# act4 ``` SceneSetup.act4(); publish("SAVE_GAME", ["act4"]); Game.FORCE_CANT_SKIP = true; ``` (...5001) ``` publish("set_how_many_prompts", [1]); Game.FORCE_CANT_SKIP = false; Game.CLICK_TO_ADVANCE = true; ``` n3: (game auto-saved) ``` Game.clearText(); Game.FORCE_CANT_SKIP = true; ``` (...1001) ``` var hong_frame = _.INJURED ? 9 : 0; publish("act4", ["hong_walks_in",hong_frame]); sfx("grass_step1", {volume:0.1}); ``` (...666) ``` publish("act4", ["hong_walks_in", "next"]); sfx("grass_step2", {volume:0.2}); ``` (...666) ``` publish("act4", ["hong_walks_in", "next"]); sfx("grass_step1", {volume:0.25}); ``` (...666) ``` publish("act4", ["hong_walks_in", "next"]); sfx("grass_step2", {volume:0.3}); ``` (...666) ``` publish("act4", ["hong_walks_in", "next"]); sfx("grass_step1", {volume:0.35}); ``` (...1667) ``` publish("act4", ["hong_walks_in", "next"]); sfx("grass_step2", {volume:0.35}); ``` (...666) ``` publish("act4", ["hong_walks_in", "next"]); sfx("grass_step1", {volume:0.35}); ``` (...666) ``` publish("act4", ["hong_walks_in", "next"]); sfx("grass_step2", {volume:0.35}); ``` (...1333) ``` publish("act4", ["hong_walks_in", "next"]); sfx("grass_step1", {volume:0.20}); ``` (...167) ``` publish("act4_hong_sits"); ``` (...66) ``` publish("act4", ["hong_transition", "next"]); sfx("squeak"); ``` (...133) `publish("act4", ["hong_transition", "next"]);` (...1333) ``` publish("act4", ["hong_transition", "next"]); sfx("rustle"); ``` (...333) `publish("act4", ["hong_transition", "next"]);` (...1001) ``` publish("act4", ["hong_transition", "next"]); ``` (...333) ``` publish("act4", ["hong_transition", 9]); sfx("sandwich"); ``` (...333) `publish("act4", ["hong_transition", 10]);` (...333) `publish("act4", ["hong_transition", 9]);` (...333) `publish("act4", ["hong_transition", 10]);` (...333) `publish("act4", ["hong_transition", 9]);` (...333) `publish("act4", ["hong_transition", 10]);` (...333) `publish("act4", ["hong_transition", "next"]);` (...1466) `publish("act4-out-1");` (...201) `publish("act4", ["hong_transition", "next"]);` (...99) `publish("act4", ["hong_transition", "next"]);` (...99) `publish("act4", ["hong_transition", "next"]);` (...99) `publish("act4", ["hong_transition", "next"]);` (...99) `publish("act4", ["hong_transition", "next"]);` (...99) `publish("act4", ["hong_transition", "next"]);` (...99) `publish("act4", ["hong_transition", "next"]);` (...99) `publish("act4", ["hong_transition", "next"]);` (...99) `publish("act4", ["hong_transition", "next"]);` (...99) ``` publish("act4-show-chars"); Game.FORCE_CANT_SKIP = false; ``` (...901) `hong({body:"sigh_1"})` (...601) ``` hong({body:"sigh_2"}); bb({eyes:"look_down"}); ``` h: *sigh* ``` hong({body:"hold", eyes:"normal", mouth:"normal"}); bb({eyes:"normal"}); ``` h: So what the ^hell^ was the moral of this story? `hong({body:"one_up", eyes:"annoyed"})` h: What did we even *learn*? I *was* being stupid, my "friends" *were* using me, and we almost frickin' *died*. `hong({body:"normal", eyes:"normal"})` {{if _.INJURED}} [Yeah, not to mention the hospital bill.](#act4a_bill) {{/if}} {{if !_.INJURED}} [Yeah, not to mention the liver damage.](#act4a_liver) {{/if}} [Yeah, that *was* the worst-case scenario.](#act4a_worst) [Yeah, I was right.](#act4a_right) # act4a_bill `hong({eyes:"annoyed_l", mouth:"narrow"});` h: Right. I don't think my insurance plan covers "being a dumb^ass^". `hong({eyes:"annoyed", mouth:"normal"});` b: And yet... we survived! `hong({eyes:"normal"});` h: ? (#act4b) # act4a_liver `bb({eyes:"normal_d"});` b: We definitely shaved a few years off our life expectancy... `bb({eyes:"surprise"});` b: But at least we still *have* a life expectancy! We survived! ``` hong({eyes:"surprise"}); bb({eyes:"normal"}); ``` h: ? (#act4b) # act4a_worst `bb({eyes:"normal_d"});` b: And yet... h: Hm? `bb({eyes:"surprise"});` b: We survived! (#act4b) # act4a_right `bb({eyes:"normal_d"});` b: But... you were right, too. `hong({eyes:"surprise"});` h: Hm? `bb({eyes:"normal"});` b: I *was* the wolf who cried wolf. So when *actual* danger came, you – justifiably – didn't believe me. `bb({eyes:"surprise_r"});` b: And yet, we survived! (#act4b) # act4b ``` bb({eyes:"normal", mouth:"normal"}); hong({eyes:"normal", mouth:"normal"}); ``` b: Despite everything, we're still here. `hong({eyes:"suspect"});` {{if _.INJURED}} h: You seem pretty calm considering we just had a near-death experience. {{/if}} {{if !