Showing posts with label remember me. Show all posts
Showing posts with label remember me. Show all posts

Sunday, 20 April 2014

Comparing 2002 to 2014: How Have Things Changed?

This blog post features spoilers for The Wolf Among Us and Metal Gear Solid 2.

I apologise for not updating more regularly but, as you'll know by now, it's mainly due to college work building up at inopportune moments. The final five weeks are coming up soon and I sense that the assignments are all going to be crammed in at once. Plus, if that wasn't enough, I've been avoiding gaming sites like the plague because I was intentionally trying to stay away from any information about Dark Souls II, wanting to go in completely blind, so if any major news about gender issues in gaming cropped up, I haven't heard about it. I know Anita Sarkeesian accepted her GDC Ambassador award but I haven't watched her speech, and don't intend to.

Anyway, I'm finally able to finish this blog post that I started writing in early January. There'll be a few places where I write things like "lately" and "last week" but it's outdated in a few places. I even linked to the Penny-Arcade report at one point, which is no longer available. However, the majority of it was written today (and focuses on books from over ten years ago anyway), so it's not particularly important that it's a few months old:

Lately, I've had to scour a bunch of books on gaming as part of a written assignment, hoping to find anything that would help me with a hypothetical game proposal (e.g. - info on target audiences, costs, number of people in the development team, etc.). I found a few interesting perspectives from women working within the industry. Nothing groundbreaking but also not the typical opinions we read on gaming sites.

Marketing
"Additionally, as you’re proofreading, keep your audience in mind. Does the press release appeal to your audience? While your ultimate audience is the person reading the news, your first audience is the gaming press. Who are these people? Well, they’re males— mostly. When asked about the male/female ratio of game reviewers at Gamespot, Andrew Park noted that, “currently it’s infinity, which is what you get when you divide by zero.” While the age range of the gaming press is typically viewed as very young, Park reports the average age of Gamespot reviewers as mid-20s to early 30s. Aishoshi of IGN sees an age range of 16 to mid-50s. He also notes the male to female ratio as “about five males to one female over the course of our existence.” Take a glance down the editor photos in a PC Gamer and you’ll see a row of seven white, male faces and, at least at the time this article was written, one female face.

So, what does all that mean in terms of your press release? Not to say that these guys aren’t in touch with their feminine side, but your best bet will be to focus on the “dude!” elements of your story. How many levels? How many Mechs? How many weapons? Any intense bands on the soundtrack? While the number of female gamers appears to be growing, like it or not, until more women join the ranks of the gaming media, you should probably focus on the guy-appealing aspects of your game."
- Beverly Cambron, Secrets Of The Game Business (2002)

Last week, I was reading a blog over at Vicsor's Opinion about female representation in games and Vicsor brought up a game that I'd completely forgotten about over the last few months; Remember Me, the game that was at the centre of a Penny Arcade report about games starring female protagonists supposedly only being granted 40% of the marketing budget of a game starring a male protagonist. I don't think I mentioned that at the time but, if that's the case, it's pretty despicable that a publisher would actually designate more funding to games with male heroes. Yes, that is a significant case of women being held back in the games industry and everyone suffers because of it; we receive fewer interesting, varied protagonists and it shows a low opinion of the audience. Although I think it'd be interesting to see the budget breakdown of a game like Tomb Raider (2013), to see exactly how it can star a female character but need over five million sales to succeed. Although that's obviously the exception rather than the rule.

Vicsor's blog was in a similar vein. He took a look at the different representations of male and female characters and I like that we share the same opinions on varied characters. However, Vicsor did something that I can't believe so few others have thought to do, me included; look at the game sales. Although we'd need to look at more sales figures to see if there was a correlation, it did establish that in spite of the Penny Arcade report raising its stature, Remember Me still failed to sell. In spite of the criticism directed at cynical marketing teams, people didn't buy Remember Me to avoid turning the "people don't buy games with female protagonists" belief into a self-fulfilling prophecy.

