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.
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~
(more…)
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?
I’m a regular reader of feminist political blog Shakesville. Its founder and main contributor, Melissa McEwan, is such a powerful writer that even short, seemingly frivolous posts are usually thought-provoking and meaningful; like this one. In it, she talks about how a particular song, originally written and performed by a man and somewhat sexist, becomes subversive and powerful when sung by a woman (in this case, James Brown’s “A Man’s World” sung by Christina Aguilera). A simple gender swap can change the entire meaning of a song. And since video games are always on my mind, this interesting observation got me thinking about Mass Effect.
In Mass Effect, the player has the option to play as either a female or a male version of the protagonist, Commander Shepard. Since the plot is exactly the same for both versions, most of the dialogue is exactly the same. And yet playing Mass Effect as a woman is so much more powerful, in certain ways.
In our world, particularly in the USA, we treat female leaders and other women in power with particular nastiness borne of systemic sexism. Shakesville’s series “Hillary Clinton Sexism Watch” has over 100 entries. Its sister series, the “Sarah Palin Sexism Watch”, has at least 26 entries, and she has only been in national politics for about a year. Former President Bush had so much respect for our European allies, he sexually harassed Chancellor Merkel of Germany. Women of color have it particularly hard, having to deal with sexism and racism and how they intersect, becoming an entirely new creature; the blog Michelle Obama Watch chronicles, among other things, racism and sexism against our First Lady. Sonia Sotomayor had to endure all kinds of ridiculously racist and sexist bullshit at her Supreme Court hearings. There is an extra burden on female leaders and women in power that simply does not exist for most men.
For this reason, seeing female Shepard being treated the same way a man would by her superiors, her peers, and her crew is so powerful. There is never a doubt in Captain Anderson’s mind about her abilities. Her crew is always respectful, never questioning whether she is fit to lead or disobeying her orders, even the men who were older and more experienced.
Shepard struggling with getting the Council to believe her struck a chord with me in a way it might not for a male player. Institutionalized sexism causes women to not be taken as seriously as their male peers. Women’s contributions are often downplayed or outright ignored. Many women have stories about having their statements or ideas dismissed only to see men praised for saying the exact same thing. Arguing with the Council, Shepard was put in a similar place because she is in a disadvantageous position, as a human and as a woman.
And that ending. How amazing is it to see a woman praised, without qualifiers, as a real hero? For being a great leader, period, not “for a girl”?
Granted, the situation with Mass Effect is quite different than that of subverting a sexist song; the plot of ME isn’t sexist, and playing as female Shepard doesn’t subvert much. But it does give us a glimpse of a universe where it’s possible to have a leader and a hero who is defined by her actions first, rather than her gender; and it came about just by treating the two characters equally. This glimpse affected me emotionally in a way that caught me completely off-guard. It was a pleasant surprise.
If Joystiq and I had a Facebook relationship, the status would be “it’s complicated.” I totally adore the podcast, but the site itself is often troublesome, having incited anti-feminist trolling in the past and having unmoderated comments that are a total cesspool of misogyny and general hatred, among other things. There have been incidents where I’ve sworn off the site all together, only to begrudgingly pop in the next day ’cause I need my game nooz and it’s this or… that other gaming blog.
But then, once in a while, they go and do something totally awesome.
So today, my hat is off to you, Joystiq!
On the Mass Effect boards, via the comments on GameCritics.com, BioWare writer Patrick Weekes had this to say about my post:
I think that the writer had some valid points. I can defend some stances and explain others as unfortunate but necessary, but ultimately, our focus on creating a wide galaxy in the first game meant that we prioritized new races over different genders, and that resulted in a big universe with a lot of interesting cultures and no female turians, salarians, or krogan. We are hoping to address that in future games, and we hope that the size and scope of our galaxy makes up for that lack, at least in part, until we do.
On the issue of our female characters being hypersexualized, I would agree that they were generally presented as attractive, but then, so were most of the men — we didn’t have a fat or flabby model available for either gender, so every man on the Citadel, from Udina to Conrad Verner, is walking around with abs of steel. As a mainstream video game, we are always going to err on the side of making our characters attractive, just as you’d expect to see in a big-budget movie.
