This Somewhat Weekly starts off with a conversation churning through game critics' barracks started by Michael Abbott's "Game's Aren't Clocks". Kate Cox takes Abbott's core issue and explores what he most likely wanted to avoid; "What are games? How can we define them?" "Win, Lose, or Fail" isn't there to be catchy, but to set up the dilemma this particular discourse has in defining what games are. Cox makes an interesting claim to center the concept of a game around success and failure states specifically, where others would muddle around in rules and game mechanics. I was glad to lend a hand in complicating her stance, which she deftly used to strengthen her argument to a point I find it hard to disagree (and I'm the first one out the room or in the middle of a brawl when it comes to definitions of any sort).
Line Hollis then joins in with another angle, looking at the player to help define the experience going on. In "Players are Planners," Hollis picks up on the player-determined aspect of Cox's article and runs with it in another direction entirely, defining a game by how a person interacts with it. The crux comes down to the capacity of an object to be malleable and allow the participant to change it and detect their changes. This will send the discourse bucking as game mechanics are the tools to mediate and prompt a player to plan, but this isn't the argument most ludologists would make. Definitely worth a read.
Speaking of definitions, Fraser Elliot wrote up a good piece on the somewhat known game in development, Spy Party. I'm including it because I hope for a reimagining of what multiplayer is and can do in games. The details are best explained in the article, but my optimism hopes for a more diversified multiplayer experience that doesn't rely on war tactical knowledge and aiming skill with a mouse or controller. We all have more skills than how to kill someone digitally, so I hope others take the cue from Spy Party and start creating more of those games!
Moving on to some game-specific criticism, The Border House has a great article up now by Denis Farr taking a critical look at 'ally' politics in Half-Life 2. "Anti-anticitizen One" frames the player's experience and Gordon Freeman's role as the ally to the socially oppressed, creating a great metaphor about a subject difficult to explain. Farr focuses on the story's aspects one may look over, away from "Gordon saving the world" to "Gordon helping Eli and Alyx save their world." Being a silent protagonist and MIA for so long, the world of Half-Life 2 isn't really Gordon's, though he gets the most credit and recognition for the success at the end. I suggest playing the game again with Farr's interpretation in mind, it's powerful.
While Gordon's hero status is spread to the rest of the cast, Alex Raymond tosses Dragon Age 2's Hawke's hero status altogether. "A fate that we deserve: Choice, Triumph, and All That Remains" taps into how the game removes the typical privileges a player has, like always saving the day, to create depth to the character drama. Many players are upset they cannot choose an option that will stop disaster, but this design decision is effective in shaking the core of player, making them feel something for the characters and events of the game because they weren't based on arbitrary decisions made by the player. Previously a strong critic of of Dragon Age 2, Raymond's perspective showed me how much I overlooked and took for granted; another piece to read before another replay.
There are many attempts to explain away Catherine's... problematic representation of gender and relationship, but I particularly liked David Carlton's personal blurb on feeling separated from Vincent and viewing the dissonance as an attempt to do the opposite of what most storytelling mediums want to do. Carlton describes in "catherine" a critique specifically aimed at Vincent that doesn't involve the player establishing empathy, which feels more honest than other critic's defenses of Catherine.
We'll look at some reactions that continue to happen in relation to Catherine that definitely fail to rationalize the gender politics to wrap up this weekly. Emily Short writes up a good summary of gender issues others have written about, but with a personal edge that makes it feel a little more real in "Analysis: Atlus' Catherine and Gender Stereotypes." It's a good read for those who haven't looked into the problems in the game, but I want to focus on the comments to the article, that I congratulate Short for suffering and handling well. In short, my reaction finds Catherine more of a trip-up than a success, because when the vast majority of games have critical gender issues, another game that uses gender stereotypes but doesn't do anything progressive with them fails to be a satire and tongue-in-cheek. Catherine would be more successful if video games didn't have its issues with gender, because the farce would be genuine and not rely on the tropes of a misogynist, heterocentric culture.
And that's about it; until next time, happy gaming!
