Showing posts with label gaming. Show all posts
Showing posts with label gaming. Show all posts

Saturday, September 12, 2015

Taking a step back: Handling gender dissonance in games with distance and abstraction

Introduction

I've been thinking a fair bit about gaming and some of my choices in games. Sometime over the last year, my partner noted that I've been running almost exclusively female avatars, and asked what was up with that. Earlier this week I found this essay by Riley MacLeod on responding to a certain type of masculinity as a trans man:

The male bodies in shooters disrupt, beg for attention, decide how a situation will unfold. They storm in and take what they want, destroying everything in the single-minded pursuit of their desires. They are greedy, unpopular children, behaving in all the ways men are told we have to but can’t, all the ways that wreak havoc, big and small, on ourselves and those around us in the real world. Stealth bodies let me share in what is; they have the dexterity to repurpose what’s provided to my own ends. They let me cooperate with a situation, ask me to take into account all the moving parts and my role in them. The way men behave in stealth games feels closer to what I hope my own masculinity is: thoughtful, adaptable, aware of myself and my effect on the world around me. Shooter masculinities close off possibilities, make an enemy out of the world; stealth masculinities place me firmly in the world and let me nurture it into something new.

In recent months, I find myself feeling much the same way from a different perspective. Even "stealth" bodies are, at times, painfully masculine. And I think the difference is as much to do with narrative and game design as character design. I find myself gravitating to games with more abstraction that give me more distance from the gender of the player character or protagonist.

I'll define a game as a set of rules for organized play including some method to keep track of game state, rules for manipulating that state, and likely a set of goals or outcomes. Open-ended and "open-world" videogames may not have a single defined victory condition, but they usually will have a set of iterative or intermediate goals and achievements.

What I intend to do here is describe abstraction, gendering of characters in games, and how I find myself responding as a non-binary/non-conforming person.

Abstraction: From Senet to Mocap

To start with, modern video games exist as an interesting synthesis of board/card games and cinema. I generally reject the idea that video games offer much that is new in terms of social impact. One of my grandmothers taught me to play contract bridge, the other repeatedly warned about the additive nature of playing cards as a gateway to alcoholism and gambling. The debates about games have changed in degree but not so much in character.

English Caricature of Whist Players (wikimedia)

Evidence of games dates all the way back to the neolithic. Equally as long, we have evidence of different degrees of abstraction with tokens that resemble animals. On one end of the scale, you have backgammon pawns or pips. Senet is a game ubiquitous Egypt starting from pre-dynastic times using primarily abstractly shaped tokens.

Senet Board (By Keith Schengili-Roberts, via Wikimedia Commons)

At the other end of the scale you have the Lewis "chessmen" (probably used for a different game) with figures representing different ranks. Chess is an interesting example with sets having different degrees of abstraction ranging from human and animal figurines to nonrepresentational Muslim "pepper-pot" pieces with the standard Staunton set approximately in the middle.

Lewis "Chessmen" (wikimedia)
Staunton Chess Set (Frank A. Camaratta, Jr.; The House of Staunton, Inc.; via Wikimedia Commons)

Early video games used a high degree of abstraction due to the limitations of the hardware. When publishers communicated gender, they used secondary text and artwork to do it. Pacman is masculine by virtue of name and secondary art work. We personify Pacman more by contrast to the ghosts. Advances in video and audio technology over the last 30 years has brought us to high-fidelity rendering on home hardware (warn:feminine android violence).

At this point, representation of gender in-game is a stylistic choice. Those choices tend to reinforce gender binaries to various degrees. However there are ways to get some distance from forced gender in games.

Pushed Gender: The Cinematic CRPG Protagonist

One of the areas that I'm struggling with as a gamer is the popularity of the cinematic CRPG/action protagonist. Game storytelling typically alternates between action sequences and menu-driven dialogues and cutscenes. In early versions, the game told the story purely through text. NPCs received limited voice acting for particularly important scenes first. Today, in a typical AAA game, storytelling cut-scenes can involve animation and vocal performance for all characters.

