Showing posts with label frank miller test. Show all posts
Showing posts with label frank miller test. Show all posts

Friday, September 26, 2008

FMT: an intriguing new fail.

As I've already said, at great length, I take great exception to the way male sf/f/h writers get so hung up on sex work. And if most or all of the women in their story are sex workers, that's a really bad sign. But this, this is interesting, I dare say not good, but at least original in the realms of failure.

[Both the links in the next paragraph rate a warning for talk about rape/SA in abstract & imaginary situations.]

io9.com has this piece up on what it describes as 'zombie feminism'. Basically it's a horror movie trend that's very like r&r in 80s fantasy fiction. They've written about three zombie films with unusual implications for women, but it's the second that pinged the FMT radar - Zombie Strippers:

This flick features porn star Jenna Jameson as a stripper bitten by a zombie infected by a government drug to keep soldiers fighting after they die. The more zombie-fied she gets, the more the clientele goes crazy for her. Even when she drags men into the back room and rips their throats out and bites their dicks off. Soon, the other strippers are begging to be infected too, so they can make more in tips.

Before long, nearly all the strippers are infected, and they've got a giant basement room full of all the reanimated, mutilated men they've been gnawing on. None of these strippers are being raped or murdered by men — they're just dealing with standard-issue stuff like objectification and the dangers of working in the sex industry. And yet it's hard not to see their undeaths as a kind of revenge on men who treat women like objects. These guys come to the strip club to "get some meat," and then they're turned into meat themselves.

The problem here is that the men actually like it. Their favorite strippers are the zombies, and the women have gained "power" only by becoming monsters. Just as our girl in Deadgirl can only fight back because she's a monster. So is the message of zombie feminism that a strong women is always a monster? That she must die and return as a ghoul in order to fight back against rape and less violent forms of sexism?

Thursday, June 26, 2008

Christmas The Third

[For your recollection, the first two NWN/gender posts are at Always Christmas And and Still Always Christmas.]

It was doing so well up til then.

I've been loving the hell out of the NWN2 xpac. Like Hordes Of The Underdark was to the original Neverwinter Nights, I think it's the project the writers were working on while the tech team wrote the script for the base game. Somehow this one ended up with everything the base game lacked - good writing, genuine plot that twists when you prod it (virtually all quests have multiple endings, and these often affect later events), voice actors that you don't want to see taken out and shot, and some vestiges of originality, albeit within the cliché-eating-cliché that is Forgotten Realms.

And there's far more female visibility. I guess this is a product of the better writing, rather than a cause. The story happens to be set in one of Faerun's canonical matriarchies; aside from that, there's a lot more women around to talk to and get help and advice from. There are even, saints preserve us, women who organise with other women for purposes all their own.

In other words, it was doing pretty well up until we got to what Okku said to Kazimika Vadoi. Kazimika is one of the aforementioned matriarchs, though not their leader, and she didn't like us, for quite sensible reasons. This is what Okku [who is a beary spirit of bears and bearness] did to bring her into line:

I remember the prayers of the dockside girl, before she donned her mask. I remember how she begged the spirits to make her pretty, so that the sailors might whistle at her...might even pay for her company...


This is where I stop playing the game and and start throwing things at the wall behind my desk. Hello, it's the sex work trope again, and this time it's being explicitly used to disempower a previously significant female character, and to shame her, and to silence her objections towards you, no matter that it has nothing the fuck to do with those objections. Congrats, Kazimika, you're up there with Molly Millions and Catwoman in the hall of Awesomely Powerful Female SF Characters Whose History Of Sex Work Is Used Against Them By The Author Who Made That History Up In The First Place.

This is why male SF writers need to stop writing about sex work, unless, you know, they've done it themselves. Because male writers are going to keep building women up then using their own fantasies about sex work to knock them down again. In their hands, the trope is invariably hammer-shaped, and women look like nails.

[I just made an FMT tag, so's not to lose track. For fairness, see the two longest threads on this I've seen elsewhere, in which many people disagree with me; the recent FSF one and the older Alas one.]

Friday, May 30, 2008

Truth & consequences in the stories we tell.

[Or, a meandering collection of links to stuff about stories, sandboxes, and power.]


Quick, what's the one thing everyone knows about Grand Theft Auto? Keep hold of the answer - we'll be back for it in a moment.


I was never sure how to order this post, or what exactly to include in it. So it's been festering in Dashboard for weeks now. Partly it was sparked off by reading criticisms of Iron Man, which blurred between entirely valid digs at the film's racism and sexism, and a less definable discomfort with the entire genre it's part of. See WOCPhD's brilliant post, where she seems to have lost sight of the fact that she's reviewing an adaptation of a 1963 pulp comic book.

