Showing posts with label videogames. Show all posts
Showing posts with label videogames. Show all posts

Wednesday, May 27, 2009

a sorta-eco-urbanist reading of flOwer.

[fitting that my first post here in a long while is batshit fannish insane, BUT HEY.]

flOwer is an unusual videogame. It's a downloadable game for Sony's PS3, costs $10, and has a novel and touching style of gameplay, in which you direct an ever-growing cloud of petals around the game's landscapes, touching flowers on the ground to 'bloom' them and alter the environment. New colours and sounds spring up as you touch things; some flowers are triggers that alter the landscape more dramatically. A cliff might crumble, a stone circle might open, or a turbine might start spinning.

There are no words in flOwer, but its six levels provide a distinct political narrative about rural and urban environments. They're the dreams of six flowers sitting in pots on an urban windowsill.


So the game starts inside the city. We see its grey horizon out of the window, and we're given odd clips of it at the start of the levels; tall towers, traffic, feral birds. (People are never pictured in focus in flOwer, and given that it's a game about human environments that struck me as potentially troubling. But it's part of the game's aesthetic). The game starts when you zoom in on a flower and are transported from the city to a rural idyll; a landscape of hills and meadow dotted with rock formations. There are no signs of human existence here - or to put it another way, there's no technology. This dualism raises its head throughout the entire game; there's nature, and then there's tech, and they might mingle to form something that's a bit of both, but they're still portrayed as being two separate poles. Explore flOwer's nature scene, and you'll change it - open up new areas, change the direction of the wind that carries you - but there's still this sense that here, at the start of all things, the landscape is virgin, the organic whole.

This is an origin story. And oh damn am I obsessed with the Cyborg Manifesto this year:

An origin story in the 'Western', humanist sense depends on the myth of original unity, fullness, bliss and terror, represented by the phallic mother from whom all humans must separate, the task of individual development and of history, the twin potent myths inscribed most powerfully for us in psychoanalysis and Marxism. Hilary Klein has argued that both Marxism and psychoanalysis, in their concepts of labour and of individuation and gender formation, depend on the plot of original unity out of which difference must be produced and enlisted in a drama of escalating domination of woman/nature.


Origin stories are never true, especially not when it comes to cities.

And yet, there's other moments in flOwer when technology seems to be framed more like something that arises from nature. It's exploring its own conceit, even if its tech tree is, at times, bizarre.


The second flowerpot introduces human design in the form of stone circles - rings of megaliths tilted inwards. (And I love this.) You continue to explore, opening flowers with a touch, and when you've opened the right flowers the megaliths draw apart and tilt outward - opening just like the flowers. Can you define the megaliths as a form of technology? Certainly it's a human working on the landscape that, because it is primitive, gets a pass at being flower-like, natural.

The third moves us on to wind turbines. Touch the flowers, and their arms start spinning.

Bit of a hop, isn't it? I don't know what the Civ beeline for stone circles-->wind power would be, but, it's all aesthetic anyway; the game's connecting rural idylls with pagan prehistory with wind turbines, like it's sketching out the interests of the hippie/new-age movement.

Turbines, see, are still Good Tech. They move with the breeze; they aren't affecting the empty landscape, but the landscape is affecting them. And in between these levels, we're still seeing the city in all its grim grey glory; the flowers are dreaming of this better way, far from reality but coming ever closer.

Part 4 was the one which touched me the most. It was set in night, swooping from sunset towards sunrise through a dark and lonely sky, and one of the ways in which my actions altered the landscape was to make light. The ground became luminous, and the central tech element, overhead power lines bearing lamps, started to glow.

Aside from the power lines, there were a few other signs of human activity; small, round haystacks, overturned carts, white-chalk paths, and some fences. The fences unnerved me. The game was gradually leading you back to the human race, and the designers had chosen to use the division of land as an icon to represent that journey - land that at the start of the game was entirely untouched and empty. Later, I could see the story they were telling there - a condensed historical narrative that shows enclosure leading us to industrialisation and industrialisation leading us to the cities - but at the time I felt like I was wandering the Ridgeway in the little hours again.

It was about light, this little nightscape level. The scene in the city before it began showed a streetlamp flickering; the city is breaking. At the start of the dream, the turbines we'd seen in the last level set the power flowing, and your actions then made the power flow towards the city - until the end of the level, where the lights began flickering like the one in the city, and the landscape changed into an industrial dystopia, full of smog and twisted pylons. It's dark here, but there's a blue flower blooming in the murk.

So cities are broken and wrong and can only be enlightened by your twee flower power narrative? Right. The snark, I can't help it, I detest rural idylls. :/ I love nature. I love human nature. There's as much of nature in the city as anywhere else.

Part 5 is the most grim, and the one that made me most sceptical of the game's ethos. We're close to the city, in a grey maze of pipelines, pylons and power lines, still lit by those dim orange lights. It's the only part of the game where the environment can hurt you, burning your comet of petals down to almost nothing if you brush against one of the spitting black transformers. And if you manage to open the flowers without touching any of these obstacles, what happens? These tech features untwist and become sleek and silver, they can't hurt you any more and - this is what really killed me - the orange lights are replaced with white CFL mercury bulbs.

