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The ‘Puppet Girl’ of ‘A Knight of the Seven Kingdoms’ on Doing a Performance Within a Performance

The ‘Puppet Girl’ of ‘A Knight of the Seven Kingdoms’ on Doing a Performance Within a Performance

As one of the few women in the cast of A Knight of the Seven Kingdoms, Tanzyn Crawford stands out in the Game of Thrones spinoff. Her character, Tanselle, also makes a big impression on the show’s awkward hero, Dunk (Peter Claffey). Wandering around the camp that’s sprung up at the Ashford tournament, he happens to catch her performing with a puppet troupe and is instantly smitten.

Tanselle is eye-catching on her own, but the show she’s a part of is also rather arresting, involving costumes and intricately detailed props, including a fire-breathing dragon. A Knight of the Seven Kingdoms is set in a Westeros where actual dragons died out a few generations prior, after the events depicted in House of the Dragon. So the audience knows dragons once existed, but they’ve never actually seen one.

At a recent press day for A Knight of the Seven Kingdoms, io9 was part of a roundtable where Crawford was asked how the puppet shows we see in episodes one and two—and will see in future episodes—came together. The performances only get moments of screen time, but it still has the feel of a complete show that we’ve happened to catch a glimpse of, just as Dunk has.

“The choreography that we established [for] the puppet show, everybody worked out together,” Crawford said. “There were, I think, five or six people inside that dragon, controlling each wing and then the head and then the body and the tail. Everything was very large and very heavy. So that’s like—props to them. I feel like I’m getting the credit, but I didn’t do the puppet. [It’s] amazing what they did. They really brought that piece of cardboard to life. So that was really cool.”

As for Tanselle’s part in the show, Crawford carefully worked around the dragon crew. “I just tried my best to make it easy for them to fit in between the choreography,” she explained. “The other puppet shows we did, with the more human-looking stories, and of course the version where Tanselle plays the knight, we all just choreographed [them] together. Basically we planned a stage show as you would for any production; we just made sure we were facing the audience. I guess [we] had to tweak it a little bit to work for the camera, but really it just felt like we were rehearsing for a stage show.”

© Steffan Hill/HBO

A Knight of the Seven Kingdoms is focused on Dunk’s adventures, so we don’t get a ton of background on Tanselle. That’s also the case in George R.R. Martin’s source-material novella. (Her nickname does carry over from page to screen: “Tanselle Too-Tall,” an attribute that further endears her to the towering hedge knight.) But Crawford had a good grasp on the character that helped her flesh out the role.

“Her role within the troupe—I imagine that she’s a very creative person and a creative spirit,” Crawford said. “I think she gets joy from painting and from taking those quiet moments and crafting herself, which I think is why maybe the onstage part is not her favorite aspect. But [it’s] something she still enjoys; otherwise, I don’t think she would do it.”

We see a bit of shyness in her face when she’s onstage. But Tanselle is still confident in her talent and experience, Crawford said. “I do think she is a leader within this troupe, someone that’s very knowledgeable and someone that has been a part of this troupe for a long time with her uncle and her aunt.”

New episodes of A Knight of the Seven Kingdoms arrive Sundays on HBO and HBO Max.

Want more io9 news? Check out when to expect the latest Marvel, Star Wars, and Star Trek releases, what’s next for the DC Universe on film and TV, and everything you need to know about the future of Doctor Who.

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EA Sports announced it will remove all paid progression options from College Football 27‘s Dynasty and Road to Glory modes, reversing a decision that drew significant backlash from fans and content creators following the game’s launch.

In a statement posted to social media during the game’s launch week, the developer acknowledged that player feedback indicated the microtransactions “missed the mark.”

The studio said the paid options had been “added independent of deeper mode progression with the aim to give players more choice,” but conceded that “what you’ve said is that they’re not adding the value we intended.” EA said the changes would take effect the following morning, though it warned that players with existing College Point balances would lose the ability to apply them to Road to Glory or Dynasty once the features were removed, urging fans to spend their points beforehand.

Our big Guessing Game is back! Enter now for a chance to win an Apple Watch.

The reversal follows a wave of criticism after College Football 27‘s release, with fans organizing around the hashtag #CFBPlayDontPay to voice frustration over microtransactions appearing in the game’s single-player offline modes. The system allowed players to spend real money to instantly boost their coach or player’s development. For example, maxing out a coach in Dynasty from the start could cost as much as $100, more than the price of the game itself.

Compounding the frustration, EA also removed sliders that let players in College Football 25 and 26 manually adjust how much experience they earned, a feature that had let people level up faster without paying. With that option gone, spending money became the only way to speed up progression, which is what drove much of the backlash.

Notably, the statement stopped short of ruling out microtransactions from the franchise going forward. EA said its “goal for live service plans in CFB28 and beyond will be to deliver valuable features and content with greater transparency and communication” — language suggesting paid content will return in some form in next year’s edition, even as the company walks back the current game’s implementation.