_.INJURED}} h: You seem pretty calm considering we just had a *near*-near-death experience. {{/if}} ``` hong({eyes:"normal"}); bb({eyes:"annoyed_d", mouth:"narrow"}); ``` b: Well, it makes everything else less scary in comparison. It's also got me thinking. `bb({eyes:"normal", mouth:"normal"});` b: If me fighting you sucks, because it doesn't protect you... h: But me fighting you *also* sucks, because it just makes you yell louder... `bb({eyes:"normal_r"})` b: Then maybe... `bb({eyes:"normal"})` h: Maybe we don't have to fight. ``` Game.FORCE_CANT_SKIP = true; Game.clearText(); ``` (...301) `publish("smash",[0]);` (...2001) ``` publish("smash",[1]); sfx("smash_glass"); ``` (...2601) ``` publish("smash",[2]); bb({eyes:"normal", mouth:"normal"}); hong({eyes:"normal", mouth:"normal"}); ``` (...2001) `Game.FORCE_CANT_SKIP = false;` (#act4b_2) # act4b_2 ``` music('dontfight',{fade:5, volume:0.6}); bb({eyes:"annoyed_d"}); ``` b: I'm not a Big Bad Wolf. But I'm not a guard-wolf either. `bb({eyes:"sad_d"})` b: I'm a battered shelter dog. `bb({eyes:"sad"})` b: We've been through rough stuff. Maybe trauma or neglect. That's why I sometimes over-react and go: ``` sfx("yaps", {volume:0.6}); bb({body:"yap_1"}); Game.FORCE_CANT_SKIP = true; Game.WORDS_HEIGHT_BOTTOM = 215; Game.FORCE_TEXT_DURATION = 90; Game.FORCE_NO_VOICE = true; ``` b: YAP YAP YAP YAP YAP (...1884) ``` Game.WORDS_HEIGHT_BOTTOM = -1; Game.FORCE_CANT_SKIP = false; bb({body:"normal", mouth:"scream", eyes:"scream_sad"}); ``` b: But I don't *want* to be a cowardly dog! I want to protect you! I want to be a good dog! `bb({eyes:"sad", mouth:"normal"});` b: Human... will you help tame this wolf? `hong({eyes:"sad"})` h: I... I'll try. `hong({eyes:"normal_l", body:"chin", mouth:"narrow"})` h: Okay. Healthy relationship with emotions. Relationships need communication. So, let's communicate. `hong({eyes:"normal", body:"hands_1", mouth:"normal"})` h: The next five minutes are going to sound super cheesy, but let's fake it 'til we make it. ``` hong({body:"hands_2", mouth:"normal"}); ``` h: Dear inner wolf... how are *you* feeling? n2: TOTAL FEARS USED: n2: *HARMED* {{_.attack_harm_total}}, *UNLOVED* {{_.attack_alone_total}}, *BAD PERSON* {{_.attack_bad_total}} n2: WHAT FEAR DO YOU WANT TO TALK ABOUT FIRST? (YOU CAN DO THE OTHERS LATER) ``` _.a4_fears_discussed = 0; _.num_thanks = 0; hong({body:"normal"}); bb({eyes:"normal"}); ``` [I'm scared we'll be harmed.](#act4_harm) [I'm scared we'll be alone.](#act4_alone) [I'm scared we're bad people.](#act4_bad) # act4_harm ``` _.a4_talked_about_harm = true; _.a4_fears_discussed += 1; ``` `bb({eyes:"normal_d"})` b: I want to protect your need for physical safety, `bb({eyes:"sad_d"})` b: But the *whole world* seems so dangerous. So full of tragedy and evil. `bb({eyes:"sad"})` {{if _.a4_fears_discussed==1}} b: I dunno, enough of *me* choosing what to say next. What do *you* say, human? {{/if}} {{if _.a4_fears_discussed==2}} b: Again, back to you, human. What do you think? {{/if}} {{if _.a4_fears_discussed==3}} b: More thoughts, human? {{/if}} `Game.OVERRIDE_CHOICE_SPEAKER = "h"` [You're right. So let's protect ourselves.](#act4_harm_skills) [Let's expose ourselves to *more* danger.](#act4_harm_exposure) [Thank you.](#act4_thanks) `_.thanks_for = "physical safety";` # act4_harm_skills `bb({eyes:"look_down", body:"paw"})` b: But... how? I have fangs and claws, but I'm just a metaphor. ``` bb({ body:"normal", eyes:"normal" }); hong({ body:"one_up", eyes:"surprise" }); ``` h: We could learn self-defense? Join a community that protects each other? Improve our general health & personal boundaries? ``` bb({ eyes:"annoyed_r" }); hong({ body:"normal", eyes:"normal" }); ``` b: Maybe, but... [Where do we even start?](#act4_harm_skills_start) [What if they still don't work?](#act4_harm_skills_work) [What if we go overboard on "safety"?](#act4_harm_skills_overboard) # act4_harm_skills_start `bb({ eyes:"sad_d" })` b: There's so much to do, so much we need to fix about ourselves. What do we even *begin* with? `hong({ body:"shrug", eyes:"surprise" })` h: We're beginning right now. `bb({ eyes:"normal", mouth:"narrow" })` b: Eh? ``` bb({ body:"normal", mouth:"normal" }); hong({ body:"normal", mouth:"normal", eyes:"normal"}); ``` h: We're practicing good communication right now. Which will help us detect danger better, with fewer false positives, `hong({ eyes:"surprise" });` h: And *that* will help protect us from harm! `hong({ eyes:"normal", mouth:"normal" });` h: Therefore: this *is* self-defense training. `bb({ eyes:"normal_r" })` b: Huh. I was expecting more of this: ``` Game.FORCE_CANT_SKIP = true; Game.clearText(); hong({ eyes:"sad", mouth:"smile" }); bb({ body:"karate_1" }); sfx("hiya"); ``` (...1001) `Game.FORCE_CANT_SKIP = false;` (#act4_something_else) # act4_harm_skills_work `bb({ eyes:"normal" });` h: True, there's no way to 100% protect ourselves... `hong({ body:"one_up" });` h: But even a 1% improvement is still worth something, right? ``` bb({ eyes:"annoyed" }); hong({ normal:"one_up" }); ``` b: You're seeing the glass as not 99% empty, but 1% full? `bb({ eyes:"normal" });` h: Which is still worth something if you're stranded in the desert. `bb({ eyes:"closed" });` b: Well. Bottoms up, then. (#act4_something_else) # act4_harm_skills_overboard `bb({ body:"chest", eyes:"annoyed" })` b: I mean, the whole reason you ignored my warnings was because *I* went overboard with safety! `bb({ body:"normal", eyes:"normal" })` h: Naw, you're right. We would want to do safety in moderation. Everything in moderation. `bb({ eyes:"suspect" })` b: Sorry, *EVERYTHING* in moderation? `hong({ eyes:"annoyed" })` h: *A moderate number of things* in moderation. ``` bb({ eyes:"closed" }); hong({ eyes:"normal" }); ``` b: Thank you for making your statements recursively self-consistent. (#act4_something_else) # act4_harm_exposure `bb({ mouth:"scream_talk", eyes:"scream", MOUTH_LOCK:true });` b: *WHAT* ``` bb({ mouth:"narrow", eyes:"suspect" }); hong({ body:"one_up" }); ``` h: I mean, let's say a dog is scared of thunder. `hong({ body:"hands_1" });` h: One trick trainers use is to play a recording of thunder at a low volume, then give the dog a treat for staying calm. `hong({ body:"hands_2" });` h: Over several days, the trainer raises the volume bit by bit, until the dog has overcome their fear of thunder. ``` hong({ body:"normal", eyes:"surprise" }); bb({ mouth:"normal", eyes:"normal" }); ``` h: It's called exposure therapy! `hong({ body:"point", eyes:"normal" });` h: Since you're a dog, it should work for you too, right? All mammals have the same fight-or-flight response. `hong({ body:"normal" });` [What if we desensitize *too* much?](#act4_harm_exposure_overboard) [What if we're exposed to *real* danger?](#act4_harm_exposure_hurt) [I'm a wolf, not a dog.](#act4_harm_exposure_dog) `bb({ eyes:"suspect" })` # act4_harm_exposure_dog h: And I'll show you kindness and patience 'til you're domesticated into a cute lil' puppy. `bb({ MOUTH_LOCK:true })` b: ... `bb({ eyes:"sad", mouth:"smile" })` b: D'aw. (#act4_something_else) # act4_harm_exposure_overboard `bb({ eyes:"annoyed" })` b: We *just* saw what happens if you shut down your fear – you put yourself in *actually* dangerous situations. `bb({ eyes:"angry_r", body:"one_up" })` b: Besides, won't *too* much desensitization turn us into psychopaths? `bb({ mouth:"scream", eyes:"scream", body:"two_up" })` b: Soon we'll give ourselves treats while watching snuff murder porn! `hong({ eyes:"annoyed" })` h: I... think there's a line between that and the thunder. `bb({ body:"normal", mouth:"normal", eyes:"suspect" })` b: But exactly *where*, human? *Where?!* `hong({ eyes:"surprise", body:"one_up" })` h: I don't know. But *you* can help me! `hong({ eyes:"normal", body:"normal" })` h: Working and negotiating with you, we'll draw that line. `bb({ body:"paw", mouth:"narrow", eyes:"closed" })` b: Okay. But I've got no opposable thumbs, so you have to do the drawing. (#act4_something_else) # act4_harm_exposure_hurt `bb({ body:"two_up", eyes:"angry_r" })` {{if _.INJURED}} b: For example: we jumped off a freaking *roof!* {{/if}} {{if !_.INJURED}} b: For example: we almost jumped off a freaking *roof!* {{/if}} ``` hong({ eyes:"annoyed" }); bb({ body:"normal", eyes:"annoyed" }); ``` h: Nah you're right. One *can* go too far. `hong({ eyes:"normal" });` h: But that's why, if we do exposure therapy, we'll start small, and make small steps upward. h: Just before we hit *actual* danger, we stop. `bb({ eyes:"annoyed_r", mouth:"narrow" });` b: Yeah I draw the line between hearing loud thunder, and standing in a storm with a tall pointy hat. (#act4_something_else) # act4_thanks `_.num_thanks += 1` {{if _.num_thanks==1}} (#act4_thanks_1) {{/if}} {{if _.num_thanks==2}} (#act4_thanks_2) {{/if}} {{if _.num_thanks==3}} (#act4_thanks_3) {{/if}} # act4_thanks_1 `bb({ MOUTH_LOCK:true })` b: ... `bb({ eyes:"annoyed" })` b: Wait, no arguments for or against what I'm feeling? Just... "thank you"? `hong({ eyes:"surprise", body:"shrug" })` h: Yeah! Thank you for showing your concern for my {{_.thanks_for}}. ``` bb({ eyes:"closed_annoyed", MOUTH_LOCK:true }); hong({ eyes:"normal", body:"normal" }); ``` b: ... h: You okay? `bb({ eyes:"super_sad", mouth:"narrow" });` b: You've never said *thank you* to me before. `hong({ mouth:"smile" });` h: Aw you big fuzzy-wuzzy panic-wolf. (#act4_something_else) # act4_thanks_2 h: Even if you over-react, I appreciate you looking out for my {{_.thanks_for}}. `bb({ eyes:"annoyed" })` b: Wait... you're not just repeating "thank you" to avoid actually talking about these fears, are you? ``` bb({ eyes:"normal" }); hong({ eyes:"annoyed", body:"chin" }); ``` h: Well, stuff's complicated, and I don't always have answers ready. `hong({ eyes:"annoyed_l", body:"one_up" })` h: It's not like life gives you a list of 3 pre-made dialogue responses. `hong({ eyes:"normal", mouth:"smile", body:"normal" })` h: But for now, at least I can at least say thanks. b: Well, thank you too, for listening to me patiently. `bb({ eyes:"closed" });` b: You small hairless flesh-mammal. (#act4_something_else) # act4_thanks_3 h: Even if your yapping scares