That said, the asari were not just peacemakers. Two of the game’s big enemy bosses were asari (Shiala on Feros and Benezia on Noveria). The Destiny Ascension, flagship of the Citadel fleet, is an asari vessel, not a turian one. And it’s not just a few female bosses. We had, if the oft-repeated soundsets are any indication, female generic enemies as well — hostile female vanguards and female merc or pirate gang members, and I’d hold our female merc up against BioShock’s “Do you think I’m pretty?!” splicer woman any day as far as a nonsexualized generic female enemy.
Of the female followers, one was a biotic, yes, but another was a computer hacker with a shotgun and a tendency to lob tech grenades, and a third is the only pure soldier of all the followers.
So some of the article I agree with, albeit from an inside-the-company perspective where I know why some decisions were made, but other points stem from wanting the game to be something that it isn’t. Mass Effect is always going to be a mainstream mass-market game. We are unapologetically aiming for a wide audience — summer blockbuster, not art house movie. As a result, our men are usually going to be attractive or ugly-but-rugged, and our women are going to be attractive or distinguished. That’s what most people want.
I’m flattered he took the time to read my piece, and glad the team is working on some of these issues for Mass Effect 2. I totally agree with his points about the human NPCs in the game. But I can’t help being a bit hurt at the suggestion that having a vast and varied universe might make up for the fact that most of the alien races don’t have females at the moment. It immediately positions women as inferior, an afterthought, something that can be added if there is time or money or memory enough. A nice feature but not necessary. And regardless of whether it could have been helped or not, it’s upsetting.
#EAFail is a total clusterfuck of misogyny and pandering to the lowest common denominator. Here are a bunch of resources on it. (Last updated August 3 at 10:00 PM EST.)
IRIS Forums Thread
This post on Digg
GayGamer’s PixelPoet entered the contest with a photo of himself and a “booth bear” in order to make a point. He ended up being selected as a runner-up winner and sending an amazing letter explaining exactly why he was declining the prize, pointing out the heteronormativity and sexism of the contest and giving suggestions for what to do with the prize instead. Read it, seriously!
Acid for Blood: Convention Sexual Harassment and #EAFail — in-depth analysis by Brinstar
General Posts
Ars Technica post explaining the situation.
The Escapist also reports on the situation.
AdFreak’s post against the contest. (H/T Brinstar in comments.)
GamingAngels points out that the hub-bub over the “male only” IGN contest should have tipped them off (H/T Brinstar):
Alright, I get it. The game is about the 7 Deadly Sins, one of them being Lust. And sure, this is one of the easiest (aside from Sloth) sins to use to promote the game. But really? After the debacle with the IGN contest recently wouldn’t at least do a little thinking about the audience – not to mention the ‘booth babes’? The contest is specific in stating “any booth babe” so, this isn’t even about the girls that might be at the Dante’s Inferno area – which means every girl working a booth at the Con is fair game in their eyes.
Negative Gamer tears the contest apart (H/T Brinstar!):
In their continuingly desperate plea for people to care about their game, EA have taken to just being bigots. In a competition being held at Comic-Con you have to “commit an act of lust” with one of their booth babes, then post the picture on twitter.The winner gets a “sinfull night with two hot girls” (the quote should technically be in all caps, but I thought you may not be able to handle it).
Even Destructoid thinks the contest is sleazy (H/T @sephiros):
On the other hand, there’s something repulsive about offering people up as prizes in your PR stunt, especially given game culture’s bad habit of over-sexualizing its female characters anyway. And while our beautiful free market ideally allows booth babes to opt out of stunts like this at their discretion, let’s be realistic: living in California ain’t cheap and the rent still has to get paid. Even if there’s nothing technically wrong going on here, it’s still sleazy and, at the very least, alienating.
MetaFilter post (H/T Pearl in the comments.)
Technology News: “EA’s Big Success at Comic-Con This Year? Alienating Women Gamers” (Same article at Wired’s GeekDad.) (Same article at Coolbeans.)
More links care of Brinstar:
Post on LJ comm sf_drama.
Post by LJ user yendi
JournalFen community unfunnybusiness
Post on FF site Limit Break
OffWorld
.tiff
Jezebel: “Not only is this promotion gross and a bit sad, it also reinforces the notion that everyone at Comic Con is a horny douchebag loser who just wants to rub up against a Booth Babe for a cheap thrill.”
Kotaku: “The contest details, emblazoned on the chest of a woman in faux tattoo, also offers five runner-up prizes which includes a copy of the game, a $240 EA gift card, a limited edition shirt and ‘tons more swag.’ No word if that swag includes brass knuckles.”
