Wednesday, February 4, 2015

A Reddit Conversation about Gender in Videogames

Below is a discussion about gender representation in videogames that I participated in on reddit. It begins with redditor DeckardPain expressing his frustration over the push to better representation. He fears it might cripple artistic freedom. But he is also trying to understand why it's such a big issue today. Redditor Genermis responds, but DeckardPain feels his questions aren't being answered. 

The Game Philosophe to the rescue! I went about systematically answering all of Deckard's Q's on the forum. The reply ending up being quite long so I decided that I would share it with my readers. The first part is a bit of the exchange between DeckardPain and Genermis. My response follows. Enjoy!


[–]DeckardPain 1 point  
Fair gender representation really doesn't have a place in any work of fiction in my opinion.

If the entire gender equality issue in video games gets to the point where developers are coerced into abiding by your specific standards and how you want to be seen as a gender, then where does the gender equality issue cross the line into the territory of game developers' & designers' freedom of expression?

If you're coercing game devs to represent X the way X wants to be seen every time, then doesn't it step on their toes a bit too much?

Example: MGS5's character Quiet. Kojima has had a risqué characters in almost every iteration of the MGS franchise. So why the problem now? Is it gender equality band wagoners just pointing the finger at anything they can? Is it that people are just becoming more and more meek? When did the movement of "you're hurting my feelings, please stop" from people older than high school kids become a thing? I'm not asking to irritate you, I'm asking because I genuinely don't get where this shit came from.
[...]
[–]Genermis 2 points  
We are tired of being analyzed, defined and represented by people other than ourselves, or worse yet, not considered at all. We are frustrated by the imposed isolation and invisibility that comes from being told or expected to choose either a homosexual or heterosexual identity.
[...]
[–]DeckardPain 1 point  
While I don't necessarily get where you're coming from because I can't really relate to your issue, I don't disagree with you or think that your stance is wrong.

One of the biggest problems I have with discussing any controversial subject with someone who is a strong advocate for the subject on either side, is that they always feel the need to go into defensive mode straight from the start.

Try to believe me when I say I'm not typing it to troll, bash, or hate on you and your preferences.

Again I only posed the questions because people rarely ever think of the bigger picture outside of themselves. Now what I'm going to say may offend or make you angry, so I'm sorry but I'm going to say it anyways but please try to remember what is in bold above.

I get that you're passionate about the subject, but you honestly sound like some Anonymous fanboy preaching on your soapbox with your first reply to me. I get that this is a product of being passionate on a subject, and I'm not flaming you or shit talking you for it. Just wanted to make sure you were aware of how it appears to an outsider.

The initial question I posed was:
If the entire gender equality issue in video games gets to the point where developers are coerced into abiding by your specific standards and how you want to be seen as a gender, then where does the gender equality issue cross the line into the territory of game developers' & designers' freedom of expression?
If you're coercing game devs to represent X the way X wants to be seen every time, then doesn't it step on their toes a bit too much?
I would still really like this question answered as best you can, because I strongly support the idea of keeping gender equality out of all forms of fiction.
[–]TheGamePhilosophe  
I'll answer all of your questions.
where does the gender equality issue cross the line into the territory of game developers' & designers' freedom of expression?
First, calling certain groups' requests for representation a restriction on artistic freedom is a stretch. How is providing more choices and identities limiting creativity?
If you're coercing game devs to represent X the way X wants to be seen every time, then doesn't it step on their toes a bit too much?
Again, you're framing the issue as a zero sum game when it isn't. It's not about fighting over what X should be, it's about getting Y and Z to be part of the picture as well. It's not restricting representation, it's expanding it, it's multiplying the possibilities.
Kojima has had a risqué characters in almost every iteration of the MGS franchise. So why the problem now?
This is my favorite bit from you because it reveals so much about why you fail to grasp the issues at stake, so I'm going focus on it. 

You equate the current criticism of gender representation to something as trivial as the hurt feelings of high school kids and you wonder when people stopped growing up. 

Ironically, it is you who are still stuck in a high school mentality and the rest of the world that has grown up. Let me bring you up to speed.

The current critique of gender representation concerns centuries of a patriarchal worldview that sought to impose certain normative views of gender and exclude others that didn't fit into that scheme. This worldview, by the way, includes the placement of men above women, the treatment of women and objects of property (literally property not that long ago), and the labeling of homosexuals as diseased criminals (up until the 1970s in the US, gay men could be ordered by a court of law to undergo electroshock therapy to "cure" them of their disorder). The discrimination still continues today in powerful ways that include the pervasive representation of women as sex objects in popular media (the Quiet, for example) and the widespread resistance to recognizing homosexuality, bisexuality, and transgendered individuals as legitimate sexual orientations and identities.

