Shallow Space Nine

Long time no read! Recently, I finished the quite long project of watching Deep Space Nine. In a previous post, I mentioned how I always enjoyed Star Trek: The Next Generation. I never got into DS9. So quite some time ago, I decided to give the series a watch. 173 Episodes later, here is what I think.

Defiant

Uh-oh! We are running out of ideas. Quick, add some space battles! And get me some movie plots we can copy! MORE FERENGI!

Watching the Series was a bit of a roller-coaster ride. I had some troubles getting into the series initially. Some episode from Season 1 really got on my nerves. Especially 1×18 “Dramatis Personae”, which was basically a cheap re-hash of TNG’s 7×17 “Masks”. And that idea wasn’t very original even back then. But did enjoy some of the characters. Especially Dax and Kira seemed like interesting, multi-faceted female characters. Ideas like the Dominion war helped to make watching the show worthwhile. But I felt like DS9 got very soon into certain habits that I began to loathe. Here are some observations.

  • Downfall of the Female Characters – As promising as Dax and Kira seemed, they soon turned into familiar tropes. Kira was pushed from one relationship to another which she always passively accepted. Quite uncharacteristic for a resistance fighter she also remained for the entire series. Dax turned into some kind of super-woman that everybody on the station fell in love with and had no character flaws whatsoever. Only on DS9 can a character be scientific and stoic as well as fun-loving and extrovert at the same time. I absolutely loved Ezri Dax. They did everything right with her that was wrong with Jadzia. But she was way too late.

  • Nerd Button – After Season 2 or so the show seems to have been scrapping the bottom of the barrel. The writers used a cheap trick to bring life back to the series – they pressed the “Nerd Button” by bringing in the Defiant. I mean, the ship is a Star Trek nerd’s wet dream. It is made for combat which was something Star Trek was trying to avoid indulging in. It has a cloaking device which was always something reserved for the bad guys. Most importantly, it meant that the crew could do something the show was actually trying NOT to do – to fly around in space. The ship comes absolutely from nowhere and its existence is poorly explained. Later on, the show tried to repeatedly push that Nerd Button again. By the end of the Dominion War, they were practically mashing it whenever they could. There at least 4 major space battles or so. The Defiant itself got destroyed (oh no!) and then re-built immediately (yay!). All of this left me cold. Perhaps it was because it was so obviously sensationalist and ultimately inconsequential. Or perhaps I just really don’t care about space battles anymore.

  • Ferengi Epiosdes – The show was full of them. I hate them. The Ferengi originated as a failed attempt at creating a new enemy for the TNG crew. They came out too stupid to be a threat. Instead of letting them go, they not only brought them back as a major part of the DS9 crew, they also decided to center SO. MANY. EPIOSODES. around them. And there is really nothing about the Ferengi that can sustain that amount of attention. All those episodes play out like the “The 3 Stooges” or “Dumb and Dumberer” in space. “Oh look, Quark is being sarcastic and Ron doesn’t even notice. Oh Ron, when will you ever learn”. Also, The Grand Nagus’ voice gave me ear cancer. The only Ferengi episode I did enjoy was 4×08 “Little Green Men”. But that’s more because I liked the play on the Area 51 mythos, not because the Ferengi were involved in it.

  • Mirror Universe Episodes – Apparently, somebody liked 1×18 “Dramatis Personae” so much they made an entire concept from it and they repeated it over and over again. So every now and then, it’s that special time for the crew to be visited by the evil version of themselves. I hate those episodes because they are so self-indulgent. They seem more fun for the actors and the writers than for the audience. The writers can cut loose and to get away with cheesy dialogue. The actors get to dress up, they can play a different character and over-act without any guilt. Oh yeah, and they could also bring back dead characters so they could write those old actor buddies a new paycheck.

  • Vic Fontaine – “I know what this show needs. Singing!”. Seriously, First the 3 Stooges and now singing? What were they thinking?

  • Quasi Religion – I did not enjoy the religious themes of the show. They started out somewhat promising with the worm hole aliens being seen scientifically by the Federation and religiously by Bajor. But they soon dropped the scientific part. And the religious part kinda lost it’s spiritually and turned into fantastic magic. I mean, religion is based on faith. On believing something in absence of evidence. Contemplating the nature of our existence and so on. The Bajoran “religion” quickly turned into spewing out lots of very specific prophecies that somehow always came 100% true. And all that build-up of Sisko being the prophet just fizzled out into meaninglessness. His destiny was revealed to be the dude to push the evil dude of a cliff – something every idiot on the station could have done. Or even better, there were plenty of opportunities and reasons to kill that evil dude way before he even got there. Why waiting until the very last moment?

  • Inspired by… – It seems like around season of 3 or so, the writers started to draw heavily upon other works. Perhaps they ran out of ideas. Because they started pretty much taking random movies, plays and novels and turning them into DS9 episodes. We had Silence of the Lambs, Ocean’s Eleven, A Midsummer Night’s Dream, The Voyage of Kon-Tiki, The Thing, The Bridge on the River Kwai, Bodyguard, Cyrano de Bergerac, And Then There Were None, 12 Monkeys, Donnie Brasco, The Bad News Bears and what not. I know we are standing on the shoulders of giants. And not all of those episodes were bad. But at times, the show felt very much like a re-hash of tired ideas.