The marketing and sales figures for games starring female protagonists is a chicken-and-egg situation; does a lack of marketing cause them to have low sales or do low sales lead publishers to give them a smaller marketing budget?

Beverly Cambron's quote above doesn't tell us anything we didn't already know but it's interesting to know that developers write press releases for the sake of the reviewers as well as the mainstream audience. It makes me wonder if and how marketing for games has changed since 2002. Part of me thinks that, with diversity and gender issues in gaming becoming a bigger issue, this kind of cynical stereotyping of audiences would've died down ... but with the prevalence of the "stubbled male protagonist, face-pointing-down, eyes-pointing-up" pose on box art, it feels like the opposite. As Cambron's quote above shows, this isn't an accident; it's clear that marketing teams know they're pandering to some "dudebro" audience and stereotyping gamers (particularly male ones) as a marketing tactic. Ken Levine said much the same thing when defending the box art for Bioshock Infinite, saying that the design was made following visits to "frathouses and places like that". The reason behind this is the same one that was directed at Anita Sarkeesian about why certain female portrayals and plot devices exist; because the games industry is a business, with developers intending to make money. It might be unfortunate but if something works, why change it? In fact, if the cover of Bioshock Infinite and other games are anything to go by, it must've been a marketing tactic that was so successful that developers begun to emphasise the "'dude!' elements" a lot more.

I have to admit, part of me also wanted to include the Beverly Cambron quote as a response to the people who used to tell me, "don't you know that negative male portrayals are made by men?!" as if that somehow made it justifiable. It's unrealistic to assume any situation in gaming we currently dislike is the fault of either sex specifically.

Currently, according to Beverly's Twitter feed, "My game industry days are (happily) over".

Portrayals & Character Design

"There are stereotypes that people in the past have gone with that we have moved away from now. I don’t know that it’s necessarily because we’re trying to appeal more to the female market, or whether we’re just growing up as an industry. In a role-playing game now you wouldn’t want to have a halfnaked barbarian girl be your reward for some victory or whatever. We try to keep really blatant sexism out of it. I think that’s come because we’re more grown up as an industry, but it may be because Stormfront in particular is very sensitive to gender issues. We always have been, from when the company started.

Still, we always try to make the player characters in games, the protagonists, feel heroic and be of heroic proportions. In other words, if I’m playing a game and I as a woman decide to play a male character, I don’t necessarily want to see a weedy, weak-looking guy. I want to play a big barbarian. And if I’m playing a female character, I want to play a very attractive, strong, dynamic-looking woman. I think no matter what gender a player character is, you want their representation on-screen to be heroic, to be superhuman. I don’t mean like Superman, but more idealized than a real human would be.

In game stories these days, stereotypes are being broken down a lot more. There aren’t just weak women and strong men. There are also strong women and weak men. There are evil women, there are evil men. It’s a lot more even. There are a lot more women in gaming now, more women players. So it may just be an evolution of the culture that we’re reflecting as well. I’ve read some figures that seem to indicate women players tend to dislike complex interfaces, and so it may be part of the broader movement towards making simpler interfaces that’s brought in a larger female audience."
- Sarah Stocker, Swords and Circuitry: A Designer's Guide to Computer Role-Playing Games (2002)

I think Sarah Stocker gets to the heart of what "escapism" is with these paragraphs. She describes exactly why we can (or should) accept exaggerated portrayals in games, in much the same way we do with comic book characters. I've heard female gamers on Youtube make the same comments about how characters of both sexes are exaggerated but it's refreshing to read these views from a woman actually working within the games industry.

I've been incredibly critical of the "male power fantasy" argument made by feminist critics in the past -- the idea that women in games are exaggerated because of sexism and objectification but men in games are exaggerated because "men want to look like that" -- and it's interesting to read Stocker's perspective on it. Unlike me, she supports the "power fantasy" argument but also states that it isn't gender-specific.

