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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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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!

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.

GTA IV Post Updated

Posted in XBox 360, ps3, sexism by Alex Raymond on Friday, October 16th, 2009 | 1 Comment »

Today I was made aware that there were some factual errors in my GTA IV post from May of 2008. Since that post is often linked as a resource in discussing the game (which was my intention in writing it, and it is in fact the first result when Google searching “sexism GTA IV”), I asked some friends who have played the game (and are awesome) to glance it over and point out any errors. I have now corrected those errors.

I find it telling that this request also resulted in more examples of sexism, and now homophobia, to add to the post.

Read the post here.

Is BioShock Feminist? A Response in Defense of Tenenbaum

Posted in XBox 360, criticism, feminism, pc, ps3 by Alex Raymond on Friday, June 19th, 2009 | 17 Comments »

So via Critical Distance I found this feminist critique of BioShock, written by Richard Terrell (who, you may have noticed, is a man). But it is really not sitting right with me. His thesis is that BioShock depicts women as weak and men as strong. So I thought the rest of the article would try to show how BioShock upholds patriarchal values.

And it does, at first, but I don’t really agree with the analysis. He starts off talking about the Little Sisters. Obviously, everyone else has pointed out the sexist dichotomy of the Big Daddies and Little Sisters. But he states that when you play either good or evil, Little Sisters are commodified. I disagree with that, based on my friend’s* analysis that I wrote about over here: the entire point of the good path is to show that the Little Sisters are PEOPLE, not commodities; as Mighty Ponygirl states, you have to reject Randian philosophy and accept that they AREN’T resources for the taking in order to save them. And if you don’t, and you harvest them, you get the bad ending–you’re evil.

I’m also not totally sure I buy the argument about taking away the girls’ agency when you save them, since you are ignoring their resistance. These are very young girls we are talking about, not adult women, though I suppose your mileage may vary on this point.

The criticism of Tenenbaum is where the feminist analysis is really weak. Terrell describes how Tenenbaum is initially shown as logical, protective, and strong, saying that she is “a woman whose life style flies in the face of the patriarchal woman,” but then she “begins to artificially morph falling into the patriarchal gender role of women.” While I agree that Tenenbaum not shooting the player when zie harvests the first Little Sister (if that path is chosen, mind) when she had just shot a splicer for even trying to do the same is a bit of a plot-hole (though she could have known that the player was much more powerful than any splicer and could have feared getting killed, leaving the Little Sisters with no protection whatsoever), I don’t think that Tenenbaum morphs into a patriarchal woman. She doesn’t change, we just find out more about her, and as it turns out, she is rather complex (the post doesn’t touch on her background in a German World War II concentration camp). Just because we find out that she cares about the little girls doesn’t make her NOT a brilliant geneticist, and a Holocaust survivor, and everything else she is.

Terrell’s analysis is based on the idea that “logical = male = good / emotional = female = bad,” an association that is used and repeated by the author with no critical examination when he says that Tenenbaum defies patriarchy at first by being logical but succumbs to it by being emotional. I mean, should Tenenbaum have NOT been emotionally invested in the Little Sisters? I think that would have been entirely unrealistic, and even bizarre since in order to follow the good path, you must care (to some degree) about them yourself. In addition, an important concept of feminism is that logic and emotion are not exact opposites (example: it is logical for one to feel sad after one’s dog dies), the two qualities aren’t inherent to one gender or another, and they are both essential for all human beings. A feminist critique should take into account the fact that it is natural and human to be able to both reason and feel emotion, often at once.

Further, the author notes that Fontaine puts down Tenenbaum by calling her a “Mother Goose.” The author seems to forget that Fontaine is the villain of the game, so the player isn’t necessarily supposed to agree with him. I didn’t quite get his point here, but the Critical Distance post sums it up as “Dr. Tenenbaum’s redemption comes through an acquiescence to patriarchal ideas of motherhood.” But I don’t see what is specifically patriarchal about Tenenbaum’s maternal instincts. She has them, and that is enough to make her a tool of the patriarchy? (Should Tenenbaum, and women in general, NOT have maternal instincts in order to be feminist?) I would contend that Tenenbaum is actually a feminist mother in that she is a genius with a career AND a single mother figure! She is the head of her little non-traditional family, after all.

Tenenbaum is not an unproblematic character from a feminist perspective, but she is a lot more complex than the author of this post gives her credit for. The post also doesn’t mention the botanist, who is a woman and another genius; this gives the game at least two female geniuses, when most forms of entertainment rarely give us any.

I also take issue with this statement: “Throughout the rest of the game Tenenbaum guides the player through various tasks and objectives. She tells the player what to do, and the player does it. Simply by playing through the game, the player fulfils [sic] the typical patriarchal male role of a strong, proactive, decisive force.” How is the player proactive and decisive? I believe the player is actually reactive and obedient. The fiction supports me on this one: the entire point of the twist with Atlas, the line “A man chooses, a slave obeys,” is that the player has been doing what zie is told the entire time, without any true free will; zie is not a Randian genius but a cog in the machine. This is pretty much the entire point of the game and is, as others have written, a critique on the limitations of video games.