"Hurt feelings," I hope you can see, doesn't quite capture the significance of a centuries-old culture of systematic oppression that gender critics are shedding light on today. Would you call the discussion about slavery and segregation in US and the social inequalities of its aftermath still felt today a matter of "hurt feelings"? Would you say the discussion about the colonial rape of natural resources in Africa and Asia by Europeans in the 19th century, and the systemic poverty and political turmoil that carries on today as a result of it, "hurt feelings"?
Is it gender equality band wagoners just pointing the finger at anything they can? Is it that people are just becoming more and more meek?
No and No. People are becoming more conscious of the historical and contemporary realities of gender discrimination (just as they are about race, class, and exploitation) and they are beginning to challenge people who perpetuate (consciously or unconsciously) the values and norms that have privileged a certain white, male identity at the expense of everything else.
where does the gender equality issue cross the line into the territory of game developers' & designers' freedom of expression?
I have something else to say about this question because it gets raised a lot. No one is trying to deny artists freedom of expression in any legalistic sense. The current criticism about gender is an extension of the freedom of expression--the freedom of critique. Anyone who wants to participate in any public forum, in a free society, has to accept this as part of the package. You post on Reddit or a forum, you are implicitly accepting that others can respond to your statements in any way they want. The same is true for works of art and consumer products. Creators have the right to make what they want, and the rest of the world has the right to say and criticize it however they want.

You might be thinking now, "Bah, bah, bah, bah doesn't that put pressure on creators to conform to the whining babies? Won't that push them to compromise their artistic vision?"

The answer is that this will depend on each creator. If his/her "artistic vision" entails a game with scantly clad women being rescued by muscle-bound white men, he or she is free to pursue that vision to his/her heart's content. If the voices of others point out the ways the creation perpetuates values that have systematically oppressed millions and this makes the creator feel uncomfortable, that's just too bad for the creator. Freedom of expression is a two-way street.

You see Deckard, we live in what's called a "society," and part of growing up in this society is realizing that it consists of other people who don't always agree with us or share our values or, heaven forbid, challenge our worldviews (even if we are video game makers!). I know it sucks. It'd be great if we could all just live in our own specially designed echo-chambers and have our egos endlessly gratified, but that's just how things are. Try to manage as best you can.

Monday, February 2, 2015

Bloodborne's World Will Be Divided, Not Interconnected.

Watching the recent IGN gameplay video, it seems that Bloodborne's approach to world design will follow the template of Demon's Souls fairly closely.

In Demon's Souls, players accessed the game's main zones through a central hub called the Nexus. Within the Nexus were several "Archstones" (one for each zone) that allowed the player to warp to a specific area. The zones, though they could be intricately designed themselves, were not however connected with each other, nor was the hub world attached to any of them. Rather, each zone simply had its own subzones which would be accessed by through its designated Archstone.

For many, this was a design shortcoming that Demon's Souls spiritual successor, Dark Souls, overcame by replacing the Nexus and its Archstones with a fully interconnected world in which bonfires provided checkpoints.

It seems that Bloodborne is backsliding on this point.

At around 5:10 in the IGN video linked above, you can see the player use a "headstone of awakening" to warp from a central hub, called the Dream Refuge, to the zone "Above Ground." Specifically, the player selects the subzone called First Floor Sickroom. Crucially, other, yet-to-be-activated headstones can be seen nearby.

Later in the video, after the player has progressed through the area, another subzone (Central Yharnam) is added to the Above Ground headstone. The player returns to the Dream Refuge hub and uses the headstone to warp back to this more advanced point.

The scheme appears identical to that of Demon's Souls' unlocking subzones. But how does this show that Bloodborne will be subdivided like Demon's Souls? After all, couldn't it be the case the world is still interconnected like Dark Souls, just with a detached hub world grafted on top of it?

My answer is that it is highly unlikely that Bloodborne's world will be fully interconnected, and that instead, interconnection will be limited to self-contained zones. Here's why:

If the world were fully interconnected, there would be no need for the multiple headstones of awakening we see in the Dream Refuge hub. The only reason for having multiple headstones would be a divided game world.

Think about it. If the world were completely interconnected like Dark Souls, then any warp point should be able to send you to any other warp point. Having more than one headstone in the hub world would then be a pure redundancy with no purpose. Since it's implausible that the designers of the game would just throw in unnecessary headstones, there must be something that makes them useful. And the only thing that would make multiple headstones useful would be the existence of disconnected zones.

Another point to consider is the fact that when the player in the video touches the second warp point, Central Yharnam, that returns him back to the hub (15:07), the menu that pops up does not give him the option of warping to the First Floor Sickroom warp point. He is only given the option to return to the Dream Refuge--just as in Demon's Souls where warp points could only take you back to the Nexus and not send you to other areas (even areas within the zone you are playing).

Some might wonder why From would do this. Don't they understand that Dark Souls' interconnected world was a major improvement over the hub system of Demon's Souls!

The fact is, there are plenty of reasons why From would decide to do this. One is load times. Having a fully interconnected world presents design challenges concerning where to conduct loading as the player moves through the world. From might have decided to simplify this by putting hard divisions between areas.

Another possible reason is the inherent difficulty of designing a fully interconnected world. From might not have had the time to do this, and decided instead to focus on making each zone itself interconnected without bothering to make all the zones come together as well.

Of course, without official confirmation or more gameplay, this remains speculation on my part. But I feel confident that what I've said will prove to be true. What we've seen just doesn't make sense otherwise.

But what do you think? Would you welcome a return to the Demon's Souls hub system? Or are you disappointed that From is taking a step backward? Let me know in the comments below.