That's pulp, where what is right and just comes way second to what's considered entertaining. That's 1963, the past, where a lot of our current media franchises come from - whether it's those comic book adaptations, or Narnia, or James Bond. Not that the newer franchises are a lot better, but (as I said when it came up on Punkass) characters like Pepper make way more sense in that context. The whole wonderboy-hero, powerful enough to do everything we wish to do, except for those boring things his ever-capable sidekick(s) do(es), makes more sense in that vein of pulp than in the current one. This hero-character is always at the top of the world. Why do we identify with him, when he's got nothing in common with reality at all?

Because we want to. Because we're wishing for his absolute power, and we are vividly interested in what the consequences that power might bring. We play sandbox games for similar reasons - a wish for the absolute ability to choose - and that raises discomforts of its own.

(It's always 'he'. Unless the red one is writing it, it's always 'he'.)


There is something Aishwarya said in the Iron Man thread at Daisy's place; "I really, really wish I could just watch movies where things blow up (because movies where things blow up are excellent) without being constantly alienated by this sort of thing. :("

That alienation is one of the major sources of the criticism of Iron Man; that when we leave ourselves behind and go to places where we have infinite power, and can blow up whatever we like, we're almost always asked to identify with white, heterosexual upper-class men. We want to be Bruce Wayne or James Bond. We wish for their momentum, possessions, power, and their challenges. Why do they all have to look the same?


An aside; Cleolinda is talking about a whole other sort of wishing, in a post about a book series that's aimed at teenage girls. I liked this:

Wish fulfillment: I really cannot stress how important this element is, because I think it's also the reason that Harry Potter grabbed the cultural imagination. You're not a neglected orphan sleeping in a cupboard! You're a wizard! You're the bestest wizard of all and you're also great at sports and you had rich, wizardly parents who loved you so much they died for you (but you've still got their money) and also, we brought you birthday cake! And then you, through Harry, are plunged into this fantastically detailed wizard world. I mean, shit, I'm sold. And I think most things that really grab people are going to tap that "I want to be that person and live in that world" vein. I want to be Elizabeth Swann, I want to be Lyra Belacqua, I want to be the Pevensie kids.


She's talking about the same instinct that makes us love those boys who can do anything they want...and yet everything she says about this sort of wish fulfilment turns me off. I don't much like any of the books and films she's referring to. Some of these are in a middle ground - but I seem to be banging my head against the fact that the wishes I like are usually aimed at (we might even say assumed at) a male audience, and Cleolinda is talking about teenage girls, and women who remember being a teenage girl.


A while ago, Trinity wrote about our discomfort with power and excess in an unrelated context - kink!:

Think about standard criticisms of the rich and opulent. Whether they're criticisms of the nobility, of the bourgeoisie, or other criticisms of the rich and powerful. The idea that these people are decadent, that they wallow in excess, drown themselves in pleasure.

That kind of excess is actually a big turn on for me. The idea of going further and doing more, overflowing with energy, desire, and intensity. It's something I began to have a very hard time with when I got into feminist circles that were also socialist or influenced by socialism.

Because the central idea of that kind of political movement is that some people have too much and some people don't have enough. If that's the material situation of people in the world, and I seek to be committed to some kind of distributive justice that least makes the first step to equalizing some of that, how can I get into bed and touch myself while imagining, sometimes literally, that I'm lord over other people?


While not primarily sexual, wish fulfilment stories seem to hit a similar wall in the liberal press; you can't be fantasising about that, that's too much, too violent, too greedy, too unfair. So onto Cate's GTA article at Shameless:

But the object of the game is still to shoot people and win gang wars, right? I find it hard to fathom why so many intelligent people insist on defending this game, whose major appeal I once heard summarized as, “you can sleep with a prostitute and then shoot her so you don’t have to pay.”

Creative, indeed.


What, is Shameless not so shameless after all? :O Certainly Cate is saying that a virtual world's functionality should contain hard-coded moral limits, rather than simple moral consequences. It is not enough that nothing real can be harmed or lost in the space, or that your virtual self suffers virtual consequences for performing proscribed actions; instead she asks that a line be drawn, and certain evils be rendered impossible. (Something like this exists in Sims 2 - you can't kill a baby or a toddler, can only have sex with adults and elders, and character's genital areas are obscured by pixels. These restrictions have been ripped up by a legion of fanmodders, which demonstrates how practical that approach is, though when choosing nominal imaginary limits, practicality is hardly the point. Worth remembering that it was modders who caused GTA3's Hot Coffee debacle. Ultimately neither lawmakers nor creators can censor the use of game software - it's the users who determine how it is played).

Our species of cyborgs has been wrestling with this problem, of defining our virtual limits, since A Rape In Cyberspace or before.