As my friend* pointed out to me, the game takes this critique even further by showing how the Little Sisters are conditioned to feel safe around and attached to the Big Daddies and negative toward women (Tenenbaum in particular). This social conditioning is something everyone goes through, and it affects (and to an extent controls) peoples’ thoughts an actions in a deep and subtle way. In feminist theory, patriarchy is a form of social conditioning that teaches people that there are certain traits that are inherent to men and women, that men are strong and logical and intelligent and women are weak and emotional, and so on and so on. In this sense, the game is actually agreeing with and explaining feminist theory.

The post goes on to describe the misogyny present in the game: the cartoons that cheerfully show violence against women, Dr Steinem and certain characters’ obsession with beauty. After several paragraphs describing these things in a negative tone, the post ends with: “[Rapture is] a place where women are forced to play in a man’s world according to his rules, and there’s nothing the player can do about it. And what’s worst of all, Rapture is a place that is like our own in many ways.”

… Right. At first I thought the author was criticizing the inclusion of the cartoons, the character of Diane McClintock, etc., but at the end he seems to understand that these things were included as criticism of the time period the game takes place in as well as the modern world. But doesn’t that undermine his thesis that the game isn’t feminist?

Even though the game may seem very problematic on the surface, overall I found it to have some deep feminist thought and themes behind it. It seems like Terrell couldn’t decide either way.

I would really like to hear from you guys about this one. Am I missing anything? I think part of the problem here is that Terrell looks at the game purely through a cursory understanding of feminist theory and I am coming at it as a practical feminist. (Another problem is that I use way too many parentheticals.) But a lot of you are probably more well-read about BioShock than I am, and I would like to hear more from that perspective.

________
* The friend I keep referring to is Alex, who sometimes comments here (hi!). He’s a lot smarter than me (just ask about the Merchant King in Assassin’s Creed).

Women Aren’t Vending Machines: How Video Games Perpetuate the Commodity Model of Sex

Or: Why I Am Dreading Alpha Protocol.

This post requires a bit of background. I highly recommend reading Thomas Macaulay Millar’s essay “Toward a Performance Model of Sex”, from the recently published anthology Yes Means Yes: Visions of Female Sexual Power and a World Without Rape. You can read the essay on Google book search. This post intends to look at video game relationships in the context of the two models Millar describes, so please read it if you have the time.

In short, Millar describes how society sees sex as a commodity, and argues that the commodity model–which enables rape, allows the concept of the “slut” to exist, and frames consent as “the absence of no”, rather than “the presence of yes”–should be replaced by what he calls the performance model, where sex is seen as a collaborative effort between two equal participants, like two musicians playing a song together. In this excerpt he describes the commodity model:

We live in a culture where sex is not so much an act as a thing: a substance that can be given, bought, sold, or stolen, that has a value and a supply-and-demand curve. In this “commodity model,” sex is like a ticket; women have it and men try to get it. Women may give it away or may trade it for something valuable, but either way it’s a transaction. This puts women in the position of seller, but also guardian or gatekeeper … Women are guardians of the tickets, men apply for access to them. This model pervades casual conversation about sex: Women “give it up.” men “get some.”

The commodity model is shared by both the libertines and the prudes of our patriarchy. To the libertine, guys want to maximize their take of tickets. The prudes want women to keep the tickets to buy something really “important”: the spouse, provider, protector.

(There is a LOT more to the piece, and it’s fascinating and clear, so definitely read it.) To give an example: a guy I know once received a call from a couple of his friends, who asked if he wanted to go to a strip club. He said something like, “Why would I want to go to a shady bar and pay a random stranger to show me her boobs when I can have sex with my girlfriend?” And his oh-so-clever friends informed him that Hey! When you think about it, you are still just paying to see boobs! Except the payment is in dinners and dates and compliments, rather than dollar bills.

Ha. Ha. Get it? Because all women are prostitutes.

There are so many things wrong with the “joke”: it ignores the fact that the girlfriend likely enjoys sex, too, and that the guy also gets companionship, stability, love and attention out of the relationship, in addition to sex. It ignores the fact that theirs is a sexual and social partnership, not some kind of transaction or business arrangement. But the relevant part here is that the “joke” just doesn’t work if the participants aren’t invested in the commodity model of sex described by Millar.

So what does this have to do with video games? Well, some video games allow the player character to have sex with NPCs; even more allow the player to have romantic relationships with NPCs. What the vast majority of these games inevitably do is present relationship mechanics that distill the commodity model down to its essence–you talk to the NPC enough, and give them enough presents, and then they have sex with/marry you.

This design approach is extremely simplistic and perpetuates the commodity model of sex–the player wants sex, they go through certain motions, and they are “rewarded” with what they wanted (like a vending machine). Furthermore, when sex is included in a game, it is generally framed as the end result–the reward–of romance, rather than one aspect of an ongoing relationship/partnership. For example, one gamer commented that the romance in Mass Effect seemed like the romantic interest was really saying, “‘Keep talking to me and eventually we’ll have sex’”. The relationship is not the goal; the goal is the tasteful PG-13 sex scene. The NPC’s thoughts and desires aren’t relevant; what matters is the tactics you use to get what you want. This is a boring mechanic in games and dangerously dehumanizing behavior in real life.