Showing posts with label Catherine. Show all posts
Showing posts with label Catherine. Show all posts
Friday, September 30, 2011
Monday, August 29, 2011
It’s Time to Talk About it: Atlus, Naoto, and Transphobia
(Trigger Warning: Transphobia, Passing Anxiety)
(Spoiler Warning: Shin Megami Tensei: Persona 3, Shin Megami Tensi: Persona 4, Catherine)
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| Is he who you want him to be? |
Earlier this year, I wrote a research paper on representations of gender and sexuality in video games where I chose Bayonetta from her eponymous game and Naoto in Shin Megami Tensei: Persona 4. The wealth of critical discussion on Bayonetta speaks for itself; I had no trouble supporting my own argument about her because of the importance the gaming community attributed to shaming or empowering her (and, of course, options other than these). However, my research on Naoto resulted in pretty much nothing; from what I could tell, the gaming community felt he (it is debatable which pronoun to use, so I am using he as it is my interpretation from my playthrough) was a cross-dresser and would be referred to as a woman. There are mentions of Naoto in articles related to Kanji’s (a fellow party member) questions about sexuality, but nothing at all about the complicated politics the game design promotes in concern to transgender topics. So let this be an ode to Naoto, as he deserves a critical analysis, but also my questioning of and challenge to Atlus about their representation of transgender characters. While Persona 4 makes the player interact with the issues surrounding someone who is transgender, the games before and after featured transgender characters more in the background. It shows a deliberate move by the development team to include transgender characters in their games, and therefore make a statement about them; it is extremely rare for a transgender character to appear in a game, much less three in a row. I investigate Altus’ position on transgender topics (as shown in their games) while informed through their depiction of Naoto in the context of these other characters.
In Shin Megami Tensei: Persona 3, your party gets a small reprieve on an island, where the boys eventually go to the beach to pick up women. They are unsuccessful until they meet one that seems especially receptive to them, who will “show them a thing or two” and is otherwise outlandishly suggestive. Before she can take anyone back to her room, a party member notices she has hair on her chin, outing her as transgender; she admits her plan in tricking the boys and keeps the offer of sex open before departing. To say the least, this is an atrocious depiction of trans-women that relies on the sexual anxieties and (perceived) deviances of heterosexual men. Many took it as a comical and lighthearted scene from the rest of the morbid and dreary storyline, however, this is one of the very few ways trans-women are characterized in media overall, which is extremely unrealistic and damaging. Persona 3 carries on transphobia by failing to offer a character different from conventional imagining of trans-women as sexual deviants deceiving hapless heterosexual men. It also relegates them strictly to the sexual realm, as if that is the only place transgender women appear, and those are the only qualities unique to this group of people.
Based on that experience alone, seeing Naoto in Persona 4 would seem to be a cause for celebration, as he is an extremely well written character and overall engaging and respectable. However, the extremely problematic character Erica in Catherine throws the intentions behind Naoto into question. There is little information during gameplay to let the player know Erica is transgender, however in hindsight, these hints are rather malicious. Throughout Vincent’s time in the game’s bar, he and his friends are amicable to Erica but also say rather disparaging things about her femininity. The group of men seems to put up with Erica rather than appreciate her friendship, and is vaguely trying to steer away the youngest member, naïve Toby, from pursuing his attraction for her. The second hint comes when Erica shares that she is starting to have nightmares, which only men are supposed to be having, however it is easy to overlook this, as it appears everyone who goes to the bar has these dreams. The player finds out directly only if they achieve the True Lover’s Ending, when it is implied the guys told Toby Erica is transgender and expresses regret losing his virginity to her. It might be tempting to say that because the only real overt transphobia comes from the main villain, who happens to be her employer, and that Atlus is taking a favorable position on transgender representation in Catherine. However, like the character in Persona 3, she is the deviant, sexual trickster who seduces unsuspecting men to their sexuality questioning doom. Her friends don’t show any support and have extremely little respect for her identity as a woman; as well, her boss is constantly hitting on her, despite that he was punishing her for transitioning into a woman and seeking romance as a trans-woman. Erica herself is a great character with relatable dialogue for the most part, but the politics surrounding her doesn’t provide any optimism for trans-folk and their allies.