While this offers a more cinematic experience overall, the relationship of player to the performance becomes something akin to a stage manager shouting cues off-stage. At least for me, the use of player-character vocal and animated performance limits the degrees of freedom to imagine variation of the characters. In Mass Effect, Jennifer Hale owns Commander Shepard, I'm just picking which variations of Hale's performance I prefer. Which I should say isn't a slight against the quality of Mass Effect (at least the first two games), just a statement regarding how I perceive the player-character when animated and voice-performed.

The tension is particularly jarring for a player-character with even fewer options, Jensen from Deus Ex: Human Revolution. The sexual tension driving the plot is hinted in the prologue and made explicit in the opening credit cinematic (warn: medical horror). Of course, you can "headcanon" and fanfic just about any interpretation of a character, but the more stuff on the screen, the further you have to go "off the page" to get to a bi or nonbinary interpretation.

Getting Distance: The Isometric RPG

Shadowrun Hong Kong, Establishing Shot

"Isometric" RPGs are named for the bird's-eye, top-down perspective on the scene. The genre is currently undergoing something of a revival, with Pillars of Eternity and Shadowrun Returns as new games, and remasters of the classic Baldur's Gate series also on shelves. Some common features of the genre include:

  • "Isometric" perspective.
  • Control of multiple characters.
  • A "primary" plot line centered on the player character.
  • "Secondary" plot lines centered on companion characters, sometimes more interesting than the primary character arc.
  • Primarily text-based storytelling, usually shorter than provided by cut-scenes.
  • Character customization primarily via pre-generated portrait images.
  • Reduced or minimal voice acting.

While I don't know of any that allow you to specify a nonbinary character at creation, Shadowrun games have a "shadow" character portrait with obscured details.

Shadowrun Hong Kong Character Creation

The visual distance from the character makes it easier to imagine androgyny, while the multiplicity of game identities opens the door for some fluidity.

Vehicles: You are the Machine

Vehicle games put most of the action as the driver/operator/pilot of a vehicle. The game may or may not offer character icons or a character model, but they don't interact directly within the game world. With the perspective centered on the vehicle rather than a humanoid character, the physicality of the human character can be completely re-imagined.

In Euro Truck Simulator 2, all of the game mechanics are achieved at the wheel of the truck or through a text-based management interface. There is a character icon that appears in some views, but the game offers a fair variety of photographic choices with a range of age and ethnicity. If you twist the camera round far enough, you can get a view of your pragmatically dressed character model. Voice performance is limited to increasingly emphatic yawns when you stretch a driving shift out too far.

Euro Truck Simulator 2 (Yes, those are bi-pride colors.)

In Eve Online, you are the immortal cyborg pilot of a set of space ships. The development of Eve is an interesting case. Several years ago, the company announced the development of "walking in stations." The project went as far as new character-creation tools and two rooms of "captains quarters." Players objected strongly to the shift in focus combined with planned microtransactions, and development was dropped. Eve Online is intensely social, almost every action involves cooperation or competition with other players. However the community rejected the idea of basing that sociability on virtual avatars.

Eve Online

Both games offer a role-playing component. Choices professional development unlock skills and goals over time. However that role-play doesn't involve interactions between animated human bodies. With sexuality and gender presentation kept off the screen, I can imagine anything I want behind the metal and chrome.

Conclusion, the tl;dr

Taking a step back from the cinematic perspective of many contemporary AAA titles helps me work with the dissonance between the publishers ideas about gender and my own ideas about gender.

Wednesday, September 9, 2015

Euro Truck Simulator Screenshot, Scania with bi-pride colors.

Experimenting with bi-pride colored trucks. The small bits of utopian control we seek for in games.

Friday, August 28, 2015

Linux Revisited Again

She'll be coming 'round the mountain when she comes

— traditional

I seem to be coming back around to linux again, and feel like putting down some of my own thoughts about the decision. While the "year of desktop linux" has been a running joke for the last two decades, I think we're now getting to the point where the decision is less of an issue.

I should probably clarify that my home computer is a home-built Frankenstein built on an installment plan: I buy an upgrade, and I install it.

The Politics: Why not Windows 10?