But of course, there were episodes I really liked. Yes, 5×06 “Trials and Tribble-ations” was amazing for its special effects and the goofiness of taking the original series at face value. 6×19 “In Pale Moonlight” was dark and had the kind of significance and far reach I was initially hoping to find in the series more frequently. I personally loved 3×05 “Second Skin”. I thought it was superbly well written and suited Keira’s character perfectly.

However, looking back at the series and especially how it ended, I still feel very “Meh” about it. I guess sometimes one’s gaps in knowledge are there for a good reason. The real question is what I liked less, DS9 or Voyager. This is something I have to contemplate as I move on to Babylon 5, another series I never gotten into. It will be interesting to compare the two, as there are some pretty astonishing parallels.

What did you think of DS9?

Monster Hunter Podcast Episode 70

On the this episode of the Monster Hunter Podcast: Making Brown Bath Salts. We are being joined by Roy “Kotowari” Blakely from the My Fair Hunter podcast for a round of Ad Hoc party failure. We eventually give up and do Monster Hunter Tri on Bath Salts.

ATTENTION: The Podcast has moved to a new YouTube Channel. Please update your Subscriptions. The new channel is called TeamworkCast. We have an announcement up that explains the details.

Get the mp3 of the episode here.
The RSS Feed is here.
Get us in iTunes here.

Enjoy!

Monster Hunter Podcast Episode 69

This time on the Monster Hunter Podcast: Fourcast. It’s the 4th of July and all 4 musketeers are re-united again. They fight four monsters and think a lot about the magic number 69.

ATTENTION: The Podcast has moved to a new YouTube Channel. Please update your Subscriptions. The new channel is called TeamworkCast. We have an announcement up that explains the details.

Get the mp3 of the episode here.
The RSS Feed is here.
Get us in iTunes here.
Visit the new SocialDissonance Website!

Enjoy!

Monster Hunter Podcast Episode 68

This time on the Monster Hunter Podcast: The Crabtastic Love Dice. We fight some crabs and get behind the secret monster design method of the the Monster Hunter developer team. Also, Krystian dies a lot.

ATTENTION: The Podcast has moved to a new YouTube Channel. Please update your Subscriptions. The new channel is called TeamworkCast.

Get the mp3 of the episode here.
The RSS Feed is here.
Get us in iTunes here.
Visit the new SocialDissonance Website!

Enjoy!

Mass Effect 3 Extended Cut

The Mass Effect 3 Extended Cut is out. I haven’t written too much about the Mass Effect 3 endings largely because I agree with all the videos that were made about them. Here is a good one:

Generally, I agree that the ending was horrible. So was the ending to Mass Effect 2. Neither lived up to the rest of their games. I don’t feel like patching Mass Effect 3 was a good idea or something anybody “deserved”. On the other hand, I don’t mind too much if Bioware felt they haven’t quite achieved what they were going for and wanted to have a second go at it. There are plenty movies doing the same with “Director’s Cuts” and whatnot. It is hardly the end of artistic integrity as we know it.

That being said, here are some very specific notes on the new endings. Of course, there will be spoilers. This is intended for people, who already saw the endings in some form.

  • The Evac Is Silly – There is a new scene which shows how your team mates get back to the Normandy before Shepard gets hit by Harbinger and goes into slow-mo mode. The new scene shows Shepard requesting evac by the Normandy. I thought this was incredibly silly and really drove the point home that this actually should have never happened. The huge Normandy appears right in front of Harbinger and doesn’t get shot? If getting the Normandy in was so easy after all, why did everybody else walk all the way? Why evacuating just your team mates and not all the other people dying around you? Only one of your team mates seems hurt, why does the other leave as well? There are capable soldiers seen providing cover fire (WTF, BTW?) from Normandy’s entrance. Why don’t they help out storming the beam? Why doesn’t the Normandy give Shepard a lift all the way up to the beam? Surely, it would have been a better idea than running the last few meters without protection. Mass Effect 2 made a huge deal about the fact that all you team mates could die, why not simply doing the same in Mass Effect 3?

  • The 4th Ending – I thought the new ending where you say “no” to the Starchild was a a good addition. However, it is clearly a poor man’s ending compared to the other ones. It is an ending where all of the races of the galaxy are exterminated by the Reapers, yet all of this happens off-screen. I think it should have included at least few scenes where the heroes die trying. On a related thought – shouldn’t this ending also appear if Shepard dies before reaching the Citadel?

  • Explanations – The more elaborate dialogue is welcome. I also liked the fact that you could get the 4th ending either by choosing the right dialogue or by acting. The dialogue now offers the burning questions many critics also asked. However, Starchild’s answers aren’t quite satisfactory. It just becomes even more evident that the ending is poorly thought-out and doesn’t have anything to do with the rest of the plot. We learn the reason for creating the Reapers was some sort of a conflict very different from the ones we ever experience throughout the trilogy. It would have been nice if the plot centred around learning about THIS conflict and not the Protheans, Krogans, Geth and so forth.