Dibbell's story touched on one point that has been gaining ground recently; should virtual crimes be subject to real-world consequences? The answer he watched arise from LambdaMOO was a no - those who commit virtual crimes should face justice within the intimacy of the wronged community. Then as now, the internet usually gives its wrongdoers a sentence of exile.

Regina Lynn, writing about a more recent virtual rape, also thinks not. Meanwhile, DailyBits has a list of unexpected real-world spillovers from virtual events; MMO addict deaths and in-game funerals, virtual thefts and real arrests, and a story about a Gunbound player from Brazil that I can barely get my head around.


Last week I read a Cif Arts piece in defence of James Bond that talked about how uncomfortably realistic violence is part of the thrill, when it comes to boy-heroes...and added a few words about consumption and luxury:

Thanks to the cartoon violence of the films it's also easy to forget just how effective the sadism in the novels can be. Fleming's books are creepy and chilling and this graphic cruelty, combined with painstakingly accurate descriptions of high-living, fine eating and the pleasures of quality consumer goods must make Bond a direct ancestor to characters like Patrick Bateman and the unnamed protagonist of Fight Club as much as the promiscuous father of so many lesser pulp-thriller spies. It certainly merits him a place in the canon.


So violence is an intrinsic part of this wishing-ground. Graphic violence, ultimate consumption, extreme adventures - and as the article hints, unlimited access to sex. Sometimes the hero is simply a tireless playboy, but many of these stories include legions of imaginary sex workers.

To my shame, it was only a week ago - and thanks to Chris - that I read the mighty OH JOHN RINGO NO review, which charts an odyssey of violent and misogynistic wish fulfilment. From Hradzka's description, every woman in the series is a sex worker, or described as a potential sex worker; within the fantasy space, all women are perceived as being available for sexual purchase.

Hradzka also mentions a whole aspect to this wish fulfilment thing that I'd never much thought of before:

Once you get past GHOST's initial spleen-venting, the PALADIN OF SHADOWS series falls into a much-maligned, much-loved genre which, for lack of a better name, I call "Man Builds Stuff and Gets Lots of Pussy." This is, quite frankly, what got me reading the series: I am not much for stories of a guy just killing terrorists and getting laid a lot; but let him start building a small kingdom while killing terrorists and getting laid a lot, and I am there. I confess that have a soft spot for these kinds of stories. I suspect that *lots* of men do: even if we don't build things ourselves, we like to *read about* guys building things: castles, weapons, companies, societies. It's really very soothing; it combines the pleasures of fiction with a those of a do-it-yourself manual. The same impulses may explain why a lot of male writers aren't content to have their hero just carrying, say, a 1911 as his sidearm; they have to tell you what make, model, whether it's got an internal or external extractor, what aftermarket parts he's tuned it up with, and who he bought them from, until you know all about his Kimber's Ed Brown slide stop and Wolff springs.

(Curiously, the sex-related parts do not require details of every thrust; if the chapter fades to black with the hero hopping into bed with two nubile wenches, honor is satisfied. John Ringo, alas, often carries honor considerably farther.)


I'd never put a name to that before, but building stuff is definitely a genre I like. I enjoyed this aspect of both Iron Man and Batman Begins...not to mention Metal Gear Solid: Portable Ops, a game in which you have to procure yourself an entire army. (I can think of only one Woman Builds Stuff story - A Town Like Alice by Nevil Shute. While I enjoyed the Woman Builds Stuff part of the book, it seemed rushed and unconvincing compared to the rest of it).


On CiF, Charlie Brooker unwraps the problem, and finds a new one wrapped inside:

The one thing everyone knows about Grand Theft Auto is that you can kill prostitutes in it. That's because it's a "sandbox" game in which you can kill anyone you like. Or you can not kill them. Or you can simply drive around slowly, obeying the traffic lights. If you break the law and the in-game police spot you, they'll hunt you down and nab you. Murdering innocent people is neither a) encouraged, b) free of consequence, or c) any more realistic than a Tex Avery cartoon.


...in other words, the problem is not that you can kill prostitutes, but that prostitutes are a singled-out class of people, neatly prepackaged as a unit by our culture in spite of their great diversity of circumstances, and the killing of this class of people IRL is common and so easy to get away with because of this - so when a game also presents sex workers as a class of people, and just happens to let you kill whoever you like, guess who people get most excited about shooting.


I should add; Brooker's point c) is under dispute. The Slate game review...which is entitled 'It's Not Just About Killing Hookers Any More'...says it's simply not true:

There's a difference this time: The violence is no longer cartoonish. Shoot an innocent bystander, and you see his face contort in agony. He'll clutch at the wound and begin to stagger away, desperately seeking safety. After just scratching the surface of the game—I played for part of a day; it could take 60 hours to complete the whole thing—I felt unnerved. What makes Grand Theft Auto IV so compelling is that, unlike so many video games, it made me reflect on all of the disturbing things I had done.