The theory that stereotypes are being broken down more and more is an interesting one. Remember that the above paragraphs were written in 2002 and, after a quick look at the games released in 2001 on Wikipedia, I can see why Sarah Stocker would make that claim. To be fair, I don't know when Stocker's piece for the book was written -- it could've been long before 2002, depending on how long it took for the book to be published -- but in 2001, we had prominent games such as:
  • Max Payne - Female antagonist.
  • Jak & Daxter - Male and female antagonist, featured a female mechanic as a supporting character.
  • Half-Life: Decay - The PS2 version of Half-Life, featuring an extra co-op mode where both playable characters were female.
  • Grand Theft Auto 3 - Female antagonist, "heroic" female criminals (such as Asuka, who provides the player with missions).
  • Onimusha: Warlords - Playable male and female characters, evil male and female characters, male and female damsels in distress.
  • Virtua Fighter 4 - Introduced female character Vanessa Lewis, with an unconventional muscular design.
  • Ico - Certainly broke stereotypes about protagonists and damsels in distress, making the player care about the characters involved.
  • Serious Sam - Parodied traditional stereotypes about big, strong, "manly" male heroes.
  • Alien Vs Predator 2 - Heroic male and female marines, female secondary antagonist in the marine storyline and, as in all Alien games, the Alien Queen is an antagonist.
  • Fatal Frame/Project Zero - Female hero, female antagonist, male damsel in distress.
  • Final Fantasy X - Several female protagonists, a female antagonist (Yunalesca), practically everyone is a damsel in distress at some point.
I'd also add Metal Gear Solid 2 to the list, since I think Olga, Fortune and Emma Emmerich are all strong female characters in their own way but that's more of a judgment call; they all die by the end of the game and I'm sure people would take issue with Olga being sexualised at the start of of the game (even though, y'know, the end of the game features the player controlling a naked Raiden). Oh, and there's also Oni, which has a female protagonist but I've never played it (so maybe she's portrayed horribly. Let me know in the comments if you've played Oni). I just thought I'd bring it up because that game looks awesome and I'm tempted to try it out ...

Anyway, what we should take away from all of this -- as well as the depression that comes from knowing we might never see a gaming year as good as 2001 again in our lifetimes -- is that Sarah Stocker's comments about stereotypes being broken is understandable because of the games on offer in 2001. I'm sure that people could just as easily point to Dead Or Alive 3 as an example of the opposite but that particular series skew the statistics regardless of the year we're looking at. As an example, if we look at the games released ten years later, in 2011, a Dead Or Alive game appears on the list again. It's fair to say that DOA is a series that is never going to break any stereotypes.

I'm not going to pretend that I've played as many games on the 2011 list as I have on the 2001 list but, from what I can see, I don't see as many stereotypes being broken. When it comes to gender issues, L.A. Noire, Final Fantasy XIII-2 and Batman: Arkham City seem to be reasonably by-the-numbers when it comes to stereotypical portrayals when it came to male heroes and villains -- sometimes remarkably, in the case of Arkham City -- but Dragon Age II and Uncharted 3 both featured female antagonists. The thing is, all of these games featured strong female characters (except perhaps L.A. Noire, from what I can recall), so that's certainly a quality that has stuck since Stocker's remarks in 2002.

However, when it comes to male portrayals, am I the only one who feels like things feel stagnant? The portrayals of female characters in Arkham City are very different from those in Final Fantasy XIII-2, which are just as different from those in Dragon Age II. With the exception of Nathan Drake -- a favourite protagonist of mine for being a character that doesn't take himself too seriously, which is a rare quality in the days where the "Stubble McBadass" archetype looms over the games industry (to use a term from Michelle Clough) -- I feel like stereotypes for men have become more entrenched rather than broken down. 2011 was also the year when we saw Call Of Duty: Modern Warfare 3 released, just to hammer the point home. The women are varied, the men are similar.