*headdesk* Even the CCC (and I am no great fan of the CCC) urge people to, if they care about the environment, stop faffing about plastic bags and lightbulbs and start lobbying your government to stop airport expansion and close coal plants. flOwer is taking the other path, describing ecological problems and reducing them to the consumer question of which object is better than which other object and, oh, it's all down to you, you directing your cloud of flowers, you making little changes one by one. Even if you see the flower cloud as a group of individuals rather than as an avatar of a single individual player, it's still a horribly flawed way to talk about environmentalism, or even energy efficiency - they're not individualist issues, they're problems that start at the top and can only be tackled on a grand scale. And if you are going to do anything about it as individuals? I'm reminded of the woman who organised a disruption of Drax, the huge coal plant in northern England: she spoke afterwards about how easy it had been, and how few people it would take to inconvenience the place on a regular basis.

But flOwer is, itself, a consumer product; it might be odder if it didn't portray efficiency and environmentalism in consumerist terms. It's a beautiful picture of 'being the change', so long as you don't try to apply it to the real-world problem they're describing.

The fifth level ends at the gates of the city, so by the time the sixth began, I was already in full-on sceptic mode. We're in the city now. What we're changing with our actions is the city - filling it with colour, clearing out the wreckage, opening the gates. It seemed like that dualism again, the rural idyll entering on the urban dystopia and Making It Better. There are no people in the city. You don't have to worry about gentrification, or any of the other creepy human implications that creep in when you start Making Cities Better. flOwer's hate-on for the high-rise is all well and good, and you know I believe in a forest called London, but the elevation of the floral over the urban did not move me.


The more I think about it, the more I realise that I could have read it all in a more positive way, but the lack of people to centre that reading around makes it hard to do. I instinctively side with the city in all its dirty chaos. I'd ask for a game where the urban invades the rural, unravels its twists and leaves it sterile and overgroomed or not at all; but that game is called The Real World.

Tuesday, December 23, 2008

continue / exit

Three quick gamer links here, because I hope to get my groove back (though, as followers of my deadjournal may have noticed, I am slightly obsessed with a certain videogame right now, so who knows?):

a) From VorpalBunnyRanch, a great look at how the nature of violence in videogames is skewed by the protagonist's gender. In a brief follow-up it's noted how survival horror breaks the general rules regarding women and violence/action - this genre also stands out among films, something noted by Randall Monroe here in Two Female Leads.

Perhaps the more a story blurs the lines between violent heroes (or villains) and victims of violence, the more likely it is to have active female characters? I am, inevitably, thinking about how that works in Metal Gear, a game series in which women frequently commit acts of violence, but generally bloodlessly, or from a distance - with the exception of that one group of villain/victims/survival horror exhibits in MGS4. *le sigh*

b) From the Beeb, a survey of MMO players; 40% are female, they're more likely to put hardcore time into it than male gamers are, and - get this - female gamers are 5x more likely to be bisexual than the general population. (My guess: bisexuality is massively underreported in the 'general population', and if you did something as simple as matching gamers with non-gamers by age and perhaps social class, the difference would close significantly. Another possible explanation is that game design is inimical to straight female desires and makes straight women slightly less likely to play MMOs than gay women - gee, I wonder how that might have happened?)

[addendum:: see also some scepticism from Kotaku: "...these are the results of a voluntary study in which participants received a free in-game item for participating, so I can't really see how they can even begin to pretend that they tallied accurate results. If I was told to complete a study in order to receive a free in-game item, I'd complete that puppy so fast that I might have wound up one of those hardcore bisexual raider women. Think about that before you start fantasizing about that hot wood elf you saw running about Qeynos."]

c) Merry Christmas from VGCats!

Thursday, November 06, 2008

squees, lies, videogames.



Erm, okay, I may have lied about no more election stuff. I was seduced into giving more election links by this amazing photo-series. Just keep hitting 'show more images', it's lovely. But I have gamer-girl stuff to share too, I promise!


A little over eight months ago, Michelle Obama said to a crowd of her husband's supporters, "For the first time in my adult life, I am really proud of my country." She took a lot of flak for that statement, and was called unpatriotic, 'ungrateful', and generally accused of being a nasty strident Sapphire who didn't know her place. Yesterday two good friends of mine each said pretty well exactly that, a third (who lives abroad) said that she no longer feels ashamed when people realise she's American, and Kyrias, a long-standing US resident, is considering filing for citizenship. A lot of people at Feministe are also echoing Michelle's remarks.


With provisional and absentee ballots to sort, the last calls are still being made; Georgia was finally settled for McCain earlier today, but I'm not sure if the Senate call (it will be a runoff election, because the Libertarians prevented anyone getting 50% of the vote) has been formalised. North Carolina went for Obama by 14000 votes, again due to those pesky Libertarians; Missouri is likely McCain but still to be called - on Super Tuesday it was prematurely called for Clinton but the final count flipped it to Obama, so I guess they're trying not to make a mistake again this time. The only other outstanding presidential count is in the city of Omaha, custodian of one of Nebraska's five votes; they're busy opening the last 15000 ballots, and it's relatively likely that Obama will eke out a tiny win. This would be the first time either of the splitting states - Maine and Nebraska - have actually split their votes; personally I think it would be more fun, and lead to more engagement, if all states split their votes by congressional district.

They're also still counting in the Alaska senate race, where seven-times felon Ted Stevens has probably pulled out a win. (Nate has a post about how Alaska skewed dramatically away from pre-election opinion polls, with the Republicans overperforming by +12% in all election races, not just the Senate). If so, he will be thrown out of the Senate and Alaska will join Georgia in having a December 2nd special; I fear the seat is Ms Hun's if she wants it. It's a shame because this was the one real chance of getting a left-wing Alaskan into the Senate. :/ The Oregon Senate race has been belatedly called for the Democrats, but Minnesota is in the throes of a full recount.