...and David Wong, in Seven Commandments All Videogames Should Obey (a followup to another wonderful article, A Gamer's Manifesto), devotes an entire page to saying it shouldn't be true:

If we shoot a zombie in the arm, we want his arm to blow off. If we shoot him in the knee, we want him to limp. And if we shoot him in the head, we want his head to explode. We want our bullets to create wounds.

[...]

Sword-fighting games like Oblivion are worse. You can slash the bad guy in the face with your blade and it does nothing. The enemy looks perfectly normal until he finally falls over dead, as if he had a heart attack from the excitement. Why give us a sword if we can't decapitate people? Don't tell us the system can't handle it, we were blowing off zombie limbs in House of the Dead a decade ago.

It's not about our blood thirst (well, not just about that), it's about making us feel like we're accomplishing something as we work our way through hordes of cookie-cutter bad guys. Oh, hey, you know what else we hate?

Filling the game with hordes of cookie-cutter bad guys.

This is another one of those problems that are exacerbated by new-gen graphics. Now that we can do photo-realistic faces, it's suddenly very weird that we're killing hundreds of identical clones.

How hard would it be to randomize facial features and skin tones? That's what we want, to feel like we're killing hundreds of different people. Not a bunch of clones or twins. We want to know, deep down, that there are hundreds of grieving mothers out there, lamenting the terror of our dreaded blade.


And I agree with him, I agree with Slate - we need the effects of our actions to look realistic, and the media queasies have repeatedly demonstrated the reason for this.


The first time I read an article about violence in videogames was almost ten years ago. It was in a library newspaper - probably the Times - and it mentioned several games, but was illustrated with one of Nomura's promotional images for Final Fantasy VII; a game that uses violence, questions it, and at one point devolves into an argument between Cait and Barrett about whether any of the violent things they've been doing are remotely justified.

That was the moment I first realised that I was never going to read anything of value about videogames in a printed newspaper, ever. Why shut up and go away when you can challenge and explore instead?

This is why my least favourite scene in Iron Man was the one that steamrolled over #6 of David Wong's Ultimate War Sim demand list:

Speaking of innocents, I want a war sim where native townsfolk stand shoulder-to-shoulder on every inch of the map and not a single bomb can be dropped without blowing 200 of them into chunks. Forget about the abandoned building wallpaper in games like the Red Alert series. I want to have to choose between sending marines door-to-door to be killed in the streets or leveling the block from afar, Nuns and all. I want to have to choose between 40 dead troops or 400 dead children, and be damned to hell by chubby pundits from the safety of their studios regardless of which way I go.


See, Wong is a gamer kid with a good grip on reality. There exist other gamer kids who think reality is like Iron Man, where magical white people who waltz into other people's countries have the magical power to distinguish between nice, innocent brown people and evil brown people (there are no other kinds, just innocent or evil), remove the latter with pinpoint precision, and go home after a day well saved. These other gamer kids are called the US government.

It's the people who don't want their imaginary violence to be realistic that I worry about. The people who want the details glossed over, who want to make out that it's not as bad as it really is, who want to conceal the fact that it's the least powerful who always suffer first and most.


One last link: Catherine Bennett on GTA. Oh dear god, you must read this:

With a violent and nasty movie, or corrupting literature, the thing is simple. You merely have to buy a ticket for, say, No Country for Old Men, or There Will be Blood, and watch it, with a keen eye for anything that might be violent or nasty. With books, you simply open, then read a copy of The Catcher in the Rye or, to go back a bit, Lady Chatterley's Lover or a bit further, one of those 18th-century courtship novels whose potential to enervate young virgins was discernible, apparently, within just a few minutes of scholarly inspection.

How different for the mature student of Grand Theft Auto IV, who discovers that acquisition of the game, an Xbox 360 and a working television will not be nearly enough to expose the sickening extent of its moral bankruptcy. For that, you need time, skill, dedication and, I suspect, youth. In fact, it would probably be cheaper, and easier, for any averagely underqualified adult who craves the excitement of casual violence in a context of social indifference to make your way to somewhere like Borough Market and snarl: 'Out of the way, bitch' at every double buggy.

[...]

In fact, if a new book on gaming, Grand Theft Childhood: The Surprising Truth about Violent Video Games, is to be believed, there may exist hardly anyone in sound mind who might not, from time to stressful time, benefit from an hour or two of moderately violent gaming. The authors, two Harvard psychiatrists, Lawrence Kutner and Cheryl K Olson, were told by many young players that they played violent games to 'relax' or to 'get my anger out'. Should we not, as a matter of urgency, implore Gordon Brown to escape into GTA IV over the bank holiday? Or would the experience make an already vulnerable and solitary Prime Minister more likely to aim his car, à la Niko, at cyclists such as David Cameron?

