Ban? I don't think that means what you think it means.

Gamestop has done an excellent job of setting up a strawprostitute in its recent article, Prostitutes call for ban on GTA. Tim Surette, the author, is pissed off that SWOP, the Sex Workers Outreach Project, has spoken out against Grand Theft Auto [GTA]. Pissed off enough, it seems to conflate the words ‘ban’ and ‘boycott’.

From the first paragraph of the article, he says [emphasis mine]:

The Grand Theft Auto franchise is getting attacked from all angles. Joining the ranks of politicians, policemen, and attorneys in their crusade to see the game lifted from shelves are the nation’s sex workers. On its Web site, the Sex Workers Outreach Project USA is asking parents to assist them in calling for a ban of Take-Two Interactive’s controversial game.

The two parts I have highlighted give the mistaken impression that SWOP is out to enact legislation that would bar GTA, and games like it, from being made and sold. He later on dismisses the repeated assertion from SWOP that it is “adamantly opposed to any and all forms of censorship” because they express the wish to speak out to parents. Given the tone of the article, this only serves to further conflate boycotting (and, dare I say, criticism) with censorship and banning.

So what, exactly, does SWOP say on this matter? Well, here’s the first paragraph from SWOP-USA Statement Regarding the Video Game Grand Theft Auto created by Take-Two Interactive:

Although SWOP-USA will always be adamantly opposed to any and all forms of censorship, as concerned parents ourselves, we wish to inform other parents of the potential danger extremely violent video games pose to children. And in the interest of furthering sex worker’s human and civil rights to life and personal safety, we object to any media which represents sex workers as legitimate targets of violence, rape and murder. Censorship is a blight on the freedoms we hold dear but we wholeheartedly encourage citizens to vote with their dollars by refusing to purchase products which encourage the denigration and destruction of prostitutes. Since the video game Grand Theft Auto accrues points to players for the depiction of the rape and murder of prostitutes, SWOP-USA calls on all parents and all gamers to boycott Grand Theft Auto.

Notice the word ‘boycott’ and the conspicious absence of ‘ban’ or any call to legal action. This is a very, very important distinction that Surette (intentionally?) glosses over in his post.

I share the concern about the sensationalist backlash to video games, and other popular culture, but, and this is a big but, that’s not what SWOP seems to be aiming for. Do I necessarily agree with their cited research? Well, no. I haven’t read it, but I don’t need to because my agreement with their premise or not is immaterial. They aren’t advocating a ban, or anything like it; they’re advocating an informed boycott based on what they perceive to be a tangible threat to themselves. They have, and should have, that right.

Via feminist.


What's in a character, anyway? [Gender in Indigo Prophecy, Part 2]

This post contains potentially game ruining spoilers. READ AT YOUR OWN RISK! You have been warned.

The first thing you notice in Indigo Prophecy is that there are three playable characters: Lucas Kane, unwilling murderer and first person you play as; Carla Valenti, the only woman you control; and Tyler Miles, Carla’s (junior) partner. A ratio of 2 to 1 favouring males isn’t exactly equal, but with the way games run these days I should probably be thankful that there’s a woman at all, much less one who wears weather appropriate clothing and has realistic sized breasts.

The Heroes

Lucas Kane

Lucas, Lucas, Lucas… You begin and end with his character, and the conclusion to the story is told from his perspective. With the most screen time and the most prominent position in the story, he is undeniably the main protagonist.

If one was expecting him to be the paragon of masculinity, that idea is shattered within the first few minutes of the opening. While he doesn’t break down and cry after killing a man, he certainly does his share of freaking out here and there throughout the next couple chapters. He is not afraid to admit emotion to himself; indeed, a couple of ways you can depress him is by having him look at pictures of his parents or of Tiffany, his ex. Nor does he seem to have qualms in to sharing it, as he is always frank with his brother Markus. He even owns and plays a guitar, and you know how girly the sensitive artist types are (I kid, I kid, but the stereotype of the sensitive artist type is definitely invoked).

Throughout the game, though, you find that his virility is beyond reproach. Once he gets over the worst of his angsty woe-as-me depression, he gets not one but two women. The first is Tiffany, his ex. If you give the right answers when she comes to get her boxes, Lucas ends up sleeping with her and she stays the night. Later on, regardless of what happened at the apartment, she hides him from the cops and tells him that she still loves him. Right after Tiffany meets her untimely demise, Lucas starts macking on Carla. This leads to sex, Carla’s admission of love, and eventually them getting married.