#reverses #removes #microtransactions #College #Football">EA reverses course, removes microtransactions from ‘College Football 27’
                                                            EA Sports announced it will remove all paid progression options from College Football 27‘s Dynasty and Road to Glory modes, reversing a decision that drew significant backlash from fans and content creators following the game’s launch.
    


In a statement posted to social media during the game’s launch week, the developer acknowledged that player feedback indicated the microtransactions “missed the mark.” 
        SEE ALSO:
        
            ‘EA College Football 27’: Road to Glory review
            
        
    
The studio said the paid options had been “added independent of deeper mode progression with the aim to give players more choice,” but conceded that “what you’ve said is that they’re not adding the value we intended.” EA said the changes would take effect the following morning, though it warned that players with existing College Point balances would lose the ability to apply them to Road to Glory or Dynasty once the features were removed, urging fans to spend their points beforehand.
        
            Mashable Top Stories
        
        
    

Our big Guessing Game is back! Enter now for a chance to win an Apple Watch.The reversal follows a wave of criticism after College Football 27‘s release, with fans organizing around the hashtag #CFBPlayDontPay to voice frustration over microtransactions appearing in the game’s single-player offline modes. The system allowed players to spend real money to instantly boost their coach or player’s development. For example, maxing out a coach in Dynasty from the start could cost as much as 0, more than the price of the game itself. 
Compounding the frustration, EA also removed sliders that let players in College Football 25 and 26 manually adjust how much experience they earned, a feature that had let people level up faster without paying. With that option gone, spending money became the only way to speed up progression, which is what drove much of the backlash.
    
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Notably, the statement stopped short of ruling out microtransactions from the franchise going forward. EA said its “goal for live service plans in CFB28 and beyond will be to deliver valuable features and content with greater transparency and communication” — language suggesting paid content will return in some form in next year’s edition, even as the company walks back the current game’s implementation.

                    
                                            
                            
    
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                                    #reverses #removes #microtransactions #College #Football

statement posted to social media during the game’s launch week, the developer acknowledged that player feedback indicated the microtransactions “missed the mark.”

The studio said the paid options had been “added independent of deeper mode progression with the aim to give players more choice,” but conceded that “what you’ve said is that they’re not adding the value we intended.” EA said the changes would take effect the following morning, though it warned that players with existing College Point balances would lose the ability to apply them to Road to Glory or Dynasty once the features were removed, urging fans to spend their points beforehand.

Our big Guessing Game is back! Enter now for a chance to win an Apple Watch.

The reversal follows a wave of criticism after College Football 27‘s release, with fans organizing around the hashtag #CFBPlayDontPay to voice frustration over microtransactions appearing in the game’s single-player offline modes. The system allowed players to spend real money to instantly boost their coach or player’s development. For example, maxing out a coach in Dynasty from the start could cost as much as $100, more than the price of the game itself.

Compounding the frustration, EA also removed sliders that let players in College Football 25 and 26 manually adjust how much experience they earned, a feature that had let people level up faster without paying. With that option gone, spending money became the only way to speed up progression, which is what drove much of the backlash.

Notably, the statement stopped short of ruling out microtransactions from the franchise going forward. EA said its “goal for live service plans in CFB28 and beyond will be to deliver valuable features and content with greater transparency and communication” — language suggesting paid content will return in some form in next year’s edition, even as the company walks back the current game’s implementation.

#reverses #removes #microtransactions #College #Football">EA reverses course, removes microtransactions from ‘College Football 27’

EA Sports announced it will remove all paid progression options from College Football 27‘s Dynasty and Road to Glory modes, reversing a decision that drew significant backlash from fans and content creators following the game’s launch.

In a statement posted to social media during the game’s launch week, the developer acknowledged that player feedback indicated the microtransactions “missed the mark.”

The studio said the paid options had been “added independent of deeper mode progression with the aim to give players more choice,” but conceded that “what you’ve said is that they’re not adding the value we intended.” EA said the changes would take effect the following morning, though it warned that players with existing College Point balances would lose the ability to apply them to Road to Glory or Dynasty once the features were removed, urging fans to spend their points beforehand.

Our big Guessing Game is back! Enter now for a chance to win an Apple Watch.

The reversal follows a wave of criticism after College Football 27‘s release, with fans organizing around the hashtag #CFBPlayDontPay to voice frustration over microtransactions appearing in the game’s single-player offline modes. The system allowed players to spend real money to instantly boost their coach or player’s development. For example, maxing out a coach in Dynasty from the start could cost as much as $100, more than the price of the game itself.

Compounding the frustration, EA also removed sliders that let players in College Football 25 and 26 manually adjust how much experience they earned, a feature that had let people level up faster without paying. With that option gone, spending money became the only way to speed up progression, which is what drove much of the backlash.

Notably, the statement stopped short of ruling out microtransactions from the franchise going forward. EA said its “goal for live service plans in CFB28 and beyond will be to deliver valuable features and content with greater transparency and communication” — language suggesting paid content will return in some form in next year’s edition, even as the company walks back the current game’s implementation.

#reverses #removes #microtransactions #College #Football

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