  • The Gates Don’t Kill Anybody – It is established more clearly that the Mass Effect Gates are just damaged and don’t eradicate every sentient race in the galaxy. It is also established that the entire fleet of the galaxy doesn’t get stranded on Earth to die of starvation. I do appreciate clearing this up. I never assumed this myself. But I saw many people lose a lot of time discussing it. I can understand how the old endings could have permitted this interpretation. It was a good idea to eliminate the ambiguity.

  • No More Indoctrination Theory – The new endings clearly establish that they are meant to be taken at face value. This won’t necessarily stop the Indoctrination Theory enthusiasts, but it should have a chilling effect on the speculation.

  • The Gates Are Pointless – That being said, the destruction of the Mass Effect Gates is even more pointless now. They are destroyed only to be rebuilt in the very same cinematic. Nothing changes so why even bother?

  • Normandy’s Crash is Pointless – Same goes for the crash of the Normandy. The old ending had the Normandy crash on some planet. The new ending has her additionally start up again and fly off into the sunset? What was the point of having her crash in the first place? Speaking of which, why did she even crash? The “energy wave” emitted by the Crucible seems to affect only the Reapers and the Mass Effect Gates.

  • EDI & Geth Are Swept Under The Carpet – There are some additional scenes that show still images, which reflect some of the player’s choices and the fate of the remaining characters and races. I thought they were very good and certainly needed. There was one thing that did occur to me. One of the major points of the “Destroy” ending was the fact that all synthetic beings are destroyed, even including EDI and the Geth. Indeed, EDI and the Geth are missing in the new Destroy ending. However, their sacrifice is actually not commented on. So there is no scene showing the demise of the Geth. EDI is shown among the Normandy’s casualties but her Fate is left to the imagination. Nobody expresses regrets. That’s pretty cold and weird considering the entire “Synthesis” ending is written from EDI’s perspective.

  • Synthesis Still Makes No Sense – While all endings are explained more closely and bring more emotional closure, the Synthesis ending still makes no goddamn sense. Everybody is turned partially into a robot? Robots are partially not robots any more? Even plants are robots? We see robot Krogans get robot Krogan children? Robot Quarians don’t need masks any more? Somehow this makes Reapers not want to kill everybody anymore? It’s space magic!

I feel like Bioware did the best they could under the circumstances. Going any further would have been disingenuous. The Extended Cut clears up the vagueness that caused a lot of the speculation in the discussion of the game. But ultimately, it absolutely doesn’t address the core reasons why the ending was and continues to be poor. If anything, the shortcomings are even more apparent now.

The Character Design of Kat

After recent article on the BD aesthetics of Gravity Rush, here are some notes on game’s titular character, Kat. With the recent controversy around the response to the Feminist Frequency video, it’s the perfect timing to look at a female protagonist in a current game. This may contain mild spoilers, but I encourage you to read on. There is no twist ending in the game and I’ll do my best to be vague about the details.

Kat

Not sure if I’m cool with Kat’s costume. It certainly doesn’t look very practical.

Kat is a female protagonist. This is rare. We don’t have many of those in games. Of the few there are, many are depicted in an exploitative fashion.

Kat doesn’t wear much. This is not rare at all and quite unfortunate as it follows the sexy female protagonist cliché. She wears a black leotard with golden decorations that extend over her thighs. On a positive side, the leotard is not skin-tight as in other super heroine costumes. Rather, the fabric seems to be a bit lose as it gathers folds around Kat’s hips. The tiara is also cut very wide at the bottom so it covers up her butt cheeks. It is even somewhat plausible thematically, as Kat performs some quite acrobatic stunts when using her gravity shifting powers. Additonally Kat also wears a long neckerchief, which looks like a cape at times and makes her appear more dressed than she actually is. Personally, I would feel more comfortable if she was wearing more. On the other hand, if the developers wanted to exploit the character, they could have done worse. To be honest, I think they actually did. Raven – Kat’s antagonist at the beginning of the game – seems like a sexier version of Kat.

Kat Concepts

The design team apparently went though multiple iterations of Kat’s design. Personally, I think the red one second from the right feels more comfortable. Source: Joystiq

Kat wears high heel sandals. I don’t feel the high heels at all. Kat frequently falls from great heights and runs over precarious surfaces. High heels would be her last choice for footwear. It is established early on that Kat’s superpowers prevent her from hurting herself when falling down. Still, the choice feels very dissonant with her life style and confirms the sexy cliché. I think a good counter-example in this regard are Chell’s Long Fall Boots from Portal 2. They introduce the idea of high heels but mix it with the aesthetic of ski boots, Powerskips and carbon fibre artificial limbs. The result is very memorable especially because it seems so plausible. It confirms a lot of what we learn about Chell in the game.