LJ comm girl_gamers: “EA must not think highly of male gamers… and they don’t seem to think anything at all of female gamers.”
Technologizer: “If only the gaming blogs covering the story could see the forest from the trees. Destructoid, for example, cries foul despite having no problem celebrating booth babes during E3.”
Newsarama: “What NOT to do at SDCC”
Kotaku post about @danteteam’s failpology.
Broken Toys. And here’s a follow up:
And I apologize for any confusion in how I worded my belief that your marketing team was devoid of common sense, views its female employees as sexual objects, and reflects poorly on our entire industry in its juvenile pursuit of attention.
Kill Ten Rats: “EA, when I talked about game developers and porn stars, I was not implying that you should treat your employees like underpaid prostitutes.” Here is the follow up.
Jeremy Preacher:
I’ve worked Comic-Con. and while there are lots of perfectly normal, well-adjusted people there, there are also a LOT of people with boundary issues, an imperfect understanding of social norms, and/or a really fucking twisted view of women. It’s hard enough to maintain one’s personal space – having fucking Marketing supporting the random gropage as a CONTEST does NOT HELP.
Edmonton Journal’s Button Mash: ”
EA Games pimp out booth babes at Comic-Con, the Internet explodes”
Geeks Are Sexy
Social Media Today post describing what went wrong WRT using Twitter as a contest platform. (Same post on Social Media Guidelines.)
Pope Hat post on the legal issues involved: “‘Acts of Lust’ At Comic Con: Electronic Arts Wants To Make Some Lawyers Very Happy”:
Employers have an obligation to take reasonable steps to protect employees from sexual harassment by customers and other third parties. They also have an obligation to refrain from encouraging and ratifying such harassment. This is a briskly developing area of law. And while EA might plausibly argue (as have employers like Hooters, for instance) that being ogled is part and parcel of the Booth Babe job, they’re going to have a tough time explaining how Booth Babes signed up to be exposed to ill-defined “acts of lust.”
Tradeskill Perspective talks about organizations such as Women in Games and Gamers in Real Life (GIRL) that try to raise awareness about issues relating to women in games and the industry.
Set on Stun: “Misogyny Marketing: EA Pimps Booth Babes for Dante’s Inferno Game”
VG247
Get Your Blogs Out
DigitalFemme: “The next person to tell me that the only thing a company is looking for in a consumer’s pants is a wallet or that the only color a company sees is green is going to get told off. For days. Because time and time again this has been proven to be untrue.”
Spinksville
dwell on it: “Booth-babes though, as a marketing gimmick, are just insulting. I’ve got nothing at all against the women who do the work. It’s a job like any other – and not an easy job by any means – and people are paying for it. But really, the whole notion that they have to be there is an insult to gamers, and to game journos – whether or not that insult is actually warranted.”
Kellie Parker succinctly explains the sexism and heteronormativity of the contest.
Blippitt: “#EAFail: Video Game Marketing Gone Bad”
Shack News
Carnal Nation: “#EAFail – Is EA Games Deliberately Being Crass For The Publicity?”
At Mother Jones, Stephanie Volkoff Green investigates which other circles of hell EA manages to fall into with this contest.
Geek Syndicate’s post. (H/T jeffy in comments.)
Yahoo! Games’s PluggedIn: “EA blasted over questionable marketing stunt”; this post made Yahoo’s top 4 news articles. (H/T @BigDumbHippy)
Joystiq: “Photos of the booth girls and their potential “dates” can be found on the Dante’s Inferno Facebook page. Our faith in humanity can be found in the corner, curled up and mumbling something to itself.” And the follow up: “We can’t imagine Beelzebub begs pardon from those he makes swim through a sea of fire and brimstone for all eternity. ‘Oh, man. That looks like it hurts. I’m like, really sorry about this, guys. Do you want some aloe?’”
Penny Arcade weighs in:
Now, Electronic Arts seems determined to wrest the title of “most egregious promotional bullshit” from the Acclaim of old, with some crazy Comic Con antics that involve committing “acts of lust” on “booth babes.” They apologized, ostensibly, but it’s a mealymouthed, worthless thing – a recitation of what they’ve done, capped with the assertion that they’re sorry you’re offended, but not sorry for offending you, as though your reaction were some bizarre, extra-dimensional phenomenon independent of their own actions.