Saturday, February 16, 2008

still always Christmas:

[this post contains very small spoilers for Part II of Neverwinter Nights 2]

Thinking about gendered space in game worlds is fiddly because each player brings their own gender with them. I'll do the gamer drag thing later, I guess, but for now I can only hazard guesses about how much more welcoming the NWN2 gameworld would look to a male PC.

I am, as I am getting tired of being when it comes to gender, more vigilant than I'd like; I know that in games like this male is the default, for NPCs as well as PCs; women like Kana, Brelaina and Torio feel hopelessly token because the public spaces in the game are overwhelmingly gendered 'male'. I'd love to not be distracted by this point, but it's there. There's very little female visibility in the gameworld.

I'm just into Part III (of III) of this game, and how many female temple officiaries have I met? None. The only two female religious types around are playable characters; no other druids or clerics we've seen are women. How about the smiths and other merchants you rely on to keep your inventory turning over? Offhand I can think of only one woman among them, Nya in Port Llast, who is also a sweet soft plot hook due to her rustic paranoia over necromancers. Watchmen? This is where Brelaina looks really token; she's their leader, apparently, and she's also the only one with boobs except for my player character. Yes, having named female NPCs in important plot roles is an improvement on where we were in BG1, maybe, with just evil priestesses and the odd crazy wizardess/diviner. It also just makes it look even more weird that the rest of the world is overwhelmingly male. Where are all the missing women? Is there some genetic quirk of this world that makes 75% of useful, interactable characters male, or what?

(Oh, and Kana? Slanted-eyed person who talks about 'the Way' and says you couldn't understand because it's so totally Other? Not even slightly Orientalist, is it? Fuckssake.)

Then there's the Neverwinter Nine, Nasher's very favourite hired killers. The only female one we've met so far, Melia, has this SEKRIT IDENTITY because for some reason that's better than her just being one of the Nine poncing about in the cute blue outfit in the same way Callum and Nevalle are, owning the same public space as they do. You will never, ever, guess what her sekrit identity is. Ever. It's something that has never been worked into the story of a prominent female sci-fi character ever, ever, ever before.

*groans*

Above and beyond wondering what it is about guys who write sci-fi and their obsession with collectives of whores - and why (with few exceptions; Galvena in BG2 was one) in sci-fi, male pimps/leaders of whores are evil and female ones are good, as if somehow happy hookers are more easily defensible as happy hookers if their pimp/leader (Ann-Hari, Nandi, Mrs Palm, Ophala, Gail) is a woman rather than a man, when in reality all this crud is authored by men anyway - why do so many prominent tough-women-in-sci-fi have sex work as part of their personal journey? Men never do. But we've got Ann-Hari, Molly Millions (and Mona), Mitsuko Souma...

Here, Torio makes the unsurprising admission that she was once a bar performer - singing and dancing, something which is given distinct gendered overtones, not least because there is totally not a rampantly gendered cliché about women fucking themselves into positions of political power (and other jobs, see Kaylee freaking Frye).

One thing I find quite positive is a change they've made in the voiceovers; previous AD&D RPGs have often had some voiced dialogue, some not, and have formerly gone into great linguistic contortions to keep those voiced lines gender-neutral. NWN2 instead frequently makes such lines gender-specific, so clearly they've gone to the minuscule data expense of recording two versions of each such line. And seeing as they've gone to the trouble, I'm going to be ruining their day by looking for slip-ups. Thus far I've hit only one - Daerred called me 'he' this one time. I'll be doing another playthrough sometime, not least because part I has two different routes and I want to see both; it'll be interesting to see if there are any slips in the opposite direction. (There was one such error in BG2, made by Jaheira in the Galverey estate; I swear blind she says 'she' in place of a 'they' that appears in the text, even if you're fronting as a guy).


Thus far into the game (unlike the last one), there has been little romance. Just Casavir and Bishop taking turns to sulk at me. But I know what NWN1 was like and I keep wondering if Shandra's really hitting on me or if that was just my dykey imagination; is any of her dialogue (particularly during the vigil) different if you're playing a man, or differently charged, or leading to different moments later? I guess I'll find out if I come back here in a few months time, but my guess is that the dialogue is the same but the male version gets more romantically charged later - as if (within eternally heteronormative gamespace) you can address men and women as being exactly the same and yet only really mean it if you're fronting male. (If anyone out there's played this game with a male PC, please let me know about this).

