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Joined 2 years ago
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Cake day: June 20th, 2023

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  • Of those that remain, those who disapprove of erotic furry content that features species-accurate genitals, which is the threshold VISA was in, and is too spicy for some lemmings. I don’t fully understand why this is a subcategory.

    This one actually makes the second most sense to me out of the ones listed (first being explicit sex of course). To a lot of people who aren’t furries, at least in the horny sense, the emphasis put on making the genitals resemble those of real animals is a clear connection to bestiality. In order to care, you have to know, and to know you have to spend a lot of time looking at animal dicks (or spend time with people who do).

    To make my point, ask yourself how you feel about other fetishes / kinks with similar properties. For example, consider ABDL. It’s a fetish that uses fairly direct references to being way too young for sex despite being adults, much like the animal dicks directly invoking, well, sucking animal dick despite not being an animals. There are tons of people who see that and immediately think it’s for pedos. Though, weirdly enough, many those same people don’t have nearly that much of an issue with various more mild but more realized forms of neoteny in porn (the industry’s obssession with 18-19yo girls springs to mind).

    For what it’s worth I’m not really in that group (consentual adults yada yada), but I did have that gut reaction when I first encountered it.


  • I’m pretty sure that form of meta doesn’t actually have anything to do with the prefix/adjective. In games it’s just an acronym for “most effective tactic available” i.e. in your example the first strategy would be called “the meta” until the second one came along.

    edit: I realize you kinda mention acronym thing at the end of your comment. Not originating from the prefix “meta-” is my main point though.



  • I believe the reason it happened, in short, is that Take2 (the publisher) were really obsessed with the release being a surprise, at the cost of far too much.

    For one, this meant that basically every job listing for the game never described what the game you’d even work on was. Most of the devs they got were juniors who:

    1. were willing to sign more restrictive contracts without the confidence to push back
    2. did not necessarily know much about the game, or even the genre (supposedly, besides Nate, only 1 dev was an active KSP1 player and another was aware of the game but never really played)
    3. this game was their first sizeable project

    For two, it meant that a lot of management roles were taken up by people from Take2 to enforce the secrecy (who also saw KSP as having franchise potential, but that’s a rant for another day). Few of them intimately understood what makes us dorky nerds enthusiastic about KSP.

    This is also part of the reason they avoided talking to the KSP1 devs; they were afraid of some of them even hinting that a sequel was in the works. As to why they continued to not talk to them after announcing the game I’m not sure. Perhaps they were afraid they’d tell the uncomfortable truth that the game was making the same development mistakes as KSP1 and more.