Kat's shoes vs. Long Fall Boots

Kat’s high heels (left) seem to be at odds with her superhero lifestyle. Conversely, Chell’s Long Fall Boots (right) support Chell’s lifestyle while retaining the idea of somewhat feminine footwear.

Kat is not overly sexy. Kat doesn’t have huge breasts. Kat doesn’t have a big butt. This may partly be because Kat is supposed to be a youthful and slightly inexperienced character. In any case, the game doesn’t seem to have too much of a Male Gaze issue – the camera never really focuses on Kat in a sexual way.

Gravity Rush Sexy Fanart

Ass cheeks and broken spines – Unofficial Kat fanart shows her in a way the actual game never does. Artwork by simosi and Rak

Kat is never being rescued by anybody. In this game, Kat is doing all the rescuing. In fact, the game begins with Kat rescuing a young boy and later a police man. The final mission has Kat being captured and rescued by her friends. But that mission has all characters working together anyway.

Kat is not shy to kick butt. She is doing a lot of fighting. She is shown standing up for her beliefs and for others. She is valiant and courageous.

Kat seems to be very concerned with how other think of her. There are multiple instances where Kat seems to have very keen interest in her public opinion. There are examples where this is tied to Kat’s looks. In one case, a woman from the “pleasure district” comments on how she “doesn’t have much of a body”, which Kat seems to be upset by. In another mission, Kat seems to be pleased by a newspaper photo of her, pointing out that it was showing “her good side”. Like with her costume, this is an ambiguous character trait. On the one hand, it could be seen as a reiteration of female body shame – it suggest a female character is only worthy if she looks good. On the other hand, a preoccupation with public opinion is a very common theme among all super hero characters – Spiderman for instance. It’s a tricky subject. Again, Portal 2 solved this issue much better. In that game, body shame is used by Glados, the villain to mock Chell. It comes off as petty, ridiculously misplaced and laughably ineffective.

Kat never has to seduce anybody. That’s not what Kat’s power is.

Kat Catwoman

Sadly, it’s difficult to maintain goodwill for the intentions of Kat’s character designers when they are throwing away their creation by bringing out a slutty Catwoman costume DLC. But it’s a good example how a sexist character design can “infect” other franchises.

Kat never falls in love with anybody. There is no prince charming to “rescue” Kat from her life as a single woman. Kat’s purpose in life is not tied to a romantic relationship. But Kat is not blind to romantic encounters. In one mission, Kat is swooned by a local heartbreaker into helping her. The mission culminates in a romantic night (sky-)walk. However, at the end of the mission Kat hooks up the heartbreaker with his former girlfriend and walks away.

Kat never looks up to a male. There are multiple male characters in the game, whom she receives missions from. But they are always depicted as being weaker and asking her for help, rather then having authority and giving her orders.

Kat is bit of an anime cliché. She is extrovert, cheerful, naive and clumsy. Also, she has amnesia.

Kat Closeup

Half Pollyanna, half Genki Girl, full Amnesia – Kat sometimes comes off a bit too stereotypical and shallow.

Kat is not annoying. She is naive but not stupid. Some characters may deceive her, but she always figures it out eventually and fixes her mistakes. She is cheerful but not submissive. She has her values and stands her ground – most notably in her rejection of joining the military.

Kat has some clever theming going on. Her name is “Kat” and she has a cat as a pet. The game contains multiple word-plays on the word “cat”. For example, the highest level of reputation is called “Top Kat”. There is even a Catwoman DLC for her. A cat fits well to a character, who moves about by falling. After all, cats always land on their feet. The cat may be also considered a nod to Sailor Moon. Kat indeed exhibits some Magical Girl characteristics. However she doesn’t fully belong in that genre. And she clearly avoids the Cat Girl stereotype.

Kat is not an exception. She is no Smurfette. By the end of the game, she is one of 3 very different female super-heroines who unite to save the day – Kat, Raven and Yunika. This is perhaps the one thing Gravity Rush does better than any other game featuring female heroines. Jade and Chell may be stronger female characters, but they are lone outliers even within their own worlds.

Gravity Rush Girls

Girl Power: Kat is not the only female heroine in the game.

I like Kat even though her design is far from perfect. It still taps into a lot of stereotypes, especially when her costume. That being said, I do appreciate the things that went right when designing her. I’m especially glad to see that that she never has to seduce anybody and that she never has to be rescued by anybody. Kat is a strong, independent protagonist operating in a world, where female heroines are not uncommon. She is perhaps not quite up there with Jade. But if I had a daughter (or a son for that matter), I would feel comfortable with her playing Gravity Rush.

Jeux Dessinée

Gravity Rush is a game to fall in love with. Wink! But no, seriously, I mean it. The title looked good in trailers. It demoed beautifully. And the final game rationalized the entire purchase price of the Vita to me. Did E3 make you lose your faith in the industry and the video game as a genre? Take a look at the original concept video.

Gravity Rush (or Gravity Daze in Japan) is an open-world 3D action adventure where you control a female superhero character that has power over gravity. By looking in any direction and pressing a button, the gravity affecting your character will switch in that direction. This basically means you can fall “into the screen”. There are some additional powers like being able to lift objects and slide along walls.