me, you're simply trying to protect my {{_.thanks_for}}. `bb({ eyes:"smile_r" });` b: Okay, if you keep flattering me like this, the internet's gonna get some weird ideas about us. ``` bb({ eyes:"smile" }); hong({ eyes:"annoyed" }); ``` h: C'mon, I'm just a vulnerable college-age kid and you're a big, scary wolf. What's the worst that cou-- `hong({ eyes:"normal", body:"point" });` h: Actually, do not answer that. (#act4_something_else) # act4_alone ``` _.a4_talked_about_alone = true; _.a4_fears_discussed += 1; ``` `bb({ eyes:"sad_d" });` b: I want to make sure you fulfil that deep, human need to belong... `bb({ eyes:"sad_u" });` b: But I worry that if anyone ever knew us – the *real* us – we'd scare them all away. `bb({ eyes:"sad" });` {{if _.a4_fears_discussed==1}} b: I dunno, enough of *me* choosing what to say next. What do *you* say, human? {{/if}} {{if _.a4_fears_discussed==2}} b: Again, back to you, human. What do you think? {{/if}} {{if _.a4_fears_discussed==3}} b: More thoughts, human? {{/if}} `Game.OVERRIDE_CHOICE_SPEAKER = "h"` [I agree: let's work on our social life.](#act4_alone_skills) [I think people like us. Let's find out?](#act4_alone_experiment) [Thank you.](#act4_thanks) `_.thanks_for = "social belonging";` # act4_alone_skills ``` bb({ eyes:"normal" }); hong({ body:"chin" }); ``` h: We could practice skills like asking questions, listening and empathizing, being open and vulnerable, etc? `hong({ eyes:"normal_l" });` h: Or make better social habits, like scheduling time with friends or regularly going to meetups? `hong({ body:"one_up" });` h: Could also learn to get more comfortable with rejection. `hong({ eyes:"normal" });` h: Or learn to know when people *aren't* rejecting us, they're just tired or have Resting ^Bitch^ Face. ``` hong({ body:"normal" }); bb({ eyes:"annoyed_r" }); ``` b: That's a lot of options. But, about "learning social skills"... [Isn't that *manipulative?*](#act4_alone_skills_manipulative) [Won't that make us *easier to manipulate?*](#act4_alone_skills_manipulated) [What if we still fail?](#act4_alone_skills_fail) # act4_alone_skills_manipulative `bb({ eyes:"suspect" });` b: Aren't serial killers who can read their victims' emotions great at "empathy"? `bb({ eyes:"annoyed" });` b: Didn't Charles Manson win friends and influence people? `hong({ eyes:"annoyed", body:"chin" });` h: No, you're right. h: "Social skills" mean nothing if we don't genuinely care *for* people. `hong({ body:"normal" });` h: Basically, just don't be a ^dick^. `bb({ eyes:"annoyed", mouth:"smile" });` b: That's a motivational poster caption right there. `hong({ body:"shrug", mouth:"narrow" });` h: “Don't Be A ^Dick^™” (#act4_something_else) # act4_alone_skills_manipulated `bb({ eyes:"angry" })` b: We'll become a Welcome doormat, saying Please and Thank You as people wipe their feet on us! `bb({ mouth:"scream", eyes:"scream" })` b: We'll kiss so much butt, it'll look like we're wearing brown lipstick! ``` bb({ mouth:"normal", eyes:"normal" }); hong( body:"chin" }); ``` h: Nah, you're right. "Social skills" can't be just about pleasing others, it's also got to be about setting *boundaries.* `hong( body:"one_up" });` h: We can't invite others into our home, if we have no walls to hold up our home. ``` hong( eyes:"angry", mouth:"narrow" }); bb( eyes:"annoyed", mouth:"smile" }); ``` h: Also... re: that lipstick mental image... *ew??* (#act4_something_else) # act4_alone_skills_fail `bb({ eyes:"annoyed" });` h: We might fail. Actually, we *will* fail. ``` bb({ eyes:"normal" }); hong({ eyes:"surprise", body:"shrug" }); ``` h: And that's fine! Failing is how anyone learns anything new at first! `hong({ body:"normal", eyes:"normal" });` h: So let's fail forward together, yeah? `bb({ eyes:"normal_r" });` b: Sure, I guess... worst-case scenario, we can just skip town and get a new identity. `bb({ eyes:"normal" });` h: Yeah I think that only costs two bitcoins these days. (#act4_something_else) # act4_alone_experiment ``` hong({ body:"one_up" }); bb({ eyes:"normal" }); ``` h: We could try some experiments! `hong({ body:"chin" });` h: We could ping a friend to hang out, reconnect with an old pal, or even just chat with a barista. `hong({ body:"normal" });` h: I think we may find we're more likeable than we suspect. `bb({ eyes:"annoyed" });` [What if these are small, cheap "wins"?](#act4_alone_experiment_cheap) [What if this is a burden to others?](#act4_alone_experiment_burden) [But small talk isn't the *real* us!](#act4_alone_experiment_real_us) # act4_alone_experiment_real_us `bb({ eyes:"sad" });` b: If we put on a shallow smile, we'll never really connect with anyone, `bb({ eyes:"super_sad" });` b: *But* if we open up, other people will see all our messed-up insides! `hong({body:"chin", mouth:"narrow", MOUTH_LOCK:true})` h: ... ``` hong({body:"normal", mouth:"normal"}); bb({eyes:"normal"}); ``` h: Roll over. b: What. `hong({body:"hands_1"})` h: When dogs want to show love and trust, they make themselves vulnerable by exposing their belly. `hong({body:"one_up"})` h: Maybe we're not *yet* secure enough to be too vulnerable, but with enough training, `hong({body:"normal", eyes:"surprise"})` h: One day we can show people the real us – all messed-up, all human. ``` hong({eyes:"normal"}); bb({ eyes:"super_sad", mouth:"smile", body:"chest" }); ``` b: I'll roll over if you give me a treat. `bb({ eyes:"normal", mouth:"normal" });` h: No. (#act4_something_else) # act4_alone_experiment_cheap b: Saying "hi" to the barista isn't exactly gold-medal performance in the Social Butterfly Olympics. ``` hong({ body:"point", eyes:"surprise" }); bb({ eyes:"normal" }); ``` h: It is for *us!* `hong({ body:"one_up", eyes:"annoyed" });` h: In the social arena, we're not even featherweight class, we're like... quark-weight. `hong({ body:"normal", eyes:"normal" });` h: If we have to start with small, cheap wins, so be it. Gotta climb the 1st step before the 1000th step. b: Yeah! Maybe after saying "Hi", we can advance to saying... `bb({ body:"two_up", mouth:"smile", eyes:"smile_u" });` b: *"How are you?"* `hong({ body:"shrug", mouth:"smile", eyes:"surprise_l" });` h: *"Not much!"* (#act4_something_else) # act4_alone_experiment_burden `bb({ eyes:"suspect_r" })` b: Maybe the barista just wants to make some dang coffee, not be an *experiment* to see if our social skills suck. `bb({ eyes:"annoyed" })` h: Well, if it turns out we *are* being a burden... ``` hong({ eyes:"surprise" }); bb({ eyes:"normal" }); ``` h: That's good to know, too! `hong({ eyes:"normal" });` h: We can then learn how to pro-actively ask people what they're comfortable with, to know and respect others' boundaries. ``` hong({ eyes:"annoyed_l", mouth:"narrow" }); bb({ eyes:"annoyed", mouth:"smile" }); ``` h: Y'know, all that "inter-personal skills" ^crap^ we see in counselor brochures. (#act4_something_else) # act4_bad ``` _.a4_talked_about_bad = true; _.a4_fears_discussed += 1; ``` `bb({ eyes:"annoyed_r" })` b: I want to defend your moral needs, that drive to become a better person, `bb({ eyes:"sad_d" })` b: But it just feels like deep down, we're so fundamentally... broken. `bb({ body:"two_up", eyes:"angry" })` {{if _.INJURED}} b: And don't tell me we're *not* messed up. We jumped off a *roof*. {{/if}} {{if !_.INJURED}} b: And don't tell me we're *not* messed up. We almost jumped off a *roof*. {{/if}} `bb({ body:"normal", eyes:"sad" })` {{if _.a4_fears_discussed==1}} b: I dunno, enough of *me* choosing what to say next. What do *you* say, human? {{/if}} {{if _.a4_fears_discussed==2}} b: Again, back to you, human. What do you think? {{/if}} {{if _.a4_fears_discussed==3}} b: More thoughts, human? {{/if}} `Game.OVERRIDE_CHOICE_SPEAKER = "h"` [So we're broken. Let's fix us.](#act4_bad_fix) [So we're broken. Let's accept it.](#act4_bad_accept) [Thank you.](#act4_thanks) `_.thanks_for = "moral well-being";` # act4_bad_fix ``` bb({eyes:"normal"}); hong({body:"chin"}); ``` h: We could slowly build better habits, get our life more in line with what we value, `hong({body:"one_up"});` h: And if needed, we could get professional help – a therapist or counsellor. `hong({body:"normal"});` h: There's ways to fix us. [What if we can't fix it all?](#act4_bad_fix_cant) [What if we fix *too* much?](#act4_bad_fix_too_much) [We can't afford professional help.](#act4_bad_fix_afford) # act4_bad_fix_cant `hong({eyes:"annoyed"});` h: Nah, I guess you're right. h: We can't fix it all. `bb({mouth:"scream", eyes:"scream_sad"});` b: Ahhh I knew it we'll always be broken! `hong({eyes:"surprise"});` h: But we can at least be *less* broken. ``` bb({mouth:"normal", eyes:"annoyed"}); hong({eyes:"sad", mouth:"smile"}); ``` h: Scars heal with time, but they never go away. And that's okay. `bb({eyes:"annoyed_r"});` b: I guess. Besides, ``` Game.FORCE_TEXT_Y = 460; Game.clearText(); publish("act4-sexy", [true]); ``` b: Scars are *sexy.* ``` Game.FORCE_TEXT_Y = -1; Game.clearText(); publish("act4-sexy", [false]); bb({body:"chest", mouth:"smile_talk", MOUTH_LOCK:true, eyes:"sexy"}, 0); hong({eyes:"normal", mouth:"normal"}, 0); ``` h: Please do not do that. (#act4_something_else) # act4_bad_fix_too_much `bb({ eyes:"angry_d" })` b: This feels sick to admit, but... some part of me *wants* to have this disorder. `bb({ eyes:"angry" })` b: I mean, without it, won't we be *boring?* `bb({ eyes:"sad_r", body:"one_up" })` b: Without the disorder, won't our art become stale and bland? `bb({ eyes:"sad_u", body:"two_up" })` b: Without the disorder, won't we be unable to connect with our friends who have the disorder? `bb({ eyes:"sad", body:"chest" })` b: If we're ever content with life, won't we stop driving ourselves to do great things? `hong({ MOUTH_LOCK:true })` h: ... h: If we even fear... "running out of fears"... h: I don't think we're gonna run out of fears. `bb({ eyes:"smile_u", body:"normal", mouth:"smile" })` b: Oh, yeah! Whew! What a relief! (#act4_something_else) # act4_bad_fix_afford `bb({ body:"one_up", eyes:"sexy", mouth:"normal" })` b: "Doc, I'm anxious that I'm paying $100/hr just to hear you ask *how does that make you feel?