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Mylo Rolfe

December 2024

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mylorolfereads: My icon on social media, a pig with a book (Default)

This entry involves a lot of thought-dumping but I felt I had to get something down, at least.

A long time ago, back when my age probably still ended in -teen, I found a recipe for Yeto's Superb Pumpkin and Goat Cheese soup on a blog called The Geeky Chef. This recipe appeared years before the "official" Nintendo version. Comments resassured me that it was very good.

But I hesitated. First of all, the recipe was supposed to take hours--my stomach is notoriously impatient. Second, it contained pumpkin and goat cheese, which, while game-accurate, was a combination of two foods I'm not really fond of.

Still, my curiosity kept returning to the soup every time I had a Zelda phase. Yesterday, after over 12 years of putting it off, I decided to make it.


Huzzah!
 
 
 As I suspected, this was a lengthy recipe--over three hours of work!--but a lot of that time is waiting for the ingredients to roast, then simmer on the stove. That meant I could get some writing work in (and goof off a little, too).

The biggest snag in the plans was the unprofessionalism of the recipe. Of course I know how to roast ingredients... now tell me which temperature to use! In this case, the back of the butternut squash bag had a suggested temperature of 375 degrees, but there were other parts of the recipe where I had to guesstimate. When you're a beginner at cooking, that's not ideal.

 

So how did it taste, you may ask? Well... subtle. Firstly, the butternut squash, which I had to use as a substitute, is a much more subdued flavor than pumpkin. Secondly, I was concerned the goat cheese would be too strong for me and my family, none of which are used to the flavor. So I used half of the recommended goat cheese and substituted muenster for the other half.

That being said, despite how mellow the flavor is, this is one seriously interesting soup. Unless you overdo the amount of stock, this is a thick cream soup with a flavor profile unlike anything I've ever eaten before. Strange, maybe. Tasty, definitely. I'm considering heating up the last of the leftovers right now.

Now for the rambling: thinking about this soup makes me realize that there aren't any foods in my own work that I've attempted to make recipes for, which is strange. For me, food is one of the things that grounds me in a universe, and as a child I was fascinated by the super-long lists of feast foods in the Redwall books in particular. Everything always sounded so good! 

I've noticed that in a lot of my more recent works I've shied away from coming up with new foods in my stories and have stuck to familiar American foods (or, rather, Americanized foods) like burgers, salad, pasta, etc. I think I'll try to change that for my next story.

Now that I think about it, I already did come up with a huel-like drink for my hero Captain Honeycomb, so maybe I'm on the track to food creativity after all.

For anyone who wants to try making this scrumptious soup, the recipe is here: www.geekychef.com/2008/12/yetos-superb-pumpkin-and-goat-cheese.html
mylorolfereads: My icon on social media, a pig with a book (Default)

After much internal debate, I think I'm going to ramble a lot about how my gaming-drenched childhood influenced the kinds of stories I write today. 

There was this fear when I was a kid that if someone played too many games, they'd lose most of their language prowess from disuse. It was a myth my parents believed firmly, despite young me gravitating towards text-dense games. To put into perspective just how much my love of reading influenced the way I played, I would walk around in Paper Mario every day for weeks with no intent of actually beating the game. I just wanted to read all of Goombario's dialogue. He had an entire paragraph of unique flavor text for every individual character and every individual segment of the map (and occasionally some of the objects, too). For a kid who loved to learn and read, Goombario just made sense. For every other player, he was probably a useless little chestnut to ignore forever as soon as Bombette joined the party.
 

Pictured: A book, in goomba form
Chatty Chestnut Child

Paper Mario had a positive impact on the way I write dialogue in my prose, and to this day I cite it as some of the most skillful dialogue writing in gaming history. But there is another game that impacted my writing in a much bigger way.

Backstory first: my earliest experiences with video games were "restricted." Mom allowed me to play games using my teenage brothers' consoles, but I had to promise not to save over their files. So, because I couldn't start my own file to see the game from the beginning, I didn't realize that some games were story based. (My earliest experience was a Pac-Man arcade machine and a few rounds of Super MarioKart...not exactly lore heavy!) 

This restricted gaming worked out well with the platformers my brothers liked to play. It was fun to hop from area to area and simply challenge yourself to beat different levels at my own pace. Donkey Kong Country quickly earned a spot in my heart.

It worked out less well with games where watching the story is necessary for experiencing the game. As a result, for a long time I thought Ocarina of Time was an open world game... lots to explore, loose plot that could be ignored most of the time. I couldn't make sense of the Temples at all. It was only when I rented a copy from Blockbuster for myself out of curiosity ("but Mylo, we have that game at home") that I discovered an entire new layer I hadn't seen before. Enamored by this new idea of stories and games combined, I'd rent Ocarina of Time every chance I could, just to see how far I could progress before returning it.