Saxby Chambliss, btw, did manage to find time to get even lower and shittier right before the election. Also, I am linking this just for one great sentence: "Nate Silver taught numbers how to fuck."


Now, gamer shit: if there's one videogame movie the world really doesn't need, it's this one.

This blog post contains a PDF file of the best gaming article I've ever read. It's about people who still play Pac-Man and other old arcade games competitively, and it contains the phrases 'meditative states' and 'gamer ontologies'. I thought I was the only person in the world who cared about gamer ontologies and I am so not. That article is very long but it made me so very happy.

The one thing I found off about it is that it framed classic gaming as being so completely a matter of male homosociality. This puzzles me because one of my housemates is a classic gamer - an obsessive Dr Mario player - and I often find myself sat drinking coffee while hypnotised by her arrays of primary-coloured pills. She is not an 'adept', and rarely squeaks past level 23, and is not part of any gamer club that I know of. And I like watching people play games, even ones I suck at (especially ones I suck at). I also know a person with a basement full of consoles from long ago - Ataris and the like. Yep, she's a chick. I don't know any men who still play classic games, only these two women. The article only mentions one woman among the many gamers it discusses, adepts and audience members both, and prefers to put women in the background caring for the gamers in their lives but not partaking. I suspect that this is an old idea at work - that what men do with their free time is serious, worthy, even sacred, but women have only their tasks and their fripperies. It's not true IRL obv, only in the media.

And here at Vorpal Bunny Ranch (which truly is the best-named website ever) is another wonderful article marred by the assumption of male homosociality. It's about the role of the dandy as a male stereotype in videogames, and it has Balthier in it just to make me happy:
It is a common stereotype that we have come to expect--if a man is not muscular and cannot save the day through his forceful body or strength, then he has to be crafty, making him either a man of questionable morals or a villain himself.

... You cannot trust the man who does not use his hands for physical labor and counts on magic and deceit to achieve his goals--how loathsome.

Is it that surprising that this happens in videogames? Not at all. Consider that, in general, the dandy is a male who is considered feminized by his opposition to the male principle of power through strength.


That post makes some great points but I think it's slightly crippled by comparing men only to other men, when electric culture is really way more level about gender; it talks about Balthier as a dandy, and yes he does have a claymore-swinging foil whose story is about grappling with the male principle of power through strength...and that person is Ashe, a chick, so there you go.


Also speaking of chicks, Nintendo have been surveying DS players in Osaka. The biggest user block of all is boys aged 10-12, but the second biggest is women in their early 30s. At most ages, women are more likely than men to use a DS.


Did any of you hear about the Little Big Planet recall? A classic case of oversensitivity at work; songwriter Toumani Diabate, a Malian Muslim, included two lines from the Koran in a song he wrote for the game - something that's apparently common in Mali's music culture. When Sony realised this they went apeshit and recalled the game. M. Zuhdi Jasser, head of the American Islamic Forum for Democracy, has no idea what their fucking problem was: "The fact that the music writer is a devout Muslim should highlight that at the core of this issue is not about offending 'all Muslims', but only about freedom of expression and the free market." Tycho, meanwhile, points out that Little Big Planet is a game centred on user-generated content, which - as I said re. the Hot Coffee mod a while ago - is inevitably going to cross every line the designers, censors and raters attempt to draw. It's the end user who chooses the content, not you.
No matter what this song contained, rated by some universal standard for blasphemy, the things you could do with the included toolset would make any scholar of Islam beg for the days when the holy scriptures were merely set to a jaunty beat. [...]

No-one was watching when modding became something like a gamer's right. Now, the mainstream perches in every high corner, shifting its weight like Poe's raven, positively starved for evidence that this incredible medium bears within it the dissolution of a generation.

This is why Microsoft doesn't want to get within ten miles of this shit.

Thursday, October 23, 2008

For Every Five Tanks: an election link post

[Or, as one FiveThirtyEight commenter said a couple of days ago, 'We are all Fake Virginians now.']

I've been collecting shiny things to share with you all - expect another post soon, because this one is a special place for any and all election crap. I want this election over already; we already know who's won, so it's just another couple of weeks of unnecessary ugly.

First, the obvious: do you see the BotherVoting banner in my sidebar? Yeah? You can probably do it already - just google 'early voting [your home state]' and you should find out where and when it's available. Here's all the early voting info for GA. You can go vote right now if you live in Georgia - and next week, from Monday til Friday, the polls are open until 7pm. Whoever you're voting for, early votes benefit your candidate because the more people in your area have voted already, the less resources they'll need to put into it on November 4th.

Is Georgia a safe state for the Republicans? They think so - so much so that they're running their GA campaign out of an office in freaking Tallahassee and local Republican chairmen are accusing the campaign of 'leaving it to chance'. Nate isn't quite so sure. The answer is 'probably'. But that doesn't matter because Saxby Chambliss - the US Senate's gaping asshole - is up for reelection, and your vote against him most assuredly matters. Whoever you're supporting for the presidency - Obama, McCain, a third-party (both the Greens and Libertarians are running native Georgians this year - have they forgotten who the last Georgian president was?) or a write-in candidate - please get rid of Chambliss. His opponent, Jim Martin, even has virtues beyond not being Saxby Chambliss.