The ability to get laid is but one way his manliness is assured. Once his wrists have healed, you can have him beat the crap out of his punching bag. And, when I say, “beat the crap out of it,” what I mean is, “kick it clear across the room.” It’s not long before Lucas graduates from punching bags to Matrix-esque martial arts and acrobatics. By the time the game is over, he has done a full-blown Dragon Ball Z transformation, fully equipped with the ability to charge his power to throw a death-dealing ball of energy at the Oracle. No one’s gonna challenge the masculinity of a guy that powerful.

Do Lucas’ traits merely make him a well-rounded character, or does the need to establish his physical and sexual virility say something deeper about gender relations in Western society? I recently criticized conflation of female sexuality with female power in my last instalment of Girls & Game Ads, and I can’t help but feel that Lucas’ situation is the male side of things. In contrast to the women (who are seen first and foremost as sexual and secondly as powerful), his physical prowess is focused on with his sexual exploits are minor asides in his storyline. Given the nature of gender roles, I don’t find this difference very surprising. Men, after all, have a history of being valued for their physical and mental abilities, while women are lauded for their beauty.

None of this is to say that I find Lucas’ character as unduly problematic, or so stereotypical that I found him hard to relate to. I enjoyed his blend of weakness and strength. For all the flaws, I enjoyed his relationships with Markus, Tiffany, and Carla. I did think that, overall, he was a well-rounded, three-dimensional character. It’s just that, taking his character in the context of Western culture, a closer examination of his traits and relationships reveals some interesting assumptions about masculinity.

Lt. Carla Valenti

I’m sure this will come as a shock – shock! – to all of you, but Carla was my favourite character. When I first rented the game with my friend, we would always choose her character to follow first. She was strong, independent, and a natural leader. Things I like to imagine myself being, I suppose. As the game progressed, though, I saw her being caught in more stereotypical traps and I despaired. In the end, I still loved her. She may have brought some T&A to the party, but she was still Carla.

Always the one with a good head on her shoulders, Carla sidesteps the “annoying emotional sidekick” stereotype and falls squarely in the “obsessive work-oriented cop” one. To me, it was refreshing to not have to think about who she was attracted to. I breathed a sigh of relief when it was made clear that any relationship with her partner was thankfully out because of his long-term girlfriend. For the first half of the game, nary a mention was made of Carla having any romantic attachments or inclinations, save for a mysterious e-mail from Tommy.

Oh, Tommy, how can a gay man be the harbinger of doom for Carla’s love life? It was through the non-threatening, homosexual friend that the player learns that Carla is yearning for a man. To be fair, Tommy (like most of the characters), is also attached – he talks about his new boyfriend. It was during that conversation that I knew a part of independent, “I don’t need a man to be complete,” Carla was gone forever. Having Lucas call her to talk sealed the deal; I didn’t even have to see that “moment of affection” in her apartment with him to know that she was going to get with him.

Aside from the final scenes, which are told almost exclusively from Lucas’ point-of-view, the balancing factor is that Carla retains her distinct personality. Throughout the game, she gets a lot of airtime to show off her strengths. I felt the creators took pains to give her an equal part in discovering of clues, in putting them together, and solving the case. There seemed to be a conscious balance of physical strength/dexterity with her intellectual pursuits, as well. I’ll get into a few more specifics with Part 4 of the series, but I noticed that she was the one who was associated with the shooting mini-game. Near the end, she also finds pieces to jury-rig a radio with – a technical task that is traditionally allocated to a man.

Like Lucas, I found Carla to be an overall well-rounded character. Despite relying on a few stereotypes for her characterization, she was more often than not portrayed as an independent woman who was important for what she did, rather than who she did.

Sgt. Tyler Miles

Thinking back on my runs through the game, it strikes me that some of the most vivid memories of Tyler as a character I have are in relation to either Carla or Sam, his girlfriend. Indigo Prophecy does its share of defining women through their relationships with men, which I’ll get to later, but it does its share of defining men through their relationships with women, as well. While I’d argue that Tyler is characterized primarily through his race, taking a close second for defining who he is would be his interactions with the women in his life. I suppose that, if anything, is telling.

In many ways, Tyler is a masculine character: he played basketball in college, he likes video games, he wants to protect his woman, and he, not Carla, drives when they go together to a crime scene. But he is also the empathetic one: on the crime scene, he’s the one who chats with the forensic guys; he’s the one who gets the composite from Kate; and in the end he is supposed to follow his heart and go with his girlfriend to Miami (even if you choose not to do that, his plot is over at that moment).

