Slowly making my way through the TOTK B roll stream, had a few thoughts on the emptiness of the sky islands. In a way, would it not be more surprising if there were more remains to be seen? Ignoring the whole 'it's a game, decisions were made by the developers' bit, nature can take over surprisingly quickly in the right circumstances. In a way, it's more surprising so much survived in BOTW (like the bomb hut ruins. Fire damaged wood? Should be gone in a decade or two anyway). (contd)
So the thing about the Sky Islands in Tears of the Kingdom is that, not only are the ruins fairly well-preserved - presumably due to having been in the Sacred Realm for the last 10,000+ years - but even with them damaged and tumbledown, it's fairly clear from the layout of the islands and their structures that they were not residences. That's not something that would've been lost to erosion and time, that's something foundational to the architecture of the place.
When the game designers want to show a place people live on the surface of Hyrule, they hit a few key points: distinct-looking homes with beds, places that make food, and an inn for travelers. The buildings are different sizes, decorated or personalized by the residents. They're laid out relative to one another in a way that allows for easy, convenient traversal. It's intentional design that makes the villages feel lived-in, cozy, and worth protecting.
Inside the buildings, little details show the presence of living people, even if the building is empty at the time. Table settings, notebooks, pictures on the walls. They feel like they've been shaped by the influence of people, living and working and customizing their environment.
These are all, to be fair, things that we wouldn't expect to last very long if the town fell to ruin. When we explore the sky islands, we aren't expecting to find well-preserved paper maps or notebooks or anything. But if they were lived-in - if they were Zonai population centers rather than temples, ritual centers and factories - that would still be reflected in the basic layout of the structure itself. A residence is designed to accommodate for every basic need, meaning we'd expect the buildings to have places for them to sleep, to eat, and to relax. On the Sky Islands, we find none of these things.
The most common buildings on the sky islands are these isolated stone one-room ruins. They look and feel like storehouses - a few pots, some crumbled masonry. No doors or interior rooms for privacy, no comforts, no sign of a place to sleep, no adjoining buildings. These things were never homes.
The Great Sky Island is the only really plausible candidate for a place the Zonai might've actually lived, being about town-sized with several buildings, but it's not laid out like one. The buildings are either small one-room storage sheds or the massive Temple of Time, and there's no sign of other specialized buildings that could have been used for things like food, rest or other necessities. The Great Sky Island feels like a large, beautiful public park built grafted onto the Temple of Time.
The larger dungeons are more internally complicated, but not in the way that residences are complicated. The water dungeon looks like some kind of huge open park - wide avenues, plazas, devices built for mobility. It feels like a place meant to be traversed and admired, not stayed in.
The wind dungeon is more clearly built as a weapon platform, nowhere we expect people to live. It makes sense that it feels sterile and lifeless.
The larger, more complicated sky islands are also designed for clear utility. The spheres are some sort of celestial observatories, featuring a control system, a treasure chest, and nothing else.
Wildcards like Lightcast Island were clearly built to serve a single purpose - in this case, a lighthouse and attached microdungeon - but contain no signs of life. Zonai came here for a reason, but they didn't stay.
The glide challenge islands are visually impressive, but ultimately the rings are empty - they don't even have structures on them. They exist for the dive challenge and nothing else.
Same deal with the labyrinths, which exist explicitly as puzzles and challenges.
The mines in the depths are also clearly structured for utility - storerooms, construct part repositories and a lot of conveyer belts for moving zoanite. The purpose of the building is very clear just from the layout, and these are not places where anyone was supposed to be staying outside of work hours.
This, along with the layout of towns on the surface, shows that the designers are very good at constructing architecture that reflects the in-story utility of a place, which means the lack of signs of life in the sky islands is not a limitation of the console or the imagination of the artists - it's an intentional design choice.
The end result of all of this? The Sky Islands feel like somewhere that the Zonai built and visited, but not where they lived. They feel cold and unwelcoming and liminal. There's no sense of loss or tragedy, just a feeling of emptiness - people used to come here, but they don't anymore. There's none of the poignancy of an empty dining table's unused place settings or an abandoned child's toy. None of the Sky Islands that descended during the Upheaval were places where the Zonai lived. At the peak of their power they were mistaken for gods, a massively thriving technologically advanced civilization - I'd expect their homes to be cities, towers of jade and marble bustling with the activity of a post-scarcity utopia. None of the Sky Islands show us anything like that, and given how well the designers can portray a lived-in place even without any people in it, this is assuredly intentional. The Zonai built and visited and used the Sky Islands we can explore, but as a whole they lived somewhere else.
But throughout it all, there's this pervading unease - the fact that there's no obvious tragedy makes the sky islands feel more unnerving. We know just enough of the story to infer that something happened to the Zonai - something bad, if we read into Rauru and Mineru's reaction - but whatever it was left no scars. The Zonai constructs don't even realize anything's amiss. The buildings have been damaged only by time and gravity; the forges and mines and observatories and temples are silent and abandoned, like the Zonai all went home one night for dinner and just never came back.