*" `bb({ body:"paw", eyes:"closed", mouth:"narrow" })` b: "Mm-hmm. And how does that make you feel?" ``` bb({ body:"normal", eyes:"normal", mouth:"normal" }); hong({ eyes:"sad" }); ``` h: Nah, that's a totally reasonable worry. `hong({ eyes:"annoyed", mouth:"sad" });` h: And it genuinely sucks that mental healthcare isn't affordable for lots of folks. `hong({ eyes:"normal", mouth:"normal" });` h: Still, there are some cheap or free options: `hong({ body:"chin" })` h: Support groups, online therapy, student/non-profit health centers... `hong({ body:"hands_1" })` h: Building habits like meditation, sleeping well, chatting regularly with friends, learning new things... `hong({ body:"hands_2" })` h: Going to a library to borrow workbooks for evidence-based psychotherapies... `hong({ body:"one_up" })` h: There's a full list of resources at the end of this game! ``` hong({ body:"normal" }); bb({ eyes:"annoyed", mouth:"narrow" }); ``` b: Well *that* fourth wall didn't last long. `hong({ body:"point" });` h: Some things are more important than narrative convention. Such as mental health. (#act4_something_else) # act4_bad_accept ``` bb({ eyes:"normal" }); hong({ eyes:"normal_l", body:"one_up", mouth:"narrow" }); ``` h: I mean, that's what therapists say right? Accept all your emotions, even the negative ones? ``` bb({ eyes:"annoyed" }); hong({ eyes:"normal", body:"normal", mouth:"normal" }); ``` b: Wait. ["Accept" as in *give up*?](#act4_bad_accept_give_up) ["Accept" as in *approve*?](#act4_bad_accept_approve) ["Accept" as in *take literally*?](#act4_bad_accept_literally) # act4_bad_accept_give_up `bb({ eyes:"angry", body:"one_up" });` b: Do you think Martin Luther King would've said, "Shucks we can't sit in the front of the bus, let's just *accept* it?" `bb({ eyes:"angry_r", body:"two_up" });` b: Why does the Self-Help Industrial Complex think waving the white flag is some *profound wisdom?* `bb({ eyes:"annoyed", body:"normal" });` h: I think therapists mean "accept" bad things as in: acknowledging they exist and are hard to change, h: But not necessarily giving up a commitment to change. `bb({ eyes:"suspect" });` b: Then therapists should say *acknowledge*, not *accept*. `hong({ body:"chin", eyes:"annoyed" });` h: Yeah come to think of it, "accept" is kinda confusing. `bb({ eyes:"closed", mouth:"narrow" });` b: Well, I *acknowledge* that. (#act4_something_else) # act4_bad_accept_approve `bb({ eyes:"angry" });` b: Like it's *good* that we're broken or something? No! `bb({ eyes:"angry_r", body:"one_up" });` b: All those dang Hollywood screenwriters who romanticize mental illness are full of crud! `bb({ eyes:"angry", body:"two_up" });` b: Having a mental disorder *sucks!* It robs people of *lives!* Why should we "accept" that?! `bb({ body:"normal" });` h: I think therapists mean "accept" our emotions as in: be patient with them. ``` hong({ body:"one_up" }); bb({ eyes:"normal" }); ``` h: Like how struggling in quicksand makes you sink faster, and the solution is to patiently lie flat, `hong({ eyes:"surprise" });` {{if _.INJURED}} h: Fighting against you, my fear, lead me to jump off a roof. {{/if}} {{if !_.INJURED}} h: Fighting against you, my fear, almost lead me to jump off a roof. {{/if}} `hong({ body:"normal", eyes:"normal" });` h: Instead, the solution is to do what we're doing now – not to fight, but to patiently be with each other. `bb({ eyes:"annoyed" });` b: Then they should say *that* instead of some problematic word like "accept". `hong({ body:"chin", eyes:"annoyed" });` h: Yeah come to think of it, "accept" kind of sucks. `bb({ eyes:"closed_annoyed", mouth:"narrow" });` b: I do not accept "accept". (#act4_something_else) # act4_bad_accept_literally `bb({ eyes:"sad", body:"one_up" });` b: But we already *know* you shouldn't take me literally! `bb({ eyes:"sad_u", body:"two_up" });` b: The whole *problem* is that I want to help you, but I suck at using words to do so! `bb({ eyes:"sad", body:"normal" });` h: I think therapists mean "accept" your emotions as in: "don't fight or ignore them." `hong({ eyes:"surprise", body:"one_up" });` h: To listen to you, work *with* you, but not take what you say as 100% literal truth. ``` hong({ eyes:"normal", body:"normal" }); bb({ eyes:"annoyed", mouth:"normal" });` ``` b: Then therapists should say *that* instead of some vague confusing word like "accept". `hong({ body:"chin", eyes:"annoyed" });` h: I guess they suck at using words, too. (#act4_something_else) # act4_something_else ``` bb({ body:"normal", mouth:"normal", eyes:"normal" }); hong({ body:"normal", mouth:"normal", eyes:"normal" }); ``` {{if _.a4_fears_discussed==1}} h: Anyway, anything else you wanna chat about? {{/if}} {{if _.a4_fears_discussed==2}} h: So, anything else on your heavy heart? {{/if}} {{if _.a4_fears_discussed==3}} (#act4_something_else_2) {{/if}} {{if _.a4_talked_about_harm!