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How Can Romance Storylines Be More Engaging?

Crossposted at The Border House.

This post contains some major end-game spoilers for Dragon Age as well as some minor character-related spoilers for Mass Effect 2.

Between Dragon Age and Mass Effect 2, there’s been a lot of talk about romance storylines in games over the past several months. They are still something of a novelty, and many people feel passionately about them, so it’s not surprising that they get so much attention. On the other hand, romance storylines tend to all progress in the same linear fashion*: pick a character you like, engage in some (sometimes adorable, sometimes hilariously bad, always entertaining) flirting, eventually have sex or get married or both. This is a shame because there is a lot of potential to really tug at players’ emotions by integrating romance more deeply into a game’s story and changing up the linear progression. (I’m focusing on BioWare-style romances for this post; for a take on breaking out of that structure, this column by Emily Short is a must-read.)

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What Makes a Game Epic?

Posted in Story-Gameplay Intersection, XBox 360, characters, pc, ps3 by Alex Raymond on Wednesday, February 3rd, 2010 | 4 Comments »

Contains minor spoilers for Dragon Age: Origins and The Legend of Zelda: Ocarina of Time.

A great many games, particularly in the fantasy and sci-fi genres, seek to be epic in scope, or evoke a feeling of epicness. It’s an elusive quality because simply making a game very long or very large isn’t usually sufficient, and what makes a game epic may vary from person to person. One thing that I associate with epicness is not only the passage of time, but physical and emotional journeys, as well as change. Change is the key thing there: spending fifty hours in a static world doesn’t feel epic to me, which is why most of the Final Fantasy games that I’ve played don’t quite work for me on that level.

The Legend of Zelda: Ocarina of Time is the first game I played that truly felt epic. And the epic moment wasn’t sealing away Ganondorf, or the heartwarming and fairly silly montage of happy Gorons and Kokiri at the end. That first real moment of awe came when I stuck the Master Sword back in its pedestal and left the Temple of Time as a ten-year-old child once more. What was so epic about that moment was the reminder of how much had changed over the course of the game. Ocarina of Time is one of very few games that has the guts to create a beautiful world, introduce the player to it, and then completely destroy it for the bulk of the game–and unlike Okami or Ocarina’s successor, Twilight Princess, things don’t get magically all better once you finish a dungeon or defeat a monster. But going back in time in Ocarina is bittersweet: it’s wonderful to see Hyrule whole and happy once more, but upsetting to know what will become of the beautiful land and its people, with small hope of preventing it. Ocarina gracefully sets up the stakes of this epic quest, something few games accomplish.

But change doesn’t have to affect the entire world to be meaningful–it doesn’t even need to be physical. The change can also be mental or emotional, a sense that the character you inhabit has evolved or grown. No game I have played accomplishes that as well as Dragon Age: Origins. In the world of Dragon Age, Mages are dangerous and feared, and so have to go through rigorous training, which is capped off by a trial where the Mage has to prove she or he is able to resist the control of demons, or die. My first character was a Mage, and the beginning of the game involved overcoming her trial (called a Harrowing). At the time she was sheltered and naive, a wide-eyed idealist, talented but knew only a few spells. Over the course of fifty hours of play time, she changed, not only becoming more powerful as in most RPGs, but growing in character and personality: she made friends, broke a curse, slayed a dragon, fell in love, executed a war hero, been to hell and back. She saw the world in its beauty and brutality, grew up, became more cynical. So toward the end of the game, when someone mentioned her Harrowing, I had a real sense of scope for a moment, of how long ago and, more importantly, different things were at the beginning of the game. Everything had changed.

For me, in order to invoke that sought-after “epic” feeling, a game has to work to show me its scope; for me it is not so much badass moments of slow-motion Ogre slaying, but in quiet moments where the game shows me something or a character says something that makes me think, “Wow, that was so long ago and so far away, and so much has changed since then.” I think a game has to go beyond simply being long, and put players on a real journey. What about you? Do you enjoy “epic” games? What games live up to this label for you, and why?

Crossposted at The Border House.

