Fake Bewbz and Guns

After discussing the graphically ‘gifted’ female character Lara Croft in class, I began to think more about how people percieved her effects on gamers and designers.  While some students believed she could be a “positive role model” in society, others thought that she created unrealistic expectations or ideals.  Although I believe Ms. Croft is an acceptable character, cranium-sized breasts included, would some people go as far as advising the censorship or regulation of game characters and graphics in order to mitigate the “objectification of women” and/or “better society?”

After posing this question, I recalled a banned x-box live commercial (which classmate Calvin Poe showed me) that portrays people around a train or metroesque station shooting one another with, well, their hands.  Pointing the index and middle finger toward a person with your thumb extended and shouting “Bang!” implies the firing of a handgun.  Holding, in an air-guitar fashion, a larger gun and miming rifle-like jolts is seen as well; one character even simulates grenade attacks.  Although people fly backward with the impact of these bullets and shells and dramatically clutch their chests with each blow, there is nothing of what you would commonly call violence.  More blood and gore is seen on the nightly news, but this commercial was censored.

Upon further examination of the commercial, I realized it related to this weeks topic of gender in games in a different way.  We classically think that the most common demographic of videogamers is 10-22 year old males, more specifically males that are still in some form of schooling.  This commercial somewhat challenges that notion, as the station is filled with an unexpected variety of people;  kids are left out, but businessmen, a few older gentlemen, and many women participate in the mayhem.

In class, we discussed gender representation in videogames, namely female physiques in videogames.  The discussion on the representation of a female body and female characteristics got me thinking about representation of different genders by other ethnic groups. Using google and youtube, I noticed that a lot of American videogames focus on body build whereas a lot of video games designed by Asian designers focus more on facial features. Asian videogames, namely Japanese videogames, focus more on developing attractive facial features in both males and females. Common themes in all Japanese videogames characters include a sharp chin, a small, almost non-existent nose, huge doll eyes, and small mouths.

The bodies of most characters are usually lanky and not G.I. Joe big. American videogames, on the other hand, focus greatly on the physique of their characters. With Lara Croft, it is quite obvious that the main focus for the designers was creating her Barbie-like body.

In terms of characteristics of main characters in videogames, I noticed that a lot of Japanese videogames that I know of don’t portray women as very aggressive or outgoing. Moreover, they are rarely made into the only main characters in a game, unless they’re targeting females as players.

I get that games from different cultures probably represent their standards of beauty in that culture. But I wonder: Would a game like Lara Croft Tomb Raider elicit the same response it did with Americans?  Would men be attracted to  a female character that is very different from the regular characters they normally play as or see in videogames? Or would a videogame like this be dismissed because it doesn’t meet the characteristics of the player don’t match up to the characteristics developed for standard female characters in Japanese videogames?

How to get your Girlfriend to Play Videogames

Looking around online I found the following wiki-article: ‘How to get your girlfriend to play Video Games.’ Apparently it has been of use to some men out there because it has about 260,000 hits and its rated as a featured article by the wikipedia articles. I’ve included some of my favorite excerpts in my post:

“Many men will be forced, at some point, to part with their beloved game console by supreme order of their female companions.”

“Do not grab for the controls or tell her what to do every 10 seconds. Unless she asks, don’t tell her what she did wrong every time she makes a mistake. You figured this out on your own – she will too.”

“Try some simple button mash games, such as God of War, and Devil May Cry. They are really simple and have easily recognizable humor, and in devil may cry, you can have her play as the girl.”

And, my favorite: “When and if she starts to beat you on a consistent basis, do *NOT* stop playing the game with her. Remember you wanted this.”

I highly recommend scrolling through the article- it provided me with many laughs. But then, it also made me think about why I thought some of the parts of the article were funny – because I think they are true! When the authors suggest that girls will be more willing to play as a female character, I agree. When the authors say that most girls enjoy making their characters (such as a Mii or a Sims character), I think they are spot on. After our class discussion yesterday and the articles I have stumbled upon in my online searches, I think there is something to be said for the ‘girl-gamer sterotype’. And although I that attitudes towards women as well as video-game playing women have been the primary focus of the ‘gender in videogames’ discussion, I think that attitudes and stereotypes towards videogaming men are important to consider as well.