Wherever you are in the USA, if you have any trouble at the polls you can contact the Voter Protection Center at 1-866-OUR-VOTE. Look at the Incident Tracker at Voter Suppression Wiki to check problem reports in your area, so you know what to look out for. Robert F Kennedy's written an article about voter suppression here.


Now the fun stuff: Obama bought advertising in an Xbox 360 game, Burnout Paradise. A pretty shallow move, but a smart one; it's unlikely that any frat boys are going to abruptly hit pause and run out and early-vote solely on the strength of this one banner in this one game - but the magpies in the news media all go OOH OMGZ SHINY TECH and spend five minutes of our lives expounding on this sentiment. I don't know what an in-game banner ad costs, but I'm betting it's less than five minutes of primetime. (I'm against in-game ads - once you've bought something as expensive as a game console and something to play on it, it's irritating to have people trying to eke more money out of your gaming on top of that - but hey, that's why I don't play Xbox crap). It gets game culture talking too, not that they didn't already love Obama simply for not being Hillary Clinton - here's a collection of fan-made mockups of Obama in-game ads. Portal, oh my! (And the Metal Gear one is totally an unintended and unfortunate Dar Williams injoke. God, I love Metal Gear.)


Onto the Shiny Things: Losers Edition, starting with this: The Front-Runner’s Fall, or, Joshua Green's write-up of a batch of emails, memos and minutes he was given by staffers from the Clinton campaign following that campaign's decease. He's made a good story out of it, and the material itself is online for your perusal. Much of it is unintentionally hilarious in retrospect, not least the March 2007 memo in which Mark Penn wrote, "The right knows Obama is unelectable except perhaps against Attila the Hun," a statement that perhaps McCain should have noted before selecting Ms Hun to be his running mate.

[One quick aside about Ms Hun, while I'm here: all the blithering yak recorded here at the Beeb about her freaking $150000 fashion budget is positioning her in the same frame as Cindy and Michelle rather than John, Joe and Barack. For the love of god, why? She's being interviewed for the same job as Joe, right?]

Also about Clinton; it's months old now, but I only just read Sean Quinn's piece about how he'd flipped during the primaries from admiring and defending Clinton to feeling completely alienated by her - and how she might yet win him back. The apology he hoped for never happened, but personally I don't think it matters - Clinton's presidential ambitions were already over anyway, and I suspect they would've been either way; an apology would've been way too much ammo. Also, Quinn mentions the Jack Thompson pontificating!


Here, if you like that sort of thing, is an incredibly classy and meticulously annotated torrid rant, hosted at FuckJohnMcCain.com:

...Does it worry anyone else that every right-wing debacle in the last fifty years involves the same twelve assholes? Need another example? Remember the fuckwads who put out a push-poll claiming McCain had an illegitimate black child back in 2000? The same guys McCain said had a "special place in hell"? Hell, apparently, is the McCain campaign, cause he fucking hired them.

Which I guess isn't that surprising, since McCain has changed positions more times than Jenna Jameson in a double feature. But not on important issues. Just stuff like privatizing Social Security, the Bush tax cuts, coastal drilling, ethanol, gay adoption, affirmative action, the estate tax, torture and negotiating with Cuba, Hamas, and Syria.


Okay okay, here's some genuine class from John Perry Barlow, hosted here, and yes, it too has naughty words in it. (h/t Daisy). The thrust of the piece is echoing something Sean Quinn said (implicitly) in his piece about Clinton - the internet lets you look at this sodding horserace in a close and on-the-spot way, and if you're looking through that lens you wind up liking Obama more and his opponents much, much less:

However, since God is merciful, McCain probably doesn't know what I'm talking about. He's watching the campaign on television where he's presented with an edit of reality that is far less damning to him and his campaign than the one I've been watching on the Internet. John McCain is blessed indeed to be spared the online version of himself.

...

If he watched the much more elaborate coverage of the campaign on the Internet, even McCain would have to be in awe of the fact that Senator Obama has shown almost superhuman dignity, humor (as opposed to sarcasm), and that quality that Hemingway defined as courage, "grace under pressure" even while being carpet-bombed, first by the Clintons and now the McCain/Palin Golem, with six months of sucker punches, lies, trivialities, the guilt of distant or even non-existent associations (often involving black people behaving ungracefully), and now, finally, the direct incitement of murderous intent in crowds spiked with many people who are insane with racial hatred, well-armed, and trained by their government in the accurate use of long-range weapons.

He would have seen the look of enlightened acceptance on Obama's face tonight when McCain fiercely declared his pride in the people who attended his rallies, including, presumably, the ones who shout "kill him" and "off with his head."


If you've time, be sure to watch the six-minute video Barlow points out - the original dialogue between Obama and Joe The Plumber. 'You will see a presidential candidate stop and take the time to explain more and in more respectful detail about his tax program to a single plumber from Ohio than McCain has ever explained anything - besides misrepresentations of Obama's resume - to the entire American public during the length of this campaign.' I think that it shows the flipside of the yay-internets line Barlow's pushing here; an intelligent, nuanced policy explanation, given entirely off the (rolled-up) cuff there, got edited into a ridiculous bogeyman about socialism. These powers can be used for both good and evil, and we should not take them for granted.