Dragon Age: Origins: Character Babble (UPDATED)

Posted in XBox 360, characters, pc, ps3, relationships by Alex Raymond on Tuesday, January 12th, 2010 | 3 Comments »

A (ridiculously self-indulgent!) summary of my first character’s journey up until the Alienage section in Denerim before the Landsmeet. Spoilers up until then, and please don’t comment with spoilers for the rest of the game!

Here’s the character page (female Elf mage). I am annoyed the picture hasn’t uploaded… unless that is something I have to do manually? I don’t know! She has short red hair with lots of ties in it, a gray tattoo on the right side of her face, and chubby cheeks.

Character babble behind the break, because I’m pretty sure only Kate and Denis are actually interested in this~

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Is This Only Entertainment?: My Click Moment and Why I Write About Games

Posted in communities, feminism, geek culture by Alex Raymond on Monday, January 4th, 2010 | 9 Comments »

One of the most common responses to feminist critiques–or indeed any sort of critiques–of games is, “It’s just a game!” Feminist critiques of games outside of specifically feminist blogs are often met with not just outright hostility in many cases, but an attitude of befuddlement; gamers wonder what is the point of writing about video games when women face so many other, bigger problems in the world. This is a question that has been answered over and over. Mighty Ponygirl from Feminist Gamers explained that video games contribute to sexist social conditioning:

…But behavior is more than just action — it’s a way of internalizing what is expected of you. Little girls are taught almost from birth to be quiet, compliant, passive, and that the most important thing is to be attractive to men. These lessons are reinforced when they play games that push women off in the corner to be rescued, or only allow them to pick up a sword if they’re wearing a bikini.

Andrea Rubenstein, aka tekanji, wrote a four-post series explaining why studying popular culture is important. One of her main points is that fighting oppression has to occur on many different levels and in different areas of or society:

Studying popular culture is probably my main focus, but since I love cross-sections I also keep abreast of other topics such as feminist issues, human sexuality, and general oppression work. I don’t think that this is inherently better or worse than someone who chooses one topic, or even a smaller subset of topics, to focus on.

In fact, I’d go one step farther to say that the only way I think we’ll ever have a chance at winning the battle against oppression (as much as one can “win” such a thing) is if we wage this war on multiple levels. I believe that every fight we fight — whether it be against domestic violence or raising our voices against the overabundance of “sexy girls who kick ass” in popular media — is a valuable one. I believe every stride we make, however small and however flawed, should be appreciated.

And I absolutely agree with both points. But there is something I would like to add, something I see as another reason writing about video games and popular culture in general is worthwhile: talking about pop culture is a great way to reach out to people. Not every feminist-minded individual is going to take a women’s studies course or pick up a bell hooks book from their library, but plenty of folks love discussing games, television, movies and so on on the internet. Looking at these things from a feminist perspective can introduce these concepts to people who may hold feminist ideals and just don’t know it yet.

I’m an example of this. Feminists sometimes talk about their “click moment”–the moment or event that led them to realize they were feminists. My click moment happened a little over two years ago. Ubisoft Montreal was promoting the shit out of Assassin’s Creed, a daring new IP that they hoped would turn into a franchise. The producer for the game was a woman named Jade Raymond, and in her role as producer she gave interviews and helped promote the game. The backlash she received from the online gaming community–as well as from so-called game “journalists” from Kotaku, Joystiq, and Destructoid–was swift and horrific, because she dared to be a woman speaking with authority about games.

It was my own outrage over the incident that led me to The IRIS Network and the aforementioned Feminist Gamers, as well as general feminism blogs like Feministe. I stayed up late night after night reading everything I could find, all these passionate and critical essays that put words to things that I had always known on some level, and opening my eyes to new manifestations of injustice that I’d never thought about before; I took the red pill and I never looked back.