The final game doesn’t control as precisely as the concept video suggests. You don’t really fly through the world like a real superhero. More often, you fall awkwardly sideways through the streets, accidentally bumping into streets signs and pedestrians. But that experience taps perfectly into what the game is trying to achieve. You see, the point is that this is supposed to be a comic book superhero story, but not an American one.

I mentioned my love for Bande Dessinée numerous times. The french-beligan comics are the kind of comics I grew up with. I knew Thorgal and Valérian and Laureline way before I heard about Batman or Superman – at least in comic form. Of course, I eventually enjoyed the US comics as well. But they always appeared a little more crude to me. The BDs hat more elaborate illustrations, more complex and mature storylines and relied on their sense of style and wonder rather than on power fantasies and action. The characters in BDs were often clueless, they made mistakes. BDs were not about a character claiming power, there were about losing yourself in a place of intoxicating beauty. To be honest, I often didn’t understand the plot lines. Dare I say they seemed almost as an afterthought?

lacite

One of the true Bande Dessinée masterpieces of my childhood.

That’s what Gravity Daze is. The developers took their Japanese sensibility for Mangas and spliced it with the distinct look and feel of Bande Dessinée. The characters speak a fantasy gibberish mixture of Japanese and French. The world the game takes place in looks like somebody took pieces of Paris and suspended them in mid-air. The cut-scenes are comics. The trophy icons are tiny BD covers. The original title was even “Gravité” if the BD heritage wasn’t obvious enough for you. The final result is a mesmerizing mixture of exotic yet familiar ideas. So if you squint your eyes, there is even a bit of Sailor Moon in there somewhere – if the magical girl transformations aren’t a hint, the black cat sidekick certainly is.

And yes, it has a clichéd amnesia plot. And yes, the side characters and mission plots don’t really make much sense. And yes, the battle mechanics aren’t as tight as they probably should be. But all of this just drowns in the noise of me not giving a fuck as I spend hours catapulting myself from monorail girders onto oncoming steamer ship hovercrafts to the music of a jazzy violin solo.

Moebius1

Moebius. Nuff said.

Gravity Rush reminds me of an important lesson about games I have mentioned before. Game designers and gamers tend to focus on those qualities of games, that distinguish games from other media. They focus on interactivity and gameplay and mechanics. All this is good and well. However, the things that make games unique isn’t solely responsible for how they work.

Games are just as much an audio-visual medium as they are an interactive one.

Interactivity alone can carry you just so far. And sometimes, the visuals and music can pick up from there and take you to a magical place.

And if this was too cheesy for you, brace yourself. There is more Gravity Rush coming down the pipe. I still have more to say about Kat as a female protagonist. Do Jade, Chell and Faith have a new BFF? Find out in the next volume! Until then, if you own a Vita, you know what to do. If you don’t own a Vita, this could be a good reason to get one.

Flaming Gamers

I recently mentioned the Kickstarter of FeministFrequency. Since then I noticed that the YouTube video for the project has been flooded with the most vile and aggressive comments. It seems like there were some campaigns on 4chan about it.

hateposts

More examples on the Feminist Frequency Tumblr.

Frankly, this surprised me. I knew that sexism is an issue among gamers, but I was shocked by the sheer amount of prejudice and hatred displayed there. Sure, many of them were probably just 4chan trolls. But the huge response this one video was able to generate is not as easily explained.

Call me idealist and naive, but I generally believe that most people in the world actually mean well and that incidents like this come down to a misunderstanding caused by different perspectives clashing against each other. I spent an evening engaging some of the people posting there. I wanted to understand what perspective would lead somebody to argue this way. Here are some observations. I should state upfront that this is NOT a justification for this kind of behavior. It’s an effort to understand those people so we can approach them more effectively.

  • Cognitive Dissonance – Most people posting there would call themselves gamers and care about games deeply. They enjoy games a lot. In many ways, games define their very lifestyle. Also, it seems most people posting there don’t consider themselves sexist. A lot of the arguments are actually in favor of fairness as a principle. Being confronted with a video that labels their most beloved characters and the gamers themselves as sexist causes massive amounts of cognitive dissonance. The thought process goes like this

    1. “I don’t want to treat women badly.”
    2. “Yet this video says I do.”
    3. “Hence, this video must be wrong.”

    Starting from this premise, they continue arguing against the video. It’s important to understand that the posters here feel threatened and “against the wall”. If they would lose the argument, they would be forced to admit that they are sexist. That’s something they are deeply disturbed by and feel an urge to avoid at all costs.

  • Defending games – As gamers, many of the people posting there have been defending games against what they feel are similar accusations – against accusations of games causing violence or being stupid or a waste of time or inferior to books and movies. Additionally, gamer culture is full of their own issues to fight about like exploitative DLC, aggressive DRM, the influx of casual shovelware, console wars or simply regular trash talk and flaming. The posters here often come “fresh from the fight”. They are constantly in need to defend “their territory”. A video like this represents for them something they don’t need – yet another front to wage war on. They unquestionably feel like the feminist approach is something directed against what they want. They also feel like it’s coming “from the outside” of gaming. Many of the arguments seem to be aimed at exposing the video’s author as a non-gamer. Other arguments seem to suggest that there are more pressing matters to solve first.