I liked Tyler. He was a funny guy. He was a people-person who wasn’t afraid to do a little grunt work. Ultimately, though, at least in terms of gender, he wasn’t very memorable as a stand-alone. Most of what I have to say about him will come in Part 3 of the series, because I believe that he is best defined through his relationship with Carla and Sam.

Supporting Cast

Though not as important as the playable characters, the supporting cast still a large part of what a player gets out of the game. They are more likely to fit into stereotypes, as the writers don’t have as much screen time to develop them in, and which paradigms are chosen can reveal much about gender interactions.

Markus Kane
Markus is Lucas’ brother, and his confidant throughout the game. His association to Lucas puts his life in jeopardy, which recalls a lot of the “love interest as target” stereotypes, and in the end he makes an appearance in the underground camp to show the player that he made it through okay. Though I would argue that he is less important to the plot than, say, Tiffany, he is the only non-playable character given a blurb in the manual.

Tiffany
Tiffany is Lucas’ ex girlfriend. I don’t recall if the reason for their break-up is ever really explained, but, like Markus, Lucas’ enemies target her. Unlike him, though, she dies while Lucas tries to rescue her. She lives and dies attached to Lucas, a typical feature for the supporting females of childbearing age.

Sam
Sam is Tyler’s girlfriend. They are exclusive, live together, and plan on having a family. Like Tiffany, her role is defined solely by her relationship with Tyler. She constantly worries about his work, and in the end is the deciding factor in the wrap up for his story.

Agatha
Agatha is too old to be defined as someone’s lover, so she is safely put into another category: wise woman/spiritual advisor. She, too, dies because of her association with Lucas. Later on, her visage is used by the Purple Clan in an attempt to get Lucas to do what they want him to.

Jade (chosen child)
The opposite of Agatha, Jade is too young to be defined as someone’s lover. Instead of that, however, she becomes the paragon of female virtue: she is a lifeless conduit for male power. She is the keeper of the secrets of the universe and “he” (language used in the game, also all those after her are male-bodied) who possesses her secret is given unlimited power. She has no personality, and is constantly referred to as a “pure soul.” Once her task is over, she dies. It is highly disturbing that a girl-child with no agency of her own is used to consolidate male power and then is discarded once her role is finished.

Tommy
Tommy is Carla’s gay friend/hallmate. He has a bit of a political purpose – his relationship with his boyfriend is used to illustrate continued homophobia in Western culture – but ultimately I see him as a non-threatening way to reveal Carla’s single status and set her up for her relationship with Lucas.

Drive-by Characters

Most stories have people who appear only in cameos to emphasize a point, or drive the story on. These characters are generally only important because they represent the breakdown of the world at large. Indigo Prophecy is no exception, but I’ve broken the characters into two groups: people in power, and incidental characters. The gender makeup of these two groups sets up the backdrop and can often last a lasting, if not conscious, impression on the player.

People in power:
Though the world of the game is set up to reflect ours, I was somewhat shocked to find that there was only one person in power that I could find that was female. It was one of the voices of the Orange Clan (one of five or six total). The Oracle is male, the Purple Clan AI is male-bodied, the police chief is male, Sgt. Robert Mitchell (worked on a ritual killing case prior to Carla and Tyler) is male, and Bogart (bum and head of an underground organization that helps Lucas and Carla at the end) is male. Where are all the women? Male-dominated or not, this is the 21st century and women do hold positions of authority. By not showing any women in these important positions, it sends the message that it is normal to see men in power, but not women.

Incidental chars:
Even in the memorable but incidental characters, the split is obvious: Kate the waitress versus four guys. Martin Mc Carthy, the cop from the diner, shows up more than once. As do Garret & Frank, the forensic guys, and Jeffery, the basketball guy. The person working at the morgue was also male, come to think of it. As were most known perpetrators and victims of the ritual killings: Lucas/male victim, both were male in the Kirsten case, and it was only the Laundromat with a female victim that bucked the trend.

Conclusion

In the end, I guess I have to say that I find the characterization in the game problematic but not irredeemable. I would hazard a guess to say that the script writers thought that they were being all equal by having a main female character who was strong, intelligent, and non-hypersexualized, as well as a supporting cast that had a decent amount of women on it. And I recognize that, and appreciate it. It’s a better representation than most games I’ve played. But it’s no Beyond Good and Evil, where it had all that and didn’t define women mostly by their relationships, and had a visible representation of women in power. For Indigo Prophecy, I have to say: it’s a start, but you have a long way to go, baby.