Transgender topics were blips in these games, which is why they more so provide the context of how Naoto is interpreted rather than stand on their own to inform the player how Atlus, or gaming overall, is treating transgender characters. A brief synopsis of Naoto’s presence in Persona 4: Naoto is a 16-year-old detective prodigy that appears at first as a mysterious character with clues surrounding the murder cases. His appearance is noteworthy as Kanji starts feeling attracted to him, and this is a tense topic as he is apparently struggling with his sexuality (that’s a whole other topic). Naoto’s relationship with the group is tense at first as he realizes they harbor secrets relating to the case, but they all see him as respectable, intelligent, and capable (it is also worth mentioning that he has a resemblance to male protagonists in other Shin Megami Tensei games). He eventually uses his fan following, who calls him the ‘Detective Prince,’ to his advantage to gain a lead in the case. In the Jungian-like TV world where Naoto confronts his ‘Shadow,’ the player finds out that Naoto is female and the Shadow wants to perform sexual reassignment surgery on him. As this scene depicts, Naoto presents himself as a man because of the environment of the police force; no one would take him seriously if he were a woman. After defeating his Shadow, Naoto decides he doesn’t need to become a male to succeed as a detective, and joins the party.
This is when Atlus promptly fails Gender 101. The game text begins to refer to Naoto as she and her, and makes no distinction between sex and gender. Whenever there is a need to divide the characters along the lines of gender, Naoto appears with the women instead of the men. In general, they keep his personality the same and make more references to androgyny to keep in line with the character they have built up. The game continues to depict Naoto as an awesome personality through the main storyline, and receives a generally warm acceptance by everyone even though there is a question about his true sex. However, the essentialist attitude similar to the antagonist’s in Catherine exposes a lack of understanding about transgender issues and tucks in an almost sinister transphobia in what seems to be overwhelming support and popularity for Naoto as a character.
Most (if not all) people who are transgender face an internal struggle with sexual reassignment. There is a heavy amount of reinforcement from society to have it in order to achieve (some amount of) social acceptance. This is a source of tremendous anxiety, especially for those cannot attain resources that allow them to transition. More importantly, not everyone wants to change their sex, or better yet, don’t feel that changing their sex should be a requirement to being treated as the gender they identify as. I saw that scene with Naoto at first as a brave proclamation to continue as a man without aiming to become male, only to be confused and devastated when the game started to turn him into a woman. This happens in attention to the assumed romantic and sexual intentions of the player by making Naoto accessible as to not threaten the assumed player’s (a heterosexual man) gender and sexuality. Because all of the females are open for romance (don’t get me started on just that thought), the logic of the game decides Naoto should be as well, and he becomes the antithesis of what he wants during his Social Link with the protagonist. There is a clear disconnect between the Naoto in the main story and the Naoto in the Social Link. While you are able to become intimate with Naoto while encouraging him to still be a man, there are options for you to persuade him to act and dress as a woman. What makes this disturbing is Naoto’s identity hinges on the player’s choices, and the gameplay mechanics encourage the player to nudge Naoto towards becoming a woman. For instance, the first trigger that can initiate romance with Naoto when choosing “I’m glad you’re a girl” when he is having a moment wishing he was born male. The second romance flag comes when you choose to protect Naoto from harm, for which the protagonist frustrates him by making him feel weak when treated as a woman. All of this is after he expresses little interest in wanting a relationship, and that he makes no indication of his sexual orientation; the game allows the player to force him into the romantic fantasies of a heterosexual man. If this wasn’t enough, there is a scene after you confess your love for Naoto when he asks the player if they want him to start talking with a higher pitch to his voice to sound more feminine, and if they choose to have a higher pitch, he will dress up in a girl’s school uniform during the Christmas event. This event is more poignant in the Japanese version of this scene; instead of the pitch of his voice, he asks the protagonist if he minded Naoto’s use of ‘boku,’ which is the ‘I’ that men use. Telling him that you want him to stop prompts the above scene, but you also can opt for Naoto to stay the same. The scene when Naoto dresses up in a girl’s uniform completely transforms his personality; he’s now always blushing, stammering, quiet, scrunched up as much as he can into himself. Very typical Japanese schoolgirl as this is just before an implied sexual scene. This scene trivializes the pressure transgender people feel to perform their gender well enough not to violate their partner’s sense of sexuality, and the incredible burden to make sure they are always passing as the desired gender. Naoto’s Social Link was an extreme waste of an opportunity to explore the intricacies of a relationship when at least one partner is transgender, something I don’t think I’ve ever been able to witness in the media.