But that one incident wasn’t the beginning of my feminist education, merely the catalyst that fused everything I had already learned and seen with newfound knowledge, giving me the tools to describe all those events that made me deeply uncomfortable in my gut but I hadn’t been able to explain. I’d had plenty of lessons before then on oppression, even if I didn’t know what to call it. And a lot of them came from fandom, the feminists and womanists and social justice advocates who cared enough to call people out in various venues. I clearly remember, ten years or so ago when I was still in middle school, getting educated on what “sexual orientation” means and why it’s wrong to assume everyone is straight until they say otherwise, on the now-defunct FanFiction.Net mailing list, of all places. It was a webcomic that first introduced me to the idea that sex and gender are two different things. During the first season of Heroes, I learned about subtle racist biases from a post about racism and the show on the heroes_tv LJ community.

And I learned more and more about feminism every day on the girl_gamers LJ comm, where feminists weighed in on sexism-related drama that popped up fairly often, and every time I would learn something new, or someone would put words to an issue that was previously only a minor itch at my brain that told me something is wrong here.

All of these people prepped me for my click moment simply by participating in fandom, by talking about their favorite shows and games in their own way, braving the inevitable backlash and meeting it head-on. I benefited so much from these discussions, though many of the participants were never aware of it.

My greatest hope with my writing is that I can pay the favor forward as much as possible. I try to reach people in a different way than scholarly writing does; and while this may not be the most convincing reason games are a worthwhile topic of feminist discussion, it’s an important one to me, because it is deeply intertwined with my understanding of both topics. I know I’ve already succeeded once; I received an email a few months ago from a GameCritics.com reader who had enjoyed my article about gender and Mass Effect. As he described how he had been ravenously reading the Feminism 101 blog and suddenly everything made more sense, I realized I’d given someone their own click moment. It reminded me of all those lessons I’d learned, and how the seemingly frivolous act of chatting about games on the internet can actually be important, even if you think games are “only” entertainment. And that’s why I write about games.

Wrex and the Art of the Privilege Check

Posted in XBox 360, feminism by Alex Raymond on Wednesday, December 2nd, 2009 | 7 Comments »

Cross-posted at The Border House.

I’ve written a lot about Mass Effect previously, including a rather long criticism of some of the subtle (and not-so-subtle) gender bias at play in the universe BioWare has created. For my last post, I’d like to take a look at the character of Wrex and how his situation as well as that of the Krogan species is used to teach players about privilege.

Conversations between Wrex and the other members of the crew are clearly meant to mirror conversations about race and racism on Earth, with Wrex delivering withering smack-downs of ignorant privilege. My first example, a conversation between Kaiden (in my game it was Ashley) and Wrex on an elevator, makes this connection obvious, referencing a racist attitude that even those with minimal knowledge of racism can usually recognize:

YouTube (starting around 1:37):

KAIDEN: I haven’t spent much time with Krogan before, Wrex, and I have to say, you’re not what I expected.

WREX: Right. Because you humans have a wide range of cultures and attitudes, but Krogan all think and act exactly alike.

KAIDEN: Well, I–I didn’t mean… forget I said anything.

WREX: Done.

This conversation is an obvious allegory for racism on Earth; most people recognize that treating or talking about an entire race as if they are all the same is racist (at least, I hope so…). However, the game goes deeper than that, exposing a more subtle act of privilege:

YouTube (relevant portion is at the beginning)

WREX: What can I do for you?

SHEPARD: What’s your story, Wrex?

WREX: There’s no story. Go ask the Quarian if you want stories.

SHEPARD: You Krogan live for centuries. Don’t tell me you haven’t had any interesting adventures.

WREX: Well, there was this one time the Turians almost wiped out our entire race. That was fun.

SHEPARD: I heard about that. You know, they almost did the same to us.

WREX: It’s not the same.

SHEPARD: It seems pretty much the same to me.

WREX: So your people were infected with a genetic mutation, an infection that makes only a few in a thousand children survive birth? And I suppose it’s destroying your entire species?

SHEPARD: You’re still here. It can’t be all that bad.

WREX: I don’t expect you to understand. But don’t compare humanity’s fate to the Krogan.

SHEPARD: I was just making conversation. I wasn’t trying to upset you.