Kieron Gillen at Rock, Paper, Shotgun decries the contest, describing a couple stories of con-goers harassing his friends at SDCC:
On the first day, a Photographer friend of ours wandered over, sighing that she’d already had her arse pinched four times.
This is what comicon is like without a multinational corporation deciding to turn it into a sport.
Feminist Responses
A comment on Ars Technica by an actual “booth babe” with firsthand experience of con harassment (H/T Brinstar). Here is an excerpt, but be sure to read the whole thing:
Lastly, you guys think that people offended by this are over-reacting because SANE people at a con would never do something criminal? Spoken like someone who’s not female and dressed up at a con. Last week I had some moron ACTUALLY STALK one of my new girls. Kept coming back to the booth even after she told him she wouldn’t hang out. He kept getting more insistent that she hang out with him and give him her phone number. Kept telling her he’d come back when she asked him not to. Tried to FOLLOW HER. Yah, that’s obviously not dangerous AT ALL. I’ve had my own issues over the years, including stalkers, men trying to take invasive photos, or grabbing things they shouldn’t. I have at least a couple of guys a con who cross the line. Please don’t downplay the seriousness of a situation that you know NOTHING ABOUT.
Here is the Kotaku post about iola’s comment. It’s good that it’s getting so much attention.
Shakesville post about it. From a comment by trifling:
One particular horror of this is that entrants to the competition are encouraged to “(take) photos with the models working the Dante’s Inferno booth or any other booth babes at the show.” Forgive my potential lack of understanding of the operation of the event, but I am pretty sure that the tone of this competition is encouraging more than the average “stand next to her and smile” photo, and they are encouraging this interaction with people who do not work for them or have any association at all with this competition.
A Midwife in Training post about how she mostly buys EA games but will now be boycotting them:
I’m loving the fact that EA seems to think that my gender isn’t interested in their video games or winning contests for free swag. Or that I wouldn’t be offended that they’ve declared open season on the “booth babes”, essentially reinforcing the misguided idea that harassing or “lusting” after a woman, and then snapping a picture of it for proof, is a great way to get her to spend some time with you.
Response from PixiePalace:
EA is not only condoning behavior that dehumanizes women, but they are encouraging and rewarding it. This is socially irresponsible and morally repugnant. I don’t bring up morals a whole lot because I think it’s kind of a dicey subject, but this one kind of pushes me over the edge. We live in a rape culture and this kind of a contest reinforces that. I know that these models likely went into this job knowing about this contest, but I also know that some of the women to take booth babe jobs really need the jobs, regardless of how degrading they are (it’s better than stripping or worse, right?) and that women are told that being objectified is good for them (when we know, scientifically, that it’s not). Saying that it’s ok because they went into it with their eyes open doesn’t make it better.
The F-Word: “EA games invites convention attendees to sexually harass ‘booth babes’”
Feminist Law Professors: “EA has a new way to annoy its own models: give out prizes for Comic Con attendees who commit acts of lust with their booth babes. Also, if you win, you get to take the lady out to dinner! This is going to end well for everyone involved.”
Girl vs. Robot: (H/T Kat in the comments.) This is a great post that outlines the sexism faced by girls and women in nerd-dom:
The problem is that gamer girls are nerds too. They feel the same pressure to conform to mainstream society that male nerds do. However, when they reject it and flee to the communities of nerds online, they often are faced with a second pressure to behave in a certain way, whether that be the hyper anime girl ideal or the “one of the guys” anti-girl. Girl gamers are just looking for a place to be themselves.
YES, YES, YES. That is it exactly. (Also the third paragraph is an excellent example of satirizing sexism. The sarcasm is quite clear and the statement truly ridiculous.)
Feministing Community: “EA Fail: How to Alienate Female Gamers”
Geek Girls Rule!:
As I’ve said many, many times before… I am not against being pretty or sexy, or whatever. I am not against finding people hot. I AM against setting up your employees for sexual harassment, and probably some sexual assault as well. People, male or female, have a tendency to behave badly when feeling anonymous in a crowd. Add that to this society’s view of women’s bodies as objects and public property, then give them permission to engage in one level of bad behavior… The stupid starts to stack up pretty quickly.
Other Resources
Brinstar’s screencap of @danteteam’s now-removed response (now re-posted?) to the Twitter outrage.