I do find value in Atlus including transgender characters in their games, but in order for these instances to be progressive, they have to be positive and enlightening depictions. Each one of these characters appeared in the game and interacted with the player in a way that is specific to heterosexual men, and uses said culture to define their character arcs. Despite the flaws Atlus implanted into Naoto, I enjoyed his character and explored my feelings of being romantically attracted to a trans-man (which wasn’t something I considered at the time), and find this type of game to be a powerful avenue to promote diversity and understanding of those underrepresented in the media. It also shows how much other characters in games revolve around how they relate to heterosexual men, which prompts said group to inform game developers of their interest in more diverse viewpoints.
Saturday, August 27, 2011
Your Somewhat Weekly Gaming Digest: August 26th, 2011
First, I'd like to give an overall shout out to The Border House, who have accepted me into their ranks. If you are thus far unaware of its existence, head on over and check it out! My previous post is now there, though now with a considerably wider audience to chat with :)
We'll open up in comfortable territory for me; Altug Isigan breaks down what parts of a video game's narrative is interactive in "Game Narrativity and Interaction". Isigan gets major points from me for providing graphs, 'cause I love a visual mapping of a concept when reading (or listening to) theory. It was a creative writing way to go about organizing game narratives, which might be why it synched so well with me, but it seems like this would be a good read for anyone interested in interactive narratives. Isigan also posted a companion graph, "Mediation, Play and Narrative in Video Games," which shows the process of how the player interacts with both the game and the author. It will be familiar to anyone who has knowledge of cybernetics or literary theory, however the graph makes it accessible to all. The discussion started there is also interesting!
Related to narrative's place in gaming is a sound-off-like article at Kotaku assembled by Mark Serrels, "Do Video Games Need to be Fun?" I personally thought this was a moot conversation, similar to "are games art" topic, because it depends so much on the definition of games. What is a game, much less a video game? And, as you'll see in this article, should we really be saying videogame? The piece is organized from one end of the spectrum to the other, though I left the article with a little bit from each respondent. As for my opinion, I don't think 'games' have to be 'fun,' when those terms are defined in the manner they are most widely used. It's like saying movies all have to be enjoyable to watch, though you feel kinda strange when you say you 'enjoyed' Schindler's List. I found that a useful perspective to have is that we look at things as art or as games, not that they necessarily are such inherently (this is trickier to hold up in concern to games). I can look at an upside-down urinal and see it just as that, and that a maintenance crew should get on that pronto; but if I decide to look at it as art, then another conversation starts. Same with video games; I am going to have a different relationship with TRAUMA if I view it as interactive fiction versus a video game. Games can invoke more than one feeling, and has been trying to do such for a long time (though, maybe we're turning around?).
Speaking of fun, Lars Doucet's blog post on accessibility (somewhat about disability, more about the general audience) really needed to be written. "RPGs, challenge, and grinding" is a misleading title, as the article is about a much larger topic. Doucet writes about how games can still be challenging for those who want it to be, but also can accommodate those who either don't like the challenge or don't have the skill. The article sites games, as well as his own, that provide difficulty control as to have the most inclusive game for all tastes; the idea of extending this to the disabled is only slightly broached, but the overarching idea speaks to a battle against ableism in gaming. If there is something that turns me off from games, it is the developers' need to punish me; I imagine there is something deeply gendered at work and I hate games that are going to squash out fun because I don't have the skill to go on. As well, I despise it when others rationalize my distaste for certain games (I'm looking at you, legion of military-themed FPSs) because I lack the skill, as if the difficulty and need for skill are the only reasons to play a game. I politely disagree.