All in all, the article seemed more focused on how to get a new gamer to start playing videogames. I am pretty sure that most of the methods outlined in this article would work for you brother, best friend, uncle, or mom. The linked article at the bottom, ‘How to find a girlfriend who likes videogames’ was almost as amusing as this one!

http://www.wikihow.com/Get-Your-Girlfriend-to-Play-Video-Games

P.S. I found this chart on another article, a comical look at how men and women would construct an exchange rate:

relationship chart.bmp

http://www.notaddicted.com/forums/showthread.php?t=542

Mightier and Auditorium

In honor of my last Seeker posting, I have found not one, but two interesting links:

(1) Mightier – a game where you are allowed to completely customize both the gameworld and your character by drawing on the screen (or by drawing on a piece of paper and scanning it in using a web camera). After our discussion on Tuesday about strongly sexualized player-characters like Lara Croft, it is interesting to wonder what player-characters male and female gamers will create if given complete creative control?

(2) Auditorium – a fun, abstract music/puzzle game. This game incorporates music directly into the game (rather than music being a static soundtrack like in many other video games), and also allows for many possible solutions to each puzzle.

*Disclaimer: Generalizations Will Be Made

With a plethora of topics introduced in Tuesday’s class, the following “response” is in regards to gender and the four playing techniques. We have discussed the overlap of various playing techniques, applied these personal qualities to Tomb Raiders, and placed them in quadrants. As a class, however, we have not discussed how the four playing techniques can relate to the genre of Interactive Fiction. Subsequently how the gender ideals within videogames, as developed by the studies of Carrie Heeter et al., were exemplified.

While playing The Baron how many boys in the class tried to make the main character sleep with the wife? How many girls did?  How many boys initially killed the she-wolf? How many girls initially spoke to/hugged the she-wolf? What, in short, were the different approaches by gender?

From playing the game in a mixed gender group yet sitting in proximity with an all female group and an all male group, personal comparisons can be made. Generally speaking, the males within my group wanted to win and kill everything that was in the way. The all male group explored a bit, as in they seemingly spent a long time trying to sleep with the wife. The female group spent a long time within the game reading everything and talking to the characters along the way. When playing time had expired the mixed gender group and the male group had been finished with the game but the female group had just gotten inside the castle.

The above observations simply suggest that girls do fall into the categories of hearts and spades while guys seemingly, within this specific genre, fall into the clubs and diamonds categories. Later, after playing the game individually and outside of class, I found myself more closely related to the female group. It took me about double the time to complete the game when playing alone. The female group, and myself, did value, or at least tried to establish interpersonal conversations within the characters along the journey, juxtaposing the males within my group who had immediately set out to win.

Conclusion: Yes, there are exceptions to every rule but gender generalizations undeniably hold some truth within the video gaming community.

Lara Croft naked? What is this world coming to?

Out of the readings for this week, I found the Anne-Marie Schleiner article to be the most intriguing. In particular, I found her analysis of the Nude Raider patch to be quite fascinating. It is obvious that many consider Lara Croft to be a modern sex symbol, even though she is a fictional digital character, so it does not come as a surprise to me whatsoever that individuals would go through the pains of modifying the game to produce Lara Croft in the nude.

Her analysis of the nude patch as creating a fetish object of the male gaze is particularly revealing, as it is clear that such mods enhance the gameplay in no way, but merely serve to strip the already skimpy clothing from Croft’s person. The fact that a single search engine logged over one million hits for the patch serves to illustrate the popular desire by fans of the game to witness Lara Croft without her clothes.

In addition, the fact that the official Tomb Raider homepage at one point contained a direct link to the Nude Raider patch only serves to reinforce the idea that the choice to create such an attractive female character was deliberate. Without a doubt, many copies of Lara Croft: Tomb Raider were sold solely based on the fact that the main character was a scantily clad and well endowed female. The developers of the game clearly used this identifying factor to their advantage, and their indirect endorsement of a patch meant to remove Lara Croft’s clothing only serves to further their commitment to using their character as a sex symbol.

Extreme Justifications

I found the Schleiner article very interesting because of the extensive justifications that people came up with for playing with a female character. I realize that characters are pre-dominantly male, but still, nobody ever asked why a woman might want to play a male character. While I do think that there are cases of people playing Lara Croft for specific reasons, I also think that some people might have played it because it was a popular game or because the premise sounded interesting. I have heard that many boys would find the cheats to see Lara naked, but is that why they chose the game in the first place?  I may sound negative, but I think that the author is reading way too far into this. For the boys who chose to play this, they probably wanted to watch a drastically dis-proportioned woman run around and shoot bad things. When we had the guest professor he joked at the presence of a deeper meaning of why he plays as a woman, but ultimately confessed to it being because he wanted to watch a woman rather than a man all day. I confess that I do think the rest of her justifications are a bit farfetched. I find this  topic of gender in videogames very interesting because of what people think it says about our culture.

Do Our Personality Types Really Dictate The Games That We Play?