Gaming Communities: Real or Imaginary? [REPOST from Shrub.com]

Note: This article was originally written on May 05, 2005 as a Shrub.com Article. In my process of switching all articles over to this blog, I will be reposting old entries. What follows is in its original form without any editing.

Why is it that the most visible critiques on video games come from people who are obviously not even casual gamers? I always hear “violence” and “sexually explicit content” thrown around without the writer having an understanding, or offering an in-depth critique, on what those words mean for video games. I find that these so-called “anti-game crusaders” often buy into alarmist extremes, thereby misrepresenting the influence of videogames, without ever asking why such a correlation exists. Most times, this perspective misses the intricacies of the games and, in the case of online games, the gaming communities.

It’s understandable, then, when I lumped a Vancouver Sun article entitled “Those MMORPGs: Threat or Menance?” (March 24, 2005, A13) written by Erin Morisette, a political science undergrad, into the same category. Morisette seeks to prove that MMORPGs (Massively Multiplayer Online Roleplaying Games) are “sedentary, solitary and anti-social, offering little in return,” or so the subtitle under the header would have us believe. While I can’t argue with the sedentary aspect, I find it hard to believe that anyone could accuse online gaming of being “solitary and anti-social.”

I suppose the pertinent question to ask, then, is “What makes a community?” For Morisette, one requisite is that it be in a tangible environment that enables the “developing of essential social skills or connecting with their real communities and cities.” What only someone who has played an MMORPG can fully understand, though, is that the games are designed to discourage progressing without the help of others. Most online games, and especially MMOs, are not for the anti-social; the whole point of being online is interacting with others! One of the staples of MMOs are online groups (guilds, linkshells, clans, etc) that give players a community, oftentimes of like-minded people, with which they can chat and play with beyond meeting people at random. Morisette goes onto criticize these games for being “effective at isolating and disconnecting players from their real-life communities because of their design,” again playing into the extremes and missing the fact that often parts or whole of real-life friendgroups will play together. I, for instance, play on a World of Warcraft server in the guild of one of my friends and will soon be starting a character on another server to play specifically with my mother and her boyfriend. Many people in my guild play with real-life friends, and I would be playing with more of mine if I had started playing sooner and tried to encourage us all onto one server.

To be fair, Morisette does admit that not all gamers tend towards the extremes, and that games can be fun. Yet, she is unaware of, or ignores, that some MMOs fit into her wish that the technology being used in “creative ways [that] contribute to the success and interconnectedness of future communities that will be dominated by today’s youth.” While the gaming communities are in no way better or worse than other kinds of community, one benefit of meeting people online is that you aren’t immediately aware of their physical aspects – gender, race, age, etc. These environments provide a way for players to connect to people outside of their immediate vicinity, giving them access to a wide variety of people with their own ideas and experiences. This gives you the opportunity to be friends with someone who you would never meet in real life because many real life communities tend to be on the homogeneous side. MMOs also develop teamwork, since having an effective party is an essential part of most gameplay, as well an understanding of social mobility and hierarchy as one levels and, in their guild community, becomes better known and higher rank. There is also the possibility of being ostracized, or in extreme cases punished by a GM, if you don’t play nice. Those who exhibit selfish and anti-group traits often find themselves kicked out of parties, guilds, and thereby effectively cut off from levelling in the game. Most online games also have guidelines on language and harassment, which is not always effective but with such large environments, as in real life, it is hard to deal with every occurrence quickly and easily.

In the end, though, while Morisette did bring parents into the equation I am disappointed that yet another article blames video games for being entertaining rather than blaming parents for letting objects do the parenting for them. Video games, surprisingly, are not the root of kids problems. Neither is television, or pornography, or D&D, or books, or sports, or any other entertaining hobby. These are merely tools for spending time, all of which develop different skills and can be good in moderation and bad in excess. Every aspect of life deserves to be critiqued, and video games are no exception, but this alarmist malarkey is old, tired, and completely off-base. Parents, you want your kids to lead an active lifestyle and be involved in your community? Don’t take away their video games, but do your bloody job and make sure they engage in a wide range of different activities, get involved in their life (if that means playing video games too, then you should make the sacrifice; you might find you enjoy it), and stop looking for a scapegoat for your own failings – be an adult and admit that you’re not perfect.