I do rather like Shandra, but, that twee little speech she gave later about HOW VERY AWFUL it must be to suffer maternal bereavement when you're young? Urgh. As if I've not heard enough of that sick fetishisation IRL.

It's a fun game, even a fun story once you're out of the dire tutorial and part I, but I could wish I didn't have to put up with this crap to get my fun stories.


[also, hello to a certain red person who has been reading my blog from her workplace lately. *beams*]

Monday, December 03, 2007

From The Whoreses' Mouth

[addendum: Helen Keeble has written some wonderful notes on the Weird Symposium, and I've collected the links here - my own, much inferior, notes are linked at the end of this post.]

This would be further to '1958'. Because, as I mentioned on t'other blog, I went to The Weird symposium, and then the Weird symposium went to a bar, and China Miéville bought me a drink and talked with me about whores.

I shall now leave a few lines blank to give you time to get over how wonderful my life is.




By then I was suffering from brain-mush induced by lack of sleep and passive inhalation of Immanuel Kant, so there are two important things about the whores in The Perpetual Train that I didn't manage to bring up, but on the whole, I forgive him. The first thing he said when I mentioned the topic was that he'd thought through the gender politics of it and was prepared to stand by that part of the story, both its stance and its way of getting there; I think he'd had this conversation before, and that he'd had it with himself before that.

It's a bit of a duckrabbit: looked at through the lens of an SF-reading feminist, it's part of one distinct pattern; read from the point of view of a revolutionary socialist (I can pretend to have that POV for a moment, right?) it's a different picture. He said he was reflecting the history of railway-making, in which women do appear only as prostitutes or as slaves; given that, presenting the prostitute as a wage-labourer who can, like male wage-labourers, be radicalised by their experiences under capitalism, is (he thinks) a positive. He's well aware of the general SF reading, though, and says 'they do not have hearts of gold.'

The big thing I did manage to get out was that it seemed like his male characters had jobs - surveyors, gendarmes, railwaymen - while his prostitutes were their jobs. He said he felt he'd written them as people who were in control of their labour - they had rules, enforced them, went on strike. He pointed out that the prostitutes are at the forefront of the workers' radicalisation, and reminded me of one charming aspect of the story that I didn't mention last time; the Iron Councillors all, irrespective of gender, call each other 'sister' because the prostitutes refused to use 'brother'. (The other radical group in Iron Council, the Caucus, all, irrespective of gender, call each other Jack, which was really funny before Ori and Madeleina got to know each other). That explicitly identifies the rest of the wage-labourers with the prostitutes, which I think you've got to love.

I pointed out how invisible sex work is to women; how my young brother is far more exposed to the sex industry than I am, how very few women will encounter stripping and hooking (and those who do will mostly be those whose partners are consumers of such), while the industry is marketed at most men and part of the culture of many. How this makes writing about the sex industry excluding for women and entitling for men. (I don't think I said that part particularly clearly). He told me that that was a pretty recent thing - that 15 years ago it was a far more obscure part of male life than it is now. (That is the kind of information that women do not have access to, see?) It's weird that that's happened at the same time as women are becoming more economically powerful.


I didn't, and I wish I had remembered to, mention the problem Ide Cyan so eloquently described here:
"This is the kind of bullshit coming from leftist men that feminist women have been debunking since the invention of socialism. It presupposes that women's oppression is the result of industrial capitalism, rather a specific form of oppression with its own relations of production, and conveniently obscures proletarian men's role in the oppression of women. Obviously, leftist men still haven't paid attention, or do not care to integrate that particular analysis into their revolutionary approaches."


I don't think Miéville has completely failed to integrate that analysis, but he's certainly putting it way second to capitalist oppression, because that's what the whole sodding book is about. (That his stance is ultimately abolitionist is related to this; yeah, he's imagining a post-sex work utopia, but that's because he's imagining the end of all capitalist wage labour).

The second thing I missed, closely tied to the above, is the point V raised here about the use of sex work as part of the 'story' of individual characters (Ann-Hari and Carianne, but also dozens of other SF characters - Molly Millions, Niki Sanders, several continuities of Catwoman, et cetera ad infinitum). It's extremely irritating when read as part of that group of male-authored SF about sex work; I'd imagine he'd again be writing it as a being about wage-labour rather than being about sex, but I would've liked to argue the toss about it, because I refuse to believe it's a coincidence that it happens with so very many strong female characters. It's also, I feel, touching on appropriation; using a real-world group (sex workers) to explain your politics, your stories, your world.

He told me to come say hello if we're ever at the same convention again, so you never know. My notes from The Weird, if you'd like to read them, are here.