  • A Teenager’s Perspective – One very important thing to keep in mind – especially on YouTube – is that the vast majority of people posting here are underage. A quick sampling of the poster’s favored videos or simply the spelling reveals that there are hardly any proper adults involved in those kinds of flame wars.

    This may explain the inflammatory language and the stubbornness. But there is more to it. Most of the posters are in High School right now and going through puberty. They are going trough a time of intense social pressure from all sides. There is hardly anybody, who manages to get trough High School without experiencing some kind of bullying and oppression. At the same time, engaging in first romantic encounters is often horribly awkward and frustrating. So in the midst of that, suddenly hearing that you are not the victim and it’s all your fault instead can feel like overwhelming injustice. It enhances the cognitive dissonance mentioned above even more.

  • How Do I Fit Into This? – Finally, I think there is a general impression of being left behind. The gamers posting here feel like the feminist cause is not about them, not for them and that there is nothing for them to do here except being the scape goat. They are perhaps even jealous. Here is somebody standing up for women. But if you are not a woman, who is standing up for the things you fight for? The gamers posting here feel like they are being upstaged by people, who have don’t have as much of a stake in this subjects as they do. They feel like the tables are being turned on them. They have been playing musical chairs for quite some time, the music is stopping and the only chair is taken by a newcomer that just came in. They want to still have a word on this, yet they feel the only role the feminist movement seem to offer them is being the villain.

Again, none of this is suppose to excuse hateful posts. The idea was to put myself in the shoes of those people. In fact, I often realized that I’m arguing with a teenage version of myself. Of course, there may be a great deal of my own projection going on here. But I noticed I was often able to diffuse the situation by appealing to the posters in the right way. In fact, many of the posters turned out to be quite reasonable and keen to discuss the subject on a more productive level. Here are some things I found out work well:

  • Avoid Generalization – Generalized arguments like Rape Culture or Patriarchal Society are highly problematic in establishing a discourse. They are perceived as unfair blanket statements that cause the cognitive dissonance mentioned above. Not that they are necessarily wrong. They just tend to push males “against the wall”. Once Patriarchal Society is mentioned, all males feel accused as oppressors. Once Rape Culture is mentioned, all males feel accused of being rapists. It’s important to be very precise about who is being accused of what.

  • Find Examples to Agree On – Male gamers sometimes feel that feminists want to make games worse. I noticed that focusing on positive examples everybody agrees on is a good way to introduce the idea that we are actually all on the same side. Mentioning games like Portal 2 or Quentin Tarantino movies or TV series like Firefly often has an amazing effect of completely turning people around. What also works is to agree on negative examples. Twilight has a way of galvanizing people.

  • Appeal to Their Love for Games – Gamers know very well that there is a lot wrong with games. They are constantly arguing for games to improve in one way or another. They are eager to learn what makes a good game. It can be effective to appeal to that passion and show that having female characters will make games better for everybody. I found posters often turned around when I said I want to use the videos to teach my students how to write better characters.

  • Give Credit – Many of the posters point out some valid arguments among all the flaming. For example, they often point out counter-examples of positive female characters in games. I found it’s important to give them credit for those arguments, even if they use them to discredit a feminist standpoint. It can help a great deal of taking away the pressure and leveling the playing field for a more productive discussion.

  • Offer Opportunities – It’s important not to just blindly shoot down all the arguments and accusations. If the posters were proven wrong, they would need to admit that they are sexist. As strange as it may seem, that’s the opposite of what they are trying to do. Instead, provide opportunities for them to prove that they mean well. At least provide them opportunities to explain and voice their concerns in a more productive and civilized manner. Encourage them to write blog posts and make their own videos. Make sure they don’t feel like their point of view is irrelevant. It’s the easiest way to escalate the flame war.

I don’t claim that the above ideas always work. Some of the posters are just trolls or simply sexist after all. It’s not an easy thing to pull off either. But I do believe it’s worth trying. It can be incredibly rewarding to be able to connect with those people. It can shed a completely different light on the discussion. After just a few interactions I am convinced that this is less an issue of fight against hatred. It is more an issue of misunderstanding.

interesting2

This gamer was actually wondering about some of the paradoxes of gender representation himself.

interesting

This gamer apparently just wants games to improve.

So far this has been a fascinating project. I’m looking forward to see what the actual videos by FeministFrequency will bring. Despite of the apparent hatred they already summoned, I hope at least some gamers will take the chance to realize that we are all in the same boat.

Prometheus Impressions

I just watched Prometheus. It’s a weird movie. If you haven’t heard about it, how did you do that?! Here is a trailer.

I was looking forward to it a lot and I was quite surprised that it received so mixed reviews. Having watched it, I kinda understand why. What follows are some of initial impressions. Yes, there will be spoilers. If you want to watch the movie with fresh eyes, better stop now.