=true}} [I'm scared we'll be harmed.](#act4_harm) {{/if}} {{if _.a4_talked_about_alone!=true}} [I'm scared we'll be alone.](#act4_alone) {{/if}} {{if _.a4_talked_about_bad!=true}} [I'm scared we're bad people.](#act4_bad) {{/if}} [Nah, I'm good for now.](#act4c_prelude) # act4_something_else_2 h: Okay, I think we've talked about all our fears now. b: Yes, there are only three fears. h: Yup, exactly three. b: Convenient. (#act4c) # act4c_prelude h: Good chat, team. (#act4c) # act4c ``` Game.clearText(); music(null,{fade:3}); bb({body:"normal", eyes:"normal", mouth:"normal", MOUTH_LOCK:true},0); hong({body:"normal", eyes:"normal", mouth:"normal"},0); ``` b: ... `hong({MOUTH_LOCK:true},0)` h: ... `bb({eyes:"annoyed_d"})` b: This isn't some *game*, you know. `bb({eyes:"angry_d", body:"one_up"})` b: Building a healthy relationship with your emotions isn't as simple as clicking buttons on a screen. `bb({eyes:"sad", body:"normal"})` b: *Can* we really get along? b: *Can* we work together, as a team? `hong({eyes:"sad", body:"one_up"})` h: Well, ``` hong({eyes:"surprise_l"}); bb({eyes:"normal"}); ``` a: E-excuse me... ``` Game.clearText(); publish("act4-in-2"); music('campus', {volume:0.5, fade:1}); ``` (...2101) (#act4d) # act4d `Game.WORDS_HEIGHT_BOTTOM = 221;` `publish("act4", ["alshire", 0]);` a: W-wo-would you mind if I sat with you for lunch? `publish("act4", ["alshire", 1]);` {{if _.TOP_FEAR=="harm"}} s: *This* is your crush? Why are they sitting alone like a psycho serial killer? {{/if}} {{if _.TOP_FEAR=="alone"}} s: Asking your crush if you can sit with them? Do you know how *needy* we sound?! {{/if}} {{if _.TOP_FEAR=="bad"}} s: *This* is your crush? We interrupted their peace and quiet! We're such a burden! {{/if}} `publish("act4", ["alshire", 2]);` a: I- I mean- it's, it's okay if not, I just... `publish("act4", ["alshire", 3]);` `Game.OVERRIDE_CHOICE_SPEAKER = "h2"` [Wait, didn't I see you at the party?](#act4d_recognition) `publish("act4", ["hong_to_alshire",1])` [Yeah, of course! Come here.](#act4d_yes) `publish("act4", ["hong_to_alshire",2])` [Sorry, I need alone time right now.](#act4d_no) `publish("act4", ["hong_to_alshire",8])` # act4d_recognition `publish("act4", ["hong_to_alshire",2]);` h2: Yeah you were on the couch! At the first party I went to... `publish("act4", ["hong_to_alshire",10]);` {{if _.a2_ending=="fight"}} h2: Where I had that panic attack and punched the host. {{/if}} {{if _.a2_ending=="flight"}} h2: Where I had that panic attack and ran out crying. {{/if}} ``` publish("act4", ["hong_to_alshire", 0]); publish("act4", ["bb_to_alshire", _.INJURED ? 3 : 1]); ``` b: Hang on human, we may be making them uncomfortable. ``` publish("act4", ["hong_to_alshire", 3]); publish("act4", ["bb_to_alshire", _.INJURED ? 2 : 0]); ``` h2: Ah, I don't mean to put you on the spot! `publish("act4", ["hong_to_alshire",4]);` h2: Just remembering a friendly face, is all. ``` publish("act4", ["hong_to_alshire",5]); publish("act4", ["alshire", 4]); ``` {{if _.TOP_FEAR=="harm"}} s: AHHHHH I KNEW IT! THEY'RE A DANGEROUS PANIC-DRIVEN PSYCHO! {{/if}} {{if _.TOP_FEAR=="alone"}} s: AAHHH THE FIRST IMPRESSION WE MADE WAS "WITNESSED MY TRAUMA"! THAT MEANS THEY HATE US! {{/if}} {{if _.TOP_FEAR=="bad"}} s: AAAHHH WE MADE SOMEONE REMEMBER A TRAUMATIC EVENT. OUR MERE PRESENCE HURTS OTHERS. {{/if}} (#act4e) # act4d_yes ``` publish("act4", ["hong_to_alshire", 5]); publish("act4", ["bb_to_alshire", _.INJURED ? 3 : 1]); ``` b: Hang on human, they seem uncomfortable. ``` publish("act4", ["hong_to_alshire", 6]); publish("act4", ["bb_to_alshire", _.INJURED ? 2 : 0]); ``` h2: Ah, no pressure of course! `publish("act4", ["hong_to_alshire", 4]);` h2: Just saying, you can sit here if you want to. ``` publish("act4", ["hong_to_alshire", 5]); publish("act4", ["alshire", 4]); ``` {{if _.TOP_FEAR=="harm"}} s: THEY'RE BEING *TOO* FRIENDLY! LIKE TED BUNDY, THE SERIAL KILLER! {{/if}} {{if _.TOP_FEAR=="alone"}} s: THEY'RE JUST ACTING NICE! NO ONE *REALLY* WANTS TO BE CLOSE TO US! {{/if}} {{if _.TOP_FEAR=="bad"}} s: AHHH WE ALWAYS MAKE OTHERS FEEL AWKWARD! WE'RE A STAIN UPON THE EARTH! {{/if}} (#act4e) # act4d_no ``` publish("act4", ["hong_to_alshire", 9]); publish("act4", ["bb_to_alshire", _.INJURED ? 3 : 1]); ``` b: Hang on human, we may be making them uncomfortable. ``` publish("act4", ["hong_to_alshire", 3]); publish("act4", ["bb_to_alshire", _.INJURED ? 