I don't want it to seem like I'm cherry-picking my examples here and this is by no means a comprehensive list or study; like I said, I haven't played as many games from 2011 and I'm sure that if we looked at the 2001 list, we could see plenty of examples of male protagonists that are incredibly similar to the ones picked from 2011. Unfortunately, it does feel like stereotypes are the order of the day for male characters. Why? Possibly due to a lack of a push for varied male characters as there has been for female ones or maybe it's for the same reasons that Beverly Cambron focused on the "'dude!' elements" and Ken Levine appealed to frathouse gamers; they're the characters that sell games. I find it hard to believe that having a few more male characters in the vein of Ico and a few less in the vein of gravelly-voiced Cole McGrath of Infamous would be the worst thing in the world. Although considering the difference in how those games performed, sales-wise, I may be wrong ...

As an example of how male stereotypes are still alive and well in the games industry, let's take a look at a series that is ongoing right now; The Wolf Among Us from Telltale Games, developer of The Walking Dead. Similar to TWD, The Wolf Among Us is released in different "episodes" and, as of the latest episode, there's only one female villain but every single adult male human character is a scumbag in one way or another. Whereas the women are level-headed, independent, strong-willed and often victimised, the men are pimps, thugs, torturers, murderers, perverts, thieves and stalkers. Again, it feels like stereotypes have been broken down for women -- who are often portrayed as just trying to make a living -- while the men are just brutish or slimy, fighting each other rather than getting things done. The women are mature, the men are neanderthals.

One final thing about that Sarah Stocker quote. This last part:

"I’ve read some figures that seem to indicate women players tend to dislike complex interfaces, and so it may be part of the broader movement towards making simpler interfaces that’s brought in a larger female audience."
I only included this due to the long-standing rumour that Anita Sarkeesian felt "a lot of female did not get into [Mirror's Edge] due to its difficult control scheme". I certainly don't believe that difficult controls will prevent any gamer, male or female, from playing a game -- and I'm not the only one -- and I think it's insulting towards female gamers to suggest that it is. However, I've pasted Sarah Stocker's quote about interfaces anyway, just because I thought it was relevant. I should also point out that it's not clear whether Anita did or didn't say that line about the controls in Mirror's Edge; due to the fact that she doesn't allow people to film her talks about gaming (only the talks about harassment), we have to rely on second-hand information and then wait for Anita's inevitable "don't believe everything you read online" tweet.

Sarah Stocker is formerly of Stormfront Studios and, as far as I can tell, currently works as a senior producer for Sony Computer Entertainment America.

*

Even though I haven't written anything for a month, I still read everyone's comments. I've had some very interesting ones lately, even though I haven't responded to them, so thank you for commenting. It's much appreciated. Feel free to do the same below or e-mail me at themalesofgames@gmail.com

Sunday, 5 January 2014

The Good & Bad of Remember Me

This blog post will contain spoilers for Remember Me.

Remember Me has been available to download for free on PlayStation Plus for a while and, as luck would have it, I had a code for a free month-long trial of Plus that had to be used before 2014. I was interested in downloading the game partly because I think it would give me something to write about on this blog. It's a series that has been at the centre of a controversy about female protagonists, after all, so it seems like a game I should write about. I barely knew anything about it, so what if it was a game as misandric as Heavenly Sword? Or at the very least, what if the sites reporting on the lower marketing budget for games starring female protagonists were only giving half the story and there were other reasons behind the lower budget for the game?

The only thing I found out was how undeserving Remember Me was to be involved in such a controversy; it's actually a very good game and it's disappointing that the lower marketing budget articles overshadowed it to an extent. The main thing I took away from it -- and the big reason why I couldn't title this blog "The Sexism of Remember Me", like I tend to when I examine games for sexism -- is because it gets a lot more right than it does wrong. I sincerely hope that more games starring female protagonists take their cues from Remember Me.


In a lot of ways, Remember Me borrows from a lot of other popular series. The combat is straight out of the Batman: Arkham series (albeit with more user-friendly controls and a cool combo-construction system), navigating around the city is exactly like Uncharted and the ending is kind of predictable and anticlimactic too. There are even quick-time events, although thankfully they were very rare. One for each boss fight. The same goes for the main character, Nilin. In my opinion, she was only marginally better than the majority of generic, quippy action heroes we see starring in every other game these days. She was at her best when she showed some real emotions rather than typical one-liners, which didn't seem as prevalent as they are with some other modern protagonists.