WREX: Your ignorance doesn’t upset me, Shepard. …

Some privileged people make the mistake of trying to show non-privileged people that they relate to their struggles by comparing experiences that really aren’t comparable. For example, a white person saying they can understand racism because they experience discrimination for being a nerd, or whatever. This statement may not seem as racist to some white people, but it minimizes the systemic nature of racism and how deeply it affects people of color. (See also Derailing for Dummies’s “But That Happens to Me Too!“.)

Even better, Shepard follows it up by making the intent excuse–don’t get so offended, Wrex, he didn’t mean to upset you! Which is more crap, because intent doesn’t matter: what Shepard said was still offensive and wrong.

A lot of the racism allegories in Mass Effect are anvil-like in their obviousness, things that have been done over and over in fantasy and science fiction–but on occasion the game goes deeper and explores some of the more subtle aspects of systemic racism and privilege. Have you noticed any other examples of this in the game, or in other games? Do you think this is an effective way of subtly teaching players about the nature of privilege?

The Border House has launched!

Posted in communities, feminism by Alex Raymond on Sunday, November 29th, 2009 | 1 Comment »

I’m proud to announce that a new feminism and gaming blog, The Border House has launched, and is already buzzing with posts and discussion.

Tami came up with the initial idea of a group feminist gaming blog, and she collaborated with myself and Brinstar to bring it to life. We reached out to people from a truly wide variety of perspectives in order to create an inclusive feminist space right from the start. Check out the About page to find out more about our goals.

If you’re interested in contributing or guest posting, just send an email to editors@borderhouseblog.com! We’re always looking for more great writers.

So check it out, and join in the conversation!

And I Didn’t Even Use Tarot Cards

Posted in XBox 360, ps3 by Alex Raymond on Thursday, November 5th, 2009 | 6 Comments »

Remember way back when, when I did that little rant for a Round Table about difficulty? And how I was playing Assassin’s Creed and the original Uncharted at that time, and made the following prediction?:

Two games I’m currently playing are Assassin’s Creed and Uncharted: Drake’s Fortune. I’m not particularly far into either, but even so, I can tell you which game I will get completely through and which one I will not. (Hint: it’s the one with an easy mode!)

Guess what game I STILL haven’t finished, and will resort to watching on YouTube in preparation for the sequel?

Here’s hoping Assassin’s Creed 2 doesn’t end up being as impossible as the first one was for me.

Uncharted 2: Among Thieves Review

Posted in Reviews, characters, ps3 by Alex Raymond on Thursday, November 5th, 2009 | 1 Comment »

My FIRST REVIEW EVAR! is up at GameCritics.com, and it’s about Uncharted 2: Among Thieves. Here’s an excerpt relevant to this blog:

Characters from the first game make a comeback—Sully makes a cameo and Elena is back as a major player—and newcomers Harry Flynn and Chloe Frazer, the latter whom adds a touch of much-needed diversity to our group of heroes, are introduced. Although at times characters’ motivations are not clear, overall, characterization is one of the areas where Among Thieves is head and shoulders above nearly every other major game out there. Clever writing combined with top-notch voice acting, animation, and character design results in a cast of characters that come across as likable and, most of all, realistic—not only in their appearances and sharp banter, but their actions.

In particular, Chloe and Elena are brilliant examples of female characters done right, something gaming desperately needs. With her midriff-baring shirt and ultra-tight pants, Chloe is a bit sexualized, but overall both women are realistic, clever, and—above all—independent. While there is a love triangle element, it is handled with tact; lesser writers than Naughty Dog’s team would have seen Chloe and Elena snap at each other in a childish “catfight” over Drake—not so here. Naughty Dog truly treats their female characters with the same care and respect as their male characters, not something most people in Hollywood, let alone video games, can boast. Further evidence of Naughty Dog’s skill can be found in Tenzin, the Tibetan man who aids Drake briefly in the second half of the game. A minor character who could have easily devolved into a stereotype is instead a fully formed and sympathetic character with a background, motivations, and a family. In the end, the only character that suffers from a lack of development is the villain, who is, yet again, an over-the-top evil caricature, but this time he’s Serbian instead of British.

Read the whole thing!