An Open Letter to Geeky Guys (Non-geeks may learn something, too):

Listen, I’m really glad that some of you are into the whole gender deconstruction thing. I think it’s great that you don’t want to just oogle the pixeled female bits. Really. But, guys? It’s not so cute when all your ‘deconstruction’ does is reaffirm women’s position as Second Class Geeks.

What am I talking about? Well, you can find examples on it all over the net. You can find one on this blog, addressed to your gaming cousins. For a more recent, and in-depth example, let’s take I Enjoy Playing a Girl from the latest Escapist issue.

Like most of you, Chris Dahlen, the author, has his heart in the right place as far as I can tell. He says things like, “I have to believe any serious gamer would rather roleplay their characters than ogle them,” and, “[f]or all our assurances that men and women have the same talents and potential, treating them exactly the same feels like ducking an issue, rather than leveling a playing field.” I think he hits on what could be a very insightful argument, if you know, he had bothered to flesh it out. The myth of gender equality through equal stats is an issue that deserves attention.

But, apparently in this male-normative society, that’s too much to ask from your average geek male writing on women’s issues. Wait, wait, wait. What’s male-normative? Basically where men are the default and women are the Other (sort of what Dahlen’s entire premise is for his article). Well, let’s just take a look at Dahlen’s language for an example, shall we?

He gives his potential male characters a wide variety of personalities: “Am I the noble hero?” he asks himself, “A backstabbing thief? An insecure wisecracker?… [A]n alpha male…?” So, what does he say of his female characters? “[P]laying a girl puts me in far more neutral territory.” As the default for human, the man gets to choose from a range of archetypes that come easily to Dahlen’s mind. The woman, as Other, doesn’t get to do any of that “normal” stuff; she gets to be “neutral territory.” I’d also like to point out that it falls into mandatory gender roles: the active male versus the passive (neutral) female.

His language is your language, guys. Your gut reaction, I’m sure, is to step up and say, “No, I’m not like that!” Maybe you’re not. Maybe you are. But, ask yourself, do you hear it when other people do it? Can you find other examples of it in his article? If I hadn’t pointed it out, would you have even thought twice about what he said?

Another thing to chew on: when you’re like “omfg geek girls rawk plz introduce for a date” it’s not endearing. In fact, it is another way you reduce us to the status of Second Class Geek. I can hear it now, “Why can’t you just take a compliment?!” Or, “Jeez, don’t be so sensitive. I would kill to get that kind of attention.” I’m sure you would. And I’m sure to you it would be as flattering as you mean your comments to be. But, just sit back and think on why that is. Here’s a hint: Your personal agency in geekdom is never questioned, but ours is always qualified by hypothetical male attraction/attachment.

Let’s see this at work, shall we? Again, I’m going to pick on Dahlen. He says [emphasis mine]:

Geek guys don’t look up to the high school quarterbacks that smacked us in the locker room; we’re more impressed by the complicated but confident geek girls, who actually talked to us in the library and always seemed more sure of themselves than the rest of school, no matter who teased them. And now they can slay giants. Who wouldn’t want to be one of them?

Now, the whole “sexy (geek) girls who kick ass” thing he invokes has its own problems. Ignoring that, however, let me just say something…

We

Are N-O-T

Geeks For You!

Is that clear enough? Is it? I really hope so, because I am going to pull out my Sword of Smiting with a +5 modifier against Privileged Asshats on the next geeky man who thinks geeky women are good because he might get a date. If I sound hostile, try having your geek status always put second to that of your sex/gender for a few years and see how happy you are.

I am sick of my status as Second Class Geek. I am sick of beeing seen as the hawt girl geek. I’m not a geek for the dating pool. And, you know what? Treating me as if I am? So not helping your case. We female geeks are geeks because we have geeky interests. Period. You would do well to remember that next time you want to open your big mouth and reduce us to T&A.

(Hat Tip: New Game Plus)


Gaming and the Gender Gap in the UK

A December 2005 survey of Gamers in the UK revealed some interesting (though not unexpected, to me, anyway) information about the breakdown (age/gender/etc) of people who play games.

Of particular note was their conclusion about gender based on the survey results:

The Gender Split

Contrary to popular belief, the gender split between gamers is fairly even across all age groups. Although female gamers never overtake their male counterpart, the figures are particularly even in the youngest and oldest gaming groups. Between the ages of 16-35 the ratio of males ot females is slightly higher, but the stereotype of a larger gender gap in gamers – in any age group – is untrue.