The Sky Islands don't feel dead, they feel lifeless. A place people passed through but didn't leave their mark on. When Link traverses the islands, he isn't just alone - he doesn't even have the comfort of signs of life. The only evidence he has that anyone ever came to these islands are the fact that somebody built them in the first place. They left no marks, no art, no notes, no diaries, no toys, no graffiti. They're just gone.
Hour 6 of consecutive physics lectures:
there are so few of us now, night has fallen and all the world is numbers…
they have taken the coffee and the second floor…
footsteps sound in the corridor, they are coming…
we have completed the differentiation but cannot rest for long…
a professor moves in the dark…
we cannot get out… we cannot get out…
So I’m reading The Green Knight for my Medieval English lit class and I went back and watched your Arthuriana videos for fun nostalgia, but I noticed when you were covering the Green Knight you called Arthur tired. Was there a specific reason why you did that or is that one of those things that, if you decided to redo that video, you would change? I just found it interesting bc the poem clearly states Arthur as boyish and his reason for initially accepting the challenge was pride.
The character of King Arthur that lives in my head has a little more "has been through the Arthuriana timeloop too many times" malaise than any proper characterization of King Arthur in the original stories. The story drifts and changes over time but Camelot always falls, because Arthur is a good king - some would say the perfect king - but that still isn't good enough.
The Green Knight
drew these different hairstyles for Fulgrim because I was bored...
the void
Different Warhammer doodles, art and sketches 😗✏️
I've been seeing a lot of knight posts recently. pretty great
spoiled son of Slaanesh meets spoiled son of Slaanesh
rly wanted to at least see Fulgrim and Sigvald together hehe
Hey, sorry if you’ve been asked this before, but I have ADHD and I’ve been following your comic for years and just now have started to write my own comic (partially because you really inspired me). But I’m really struggling with staying on the project even when it’s boring and getting myself to work on it in the first place. Do you have any tips on how to keep your brain invested or just to make yourself do the work at all?
I have excellent news, I literally just figured out something really important about this.
So when you're an ADHD kiddo or otherwise have difficulty staying on task in a structured environment where Task is the Priority, the main way people try to MAKE you stay on task is by removing your access to anything that is not The Task. No phone, no TV, no doodling, no going outside, etc. In practice, this just makes us miserable because it takes the boredom that's always simmering around a 2 or 3 and cranks it all the way up to 11. In the same way that you would have difficulty staying on task if you were in physical pain, this crushing existential monotony makes it very difficult to work. The work might get done simply because you have no other options, but it will not be done quickly or well, and it will take a while to recover from how much it hurt.
What I realized earlier this week is I caught myself doing this to myself. I had 42 pages of background colors to do, and I thought to myself "this sounds really tedious, but I suppose I have nothing better I can do." And I realized what I'd just thought, and got very alarmed.
Because back when I was an ADHD kiddo imprisoned by school scheduling and a million little factors that keep children immobile and restrained, I couldn't stop thinking about how big and exciting the world was, and how much I wanted to be anywhere but here. When I was feeling really crushed in I'd pick a random spot on the maps on my wall and just imagine being there instead of my bedroom. This was the impetus behind almost all of my creative energy. I've said it before - anything is a prison if you can't leave, and being in a prison makes it easy to imagine how amazing things could be outside of it. Aurora's initial worldbuilding was forged in the crucible of fifth grade misery. My enthusiasm for art and my creative drive are inextricable from my sense of wonder and yearning for excitement in the real world. Not escapism, but appreciation. Wonders unimaginable are out there, and I gain just as much joy seeking them out as I do conjuring them up in my head and sharing them with all of you.
So now that I'm a grown-up with actual freedom in every way I've been able to get, the idea that I was staying on task by making myself believe the world was small and not worth seeing was extremely alarming. It could keep me on task for an afternoon, but at the cost of slowly extinguishing the thing that made me want to make art in the first place - the hunger to experience and draw inspiration from all the myriad complexities in the world.
So what I've been doing is I've been purposefully and intentionally taking excursions whenever I catch myself thinking "I could take a break but it wouldn't be worth it, it's the same outdoors as always, I'll be uncomfy and unproductive and tired." Because that is never true. Every time I've put down the stylus and gone out, I've been renewed in one way or another, and when I come back to comfort fully recharged I get a lot of shit done. Because it is easier to work on anything if you remember why you wanted to make it in the first place, and it is self-defeating misery to just lock yourself in with it and tell yourself you're a bad person if you can't get it done.
I honestly don't know how widely applicable this is. I have worse wanderlust than anyone I know, so for me this has always been modeled as imprisonment vs freedom. I've also been extremely lucky to find myself in a profession that lets me set my own pace on literally everything I do. But I genuinely believe that when it comes to making art with ADHD, you need to give yourself freedom to move laterally, not just in the direction of obvious forward progress. We don't think linearly in any other part of our lives - art is no different.
I wish I was creative enough for this site. Want a fun fact?
139 posts