TweetGrid search for #EAFail, this can be used to keep up with the latest developments on Twitter. Responses should also be under the hashtag #lust and as replies to @danteteam.
Via Brinstar, two posts on harassment, containing specific stories of incidents of harassment. This stuff HAPPENS, and it happens A LOT:
Bully Says: Comics Oughta Be Fun!
Cerise article on con harassment and Girl-Wonder’s Con Anti-Harassment Project.
More on harassment at last year’s SDCC
In addition, this stunt has serious shades of the “Open Source Boob Project” debacle from last year. More analysis here.
If you have any more posts or resources, drop them in the comments.
A summarized list of the grievances against this “contest”, in no particular order:
– Assumes women and gay men aren’t interested in the game/don’t play games at all.
– Caters to the lowest common denominator of male game/comic fan: the drooling fanboy who can only get a date with a woman if he wins a fucking contest.
– Disembodied female chest and other sexist imagery used in the ad.
– Language that encourages sexual harassment of not only EA’s “booth babes” but every model at Comic-Con. (“commit an act of lust”)
– Women being offered as prizes.
– Prize worded in a way to imply the winner will get to have sex with the models; there is a word for this, and it’s prostitution.
– Women referred to as “girls”.
– All-around sleaziness and grossness, and an attitude that completely ignores and erases the RAMPANT harassment women, especially booth babes, have to put up with at gaming/comic/etc. conventions.
This contest ENCOURAGES the behavior that makes cons UNSAFE FOR WOMEN. PERIOD.
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!
Ask anyone to name the best female game character, and chances are the answer you’ll get is Jade, from Beyond Good and Evil (the other likely answer would be Alyx Vance from Half-Life, though she’s not the player character). Jade is a fantastic character in addition to being a capable and intelligent woman, well deserving of all the praise she’s gotten since the game came out in 2003.
But that’s the thing–BG&E came out in 2003… a full five years ago. That’s a long time in video game land. Yet we haven’t seen a female protagonist at least on par with Jade?
Luckily for us, that could change with the release of Mirror’s Edge next month. The protagonist is a young woman built similarly to Jade, though in keeping with ME’s more realistic art style. It’s a great start, but what remains to be seen is whether Faith is as interesting a character as Jade is; personality and relationships are the other, arguably more important half of what makes a strong female character. The fact that they are both women of color is awesome as well.
While I’m writing about Faith, I’d like to take a moment to write about this Kotaku article. I discovered it via a post on Gaming Angels, which is celebrating Love Your Body Day with some fantastic posts. (I pretty much boycott Kotaku.)
The article posts a piece of official art of Faith, followed by a fan alteration of the image. The changes appear to be simply: a rounder face, rounder eyes, removal of the badass eye tattoo, and much larger breasts with visible nipples (implying she is not wearing a bra, which would be extremely painful considering the fact that she is a RUNNER).
The changes are not surprising. The face was stripped of all character and made into Generic Final Fantasy Heroine (commenters who preferred the fan-made image’s face because it’s “softer” and more “feminine”–because women shouldn’t be tough). And of course women need to have C-cups or larger to be attractive. That someone had the gall to declare that Faith wasn’t hot enough and actually take the time to alter the image in that way is sad but not surprising, either. (Has this ever happened to a male game character? No, really, has it?)
What really irritated me about the post was the vast amount of assumptions made by the “artist”. This is how Kotaku describes the fan’s intent:
As reader Torokun points out: “There is always a huge complain from Asian gamers whenever Western developers design Asian female characters…” As Torokun continues, this is mainly because many Westerners’ definition of what is considered as “Asian” beauty is very different from what Asians consider beautiful.”
While I have no doubt beauty standards differ slightly around the globe, Torokun makes the assumptions that:
- Faith’s appearance was designed to be attractive to straight American men, rather than as one aspect of her entire character.
- Not only that, but she was specifically designed to appear as an idealized Asian woman for straight (presumably white) American men.
- All Asian men are attracted to one specific body and face type, to the exclusion of anyone else.
- That a female game character must meet certain beauty standards in order to be viable.
- Tough =/= feminine =/= attractive.
All of which is really bothersome to me, especially the first part. She’s a character, not a pinup. No one complains that male characters aren’t hot enough. It’s pretty sad that some can’t even accept female game characters–who, by and large ARE made to be attractive even when they’re not blatantly sexualized and/or idealized–as they are without feeling the need to break out photoshop and make them “better.”