Privacy. It seems that with Windows 10 that Microsoft has gone opt-out rather than opt-in on certain forms of data reporting. While it looks like a lot of this can be turned off, the recent finding that parental modification was turned on by the upgrade disturbs me. Of course, I'm 44, own my computer, and am not accountable to my parents. But it opens the question about what other kinds of reporting might be turned on as a useful feature by a future update.

Why Linux? The Hobbies

At the moment, two of my hobbies involve writing and programming. In both cases the workflow I prefer to use is slightly better supported on Linux.

Writing

Currently my preferred workflow includes markdown or emacs org-mode and pandoc. Both emacs and pandoc have been ported to Windows but linux remains the primary platform of support. Windows introduces some annoyances to the process.

Programming

My programming hobby involves solving simple puzzles in multiple programming languages. Most of the programming languages I work in have Linux as a primary platform and Windows as a secondary platform. In Common Lisp for example, SBCL offers a bit better features and performance compared to any of the open-source lisps for Microsoft Windows. Working through cygwin for gcc and clang is something I find to be a bit awkward.

There are exceptions. Racket has always impressed me on any operating system. Microsoft has F and C#, but I don't have an investment in learning them.

Question 1: Games?

One of the reasons I went to Windows 7 in building my Frankenstein was access to AAA MMORPG and RPG games. I think that's less compelling to me now than it was previously for a couple of reasons.

The first is that I've had a loss of faith in game design lately. Dragon Age 2 and Mass Effect 3 were huge disappointments. Generally speaking, take away the cinematic cut-scenes and the primary game mechanic involves cutting your way through dozens of dehumanized mobs to get from spawn point to goal. Even Bethesda's Fallout and Elder Scrolls series hinges on boss fights and ambushes to move the story forward. So I'm no longer as interested in playing those games as I've been in the past.

Images via pixelcurious.

And on the other side, Valve and GOG.com have made great strides in bringing new games and back-catalog releases to OS X and Linux. 20 out of 54 of my Steam games have Linux ports, along with about half of my GOG.com titles (including three of the games I've been playing the most this year.) Playonlinux has moved WINE gaming forward a fair bit. It's an area where the last few years have seen a lot of progress.

Question 2: Streaming Video?

Late last year, Netflix got support via Google Chrome, so that's taken care of. Still, a big test before install involved watching videos through a liveCD.

There's Always Dual-Boot

And if all else fails, I'm not burning any bridges by dual-booting.

Friday, August 7, 2015

American Truck Simulator trailer

No plot? No problem!

I am taking a bit of a conscious break from the standard RPG storytelling method/mechanic of addressing problems through mass violence. I don't regard this as inherently bad, just bad for me at this time. Although there are some interesting experiments in narrative.

Tuesday, July 28, 2015

Gamer Motivation Profile

Gamer profile chart with high scores in immersion, creativity, and mastery, and low score in social.

This has been making the rounds this week. Quantic Foundry has expanded the Bartle Test looking a different factors. You can take the Gamer Motivation Profile or read about how they created it.

(Since I'm a creative/immersive/mastery gamer, here's moar truck:)

Thursday, July 23, 2015

Interesting article on gender in children's games

Screenshot from game showing person with curly hair. Toca Hair Salon 2

“Research can bite you in the ass a little bit, because of what’s been popular so far. You can fall into the trap of ‘if I want to create something that girls are going to like, it’s gotta have pink, it’s gotta have baking, it’s gotta have princesses’,” she said.

— Debbie Sterling, GoldieBlox (Diversity in children's apps: "Gender depictions tend to be very stereotyped" | Technology | The Guardian)

Euro Truck Simulator 2

Screenshot from game with truck in foreground and windmill in background.Screenshot from game with mountains in background.

Monday, July 13, 2015

Euro Truck Simulator 2: Loving the Portraits

As part of my disenchantment with combat games, I seem to be getting into sims. So when I saw there was a Euro Truck Simulator 2 demo, I had to try it out. (Yes, I'm a gaming bottom feeder, and a few years behind.)

A criteria I have for games is "do I get to wear pants" (as opposed to bikini mail)? I can't tell if I'm wearing pants in this game. But I do get a nice selection of character portraits that are not obviously fantasy material. I wonder, but can't confirm, that some of the icons might be members of the development team. Still, it's a nice change.