Where the simplistic relationship mechanics really get problematic is when someone makes a game where your protagonist is a James Bond-wannabe and there’s an achievement for sleeping with every woman in the game. I am talking, of course, about Alpha Protocol. The quotes in the linked MTV Multiplayer article are infuriatingly sexist (as well as displaying insultingly limiting definitions of masculinity), but the relevant part is the bit about the “Ladies’ Man” achievement.

It is seriously problematic to have a game where the male player/avatar can have sex with any and every woman in the game. On top of reinforcing the commodity model of sex, it is desperately heteronormative. For all the player’s “choice” of with whom to engage, there’s no possibility that the player might want to have a relationship with another man. It also shows that lesbians just don’t exist in this world, if every single woman is open to a sexual encounter with a man. In addition, it perpetuates the narrative of the Nice Guy (described in Millar’s essay, and elsewhere): that men are entitled to sex from women if they follow the rules and do the right things, or in the case of Alpha Protocol, “select your responses wisely.” It is not only dangerous but just plain unrealistic to portray a world in which every single woman is a potential sex partner: in the real world, there are lesbians, and there are straight or bisexual women who won’t sleep with you no matter what you do, because they are human beings with their own preferences and desires and interests. (If I remember correctly, a counterexample may be The Sims, where often certain personalities just won’t get along well enough to develop a relationship no matter how hard you try.)

So what can video games do to portray better relationships? For one, they can stop being so goddamn heteronormative and allow options for queer relationships. And secondly, designers can start thinking of sex as a collaborative performance between two equal partners, and romantic interests as actual human beings with lives and thoughts and preferences outside of where they intersect with the player, rather than as conquests. And everyone would do well to read Millar’s essay!

Making Light

Posted in feminism, ps3, sexism by Alex Raymond on Saturday, April 18th, 2009 | 7 Comments »

[TRIGGER WARNING for discussion of domestic and sexual violence (not graphic).]

This post contains a spoiler for Metal Gear Solid 4.

This morning I was trying to listen to the Joystiq Podcast’s Metal Gear Solid 4 special from last year, having just finished the game last night. I had to stop halfway through because I just could not stand David Hinkle’s misogynistic jokes any longer* (thank goodness he isn’t a regular on the show).

But I’d like to address one of his comments in particular. The one where he “joked” that Naomi deserved to die, because she “broke my man Otakon’s heart.”

Naomi did lead on Otakon and use him, though she also makes it clear she genuinely liked him. And she deserved to die for that? Really?

Hinkle, I found out this week that a young woman who went to my high school, who graduated with my sister, was killed by her ex-boyfriend, one week after she dumped him. Did she deserve to be killed for breaking his heart? Evidently he thought so.

I didn’t know her very well, but hearing this “joke” reminded me of her, and brought back all the sadness from when I first found out about this. I can’t even imagine what it would be like for family and friends of a domestic violence victim to hear someone joke around about such things, as if they are insignificant, as if they don’t actually happen.

In fairness, Hinkle isn’t the only game journalist to make light of violence against women. This week, I also unsubscribed from the GiantBombcast because Jeff Gerstmann just will not stop making jokes about domestic violence. He compared himself to a “battered wife” because he keeps playing bad Sonic games (this is not the only place I have heard this comparison). It’s really easy to, you know, not buy and play Sonic games if they are so bad. Calling yourself a “battered wife” because you “keep coming back for more” makes a joke out of ACTUAL battered wives, ACTUAL abused women, who are emotionally and financially dependent on their abusive husbands, who CAN’T just up and leave.

I can’t speak about the rest of the world, but the US has some serious attitude problems about domestic violence. When the average person hears a story about a woman abused or killed by her husband, they don’t ask “Why would he hit her?”, they ask instead, “What did she do to provoke him?” or, most commonly, “Why didn’t she leave?” In other words, most people immediately blame the victim for her abuse, placing the onus on her, rather than on the abuser, where it belongs. In a society where we force victims to take responsibility for their abuse, comparing being an abused wife to buying a fucking video game reinforces the narrative of the woman who is too stupid to just leave, as if leaving were as easy as not buying a game.

Stop making it easier for your listeners to blame victims of domestic violence.

Further reading:
Feminist Gamers (A post about Melissa Batten)
Two posts from Better By Design:
Melissa Batten
Game designing while female (about Jade Raymond)
(If anyone knows of any other articles related to making light of domestic violence, please post them in the comments and I will add them here. I did a brief search but was only able to find posts about sexual assault jokes, which have similar ideas but isn’t quite the same thing.)

* The last straw was when the others were joking about how, if Tomonobu Itagaki, creator of Ninja Gaiden and Dead or Alive, made a game about Raiden, he would give Raiden huge, jiggling breasts (I actually thought that was pretty funny). Hinkle said: “[Raiden] is a whiny bitch, so maybe he deserves a pair of hooters.” Translation: Raiden is such a “whiny bitch” (bonus points for the gendered slur!), he might as well be a woman. WOW. Just wow.