Saturday, October 20, 2007

1958

[NB: I originally wrote this to let of steam, but both this post and the FMT are now very slightly Internets Famous, and have thus been Criticised by Smart People. I'd therefore like to add C A Monteath-Carr's suggestion for an alternate FMT equation:

If (# of Female Prostitutes) > (# of All Other Women), then [WTF?]



I would like to propose a measure called The Frank Miller Test. It will test how much male sci-fi writers are obsessed with whores; if the proportion of female sex workers to neutrally presented female people in his story is above 1:1, he fails.

I said, alonglongtimeago, that I'd get back to the whole general mess of how sex work gets portrayed in sci-fi & fantasy. It's a happy coincidence for me that Yonmei recently wrote about this vile story CS Lewis penned in 1958 because if she hadn't, I would've had to search it out and reread it, ewwww. It's a short exploration concerning sex on an exploratory mission to Mars. 'Sex' meaning to Lewis exactly what it often means in sci-fi and in videogames - sex between the male adventurer and the female prostitute. Go read Yonmei's post, because I can't bear to rehash this vile example. Gist is, women can only come to Mars if they're going to be prostitutes. (The really cringlingly awful part is that when I first read it - I think I was 14 or 13 - I swallowed this shit whole.)

There's a lot of supposedly 'speculative' fictions where it's still 1958.


I am going to start with the ones I love the most, because they're the ones that hurt; China Mieville remains my writer of ultimate worship (and not just because of what he called Charles Clarke that one time on Lenin's Tomb), but there's this moment in The Scar where one of the minor characters, Carrianne, tells a story near-identical to that of Lewis's 'ministering angels'. Even on a first, frantic readthrough of a book I was badly in love with, this stood out as the weakest thing he'd ever put on paper.

We were sailing our whim-trawler for Kohnid in Gnurr Kett. That's a long, hard journey. I was seventeen. I won the lottery to be figurehead and concubine. I spent the daylight strapped to the bowsprit, scattering orchid petals in front of the ship, spent the night reading the men's cards and in their beds. That was dull, but I enjoyed the days. Dangling there, singing, sleeping, watching the sea.


Yeah. Great journeys are for penises, but vaginas can tag along and put out for us and that makes them winners! This isn't normative, I know, it's descriptive, he has an anthropology background, I shouldn't be so quick to smell a rat. And yet.

Carrianne is only one woman, but in male-authored sci-fi, the whole stupid prostitutes-only thing more often follows that 1958 pattern of the organised group. Iron Council is such a self-aware commentary on socialism, on industrial organisation, on the politics of objects (both technologies and bodies), on revolution, that I'm hesitant to rip at any one moment. It's a journey, a circle. The bit that involves prostitution is that wild present-tense 150-page book-within-book that some people hate and I hopelessly adore: Anamnesis ~ The Perpetual Train.

Mostly, it's about technological determinism with sociological determinisms piled atop that. (Beautifully. It's probably the best book in the entire world). A company sponsored by a wealthy coastal city-state is building a railway line across a continent, out from their city toward places they have never been. The Perpetual Train follows Judah, one of the Transcontinental Railway Trust's surveyors: he watches as the construction of the railway changes the land and the communities that it passes through.

The villages they pass become rich and murderously violent - decadent, liquor-swilling, whore-filled and lawless - for the few days or weeks of the railroad, and then die. The towns live mayfly lives. Sex is as much part of the iron-road industry as spiking, grading, herding and paperwork. A tent city of prostitute refugees from New Crobuzon's red-light districts follows the rails and the men that set them down. The men call it Fucktown.


It's 1958 again. The men have a quest, and the women are the questers' prostitutes. (Anonymous homosexual intercourse is suggested as the cash-free alternative). There's also, of course, this narrative about how 'vices' of all kinds are brought by the evil capitalist enterprise to the virgin wilderness -

- but not quite, I fucking adore this one:

There are several like her, some boys but mostly young women, utterly charged by the arrival of these tough roustabouts and the breathing pistons of the trains. Their families lament while they let their flocks run, or sell them for meat to railroaders for scrimshawed trinkets from the tool-rooms. The goatkeep young men join the grading teams and fill the rivers. The young women find other outlets. [...] There is bad blood among the camp followers. The whores who have dutifully followed these men, splitting from the perpetual train to work with these mountain diggers, are affronted by their new rural rivals, these farmgirls who expect no pay. Some of the workers themselves are threatened by these newly voracious young women who do not sell sex or even give sex but take it. They know no rules. They have yet to learn taboos...


Part of me adores that bolded line, and the energy of the passage in general. The other part is saying waitacottonpickingminute, you're appropriating vaginas to demonstrate your philosophy of technology? You're using the gender-neutral word 'worker' to mean 'man who pays for sex'? You're drawing lines between 'untamed' rural amazons and prostitutes who are Slaves Of The Patriarchal-Capital-Whatsit? Prostitutes who (as the story goes) 'corrupt' those women through violence, enforce their taboos and turn them, vampire-like, into prostitutes themselves? The shit?