And I was awful at it. It took over two months for me to realize I had to light the spiderweb on the floor on fire to get to Gohma and I'm sure I'm forgetting other dumb stuff I did too.

Side Note: I hated this guy as a kid. Now I don't.

As you might expect, I made lots of fan art and cute little kid fan fiction about the game, even a guidebook called I Am a Kokiri. Then Majora's Mask came out, and I knew from just the first ten minutes of playing that this was going to be an adventure I'd never forget.

First off, the game started with a character undergoing an involuntary transformation into a nonhuman being. Metamorphosis in general is a fantasy trope which has fascinated me for my entire life and continues to appear in most of my work to this day. The back of the box promised even more of it, and the fact that the NPCs reacted differently to the different forms you could take was like direct shots of dopamine to my brain.

The game also revolved around masks, a mostly-cosmetic item from the first game that I was very fond of. I love masks in general, and by extension all sorts of costumes. Some of the masks looked hysterical on Link, others made him look cool, and there was nothing I wanted to do more than fill every slot on that Mask subscreen. I'm still amused by the way the "sexy" Great Fairy head looks on Links little body. 

The biggest surprise--and the most welcome one--was the elevation of the Deku. In Ocarina of Time, Deku Scrubs--which are like Octopus/Ent hybrids--were a simple projectile-spitting baddie within the Deku Tree. The Business Scrub variant (much taller!) appeared in a few hidden locations and sold overpriced items upon defeat, while Mad Scrubs (more aggressive) guarded the entrance to the Forest Temple.

I loved them from the instant I saw them thanks to their cute appearance. What captured my imagination most was that, unlike the other monsters in the game... they talked!

At some point early in my childhood--too early for me to remember exactly when--I became fascinated by "henchman" characters in cartoons. It was partly because I identified with them--they weren't pretty or "perfect" like the hero characters. They were often loudmouthed and clumsy. And they did things that got them into big trouble. (I was a troublemaker!) It was probably because of this internal identification that they seemed like "missed opportunities" storywise. I started looking at these characters differently and wanting to know... what was their culture like? How often did they train? When they weren't making trouble, what did they do all day? What kinds of foods did they eat? What games did they play? In the case of things like Koopas or Kremlings, were there enough of them to fill an entire city, or just a small village?

Tangentially related, there's a fantastically stupid episode of Chalk Zone that covers the "rigorous" training of big bad Skrawl's minions, the Beanie Boys. It even explains why they all look alike. Am I happy this content exists? You betcha.



Only five more minutes till we piss off Skrawl, ha-ha-ha-ha-ha!

Giving villainous characters any sort of three-dimensionality wasn't typically on the mind of most children's creators at the time, so I had to just make things up to quench my thirst for "minion content." With Majora's Mask, my prayers were answered for the first time!

HALLELUJIAH!

Nintendo brought me a shrubbery in the best way possible. The Deku were finally given their own agency as a race of swamp-dwellers in Termina, with their own Royal Family and even a butler with a deeply tragic secret. Not only that, Link's Deku Scrub form turned them into a playable race--completely unprecidented! This was a huge leap from the Deku's inclusion as one-and-done enemies in Ocarina of Time. I'm not sure what posessed Miyamoto and the Zelda dev crew to decide to develop such an unusual enemy into a full-blown people, but I've never once complained about it. It's a bit of a pity they've been shelved for the fan-favorite Koroks... but I like those, too.

Setting the Deku aside, many years after getting Majora's Mask I dusted it off as a teenager to try to finally beat the game. When I did, I discovered a somber story, but not one that was so bleak that it was without its humor. It touched on a lot of mature themes that I'd missed as a kid--for instance, it not only depicted the looming threat of the moon, but showed the way each character coped (or didn't cope!) as it got closer, even with a lot of blink-and-you'll-miss-it content hidden in those last five minutes. Even the "recycled" content like character models are built upon with brand new animations much livelier than the ones in Ocarina of Time, with Link's model given a huge makeover with new animations that showcase his skills as a hero carried over from his last adventure. The game is so rich in both content and story, especially in its dialogue, that I consider it Nintendo's masterpiece.


 

Majora's Mask is the kind of story I aspire to create: one that has an underlying darkness underneath all the whimsical characters and upbeat music, one that gets darker as the story progresses, and one that still has its happy ending despite it all.

I don't think I'm skilled enough to write this kind of story yet.

But I'd like to be.

So to go back to my original point, I love story-heavy games and everyone who told me I couldn't improve my storytelling by playing video games is a closed-minded dummy and that's that.

(Phew... I think I'll try to write a shorter post next time.)

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