2 : 0]); ``` h2: Ah, I don't mean to be rude! `publish("act4", ["hong_to_alshire", 6]);` h2: I just need some time to process my emotions. Please don't take it as a personal rejection. ``` publish("act4", ["hong_to_alshire", 7]); publish("act4", ["alshire", 4]); ``` {{if _.TOP_FEAR=="harm"}} s: WHAT SICK, TWISTED THOUGHTS ARE THEY PROCESSING?! WHAT DARK DESIRES FILL THIS PSYCHO'S HEART?! {{/if}} {{if _.TOP_FEAR=="alone"}} s: WE'VE BEEN PERSONALLY REJECTED! WE'LL NEVER BE LOVED! {{/if}} {{if _.TOP_FEAR=="bad"}} s: WE INTERRUPTED THEIR EMOTIONAL PROCESSING! NOW THEY'LL BE TRAUMATIZED FOREVER AND IT'S ALL OUR FAULT! {{/if}} (#act4e) # act4e ``` Game.WORDS_HEIGHT_BOTTOM = 195; publish("act4", ["alshire", 6]); ``` s: RUN RUN RUN RUN RUN RUN RUN RUN RUN RUN RUN RUN RUN RUN RUN ``` Game.clearText(); publish("act4", ["hong_to_alshire", 0]); publish("act4", ["alshire", 10]); sfx("pop"); ``` (...1001) ``` publish("act4", ["alshire", 11]); sfx("alshire_run"); ``` (...2601) ``` publish("act4-out-3"); Game.WORDS_HEIGHT_BOTTOM = -1; /* reset */ ``` (...1201) `publish("act4-jumpcut-hong");` h: Huh. That was weird. I wonder what was going on in their head. `publish("act4", ["hong_closer", 2]);` h: Anyway, you were saying? ``` publish("act4", ["hong_closer", 1]); publish("act4", ["bb_closer", 6]); ``` b: Uh, I forget? Something about teams and work? ``` publish("act4", ["bb_closer", 0]); publish("act4", ["hong_closer", 3]); ``` h: ¯\_(ツ)_/¯ ``` publish("act4", ["hong_closer", 1]); publish("act4", ["bb_closer", 4]); ``` b: They say you should "make peace" with your emotions, as if your emotions are *war criminals*. `publish("act4", ["bb_closer", 7]);` b: But I want us to make *more* than mere peace! I want us to be *allies!* `publish("act4", ["bb_closer", 3]);` b: I want to be a good guard-dog. Just like how hunger & thirst are alarms for your physical needs, `publish("act4", ["bb_closer", 8]);` b: I want to be the alarm for your *psychological* needs – your needs for safety, belonging, goodness. `publish("act4", ["bb_closer", 1]);` b: But... I suck at my job, so I need you to train me. `publish("act4", ["bb_closer", 4]);` b: I'm not "always valid," nor "always irrational." I'm just... trying my best. So, please, `publish("act4", ["bb_closer", 30]);` b: Help me help you! `publish("act4", ["bb_closer", 6]);` b: Though, teaching an old dog new tricks *will* take a while. Maybe *years.* `publish("act4", ["bb_closer", 3]);` b: And sometimes I'll relapse, I'll slip into my old habits. `publish("act4", ["bb_closer", 2]);` b: I'll bark at shadows. I'll scare you with words. I might even show you some intrusive images of... things. `publish("act4", ["bb_closer", 9]);` b: I'm sorry! I'm a battered shelter dog! Battered dogs poop on your bed sometimes! `publish("act4", ["bb_closer", 4]);` b: But if you're patient with me... and just stay and sit with me... `publish("act4", ["bb_closer", 8]);` b: Maybe you can tame this wolf. `publish("act4", ["bb_closer", 0]);` `Game.clearText();` (...1000) `Game.OVERRIDE_CHOICE_SPEAKER = "h"` [Good dog.](#act4f-pat-bb) `Game.OVERRIDE_CHOICE_SPEAKER = "h"; publish("act4", ["hong_closer", 2]);` `Game.OVERRIDE_CHOICE_SPEAKER = "b"` [Good human.](#act4f-pat-hong) `Game.OVERRIDE_CHOICE_SPEAKER = "b"; publish("act4", ["bb_closer", 8]);` # act4f-pat-hong ``` Game.clearText(); publish("hide_tabs"); Game.FORCE_CANT_SKIP = true; music(null,{fade:0.5}); sfx("youbothwin"); ``` ``` publish("act4", ["hong_closer", 4]); publish("act4", ["bb_closer", 13]); ``` (...501) `publish("act4", ["bb_closer", 14]);` (...501) `publish("act4", ["bb_closer", 13]);` (...501) `publish("act4", ["bb_closer", 14]);` (...501) `publish("act4", ["bb_closer", 13]);` (...501) `publish("act4", ["bb_closer", 14]);` (...6501) `publish("act4", ["bb_closer", 15]);` (...1001) (#act4f) # act4f-pat-bb ``` Game.clearText(); publish("hide_tabs"); Game.FORCE_CANT_SKIP = true; music(null,{fade:0.5}); sfx("youbothwin"); ``` ``` publish("act4", ["hong_closer", 4]); publish("act4", ["bb_closer", 10]); ``` (...501) `publish("act4", ["bb_closer", 11]);` (...501) `publish("act4", ["bb_closer", 10]);` (...501) `publish("act4", ["bb_closer", 11]);` (...501) `publish("act4", ["bb_closer", 10]);` (...501) `publish("act4", ["bb_closer", 11]);` (...6501) `publish("act4", ["bb_closer", 12]);` (...1001) (#act4f) # act4f ``` Game.FORCE_CANT_SKIP = false; publish("act4", ["bb_closer", 16]); publish("act4", ["hong_closer", 5]); ``` {{if _.fifteencigs}} b: AAAAA YOU'RE STILL EATING ALONE FIFTEEN CIGARETTES AAAAA {{/if}} {{if _.parasite}} b: AAAAA YOU'RE STILL NOT PRODUCTIVE WHILE EATING WE'RE SOCIETY-PARASITES AAAAA {{/if}} {{if _.whitebread}} b: AAAAA YOU'RE EATING MORE WHITE BREAD AAAAA {{/if}} ``` publish("act4", ["bb_closer", 18]); publish("act4", ["hong_closer", 6]); sfx("yaps", {volume:0.6}); Game.FORCE_CANT_SKIP = true; Game.WORDS_HEIGHT_BOTTOM = 205; Game.FORCE_TEXT_DURATION = 90; Game.FORCE_NO_VOICE = true; ``` b: YAP YAP YAP YAP YAP (#credits)