Females and males do hoewver display some different preferences in gaming categories. Simulations and MMOGs perform equally well with males and females, while RPGs and Strategy fare only marginally better with males. Females then show strong approval for Music/Dance, Puzzles/Board/Quiz, and Classic games. Males show strong approval for Action-Adventure, Racing, Sports, and First Person Shooters. Simuolations and MMOGs seem to be be key to attracting audiences of both genders equally: Sports and Shooting category games generally hold the lowest appeal for females, although it should be noted that this doesn’t mean they have no appeal: 12% of females play First Person Shooters.

I wonder if a comprehensive survey in the US would corroborate these findings, or show significant differences. After hearing so many people talk about how women are in a vast minoritiy in MMOs (a statement I’ve only found to be true in World of Warcraft, at least on the PvP server my main was on), I have to say it pleases me to see that in the UK, and perhaps elsewhere, the statement is indeed a fallacy.


There goes my idea for Booth Studs…

ESA has decided to actually enforce E3’s policy on sexually explicit material and ban Booth Babes (IGN says: Companies may have to rely on actual games to grab our attention.). The response I’ve been seeing is not nearly as bad I would have thought. Amid cries of “Without Booth Babes in tiny leather pants or bikinis, is there any reason at all to go to E3?” (dur, if you have no interest in checking out new games, plz send me in your stead) and WTF!!!!, there is a surprising apathy with people more concerned about the underage attendees. There’s even *gasp* some happy people.

But, beyond the varied response is the reasoning behind the choice. ESA claims that they did it to create a more professional business environment. Their timing, however, is suspect, especially given that they have had these policies on the books for some time. Well, better late than never, right? Taking the focus off T&A and putting it where it belongs, on the games, is a good thing in my book. I’m just not feeling good at the way ESA chose to do it.

Let’s first take a look at the policy in question [emphasis mine]:

Material, including live models, conduct that is sexually explicit and / or sexually provocative, including but not limited to nudity, partial nudity and bathing suit bottoms, are prohibited on the Show floor, all common areas, and at any access points to the Show. ESA, in its sole discretion, will determine whether material is acceptable.

IDGA addresses the potential implications for adult material, but I’d like to take a look at it from a feminist perspective. Am I the only one who’s uncomfortable with the live models being defined as material? I thought we had gotten past that whole “women as property” thing, at least for the purpose of legal definitions. Come on, it shouldn’t be that hard to word a policy that is both clear and recognizes the humanity of the models whose service E3’s clients employ.

The “sexually provocative” line also makes me nervous, simply because it’s reminiscent of the kind of language that’s used to blame women for sexual harassment. IGN’s comment on penalties for conduct violators plays into that sentiment, as well [emphasis mine]: “Models will also have to switch to more modest dress before returning to the show floor.” To ESA’s credit the actual E3 handbook doesn’t use the word modest, but the phrase “comply with the dress code.”

Although my first impression about the crack down on Booth Babes was along the lines of, “Finally!” I’m not so confident about ESA’s decision anymore. From the policies and the commentary on it, ESA seems to be reacting more to an anti-sex political environment rather than actually grocking the line they give about professionalism. It’s not the models’ sexuality that’s the problem, but rather how it’s used to promote the games that’s the issue. I’m starting to wonder if a simple concept like that may be too hard for execs in the gaming industry to grasp.

Via feminist.


World of Warcraft: Sexist by Design?

I’ve made the case more than once that Blizzard has made a choice (conscious, I’d say, by the rate that they ignore the opposition voices) to create a sexist environment that’s hostile to women in Word of Warcraft. In doing this, they have lost a portion of women (and continue to lose, as players pass their tolerance levels and decide that quitting is the only answer) for an imaginary gain of men and boys who wouldn’t play their games if not for the ability to masturbate to Night Elves who pole-dance in skimpy outfits. I am not the first woman who has left WoW in disgust, being fed up with having to deal with misogynistic asshats who objectify and degrade women vocally, and I will not be the last.

My mother and her partner still play, although they might be moving on to another game soon (for unrelated reasons). Knowing my stance on Blizzard and their choice, they pointed me to a 30 page thread on the matter entitled Female Armor Art Design (it seems to be part of a larger debate, but I’d rather not seek it out at this point given the size of this one). Ever since I saw a thread where a player wishing to find a GLBT friendly guild on his server was lambasted by 75% of the commenters, I’ve viewed the WoW forums as kin to Barrens chat: a dumping ground for bile, idiocy, and word vomit. A quick skimming of this thread yields much the same, but it’s always a good time to pull together threads that I’ve ranted on in the past.