Along the line of fighting ableism in gaming, a game project caught my eye; Voices in the Dark. It is a Chilean project that is making a game that doesn't require eyesight to play, and reminds me of some cool audio projects I've heard of in the past. However, there is a tactile feel that the demo gives you, as you have to do actions purely on the sound of your environment. Unfortunately, this excludes those who can't use hearing in the gaming community, but I hope games like this sets a bar and gets more interested in making games inclusive and especially for disabled gamers.
Moving from one diversity issue to the next, an article on Kill Screen deserves notice in exploring the topic of gender-bending in video games. Having done research on video games and gender, this topic comes up a lot, though "Walk on the Wild Side" might be the most exposure some will have to the academic side of the issue. Michael Thomsen explores how women avatars are treated differently than men ones, and that the majority of answers (especially the particularly popular "I like staring at a female's behind") are a defense to their gender rather than the complete answer. What I found particularly interesting was this particular case's findings on the the representation of healers in World of Warcraft; while there is an even distribution of men and women playing as healers, way more women avatars heal than men avatars, implying the typical hijinks of gender roles at work.
On the other end of that topic are girls being girls, or, geek girls being the girls geek guys want. Courtney Stoker starts off with the usual tense question that feminists don't like to talk about (or maybe like too much...): Are women who flaunt sexiness to men empowering or demeaning themselves? "'Geek girls' and the problem of self-objectification" does a good job of arguing the former without being insulting, which is rare. I also liked it for looking at the larger picture of gender dynamics rather than slut-shaming, and Stoker's case is hard to argue against when there are so many other manifestations of in-group/out-group the men in gaming commit. Why does Fat, Ugly, or Slutty sum up all of the competitive language towards women? Where is a "Hunkology" column and how come I don't see recruitment for booth hunks? I have to share the best lines here in case people decide to skip this article: "The problem is that women who dress sexy, who frame themselves as sex objects, are rewarded by geek culture for doing so. They get attention, approval, and recognition from the culture when they dress as sexy Leia (or any sexy geek thing) [...] The problem, then, isn’t what women do, but a culture in which the only way that women can be recognized as a desirable part of the culture is when they participate by making themselves consumable sexy objects for geek men."
Wrapping this up is Moving Pixel's podcast on Catherine, "Misogyny, Misandry, and 'Catherine,'" featuring G. Christopher Williams, Kris Ligman, and Skyler Moss. I enjoyed listening, as always, however the title is much more combative than the conversation, so listeners not looking for more lessons on gender shouldn't turn away from this talk. There is more focus on the male characters and how the narrative and gameplay worked together, and any conversation picking apart this game is a good thing. Kris inspired me to take back up writing about transgender characters in Atlus games (mentioned in the podcast) that I found in my research on gender and sexuality in games, so look out for that in the near future!
Until next time, happy gaming!
We'll open up in comfortable territory for me; Altug Isigan breaks down what parts of a video game's narrative is interactive in "Game Narrativity and Interaction". Isigan gets major points from me for providing graphs, 'cause I love a visual mapping of a concept when reading (or listening to) theory. It was a creative writing way to go about organizing game narratives, which might be why it synched so well with me, but it seems like this would be a good read for anyone interested in interactive narratives. Isigan also posted a companion graph, "Mediation, Play and Narrative in Video Games," which shows the process of how the player interacts with both the game and the author. It will be familiar to anyone who has knowledge of cybernetics or literary theory, however the graph makes it accessible to all. The discussion started there is also interesting!
Related to narrative's place in gaming is a sound-off-like article at Kotaku assembled by Mark Serrels, "Do Video Games Need to be Fun?" I personally thought this was a moot conversation, similar to "are games art" topic, because it depends so much on the definition of games. What is a game, much less a video game? And, as you'll see in this article, should we really be saying videogame? The piece is organized from one end of the spectrum to the other, though I left the article with a little bit from each respondent. As for my opinion, I don't think 'games' have to be 'fun,' when those terms are defined in the manner they are most widely used. It's like saying movies all have to be enjoyable to watch, though you feel kinda strange when you say you 'enjoyed' Schindler's List. I found that a useful perspective to have is that we look at things as art or as games, not that they necessarily are such inherently (this is trickier to hold up in concern to games). I can look at an upside-down urinal and see it just as that, and that a maintenance crew should get on that pronto; but if I decide to look at it as art, then another conversation starts. Same with video games; I am going to have a different relationship with TRAUMA if I view it as interactive fiction versus a video game. Games can invoke more than one feeling, and has been trying to do such for a long time (though, maybe we're turning around?).