Wednesday, July 8, 2015

Bi/Geek/Fan Link Post: Desiree Akhavan, Gender Duality, and Sense8

Bi

Desiree Akhavan

Desiree Akhavan (Inappropriate Behavior) discusses her lgbt-friendly film projects

A lot of people came in and did something on par with blackface—I call it "gayface": when straight actresses walk in with, like, a backward baseball cap and baggy jeans and do their impression of a lesbian, as though a lesbian would not be a real human being. So, that happened a couple of times, and I remember thinking, This is both hilarious and really telling of how most people approach films with gay protagonists.

Paganism

Humanistic paganism is hosting a series of guest posts on gender. Issues with Masculine/Feminine Duality in Paganism is of interest. I think gender duality is best abandoned personally.

Geek

Masculine Fragility in Games

I've been pondering a bit about my relationship to games, partly due to this article on masculine fragility undermining innovation in games. Two personal data points there, the ultra-macho, omnipresent Wildstar narrator and running into Scooter in Borderlands. Or maybe I'm just getting a bit tired of games based on killing dozens of mobs to reach the next objective, checkpoint, or cutscene.

Next Space Telescope

In other news, astronomers plan a 12-meter space telescope. The article hints that installation on the moon is a possibility. IMO the moon's potential as a base for astronomy is one of the best reasons to go back.

Fan

Sense8

Jamie Clayton (Nomi) and Miguel Ángel Silvestre (Lito) discuss character relationships in Sense8.

“The thing that I love about Nomi and Amanita’s relationship is it’s such a middle finger to anyone who has you know a more conservative view of what a relationship is supposed to look like,” said Clayton, who jokingly referred to the couple as Nomanita. “Their interracial, and they’re trans and they’re lesbian. And so it’s this new way of looking at healthy love and saying it doesn’t have to look like what you were taught it was supposed to look like. And I love that. I think it’s extremely important.”

— Jamie Clayton (Nomi)

“I thought it was real and beautiful. Love is like this,” he said. “I see that it really helps in the understanding of someone that can be away from these two couples to feel the connection and how close we are when it comes to love. So how close we are altogether because we are all looking for that kind of love, a pure love you know? So I really love it.”

— Miguel Ángel Silvestre (Lito)

Nomi and Lito talk positive LGBTQ relationships, being authentic, and the orgy scene from Netflix’s ‘Sense8′ | Brad Kutner @ Gay Richmond News

Saturday, July 4, 2015

Masculine Fragility and Gaming

“I want Fallout and Skyrim and Dragon Age and all the rest without the combat,” added user homieomorphism. “Why can’t I use magic to explore a beautiful world? Why can’t I use diplomacy to unite and pacify warring factions? I’m so sick of it, honestly. It’s to the point where I just [try to] minimize time spent in fights [so I can] enjoy the dialogue and art that much more.”

That particular conversation intrigued me, so I joined in. I added that I thought much of this discontent was founded in a fundamental inability to choose violence or non-violence. I want a choice in how to act in a video game. I want to be able to CHOOSE to be violent, but I also want to be able to choose NOT to be violent. I want both of those choices to be perfectly viable and nuanced. I want to be able to change my mind and my play style at any time. This is a part of true character customization, which should have as much to do with how you interact with NPCs as it should with customizing your avatar’s physical appearance. As one user wrote, “#we have barely scraped the surface of what video games are capable of.”

Fight Club: How Masculine Fragility Is Limiting Innovation in Games | Sheva @ FemHype

Saturday, June 6, 2015

The post-apocalyptic dimensional space of Native video game design | Ars Technica

The post-apocalyptic dimensional space of Native video game design | Ars Technica:

Doom's potential connections to Native culture go farther than that, though. “I have a theory,” LaPensée said from her home in Oregon. “John Romero broke ground with Doom, but what was it that he was doing? He was expanding dimensional space in that game.” The PhD graduate from Simon Fraser University, and her family, were familiar with concepts like dimensional space well before they could be related to the alternate realities of games like Doom. She talked about the teachings she drew upon as a member of the Anishinaabe and Métis tribes—along with those of the Cree—and their commonalities.