I. The Debate

I would like to add my voice to those who feel that the art used for female character design contributes to sexist attitudes in Warcraft.

Clearly the general forums are a terrible place to have a discussion about this, but after an extensive search of Blizzard’s customer feedback options, this is all I’m left with.

I think it’s fair to say that the female armor art is generally designed to be ‘sexy’, while the male armor art is not. I assume this means that Blizzard is more interested in the demographic that likes their fantasy in a ‘Heavy Metal’ style, than the demographic that is offended by that representation of women.

I also don’t see any sign that Blizzard acknowledges that these design decisions alienate some of their potential player base. They are either oblivious, or don’t care. In either case, I can’t really continue to support them with my money.

Again, the general forums aren’t where I’d like to be saying this – I’m sure nobody here really cares what I do with my account – but I haven’t been able to find any other avenue to express this to Blizzard.

Thank you.

[From Female Armor Art Design by Eggbread]

I’m not going to bother to address the issues that came up in the responses, as it would require me sitting down and actually engaging with the infuriating ignorance and misogyny present on the boards. If any of y’all are brave enough to go wading through that sludge, please feel free to quote and critique the comments if you like. I’d certainly be interested in what you have to say.

II. Sexism Isn’t Fun

Eggbread could have been me a few months ago, although I decided that my blog was a better place than the forums to voice my dissent. Not that Blizzard reads my blog, mind, but I’m pretty sure if they read the forums they wouldn’t care anyway.

In my post, Goodbye WoW, hello disappointment, I described how after a while putting up with the sexist comments ruined the game for me. It wasn’t fun to log in and deal with harassment, both of myself and of the women (or female avatars) around me. I game to get away from stress, including the oppression of a misogynistic culture, and when my already too high blood pressure rises every time I log in, what’s the reason to stay? Why put myself through torture in an attempt to wring out that last bit of fun from a game? If I’m going to be angry, I’d rather do something constructive about it like blog. If I’m gaming, I want to be having fun.

And what’s fun about feeling alienated by the company that you pay 15 bucks a month to? Eggbread makes the excellent point of bringing up the Heavy Metal brand of fantasy, which seems to be touted as The One True Fantasy by many video game companies. The attitude that Blizzard seems to take — that of an imaginary force of horny teenage boys being so important that they feel the need to exclude women, and women-friendly men — is a disease that has infected the industry itself.

III. Objectifying Real People

In my introductory post for my Girls & Game Ads series, I took this attitude to task, arguing that men (being the ones who’ve been marketed towards since the dawn of video games) don’t need sex, as a gameplay is what will make or break a game for most of them. Furthermore, by utilizing a Heavy Metal model for how they present women in the games, companies lose potential female customers, thus robbing themselves of a chance to make even more money than they already are.

I furthered the argument in the second instalment of the series, Pitching Harassment, by asserting that Blizzard’s attitude toward this issue didn’t just drive women away, it condoned and encouraged harassment of those who remained. The game may be a ‘fantasy’ game, with ‘fantasy’ women, but behind the fantasy sit real people. The fantasizers begin to associate the hypersexualized avatars with reality, and furthermore find it appropriate to force their fantasy onto any woman who chooses to play a female avatar.

Playing its part, Blizzard has given women two choices: play as a man, or play as a sex object. What’s a woman to do? Quit, fight, or give in. The second often leads to the first; after fighting until we’re exhausted with the futility, we throw up our hands and say, “Okay, I’m done!” The third, unfortunately, often leads to women playing a complicit role in their oppression. The whole, “I’m a woman and I’m not offended, so why don’t you stfu?” or “My girlfriend isn’t offended, so why don’t you stfu?” excuses.

IV. Conclusion

Given this, it’s unsurprising that many companies remain deaf to the outcry of their female player base. Way back when I first posted about quitting WoW, Astarte took issue with my methods. Her argument was that I wasn’t doing anyone any favours by leaving. In some ways, she’s right. My 15 bucks a month isn’t even a drop in the bucket of WoW’s sales. The 15 bucks a month of a thousand, or even a hundred thousand, women like me is hardly noticeable against the millions of customers that keep the game alive. But, her solution — to stand up and fight — doesn’t seem to be working, either.