Speaking of fun, Lars Doucet's blog post on accessibility (somewhat about disability, more about the general audience) really needed to be written. "RPGs, challenge, and grinding" is a misleading title, as the article is about a much larger topic. Doucet writes about how games can still be challenging for those who want it to be, but also can accommodate those who either don't like the challenge or don't have the skill. The article sites games, as well as his own, that provide difficulty control as to have the most inclusive game for all tastes; the idea of extending this to the disabled is only slightly broached, but the overarching idea speaks to a battle against ableism in gaming. If there is something that turns me off from games, it is the developers' need to punish me; I imagine there is something deeply gendered at work and I hate games that are going to squash out fun because I don't have the skill to go on. As well, I despise it when others rationalize my distaste for certain games (I'm looking at you, legion of military-themed FPSs) because I lack the skill, as if the difficulty and need for skill are the only reasons to play a game. I politely disagree.
Along the line of fighting ableism in gaming, a game project caught my eye; Voices in the Dark. It is a Chilean project that is making a game that doesn't require eyesight to play, and reminds me of some cool audio projects I've heard of in the past. However, there is a tactile feel that the demo gives you, as you have to do actions purely on the sound of your environment. Unfortunately, this excludes those who can't use hearing in the gaming community, but I hope games like this sets a bar and gets more interested in making games inclusive and especially for disabled gamers.
Moving from one diversity issue to the next, an article on Kill Screen deserves notice in exploring the topic of gender-bending in video games. Having done research on video games and gender, this topic comes up a lot, though "Walk on the Wild Side" might be the most exposure some will have to the academic side of the issue. Michael Thomsen explores how women avatars are treated differently than men ones, and that the majority of answers (especially the particularly popular "I like staring at a female's behind") are a defense to their gender rather than the complete answer. What I found particularly interesting was this particular case's findings on the the representation of healers in World of Warcraft; while there is an even distribution of men and women playing as healers, way more women avatars heal than men avatars, implying the typical hijinks of gender roles at work.
On the other end of that topic are girls being girls, or, geek girls being the girls geek guys want. Courtney Stoker starts off with the usual tense question that feminists don't like to talk about (or maybe like too much...): Are women who flaunt sexiness to men empowering or demeaning themselves? "'Geek girls' and the problem of self-objectification" does a good job of arguing the former without being insulting, which is rare. I also liked it for looking at the larger picture of gender dynamics rather than slut-shaming, and Stoker's case is hard to argue against when there are so many other manifestations of in-group/out-group the men in gaming commit. Why does Fat, Ugly, or Slutty sum up all of the competitive language towards women? Where is a "Hunkology" column and how come I don't see recruitment for booth hunks? I have to share the best lines here in case people decide to skip this article: "The problem is that women who dress sexy, who frame themselves as sex objects, are rewarded by geek culture for doing so. They get attention, approval, and recognition from the culture when they dress as sexy Leia (or any sexy geek thing) [...] The problem, then, isn’t what women do, but a culture in which the only way that women can be recognized as a desirable part of the culture is when they participate by making themselves consumable sexy objects for geek men."
Wrapping this up is Moving Pixel's podcast on Catherine, "Misogyny, Misandry, and 'Catherine,'" featuring G. Christopher Williams, Kris Ligman, and Skyler Moss. I enjoyed listening, as always, however the title is much more combative than the conversation, so listeners not looking for more lessons on gender shouldn't turn away from this talk. There is more focus on the male characters and how the narrative and gameplay worked together, and any conversation picking apart this game is a good thing. Kris inspired me to take back up writing about transgender characters in Atlus games (mentioned in the podcast) that I found in my research on gender and sexuality in games, so look out for that in the near future!