It's not like the game handles any of these things badly. The combat's pretty good. The climbing is pretty good. The story's pretty good. Although she isn't exceptional, Nilin is a bit more likeable than some other protagonists I could mention. So it does it well but doesn't leap to any new heights on any of those fronts.

However, maybe the fact that Remember Me doesn't try to reinvent the wheel is part of the reason it works so well. It might not be breaking any new ground but from a gender issues standpoint, it sends the message of "yes, we have a female protagonist. No, it's not a big deal", because it offers as entertaining an experience as the other games next ot it on the shelf.

It does a good job of removing the issue of gender in several ways; there are evil male characters and evil female ones. Sympathetic men and sympathetic women. The only time Nilin's gender is referenced is when she receives a few sleazy comments from a guy in the slums at the start of the game. Thankfully, that's just a one-off occurrence. Nilin is never thought of as any more or less capable because she's a woman and the game's enemies don't treat her differently than they would any other terrorist (or "Errorist", as memory-hunters like Nilin are referred to in the game).

If I have one criticism of the game, it's that it falls back into the old pattern of having all-male generic enemies but a mix of male and female Errorists (in the short prison-break scene we see them in, that is). I may be wrong about that; it's possible that some of the Leapers -- mutated humans with deformed faces, kind of like the Splicers from Bioshock -- were female but it was difficult to tell. If pushed for an answer, I'd say the Leapers were all male too.

There were some named female villains in the game. Three of them, in fact. However, because Nilin is able to alter memories, she is able to enter the memories of two of the women and change significant events in their life in such a way to convince them to become good. It's a trend that none of the people Nilin does this to are full-blown villains. Instead, they're misunderstood and sympathetic individuals (to an extent) who we're led to believe are villains before entering their memories. Nilin alters the memories of two men and two women but, when she's done, there are still plenty of male villains but only one female one. Thankfully, the number of sympathetic characters is more evenly split between the sexes.

Other than that, there isn't much to say about gender issues in Remember Me, which is actually a good thing; no news is good news, isn't it? If anything, it's just a shame that this was the game at the centre of the marketing budget controversy and not something less deserving of success. Although, in spite of poor sales -- only 300,000 worldwide according to VG Chartz -- maybe it's similar to Dragon's Crown; perhaps the controversy helped the game's sales, in spite of how low they are.

One thing I wish had happened following Remember Me's release is I wish I had seen discussion about the game outside of boards and threads specifically devoted to it. I'd have liked to have seen it mention in gaming articles too, particularly ones about good female characters. I've probably heard the phrase, "there are hardly any good female protagonists" twenty times more than I have, "Nilin from Remember Me is a pretty good female protagonist" since Remember Me's release.

I have some other thoughts on the game, since this blog will be pretty short otherwise; the real areas where it excels are the music and the environments. If I take anything away from Remember Me, it's going to be how unbelievable the environment artists made the city of Neo-Paris look. Honest-to-God, it is astounding. It's the kind of futuristic sci-fi environment I've always wanted to see in a game but never did until now. I loved the little details added to make it seem like a "real" futuristic world, with advertisements for toys, books, television shows and the evil Memorize corporation making Neo-Paris feel like a place with a history. The only other game I can think of that used fictionial brands to build its world so effectively is The World Ends With You on Nintendo DS.

I'll be interested in seeing if anyone else has played Remember Me and what they thought of it. I'm very pleased I tried it out and I'd recommend it to other people. Hopefully I'll be able to get around to playing Tomb Raider and Mirror's Edge too, to cross those two off the list of games praised for their female protagonists that I still need to experience.

I've been attempting to bring this up in a couple of blogs now, including one that I have half-written (so it may come up again in the future) but if you haven't already done so, go over to Vicsor's Opinion and read his blog post entitled "A Diverse Cast of Characters". It delves into the Remember Me marketing budget controversy -- which now seems to have been removed from Penny-Arcade for some reason, which is why I didn't link to it here -- the actual sales figures and what it's like to be on "the side of the fence" that wants more varied protagonists but disagrees with the arguments made by the more critical and dogmatic supporters of female protagonists.