Blizzard has done one thing, though; it has created a game that stays in the minds of many players, even months after they quit. It has become an obvious example of the sexism that riddles the gaming industry from their consumer base all the way up to the designers in leading companies. In all likelihood, nothing will ever be done to change WoW for the better. Those who speak up will continue to be ignored by Blizzard and harassed by the WoW goons, but maybe, just maybe, some of the budding designers out there will take note and decline to repeat the same mistakes with their own games. Or maybe speaking up is a useless task, doing nothing to stop, or even mitigate, the rampant misogyny. I’d like to think it’s the former, personally, but, then, I was always a hopeless idealist.


Girl Power? [Girls & Game Ads, Part 3]

Ads from Ebgames.com
Girl Power: Liberating or Objectifying?

Way back when I did the first instalment of this series, I quoted a description of a GameStop commercial that an employee had seen while working in the shop. The long and the short was that it was an ad for trade-ins featuring guys getting hit by women (representing video games) while on their way to trade them in for women who packed a bigger punch. The employee describes the women as “scantily clad” and, thinking of most video game heroines, I don’t think that’s an exaggeration.

These women clearly fit into the idea of “girl power” that’s been floating around the entertainment industry for the past 10+ years. They are valued for their “strength,” as evidenced by how hard they can punch their player being proportional to how valued they are (he trades them in for women who can hit harder). They are women who can, and do kick ass. But, is this “power” that of a true kind or is the phenomenon of women kicking ass a way to co-opt female power and bring it back firmly under men’s control? Continue reading


Introduction [Gender in Indigo Prophecy, Part I]

Indigo Prophecy (Fahrenheit in its European release) is a sci-fi action/adventure game by Quantic Dream. You follow three characters (Lucas Kane, Carla Valenti, and Tyler Miles) while they discover the truth about ritual killings, ancient Mayan organizations, and a child whose knowledge can either lead humans to a golden age or destroy them.

Overall, the storyline is well written and interesting, with twists here and there to keep the players on their toes. The gameplay is sometimes clunky, but the puzzles (simon-says was the most frequent, but there was also “physical challenges” which required arrow-tapping skills) were definitely innovative. My only issues are that 1) occassionally the need to play simon-says to keep the scene going detracted from actually hearing what was going on and enjoying the plot development; and 2) it would have been nice to have a more varied puzzle system. I, personally, liked the graphics, both the levels and the character models. The music was used to set moods, with Lucas represented by rock (Theory of a Dead Man), Tyler with soul, and Carla with a kind of music I can only think of to call electronic lounge. Despite its flaws, it is definitely a game I’d recommend to any kind of gamer, whether casual or hardcore.

In this series, I’d like to specifically address how gender was used (and abused) in the game. Most, if not all, parts that follow this one will contain game ruining spoilers, so I will keep them behind a cut with a disclaimer. I plan to be looking at character portrayal (both major and minor), character relationships, and the message in certain scenes/extras. My intention is to highlight not only the obvious issues, but both the subtle ways that the game reinforces or breaks sexist stereotypes.


Turning the other [butt]cheek

Astarte might have a budding career as a comedian, ’cause she has the “it’s funny because it’s true” category down pat. In response to the men who came to her blog to read about Hot Girl-on-Girl Action and were sorely disappointed that their privilege was called into question, she has done her best to show the boys out there why we womenfolk are so uppity on the issue of gender parity in video games.

You’ve heard about this great new fantasy game, and you’re really itching to play it. The day it comes out, you’re in line with all of the other people eager to buy the game. You come home and pop it into your console or PC, then turn it on.

At character select, you have a choice between four different female characters and one male character. The female characters are attractive, but they’re dressed as if they’re ready to do battle –“ no skimpy clothing here. They all have detailed stories as to why they’re out on their quest.

The first one seeks ancient tomes to return to her library back home in the hopes that she can crack an ancient spell that she’s been working on for some time. The second one saw her brother killed by the hands of the enemy, and now she seeks revenge of the most bloodthirsty sort. The third one is a mercenary, and she just wants to see blood spilled in exchange for enough drinking money, and the fourth one is seeking riches to build a castle and conquer the southlands.

After reading all of those, you get to the only male option in the game. His stats are the same as all the other characters, but his story is much different, and his clothing is much different. It turns out that his parents turned him out of the family farm because he didn’t want to get married at the age of majority like every other male. Thus, he’s been forced to take his finely-honed martial arts skill out adventuring so that he can find a date. His main weapon is a quarterstaff, and his avatar is dressed in a mesh shirt, leather speedos, and he sports a constant hardon.

[From Fair Play by Astarte]

And the best line from the entire post? Maybe you’ll be able to find some armor along the way to cover up his protruding nipples and bulging sack.