Any and all McCain rants draw from the original and greatest, that one Rolling Stone knifing. Very long and, if there's one thing the last fucking year has proved it's that you can write a thorough character assassination on anyone. Just read those 2007 Penn memos about Obama. But hey.

(It remains strange that McCain hasn't pressed what is, in pure common-sense terms, Obama's one great policy weakness - the ethanol subsidies. Dear gods, are you trying to cook our seas and starve us all to death? Are Iowa's seven EVs worth that much to you? *le sigh* I guess this is what happens when you keep having to cast votes for politicians but, as Ford Prefect said, 'if they didn’t vote for a lizard, the wrong lizard might get in.')


Finally, here's that one photograph Colin Powell was so touched by. Take a look.

Friday, October 03, 2008

good news for geeks

Jack Thompson has been permanently disbarred from practising law in the state of Florida, and I gather that means he'll have a hard time lawyering anywhere else either. To which the world says: about damn time. Thompson described himself in his most recent news release as "nationally and internationally known by virtue of his effective and successful opposition over the last 20 years to the broadcast, marketing, and sale of adult-rated entertainment to children". He also calls himself a 'faith-based activist' and 'Christian lawyer'. (The National Institute on Media and the Family, however, which normally loves this stuff, have told him to please stop mentioning them because he has a 'negative influence' on their reputation and work).

an aside for non-gamers who read here: this is why Hillary Clinton has such a fuck-awful reputation among gamers. There are many gamers who hold as that their one voting metric Anyone But Hillary. I mention this because I've recently seen this universal antipathy gamers have to Clinton cited as evidence of misogyny in gamer culture - ffs, if you want evidence of misogyny in gaming, there is no shortage of it to be found, but a desperate wish for your special lady to never be president ever is not it. To someone who plays a lot of games and doesn't care too much for politics, a desperate wish for your special lady to never be president is a perfectly logical opinion, and telling them they should believe otherwise because she's such a nice woman will just cause them to file you in the 'stupid' folder.

Thompson's got cosy with a fair few politicians over the years, including Rick Santorum and Joe Lieberman, but it's Clinton who fell for it the hardest. It was Clinton who he sucked in to the ridiculous Hot Coffee drama, somehow making her forget that the average gamer is well above voting age and would regard her as absurd for grandstanding over something so petty, and of incredibly poor judgement for listening to Thompson at all.

We can't know what drove Clinton to listen to Thompson. A bit of background vetting alone would've showed him to be way lacking in the reasonable human being department. There is so much batshit it's hard to know where to start, but these three fantastic paragraphs from (yes!) Wikipedia convey the flavour of the man, at least:

In October 2007, Chief U.S. District Judge Federico Moreno sealed court documents submitted by Thompson in the Florida Bar case that depicted "gay sex acts." Thompson's submission prompted U.S. District Judge Adalberto Jordan on to order Thompson to show cause why his actions should not be filed as a grievance with the court's Ad Hoc Committee on Attorney Admissions, Peer Review and Attorney Grievance, but the order was dismissed after Thompson promised not to file any more pornography. [...]

In February 2008, The Florida Supreme Court ordered Thompson to show cause as to why it should not reject future court filings from him unless they are signed by another Florida Bar member. The Florida Supreme Court described his filings as "repetitive, frivolous and insult[ing to] the integrity of the court," particularly one in which Thompson, claiming concern about "the court's inability to comprehend his arguments," filed a motion including images of "swastikas, kangaroos in court, a reproduced dollar bill, cartoon squirrels, Paul Simon, Paul Newman, Ray Charles, a handprint with the word 'slap' written under it, Bar Governor Benedict P. Kuehne, a baby, Ed Bradley, Jack Nicholson, Justice Clarence Thomas, Julius Caesar, monkeys, [and] a house of cards." Thompson claimed that the order "wildly infringes" on his constitutional rights and was "a brazen attempt" to repeal the First Amendment right to petition the government to redress grievances. In response, he sent a letter to U.S. Attorney General Michael Mukasey, referring to the show-cause order as a criminal act done in retaliation for his seeking relief with the court.

On March 20, 2008, the Florida Supreme Court imposed sanctions on Thompson, requiring that any of his future filings in the court be signed by a member of The Florida Bar other than himself. The court noted that Thompson had responded to the show cause order with multiple "rambling, argumentative, and contemptuous" responses that characterized the show cause order as "bizarre" and "idiotic."

But his best moments have been his infamous altercations with Gabe. First, the famous phone call, then the $10000 pwning and subsequent allegation of 'criminal harassment' (second post onward), and finally he accused Penny Arcade of 'collaborating to commit racketeering' with several other gaming websites.

[edit: I totally missed this before, but Thompson's disbarment occurred on Gabe's birthday. Aaaaw.]

Tuesday, July 08, 2008

Christmas IV [more videogame blogging] & some Christians

So in a new MMO, Age of Conan, female characters are up to 35% less effective than male ones, and this is not mentioned anywhere in the character development process. Why?

Short answer: the game designers did not intend this, it's not like they're misogynists or anything like that - they just decided that there would be attack animations and you could only select a new attack once an animation had finished. Then they allowed the misogynist animators to get obsessed with lengthy boobie shots, thus making the female characters exist to be looked at while the male characters got on with shredding things. For some mysterious reason that we couldn't possibly guess at, the designers did not seek to fix the problem until gamers started complaining.

Long answer:
Let me begin with saying “yes, we here at Funcom agree with you; this is an unacceptable bug”. We never intended for any character to be stronger/weaker than another based on its gender, and we have been working on making the necessary adjustments to correct this issue for quite some time already.