Mixed Reactions: Even Progress Comes With Sexist Dynamics

Posted in communities, feminism, sexism by Alex Raymond on Tuesday, November 3rd, 2009 | 33 Comments »

This week’s Context Clues went up today and it gave me quite a bit of food for thought. Although it (rightfully) focuses on both Modern Warfare 2 controversies from last week, there are a few articles about gender and sexism in games. The thing is, three out of the four posts were written by men. It’s problematic when men’s voices dominate a discussion of gender and sexism (unless the topic is specifically masculinity, but that was not the case here).

This isn’t the first time this has happened, either. Both of these “This Week In Video Game Blogging” posts discuss topics related to women and games yet link only to reactions by men to those topics. Critical Distance’s Grand Theft Auto IV Compilation references “genuinely-offended feminists” but the only linked posts that bring up the misogyny in the game are written by men. This Experience Points post makes two mistakes, first suggesting that social criticism of games is a new thing (when Shrub and Token Minorities have been around for years: since 2005 and 2006, respectively), and secondly linking to a post by a white man (ETA: correction, a non-POC Jewish man, see comments for clarification) as an example of writing about gender and race in games (no offense, Simon!).

And really, I didn’t find any of the posts about gender by men to be wrong or offensive or anything–most are actually pretty good. That’s not the point. The point here is the gaming blogosphere only seems to take notice of topics like gender when it’s men who are doing the writing. And that perpetuates sexist dynamics even as the people involved are denouncing sexism.

But that’s not quite what I was thinking about today as I read the posts linked in Context Clues. Dudes taking notice of sexism and saying “hey, this is bad, you guys!” isn’t a bad thing–it’s a sign of progress. Opinions vary on this, but personally, I would rather guys wrote about sexism than not, if only because the more voices speaking out, the better. But as the title says, progress doesn’t come without sexism of its own.

This is where my mixed reactions come in. When I read an article about sexism by a man (or a person of any gender, really) and he makes good points and seems to mostly get it, I’m happy. And yet, particularly now with this upswell of men talking about women and games, I’m also thinking “fucking finally,” and, “but why the hell didn’t they listen to me or people I know the million times we’ve said the same damn thing?”

This was the excerpt Erik chose to highlight from one of the posts, Self-destructive sexualism by Evan Stubbs:

Depressingly frequently we, as men, seem to want it all ways; we want women to be knowledgeable and “one of the guys”, but at the same time we claim to appreciate “a woman’s perspective” when it comes to games. We don’t want them to call attention to their femininity, as that would be manipulative marketing, but “we’d hit it” and we won’t watch, read, or listen if “she’s fugly”. We like hearing about the things they enjoyed, but we don’t want to hear about all that non-core crap like Peggle and The Sims. Somehow, we want our women to be nurturing and supportive of our interests, to be overtly sexy, and, as impossible as it is, to be pure and virginal.

This is a good point, but at the same time the idea that women are held to impossible standards and simply cannot win is also something that feminists have been saying for decades. Why is this being treated as an important, unique insight?

And this is not meant to be a dig at either Erik or Evan. Evan makes a lot of great points in his post–and he does link to posts by women–and I’m glad I found it through the Context Clues round-up. The problem is it’s nothing new, it’s stuff that women have been talking about for a long time. But now that it’s a guy saying it, people pay attention.

I said on Twitter, “I totally appreciate dudes writing about sexism in games, but it’s a bit frustrating to see old ideas treated like revelations, heh.” And though I didn’t have room to describe in a nuanced manner how I feel exactly and why, I still got some thoughtful comments from my friends. Ryan Gan and Justin Keverne both pointed out how being very knowledgeable on any subject and discussing that subject with newbs is frustrating. And while that is absolutely true–and is certainly part of my frustration sometimes, like when I’m explaining what male privilege is for the billionth time–it’s not the whole story. The other part of it has to do with what I’ve described above: continuing and changing sexist dynamics that exclude women’s voices even as we are making progress with bringing gender issues to wider attention. This problem is a lot more personal than most subjects because it affects me directly; when I talk about women’s voices being excluded, I am one of those women.

