universal. It exposes your hidden privileges, the luxuries and structural supports you have compared to the Princess that you don't even notice because you've never experienced the alternative.
It might make you realize how the way you perceive and conceptualize the world might be very different from how others conceptualize it (Tony's recent ask about the multicoloured glass in HEA could also play into this in a fascinating way, with the mismatch in perception between TLQ and the Narrator's script). It's all just very cool for a game that's based on perception.
It also makes me wonder... what other elements of this game are diegetic that we just haven't paid attention to?
Well, I think that the captions are probably also diegetic. TLQ occasionally refers to the voices by their complete titles despite them not ever referring to each other by those titles, instead opting for descriptors like "jumpy one" or "the worst one" or "rage boy" or "chilly little freak" lol. For a direct comparison, Paranoid exclusively calls Smitten "the lovesick one" or some variant in HEA, but TLQ refers to him by his full name using quotation marks, as if he's quoting something he's read:
The voices don't seem aware that these titles exist, while TLQ does, despite them sharing a mind. Also, when the Princess shares a body/mind with you, she never uses their titles either. In the Spectre/Princess and the Dragon, she calls Hero "the nice one", Cold "the quiet one" or "cold little freak", and the Narrator "the bossy one" or "that murder-happy know-it-all". Spectre describes the voices as shards of broken glass on the floor, so she likely perceives them completely differently to how we/TLQ see them.
Even The Narrator isn't aware of His title. If you call Him that in the mirror conversation, He says "'The Narrator'. I suppose that's my job, isn't it?", reacting to the title as if it's His first time hearing about it. There's also this question from the fourth Shifty encounter:
It seems like the titles are presented specifically for The Long Quiet/decider, and that they somehow reflect how TLQ perceives the voices/Narrator, since TLQ takes credit for "calling him" that. If the captions were specifically shown to TLQ in the same way that the title cards are, it'd explain how he has this information without it ever being verbally told to him, and why the Princess doesn't know their titles even when she's sharing your body.
But besides the captions, I think it could be fun to interpret the game as if most, if not all of its game mechanics exist in-universe. The choice menu, the music, the cursors, the save/load icons, saving/loading in general, the title screen, the Clown Princess living in the walls (game files), you name it. Let’s peel away these game mechanics cell by cell! Let's see what meaning we can find together, let's see what we're made of!