Feel free to leave comments below or contact me at themalesofgames@gmail.com.

Monday, 1 April 2013

I Hate the Gaming Community

I do, or at the least the members of the community in high-profile positions. Journalists and certain developers. It's been one of those frustrating weeks, so this'll probably be more of a rant than a well thought-out blog and I intend to keep it short. Two things have been bothering me: the refusal to accept any opinion that isn't thoroughly pro-feminist, including Anita Sarkeesian's videos, and the attitude that the industry needs to mature while significant members of it refuse to mature themselves.

Let's start with Cliff Bleszinski, game designer for Epic Games (developer of Gears Of War). Back on March 11th, he posted a blog about Anita Sarkeesian that we've come to expect from individuals in the industry. Endless praise of Anita and the continued dismissal of all of her critics as "trolls". At this point, it's old news, but talking about Feminist Frequency over the last few days on forums, I can't help but take issue with some of Bleszinski's claims.

Basically, it's occurred to me that many of Anita's supporters have a worldview that is so set in stone that it would shatter if they ever acknowledged that there is some genuine criticism of Anita Sarkeesian. Their fingers would leap from their hands and run away from their keyboards rather than type, "you know, the critics might have a point". When it comes to the claims Anita makes, there's a general attitude of "we hold these truths to be self-evident, so criticism can easily be dismissed as nonsensical trolling". It doesn't matter how many points are made about Anita's lack of objectivity, cherry-picked examples, questionable money-making methods and censorship, the critics continue to be included with the abusers.

I was looking through some responses to Anita last night -- either to her Damsels In Distress: Part 1 video or her original Kickstarter -- and it's remarkable how many of them make an effort to point out that they think she's tackling important issues ... but she's just making a hash of it. They want to make it clear that they support the issues, or at the very least are not flinging insults and abuse in her direction, but they just think Anita is handling it badly. The Amazing Atheist spells it out with, "if you're expecting some stupid "pwnage" video, you're going to be disappointed". Kite Tales -- with my new favourite video on the subject -- spends the beginning and end of her video stating how much she respects Anita's opinion and hopes that the two sides of the argument can work together to create a better whole. Even one of her Kickstarter backers, while otherwise praising her, berates her for refusing to answer her criticism.

These people will all be ignored by the mainstream gaming press. It doesn't matter how much work went into their videos, they'll still be dismissed along with the misogynists. All this just makes me wonder what the point is.

For example, take a look at this paragraph from Bleszinski's blog:
"We’re the gamers, the dorks. We’re the ones who were on our computers during prom. We’re the ones that were in the back of the lunch room who were playing D&D instead of tossing a football around on the quad. We were supposed to be the open, friendly ones, the ones who welcomed all into our wonderful geeky circle.

We’re not supposed to be a mob that’s storming the gates with our pitchforks and torches.

We’re not the bullies."
Okay Cliff, fair enough. We're not the bullies. So why are we being treated as if we are? Why is sexism in gaming blamed on "privileged manchildren" and "dudebros", which is bullying in itself? Those of us who are in the back of the lunch room playing D&D, why are we being treated like sexists by publishers who think games won't sell with women on the box? Why do game journalists agree with that?
"More than that, it's kind of creepy to me that so few female leads, if any at all, are actually allowed to be in straight relationships, lest it incur the homophobic insecurity of the male audience."
Yes, it's a Jim Sterling quote. What he's saying here is that basically, female leads in straight relationships would only appeal to female gamers because the straight male gaming audience is too homophobic to enjoy it.