Until next time, happy gaming!
Saturday, August 20, 2011
Your Somewhat Weekly Gaming Digest: August 20th, 2011
Some of my thoughts on Bastion were echoed in the Moving Pixel team's podcast, "Exploring the Alien Frontier of Bastion." If anyone is still skeptical about whether or not they should give the game a try, this conversation will most likely dispel any of your worries. They, mostly Kris Ligman, associate the game with a western, or at least the themes of a western. I noticed through my play-through topics such as xenophobia and ideas similar to manifest destiny, as well as 'local color' type narration. They go on a lot about what Bastion did right, as did much of the gaming community, but with this podcast, you get a little anecdotal embellishments instead of an impersonal review.
Bastion is also mentioned within a great article over at Your Critic is in Another Castle, On Gaming Death. Kate Cox reminds us of a game mechanic and narrative device that is commonly over-looked: death. The analysis spans over different games and why the game over for one character creates vastly different feelings, if any, than another. I noticed with myself, I cared very little for the main character of Bastion, because the main mechanics allowed me to. The story would go on and he would make it to the end, it just takes Rucks getting the story right. It also revealed to me a big inconsistency with Mass Effect 2; Shepard dies in the very beginning, but whenever they die later on in the game, it's game over. Because I play on ez-mode I never died during Mass Effect 2, so I didn't really think of this, but Shepard and death has a strange relationship stylistically. Cox mentions how there's little anxiety over Chell dying in Portal 2 because of the quick reloading time, and squat consequences, which raises the question if players would care more about Chell if there was an involved death scene. You can find a couple of my comments on the article's discussion below to find it more about what I think on this topic.
The last mention of Bastion for this week is over at Yahtzee's Extra Punctuation column in the article "Game Stories Demand Focus." As it could be inferred from my last post, I don't find Bastion to be that much of an exemplar of good storytelling in a video game, and I also don't think that the character-centered focus Yahtzee suggests is really the right answer. Bastion did a neat and well done trick with the nuance-filled narration, and it was cute when it brought the meta-story to the center. However, only Rucks was at all a fully-fleshed character; I really think Zulf should have stolen the show to make a really awesome 'villain,' but he was just used as an antagonist rather than a compelling character. Zia, as well, was completely flat and stereotypical; it seemed like she was only there as a random connection between everyone rather than a unique character on her own. And the kid is honestly forgettable, as there isn't anything about him other than your actions. What I actually found interesting about the article was presenting the problem of having an interesting, flawed character (which is the overall go-to idea for when you write characters in fiction) when the mechanics can't be flawed. That section used as a thought experiment is worth it enough to read.
Speaking of meta-story, The Stanley Parable has quickly made its way across blogs and into hearts this past week. I am definitely among its fans, despite the bit of run-around I had to do to obtain it. It's a short and sweet freeware mod of Half Life 2 that presents the complications of storytelling in a video game in a very entertaining manner. If you haven't played it, definitely try it out or watch a YouTube video of the walkthrough, it'll be worth it. I especially liked another article from Moving Pixels, "Even Winning Feels Bad: Agency in The Stanley Parable," but won't get into it here to avoid spoiling. Definitely give it a read and give your thoughts in the comments here.
I've encountered a lot of articles talking about morality systems in games, but if you haven't read one, Brandon Perdue's "Ethical Dilemmas and Dominant Moral Strategies in Games" is a nice go-to for an exhaustive detailing of the majority of the analysis out there. They outline the problems of the way games have been trying to establish morality within their design, but the largest flaw has been attaching morality to winning. Because a lot of morality systems reward players for going into extremes, which fails to represent morality as we know it (not black and white all the time). Predue also uses the example of the decision on Virmire in Mass Effect to save either Ashley or Kaiden to show the detachment of morality and succinctness with the narrative for game purposes. Because the two were the least interesting of all your team members (from Perdue's observations of polling and my personal opinion), it came down to the usefulness of each to decide who to save; factors like who you could romance, since you can only romance one, or which your party needs more in term of skills. Speaking from my experience, I kept Kaiden around in my original play-through because he was romance-able, not that he was anything more interesting than Ashley, even though I was totally mackin' it with Liara anyway. So there was little emotional weight to the decision, more like just efficiency.