Now, in our game, we have two primary sources of damage; ‘normal’ damage, commonly referred to as “white damage”, and ‘combo’ damage. Making the white damage equal for both Male and Female characters is, in this context, a fairly simple task and something we’ve already done and which should already have been patched out to Live.

For future reference, when I say that it was a fairly simple task to fix it, we’re still talking about modifying, either through actually having an animator work on the animation resource itself or by having a BCC designer adjust the speed-scaling of said animation resource, of more than 150 unique animations. In addition, these animations are fairly “simple”; by which I mean that they are your ordinary attacks and don’t contain any flourishes, sequential blows or other “complicated” stuff.

However, if we move onto ‘combo’ damage, which is what is causing the notable part of this issue, there are suddenly several factors that come into play when determining the final damage. I won’t be wasting too much time in this update to go into detail about every factor, but to quickly list a few they would be stat/modifier/multiplier (which in turn depends on class, level and weapon equipped), length of animation and, although irrelevant to this exact issue any longer, amount of steps in a combo sequence.

The main reason for the discrepancy in damage output that you’re seeing is that the length of an animation isn’t equal for both Male and Female characters in many cases. This is what we’re currently fixing, but there’s roughly 800 to 1000 animations in total that are involved here, and that they are significantly more “complex” than the ‘white damage’ animations mentioned above this naturally takes a lot more time.


Short version of long answer: boobies. FFS.

h/t Dee.


One thought I didn't add to my last gaming post - I'm playing a female PC in the NWN2 xpac, and (because of plotty plot things) this causes the Red Woman, and later Safiya, to allude to Delicious Genderqueer Subtext With Lesbian Overtones. (Um, I guess you can only fathom this bit of my rant if you've played the game, sry).

My first thought: there is no way, from the moment they'd thought up the game's background, that Akachi was going to be anything other than male, or the Red Woman anything other than female. It's only the female PC, if you have one, who is framed as perhaps being genderqueer. I cannot believe that a game plot would ever make a nod to a story's queer subtext if you chose to take a male PC, while not possessing this subtext if you choose a female PC. I think the same root sexism - the fear of women - explains why Akachi (male) in the xpac is framed as having far more to do with you than Gith (female) in the base game is.

(That's when they even refer to Gith as being female, which is about twice ever in all three of the videogames I've played that allude to her. Gith is an icon, and her various legacies have remained among the brightest plotspots in the AD&D canon since her invention in 1981; none of the 3ed manuals mention that she is female, and I had no idea myself til I played NWN2 earlier this year. Floored me, that.)


What both these things reveal is something I've known for a long time; videogames are far more conservative than reality. They're also far more conservative than any other form of storytelling. I wonder if conservatism is perhaps proportionate to the cost of entry into a medium; games are huge projects with slim profit margins at best, and each one has the power to destroy a studio. That means that, you know, the basic variety and tolerance you find out in the real world has to be nixed.


Now, Christians! Anglican ones. Who have decided that yes there will be women bishops, and no they won't be mollycoddling anyone who thinks this is a bad idea. For, mm, a reason I can't possibly fathom, not all Christians are happy about this. Libellum, LJ, qwp:

What I'm currently furious about is a quote further down the article from the Bishop of Fulham, the Right Reverend John Broadhurst, saying that the decision will cause a schism in the church because "I think a lot of us have made it quite clear if there isn't proper provision for us to live in dignity, inevitably we're driven out. It's not a case of walking away."

So allowing women equality makes it impossible for men to "live in dignity"? This is the problem. This. Right here.

For shame, Right Reverend John Broadhurst, you possessive, petty, overprivileged misogynist waste of space. As I understand it, Christ taught that all you need to live in dignity is humility and love. People like you make me glad I left the Anglican communion. A decision, by the way, which I am happy to accept personal responsibility for, unlike your craven whinging about being "driven out" as if you had no will or voice of your own. You have more status and power than most people in this country. You have no damn idea what it's like to not be able to live in dignity. Being driven out, not living in dignity - that's what happens to refugees. What you're having is a tantrum, and I'm disappointed in the BBC for bothering to print it.


And that's not all! Combatqueer brings more:

I know, I know, it seems impossible, but somehow the Vatican has become upset over something that isn't any of its business. [...]

As my Congregationalist grandma once told me, a church fight is like a divorce between five hundred people. Ugly.


Combatqueer is also wondering why the Vatican's opinion is newsworthy. Go read!

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, June 13, 2008

few things: urbanisation, politics linkies, and Metal Gear.

Allison at Economic Woman is writing about this neato site called Walkscore. You give it your address, it checks its maps and it gives your local area points for how much cool stuff there is within walking distance. Both of the last two areas of the UK I lived in score in the 60s. My Georgia neighbourhood rates a 15, which is not the worst I've put up with; the Pennine hole I used to inhabit gets a 9, and some of that is new since I was there.

Lessons: a) the more the merrier, b) it's interesting what they can't see - pavements and lack thereof, steep hills, snakes, the presence of other people, and c) that site totally needs to have sex with mapmyrun.com and make internet babies.