What really stood out to me were some of the character constellations. I really loved the David / Vickers / Weyland triangle. There were some good religion vs. science bits as well. I would have preferred a more critical approach to creationism and intelligent design. But it certainly taps well into current trends and discussion. It is a US movie after all. The way those philosophies are used does not make them intelligent design propaganda yet.

I really loved the theme of immortality vs. making room for coming generations. Sadly, it seems that there was a lot more the writers wanted to say about it. I guess it’s one of the many things to be discussed in the sequels.

Which brings me to one of the two biggest gripes about the movie. The first one being that the movie feels very much like the pilot of a series. It leaves the audience with more unanswered question than actual answers. Clearly, there is an entire trilogy coming. The movie doesn’t quite stand on it’s own. It is very different from a Star Wars or Matrix that way and incredibly unsatisfying.

By other gripe is that the movie has some serious plot issues. There are huge plot holes. Characters sometimes act in illogical or confusing ways. Here are some bits:

  • What does the black goo do exactly? It seems like every infection does something different. Holloway turns into a zombie. Shaw gets impregnated with a squid. The Engineer’s head explodes. The Engineer at the beginning is dissolved. It seems to be a magical substance that does whatever the plot needs at this point. Sadly, because nobody knows what it does, it’s impossible to tell what the Engineers are up to. The crew seems to think they want to destroy Earth. But there is actually no good reason to think that. It makes the plot wobbly and aimless.

  • Why does David infect Holloway with the black goo? How does David know that it would do something when ingested? He doesn’t even put it under a microscope or anything. It could have been engine oil for all he knew? If this is Weyland programming – that wouldn’t make any sense. Why would Weyland be interested in killing the crew? How do they even know about the black goo? Weyland seems to be interested in meeting the Engineers. The black goo doesn’t really have anything to do with that. Infecting Holloway doesn’t serve anybody. Even if it was just David’s own curiosity, we don’t see him trying any less drastic experiments first.

  • Addendum: It just occurred to me that David could have read the inscriptions on the walls and maybe learned something about the goo we don’t know. Whatever it was, it must have been quite the revelation if it made him kill a crew member. In any case, that would be something to be revealed in the subsequent movies yet again.

  • The geologist punk is stupid. First he flips out when they discover the alien body. What the hell? He is a scientist. He should be interested in this as well. There is a corpse of an alien being lying right in front of him. Anybody would be curious about that. Why is he acting like a dick instead? Then, when he and his friend eventually find an actual life form, they are suddenly curious and forthcoming? That goes directly against what we just learned from them. I know they are supposed to be just alien-fodder. But they at least should be consistent.

  • The whole treatment for Shaw’s pregnancy is weird. Why does David suggest to put her into cryo sleep? Why do the other crew members agree and help out? Why is she the only one to think of the medical pod? Why does nobody react to her when she comes out of the pod all bloody and cut-up? Why does nobody do anything about the Squid that is loose in the medical pod room? I mean, they wanted to return with the Prometheus to earth at some point, right? It seems a reasonable idea to get rid of the aliens on the ship before going spelunking again.

  • There is a moment where Shaw tries to stop Weyland and the others from entering the ship. It’s the “we were so wrong” moment from the trailer. Why the hell would she want to do that? Shaw is a scientist who dedicated her life to figure out what the Engineers are. She should be the last person to suggest to leave now. Leave to do what? Especially as right afterwards, she decides to go back into the ship with the rest. Would’t this be rather the right moment to tell them about the squid? And confront them about the putting her to sleep thing?

  • At the end, Shaw decides to trace the Engineers back to their home planet to find out how they crated Humans and why they changed their mind. This makes sense. That was the original reason why they came here. Why doesn’t David understand this? He is an explorer just as she is. In fact, we have been shown David in a lot of scenes being very bold and inquisitive. Shaw’s decision should be perfectly understandable for him. Yet, the writers decided to make this a “You don’t get it because you are a robot.” moment? What the hell?

  • Finally, a little nitpick but something that really struck me. The medical pod is programmed for male anatomy only? Whaaaat? The pod was in Vicker’s suite. It was Vicker’s “safety precaution”. Is she a trans-gendered person? In that case, the black captain was in for quite a night. Or was it something that Weyland did without her knowing? In both cases that would yet another setup without a payoff. More realistically, it was just sloppy writing.

That’s it from me. I’m still digesting the movie and I’ll certainly want to watch it again. The movie is certainly not stupid. But it doesn’t seem to be firing on all cylinders either. At least I do understand the mixed reviews. Perhaps the upcoming sequels will bring clarity. Until then, I’d be interested in hearing other people’s opinion.

Saving Rayman

A recently published Hitman trailer brought to attention that sexist depiction of women is still an ongoing problem in games. Penny Arcade tried to put this into perspective by listing what they consider a positive example, implying that the problem is not universal. But when Hitman is one extreme of the spectrum and Quantum Conundum the other, it’s worth looking at grey area in-between.