Along with poorly implemented morality systems, another Moving Pixels article came out about Catherine (busy folk, aren't they?). What I liked about "Sheep Men: Choice and Individuality in Catherine" was its focus on the game's portrayal of men. The community can be quick to pick a game apart for its misogyny (and heck, there's a whole bunch in this game), but I'm glad there's someone writing about the awkward men of this game. Jorge Albor also mentions how the morality meter doesn't work in the game as it contradicts many of the mechanics it's supposed to be measuring. The idea that Vincent is choosing Freedom vs Order perpetuates the stereotype of men either fleeing from commitment at all costs until they eventually wise up and settle down with a woman.
However, at the Border House (I gush knowing that a wonderful place like this exists), bullshit is thrown out the window at Catherine's claim at being a 'mature, adult game.' Gunthera1 did a great job on making sure "Catherine: Is this Mature Rated Game More than Just Sex?" didn't rely on old, hackneyed rhetoric that would demonize all men, but called out how much Atlus' game relied on stereotypes to tell its story. I've noticed that most people who wrote about Catherine casually mentioned the horrible use of sex stereotypes, kind of not wanting to open the topic because it's just so obvious, but this article really sums it up and was needed. A great read if you are unsure of how someone could find fault with Catherine's story about gender; I remember mentioning some points this article makes a week or so ago on a Catherine article, and a poster had no idea anything amiss was going on about gender stereotypes. So please, give this piece a shot!
And to wrap things up, part 2 of the ever controversial contest for Mass Effect 3's default FemShep. This time, everyone gets to choose her hair color since there was such an uprising about her being a blonde. I have many issues with this event as a whole. I found nothing wrong with the original default FemShep, so I'm skeptical as to why BioWare has decided to change her. As well, I didn't think that the voting process was really at all a good way to go about getting the fans involved, especially the ones that wanted a more recognizable FemShep in advertising. And while I can understand the frustration of a very predictable outcome to that poll (the model that was the closest to the typical standard of beauty for women), I felt the comments against blondes were as damaging as the marginalization of other the groups not represented in the model chosen. Blondes go through life facing their stereotypes and are often objectified, even by those looking to battle the currently held standard of beauty. I just think the whole thing is a big mess. But if you want, you can go vote on the Mass Effect's Facebook page.
Until next time, happy gaming!
Monday, April 18, 2011
Catherine: A Step Forward or a Fall Backwards?
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| An honest depiction about the troubles of love? |
That aside, the screen shots, previews, and advertising for this game gives me mixed messages. At first, it seemed heavy on the fan-service with risqué shots of the title character, Catherine, which already has me groaning on the inside. Since it's dealing with a heterosexual (as far as we know, at least) male's love life, it seems in context, so I'm giving it a chance to grow on me. The advertising, however, is looking for documentation of love and marriage, which implies there is more than random cleavage shots, and the gameplay ties in the anxieties of a committed relationship with the nightmare puzzle levels and the 'social' aspect of answering text messages and interacting with patrons at a pub. The game seems to be taking a chance with having the narrative feature a crucial part of the gameplay experience (which turns some players off and I personally enjoy), evidenced by the legal threats Atlus has put out to anyone who posts videos about the game outside of the demo. If the game succeeds, ti will show that games can still be entertaining while making the narrative integral to the whole process from the beginning.
What worries me is the success of the character creation and interaction; the story so far is set up in a very stereotypical manner: Vincent begins to claustrophobic in his relationship with Katherine, both assumed to be in their early thirties, late twenties (nice for a change), and starts to have nightmares after he cheats on her with Catherine, who so far is a mystery girl. There is a set up of the virgin mother/whore dichotomy that so many games and media use, and the male is in a predicament yet gets to choose. My hope is that they all end up very complicated characters and not fitting their stereotypical roles, or else there will just be a reproduction of the same kinds of female characters in an industry that needs compelling female characters.
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