Allison quotes someone citing Friedman on how sprawl, while always harmful to everyone, is particularly hard on women because they're more likely to get trapped at home. She could've gone to the SCUM Manifesto, which she didn't, but I did. We must forgive Solanas her typos and her 60s social map and her blessed batshit:

Isolation, Suburbs, and Prevention of Community: Our society is not a community, but merely a collection of isolated family units. Desperately insecure, fearing his woman will leave him if she is exposed to other men or to anything remotely resembling life, the male seeks to isolate her from other men and from what little civilization there is, so he moves her out to the suburbs, a collection of self-absorbed couples and their kids. Isolation enables him to try to maintain his pretense of being an individual nu becoming a 'rugged individualist', a loner, equating non-cooperation and solitariness with individuality.

There is yet another reason for the male to isolate himself: every man is an island. Trapped inside himself, emotionally isolated, unable to relate, the male has a horror of civilization, people, cities, situations requiring an ability to understand and relate to people. So like a scared rabbit, he scurries off, dragging Daddy's little asshole with him to the wilderness, suburbs, or, in the case of the hippy -- he's way out, Man! -- all the way out to the cow pasture where he can fuck and breed undisturbed and mess around with his beads and flute.


Suburbia is something Americans seem to think is universal, and non-Americans seem unable to even imagine. I was. The car is the biggest difference; American urbanisation assumes that the basic unit of humanity is the car, and European urbanisation assumes that people walk on two feet, and like to resort to cars as little as possible. I don't yet know how to drive a car. Anxious.


I often don't like Cath Elliot's CiF posts. But this one is awesome. It's about some wank I almost missed hearing about - an MP who used her Commons expenses allowance to pay for her children's nanny.

If Tory chairperson Caroline Spelman's defenders are to be believed, it's perfectly reasonable to use taxpayers' money to pay for a nanny. "Of course she should have been allowed to do it," they cried when it was revealed last weekend that she'd paid for her nanny out of the public purse: "She was a busy woman with an important job." Well in that case, what about the rest of us? If an MP can have a state-funded nanny, when can I expect to find Mary Poppins standing on my doorstep, carpet bag in hand?

[...]

Note how there's been no mention of her husband's role in any of this, and no questions asked about how much involvement he had in the children's early years. The assumption being made on all sides is that male MPs have wives to look after the kids so they don't need childcare allowances, whereas women MPs are stuck with husbands, so of course they should get extra help. And yet David Cameron has small children, as does Gordon Brown, so why haven't the same voices been calling out for a childcare allowance to help these men juggle work and family life? Who's been looking after their children when they've been going about their important business?



Brad Hicks has done some good stuff lately, especially this about the Clinton campaign debt:

What could possibly justify asking guys like me who make less than $20,000 per year, living on fixed income in a Section 8 housing complex, to donate money so that a multi-millionairess doesn't have to get by on "only" her last five million dollars? Please, somebody, for the love of all that's holy and good, explain this to me?


Consensus from comments there; rich folks should not suffer for their miscalculations and errors of judgement, because they are rich folks, but poor folks deserve to land on their asses every time they misstep.


You've probably seen this already, but: MichelleObamaWatch. Lately the feed of fluff-news pieces about Ms O seems more positive than not, but when there is shit you can read it there first. And often it is shit beyond belief.


Tycho on game reviewing in general, and MGS4 (OMG) in particular:

Even if you could measure games with numbers, a point I do not concede, there's no universal Goddamned basis for comparison - there is no "unit" of measurement. We measure things so we can compare them to other things. The trouble is that everyone is performing a kind of mental arithmetic, cramming their own internal symbologies into this or that frame and stripping out wisdom in the process. Editorial voice is a fallacy. They're all conversions of interpretations of moments. And we lose crucial data at every step.


Tycho usually has impeccable taste, but he is not fond of Metal Gear. My feeling is that Metal Gear is one of those fandoms that can only be enjoyed if you take liberties with it, and grant it liberties in return. It's flawed, it jumps the shark towards the end of each game, it disappears up its own ass every so often, it is cryptic, and it occasionally warrants a cringe. It is also brain-eatingly brilliant and so packed with inspirations that it's spawned an equally diverse pack of rabid fans, of which I am one. But I grant liberties to canon, when a good canon needs it, and not everyone likes to do that, you know?


Five other current things about Metal Gear:

a) My favourite webcomic, the mighty MGS fanwerk Last Days Of Foxhound, just wound up after 500 strips. Much hilarity - and uncanny insights - for any MG fan. [Also spoilers for MGS1, MGS3 and Portable Ops].

Its most famous page is from four years ago: One Mantis, One Vote, in which Psycho Mantis took a step out of the comic to give a big queer political shoutout. (I saw that on scans_daily sometime afterwards, and fell in love from there. Although that page is offcanon unless you assume MGS1 took place in November or December - I thought it was the spring of 2004). My favourite page is Ocelost, the snapshot from inside Revolver Ocelot's mind. Hostage Negotiation is win for anyone who's played MGS, and double triple badass win for anyone who's played MGS3.

b) Some assclown has decided to make a bloody film out of this franchise.

c) ...and the folk on IMDB have pegged David Hayter as the scriptwriter. I am not at all sure that this is true, only that if it is not true, the foundations of the world will splinter and sink.

d) Either way, the film idea has a significant capacity for epic fail.

e) and I'll probably not get to play MGS4 til Christmas anyway. Stupid console wars.

Saturday, June 07, 2008

My Pokemons, Let Me Show You Them.

I have no idea who made this animation. Props to them, anyways!

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*]

Thursday, October 18, 2007

always christmas and:

[in my next post, I will take the piss out of CS Lewis more directly, I promise.]