Game journalists and supporters of Anita Sarkeesian have this idea that the only reasons anyone could possibly oppose their brand of "equality" in gaming is because they oppose equality. Not because they oppose their arguments or methods of doing things. As Bleszinski said:
"Heaven forbid a woman actually take a magnifying glass to our beloved hobby and actually try to unravel and figure out why things are the way they are in the effort that somehow she might change things?"
And from Rock, Paper, Shotgun:
"All this talk of sexism isn’t going away, nor should it. The gaming industry’s sick, and the symptoms are plain as day. Mystifyingly often, however, the immediate reaction to even the faintest hint of that suggestion is “No, nuh-uh! You just want to censor expression! Give me one good reason we actually need to change.”* Well, if you really want to move beyond “Because jeez, it’s basic human decency to treat someone else the way you’d like to be treated,” Dragon Age III lead writer David Gaider’s got a laundry list of practical reasons for you.

*This can also be translated as “I’m a blathering numbskull. Gobble gobble gobble ptttthrtppt” I’m sorry. I tried to be mature. Instead I just made you read more of the article."
It's clear that journalists don't want to listen. They want to blame. There are plenty of places they could go to online if they want reasonable feedback about sexism in gaming but they've instead adopted an "us vs. them" mentality, even though it makes no sense. They've invented a mythical oppressor; a white teenager who shouts sexist slurs into his microphone while playing online multiplayer. This is the person they wish to blame everything on and it's a stereotype they force everyone who disagrees with the popular opinion into, especially if they're a straight white male.

However, let's take a look at some of the well-reasoned arguments against Anita Sarkeesian, from both her Kickstarter and her Damsels In Distress: Part 1 video. InuitInua, for example, who is female. Kite Tales, who made this video after Anita's Kickstarter video (as well as the one linked to above), is female too. This comment from a woman named "Elsa" has also been doing the rounds. And that's before we get to male examples such as The Amazing Atheist above, Thunderf00t, Instig8ive Journalism and J.J. McCullough. All of whom are doomed to be ignored by mainstream gaming journalism.

As I said, all of this makes me wonder what the point is. How long can gaming journalists and developers go without acknowledging that Anita Sarkeesian may not have all the answers? That men may face issues in games too? That putting Elizabeth on the back of the Bioshock Infinite box wasn't a big deal because she was only a supporting character?


It wasn't the first and it won't be the last but it was the only one singled out. As someone who has played Bioshock Infinite from beginning to end, the critics made a mountain out of a molehill. There was nothing so special about Elizabeth that she deserved a spot on the front cover any more than Emily in Dishonored, Kai in Heavenly Sword or Ashley Graham in Resident Evil 4.

I was going to write about controversy over the IGDA hosting a party with "inappropriate" dancers but ... I can't be bothered, so I'll keep it short. All I'll say is this is what they looked like:


Sounds to me like the IGDA just wanted to create a party atmosphere by putting on some entertainment that happened to feature dancing women. From the way it's been treated -- two people resigned (although one was leaving anyway) over the "inappropriate" "objectified" women -- people have been acting like strippers were giving lapdances. I've read people making the claim that it didn't belong in a professional setting, which sounds like an excuse to me. I can understand that being said about the ridiculous Adria Richards debacle (which I'm not explaining. Just Google "Donglegate") but this was entertainment put on by the International Game Developers Association. It was done by the professionals so the other professionals could enjoy themselves.

In a link to Eurogamer I posted above, in an article about Remember Me -- Capcom's upcoming sci-fi game starring a female protagonist -- they write about how the gaming industry won't mature if it isn't more accepting of female protagonists, which I agree with. Cliff Bleszinski also echoed David Cage's sentiment about the industry needing to "grow up". However, how on earth is our industry ever going to grow up if we take such an immature attitude towards (A) other people's opinions and (B) inoffensive entertainment at the Game Developers Conference? The games industry has much more basic and fundamental strides it needs to take if it wants to mature, never mind the ones where money is involved.

Rant over.

By the way, I'm not too pleased with any of my articles about Anita Sarkeesian. I feel like I've given a decent argument about her work but it's spread out over three blog posts. I'm not happy with it and I think all of the others I've linked to in this post have given better arguments than me. Particularly Kite Tales. As I said, it's my new favourite video on the subject. I still have more to say about Anita though ... and I hope her Damsels In Distress: Part 2 video gives me the material to write a better blog. I know I can do better.

As always, leave a comment below or write to me at themalesofgames@gmail.com