So what can be done to help minimize this sort of sexism? The biggest thing is to simply seek out writers from different perspectives. This goes for all social issues, not just gender but sexuality, race, disability, and so on. Reading and linking to writers of different perspectives will help diversify the gaming blogosphere. Also, if you’re writing about a social issue in games, search around and see if it has already been written about, particularly by someone who has personal experience with that issue. If it has been written about, this doesn’t mean you shouldn’t write about it, just that the previous writing should be acknowledged, and it can help to illuminate the issue further.

Another thing–and the Context Clues post helped me to realize this–is to focus on specific instances of sexism or specific games. Evan Stubb’s post uses some specific examples, but it’s a general “games and gamers: really quite sexist!” post. And there’s nothing wrong with that, but it contributes to my frustration for reasons described above. It would be stronger and seem less like old ideas masquerading as new ones if it were focused around a specific incident or game. This post by Chris Dahlen, also linked in this week’s Context Clues, is a decent example of that, using Brutal Legend as the focus of a discussion about romance in games–he even links to two articles by female bloggers (disclaimer: one of them is mine! The other is by Emily Short).

We are making progress, and I’m really glad for that. But we still have a long way to go, and it’s imperative that we always expect more, or this progress we’ve made will stagnate, or even begin to roll backwards.

Modern Warfare 2 Ad Features, Condones Homophobic Slurs

Posted in XBox 360, ps3, queer issues, sexism by Alex Raymond on Friday, October 30th, 2009 | 7 Comments »

(UPDATE: The ad has been removed; apparently IW didn’t notice the acronym, which I kind of think is bullshit, but I’m glad action was taken.)

Via Kotaku, a new ad went up on developer Infinity Ward’s YouTube page for the upcoming Modern Warfare 2. The ad features an in-game model of Cole Hamels from the Philadelphia Phillies “speaking out” PSA-style against grenade spamming multiplayer tactics. Along with using misogynist slur “pussies”, at the end of the ad is a caption saying the PSA was done for a fake organization called “Fight Against Grenade Spam”, aka FAGS. In one stupid video, Infinity Ward reinforces misogyny and homophobia and condones the openly homophobic atmosphere of online gaming where such words are used all too often.

Here is a transcript for those who can’t access the video:

[Video opens with in-game footage of a player named "BluntTrauma" (whose gamerpic is a pot leaf) killing another player with a headshot from a sniper rifle.]

Male Voice Over: Let’s take a break from the action to get a word from our sponsor.

[Cole Hamels game model, in fatigues, armor, and a red Phillies cap, closes the door on a Jeep and walks toward the camera.]

Hamels: Hi, I’m Philadelphia Phillies pitcher Cole Hamels. And I’m here today to talk to you about something close to my heart: random grenades. Have you ever found yourself just walking down the street, minding your own business, when BAM! You look down and see a deadly explosive device attached to your uniform? I have, and let me tell you, it’s not cool. So be cool, and avoid random grenades. They’re for pussies.

[A grenade thrown from off-screen sticks to the front of Hamels's uniform; Hamels looks shocked; a ton more grenades cover him.]

Hamels: What the fuck?

[Hamels explodes. A black screen with white text reads: "Funding Provided By: Fight Against Grenade Spam."]

VO: Brought to you by: Fight Against Grenade Spam.

And I’m pretty sure the joke about walking down the street only to be attacked by a grenade is totally hilarious to people living in actual warzones, who actually have to worry about being killed by explosives.

More at Hellforge, including an interesting quote from an Infinity Ward dev about how they take responsibility for their marketing. Oh, really?

ETA: Lono from Sarcastic Gamer speaks out, and some analysis from Brainy Gamer.

Vorpal Bunny Ranch has a powerful post about personal experiences with this word.

Deirdra Kiai has a related post about what is truly “edgy.”

ETA2: Sessler’s Soapbox on the issue; Adam explains the precise problems rather well, making the distinction between simple swearing and words that are bad because they marginalize groups of people.

ETA3: Another post on the issue by Amanda Phillips at HASTAC.