Alis Dee: breaking my heart and winning the internets.

A related aside; when replaying RPGs, it's really interesting to gen a character of the opposite gender to the one you took in your first trip. Firstly, I find it subtly changes the way you see social tone of the gameworld. (This is particularly so in BGII: Throne of Bhaal - standing there between Sarevok and Imoen, whether you're representing yourself as male or female does make a slight difference, if only in my head.) Secondly, it makes you aware of how the gameworld doles out [relentlessly heteronormative] sexual comfort to each gender. I usually, but not always, go with female characters on first playthroughs, and regularly wind up shocked when situations that were rendered neutrally in that first playthrough are directly, deliberately sexual when I'm playing a man.

I've just got done replaying Neverwinter Nights and it's pretty stunning how much cock-soothing there is thrown in there - everyone from both the two female henchmen to many minor NPCs to one of the major villains is at it. I'm fond enough of Aarin Gend, but after trying it in gamer drag, he feels like famine. Solanas was right; a female PC is asexual, desireless, but a female NPC is an object, a fucktoy. [We will forgive NWN, but only because of Valen. Valen!]

You can always reinterpret a book, but in videogames misogyny is hardwired, right there in the 1s and 0s. It's made invisible to female gamers except in the ultralight of drag. Weirder still is the experience of playing one of those games that were written before gender; I played a little of Final Fantasy I last year, and was confused at the excess of random lesbianism until I realised that the game was assuming that all my self-genned, neutrally presented characters were male.

Sunday, June 10, 2007

Sony vs Jesus

Yeah, I am going to indulge myself by writing a list of reasons why this is hilarious.

It was the TV news version that was particularly hilarious; my sister and I both laughed aloud at the soft-voiced bishops and the obligatory 'zomgz, you's offending meee!' wheelout - a woman whose son had been murdered in Manchester eight years ago. Yes, eight years ago. Sad, yes, but can you name a place where there hasn't been a murder in the last eight years? There have been more recent gun killings in Manchester, but their choice of coverage reeked of emotional manipulation.

That's just superficial, really. The whole damn thing is hilarious. Hilarious because of the claim that a religious building is not an appropriate setting for violence. Hilarious because it's an old world colliding with a new one, and asking all sorts of crazy questions; do you need permission to animate a nameless replica of an eight hundred year old building? Is fiction still just fiction if you're directing the actions of the protagonist? Does the passive-aggressive bleat of 'zomgz, they's only getting away with it because we're christians!!1' have any connection to reality? And is it appropriate to whine about 'copyright infringement' when you openly admit that you watched the game on YouTube?

One two-headed thing that keeps being alluded to; apparently a) our collective fantasy life is becoming more violent, and b) our society is becoming more violent. Um, whatnow? I'm not sure it's possible to quantify such things, but if you compare animated aliens in an animated cathedral to, say, public hangings, I know which one is outside my comfort zone. Crime is falling, and violence and oppression are far less acceptable than ever they were. War makes us more uncomfortable than it used to. There are places, cultures, where violence is raging out of control - Rio, Iraq - but to say that we live in one of them is untrue and perhaps unhelpful to those places that really do suffer so. Fiction has always featured violence - now, there are many things which have consistently occurred throughout human history that are presently seen as unenlightened or misguided, but I think I've never even heard an argument against all fictional violence. People pick at the edges a lot, saying 'this one is gratuitous', 'this one is glamorised', 'this one is not for kids', but for all the railing against specific articles, I've never heard it said that it is wrong in all circumstances to tell stories about violence.

I feel crusades against fictional violence are generational in nature, seemingly more suspicious of the medium than the message; no one is worried about Shakespeare or Agatha Christie (no, seriously, I've been wondering about this one for a while now; why is fictional murder so much less taboo than fictional rape?); the war on the TV news is censored, but not utterly so, and no one argues that nightly reports of how much money our government is spending on killing people constitute glorification or incitement. Black-and-white war films fondly escape censure; concerns about fictional violence all centre on new media, or on trends that exist below the notice of our governing elite. The Anglicans are mad at the game makers because they don't know why so many people are doing this shared cultural thing of shooting up aliens in an imaginary version of their property. I think they've not twigged that it's all just a story, a new story that they're not part of.

Perhaps violence in gaming is just laziness - violence is an easy way to create a game story, and gamers are accustomed to it and enjoy its intricacies (lol 2nd ed). I get bored of violent stories if they don't give me something else for my head, or my heart, to chew on. Many years ago - I think it may have been 1999, just after the Columbine massacre - I read a newspaper article about these oh so nasty videogames that had chosen a still from Final Fantasy VII as illustration; now, quite apart from the tame nature of that pick, it's one of the relatively few games I can think of in which the characters vocally question whether their violent actions are justifiable. I think that, as with sex, it's easier to have a dialogue about violence if you don't censor its portrayal.

One article about this round of batshit insanity states; When asked if the church was opposed to violent video games, [David Marshall, a spokesman for the Diocese of Manchester] said: "One of the important things parents of victims of gun crime have said to us is that they understand the link. After the shootings at Virginia Tech there was massive discussion about the fact that the person who committed the crimes was a very keen player of these games."

...except, of course, that he didn't play videogames at all. The 'massive discussion' was just empty speculation of the same variety that's playing out here. No, Cho himself claimed his killing spree was inspired by...Jesus. Whaddyaknow?