Recently, I picked up Rainmain Origins. It’s beautiful, whimsical game. At fist sight, it seems to share a lot of qualities with Quantum Conundrum. It has some really polished game mechanics and cuddly characters all in a lush, colorful art style that seems to come straight from a Saturday morning cartoon. But very quickly, you meet one of those:

Rayman Legacy Control

Comic from legacy-control.com

Rayman Origins repeats the tired old platformer formula of structuring the plot around a series of damsels in distress. In this case the damsels are “nymphs” which stand out by being exceptionally sexy. They are drawn with huge hips, bouncy breasts and not much clothes to cover either. The game is very tounge-in cheek about it by having Rayman constantly trying to have upskirt peeks in cut scenes.

Rayman Upskirt

Come to think of it, how does sexuality work with Rayman anyway?

There is a curious dissonance between the innocent, childish art and the sexy, adult nymphs. Sure, cartoons with adult content are not exactly uncommon nowadays. It’s just that Rayman never seemed like an adult cartoon, certainly not at PEGI 7+. Be it as it may, it never occurred to me as an issue until I saw a recent Kickstarter project by Anita Sarkeesian.

Anita Sarkeesian is a feminist pop culture critic I greatly respect. She has a wonderfully exhaustive YouTube channel with eloquent and very polished videos on various pop culture subjects from a feminist perspective. Seeing her go into games is something I’m looking forward to. I couldn’t help to note that she featured the Rayman nymphs in her Kickstarter pitch. That got me thinking.

Rayman Gourmet Nymph

Now that you mention it, yeah that’s actually a problem.

I’m usually paying attention to sexist stereotypes. I don’t really know why the Nymphs slipped under my radar. Perhaps it’s the adult comic thing. Perhaps it’s the fact that they are actually a solid representation of Nymphs. According to Greey mythology, the are supposed to be beautiful, amorous and seductive young women. Considering that the word Nymphomania is derived from them, I guess their depiction in Rayman Origins could be considered tame.

The execution is not exactly the problem. One could argue that it’s the fact that the designers thought it would be a good idea to have Nymphs in the first place. But is it really the solution? Here is a thought experiment: how would you save Rayman? Imagine you are Dr. Sam Beckett and you quantum leap into the body of the creative director of Rayman Origins with the goal of preventing the game from being sexist. How would you do it?

  • No Nymphs? – Exchanging the Nymphs with less sexualized female characters would get rid of the objectification issue. But the game would still fall into the damsel in distress trope.

  • Male Princess? – Exchanging the Nymphs for male/neutral characters would avoid the damsel in distress trope, but it would lead to a game devoid of female characters.

  • Female Sidekick? – Putting in a female supporting character would make the game tap exactly into that: the female sidekick trope.

  • Female Protagonist? – Exchanging Rayman for a female character would make the game fall into the Smurfette Principle. Even if the character wasn’t as plump as a “Raywoman”, just releasing the game under the Rayman brand would immediately make it stand out among the Rayman games as “the one with the chick”.

The final point is seriously problematic. Because it means that even if the entire cast of the game was all-female, the game would still fall into the Smurfette Principle. Yikes!

It’s an interesting challenge and I don’t really have a good solution. I guess the problem with sexist content is that there are no simple fixes to it. It’s all about balance and nuance. Here are some ideas that could work.

  • Not Just Sexy – Having sexy characters is not bad per se. But it’s a problem when one gender is represented exclusively this way. So breaking the female = sexy pattern is an obvious way to start. There are plenty of characters in the game, why not making some of them female and not sexy. Why not have Uglette instead of Globox?

  • Not Just Damsels – Same goes for the damsel in distress problem. You fall into the damsel in distress trope if all of the people you rescue are female. How about some male nymphs as well? You could even keep them sexy. There could be some Cross-Dressing humor. There could be different reactions in cut-scenes depending on what gender the playable character is.

  • Not Just one Sidekick – The problem with the Smurfette is really the fact that there is only one Smurfette among the all of the male Smurfs. Having multiple female supporting characters would avoid that problem. If they were visually as different from Rayman as Globox is, it would avoid the “male is the standard” issue, even if Rayman was the main protagonist.

Generally, problems with sexist tropes often seem to boil down to not enough variation. Sexy female characters and male protagonists are not bad per se. They are just bad if they are the ONLY gender representation a game contains. Adding alternatives diminishes the issues and in case of Rayman Origins would actually add even more opportunities for comedy.

But as you’ve seen, it’s not exactly a simple issue to solve. So if you have any ideas on your own, be sure to share them in the comments!

About

The Game Design Scrapbook is a second blog of group of three game designers from Germany. On our first blog, Game Design Reviews we describe some games we played and point out various interesting details. Unfortunately, we found out that we also need some place to collect quick and dirty ideas that pop into our minds. Hence, welcome to Game Design Scrapbook. You will encounter wild, random rantings. Many of then incoherent. Some of them maybe even in German. If you don't like it, you might enjoy Game Design Reviews more.

Twitter

follow Krystian on Twitter
follow Yu-Chung on Twitter
follow Daniel on Twitter