There are only four sorts of women in The Perpetual Train: these village sluts, these whores, monsters and a few passing gamblers. The only ones that organise are, naturally, the whores.

Mieville is a materialist revolutionary - the (male) workers unionise, and the (female) sex workers unionise, not for ideology but because the TRT's wage money dries up; the two unions then unite and eventually do things their own way, a way in which no one is being paid for anything. So women get to stop being prostitutes AFTER THE REVOLUTION! and not before. That's all the women he's writing about, by the end of The Perpetual Train, excepting a few nameless Remade (class-critical monsters). It's not like this in The Scar: there, where a small group of women gather together, they're usually librarians.

[Addendum: I spoke to him about this after the Weird symposium - see here for his response to some of the points raised.]


I've done Firefly. The circumstances are murky, but the only reason Inara was able to be part of the quest while retaining her class privilege was because she was a sex worker.


I said I wouldn't do Frank Miller himself. It's the writers I love that I want to unpick. We're going to Discworld. We're going to the fandom-splitting nadir/zenith of Discworld, Night Watch. It has two things in common with The Perpetual Train; firstly it is a fold in time, set about thirty years before the rest of the series around it; secondly, all the women in that time-fold are prostitutes, excepting only two, who are both addressed as potential prostitutes. In the past, all women were bought and sold, geddit?

There are the prostitutes. There's the cat-owning figure at the back, Madame, and at one point a man asks if that's her title or her profession. There's the real seamstress, for Discworld regulars. I can't recall another woman in the entire thick of the book: Sybil and Angua creep in only at the temporally flat edges. I can't excerpt *listens to collective sighs of relief* because I can't find a copy anywhere (fact: he once posted my copy of Night Watch to Australia, but then gave me one of the other zillion we had sat about just-in-case), but I swear to god it's true. And again, as in The Perpetual Train, the unionising of the prostitutes is their key issue. It's an entirely realistic concern. And yet.

It's not like this is how he usually 'does' gender; Pratchett adores toying with female stereotypes, and has made us see eye to eye with the bitter one; fall in love with the fat, forty-year-old virgin; awaken the inner babysitter. He's franchised the Tooth Fairy. He's done an entire book about the orphaned servant-girl not getting married to the handsome prince. He's followed the queen from beehive to chessboard to mountaintop kingdom. Do not ask us about Mrs Cake.

Thing is, outside of the agency-worker Tooth Fairies, the only organised group of women...is that union, a guild no less, of prostitutes. There is this whole thing about how the witches do not have a hierarchy, or a leader, because Esme Weatherwax would never allow it; there is this other whole thing about how only three city guilds will even accept female members; the whores, the beggars, and the detested Night Watch (but only long after the revolution, even then). In other words, women do not form organised groups, but prostitutes do. And in Night Watch, the revolution demands 'reasonably priced love', because the only women the author has welcomed on board are whores.


[Here there could've been a word or two about how prostitution is brought into videogames, but it's just more of that cock-coddling I mentioned here, with the occasional added touch of slut-shaming or poor-little-victiming. I do think it makes me feel less comfortable presenting as a female PC in a gameworld, just because it makes it overtly clear that this invented society, otherwise little resembling our own, is programmed to cater specifically to the cock. Bioware has been known to proffer an occasional rentboy. It doesn't work, because I am not really a potential consumer of sex. It just looks like mapping male sexuality on to that afterthought that is the female PC, which is what it is.]


I'll say it again; when male sci-fi authors write about trade unions for sex workers, they do not do so out of the goodness of their bleeding liberal hearts. One fascinating thing about sex work that I would never have known without reading the words of sex workers themselves: the johns are sometimes organised. (The immensely readable PeridotAsh has written about this here and here). The sex industry impinges more on the average man's life than the average woman's - few women are potential customers or potential employees, while a sizeable minority of men are consumers of sex and all will find it marketed to them at some point. Is this why male sci-fi writers circle the topic like vultures, appropriate it and sometimes use it as their only discourse on women at all? By fantasising about organised sex workers, are they becoming an organised community of sex consumers? Are they already that, and just acting it out on paper?

Um, I think Mieville doesn't even like vagina, and I know Frank Miller has never spoken to a woman in his entire life. But hey.

[addendum: the angry black woman assures me that Mieville does like vagina. I am more than cool with that, because oh god would I ever hit it.]


Does this matter out in the real world? Only in that it makes it harder to hear real sex workers because of all the male-invented versions getting in the way, and putting fanrats like me off the topic entirely because I've seen how these guys use it.