I found the Koster Chapter “Different fun for different folks” to be quite intriguing. While I had considered personality types when thinking about the types of friends people gravitate towards and the jobs people are naturally good at, I had never thought about how they could affect the video games one is drawn towards playing. Koster mentions how different methods of personality sorting, such as the ones from the Myers-Briggs formulas, can say a lot about the types of games one prefers. I have taken the Myers-Briggs test before, so I decided it might be fun to try to relate my personality type that it gave me with the games that I typically play. I have tested ENFJ every time I have taken the test (I have even taken different versions of the test to see if it would come out different), which is the type known as “The Giver.” ENFJ’s are known for their desire to be extremely socially oriented and primarily gain satisfaction in life through their relationships with others and their ability to help other people who they have these relatiships with. When playing video games, there are a few types of games that I typically play: sports games, first person shooters, and adventure games. Out of the sports games that I play (Madden, Mario soccer, and the SSX snowboarding series to name a few) , I usually only play them enough to get to a point where I consider myself “good” at the game (which usually means I can compete with my friends to an extent that I feel that I am comparable or better than them). I sometimes beat these games, but much of the time I do not require myself to do so because I see no ultimate meaning in these games beyond the pure enjoyment of getting good at the game, other than the ability to have a good time playing the game with my friends (so often I only play these sports games with my friends). The same can be said of the FPS’s that I play: I will only take the time to beat the game if the story line is compelling enough for me to feel the need to complete it (meaning I feel like the people in my game really need my help and I therefore must beat the game to help them), otherwise I only play them with friends. The adventure games that I play are the exception to the social aspect that I seem to have with video games (meaning that I really only play the other games so that I can enjoy playing them with friends). However, the adventure games also appear to fit my personality type, just in a different way. When I thought about the specific adventure games that I play, they all include some compelling story line of helping others or saving the world (or both). These games include The Legend of Zelda series and the Pokemon games, both of which require the player to perform numerous tasks that directly help the people in the game, and ultimately lead to saving the world (or Hyrule of course) in some way. I found it very interesting that I appear to fit the stereotype of my personality type so much in the games that I enjoy, and would be very interested to hear if other people in the class found similar results when considering their personality in relation to the types of games that they play.

Effects of gender in storylines

Even in modern times gender is a big deal in many facets of society.  Videogames are one section of our culture where gender and sexuality is still being explored in terms of how it will effect gamers and how they view the game.  Several recent games have experimented with making the main protagonist in the game female.  Most of these games have been role playing games or RPGs, which give the player a choice of making their character male or female and have different interactions between characters in game depending on which gender they choose.  This gives each player the option to tailor their character how they want to and can lead to the female characters looking like how the player chooses to play them.

Take the game Dragon Age for example.  There is a wide range of appearance options for the character makes it possible to have a relatively average looking avatar but most male players pick a more extreme look to their female character.

On the flip side, when male gamers create male avatars they range in appearance from realistic looking characters to the extremes similar to the female avatars.

The use of female characters in videogames also affects the use of romance in the storyline.  Many story driven games incorporate at least one romance  into their storyline but it is usually from a male perspective.  With female characters the interaction with the players has to change as far as romances go and in this area Bioware has lead the way.  The way that their recent games have handled gender and sexuality has been something not seen in mainstream games before.

Ahh… stereotypes.

It seems gender stereotypes are coming into play, so to speak.

Like ijohnson says just below me here, as a generation of gamers we are getting better at… something.  Perhaps that something has a little to do with what Koster talks about in chapter 6 and what Heeter et al talk about in their study; namely, the various averaged qualities of each gender.  For example, Koster says those of the female persuasion on average seem to have more trouble with certain spatial perceptions, but by playing games and practicing this can be permanently changed.  The important point here is that it will become a learned attribute.  And then Heeter comes along saying that 5th and 8th graders can easily pick out games designed by their own gender and sense something “alien” in those designed by the opposite.

Combining these ideas, maybe part of this “something” we’re getting collectively more comfortable with is being able to identify these stereotypes, analyze them, and then design games to either suit or challenge them.  My limited gaming experience means I can’t cite great example of each for both genders, but I’m sure they’re out there.  Something like Quake or Resident Evil on one end of the spectrum and the Orisinal stuff on the other for males (that was the online flash game where you had to save the bambis from hurling themselves blindly across the ditch with your pong bar, accompanied by soothing music and a waterfall).

Improving games, and reality with them

The central question that stuck out for me in these readings is “how can games, as a media form, be improved?” To me, many of the more specific questions that were raised reduce back down to this basic question. What strikes me is that if you try to just answer this question, you immediately run into problems. You’re forced to ask questions like “what would girls and women be drawn to in games?” or “how do we describe the medium in which the game and the story blur together?” just to be able to get started with, much less finishing, the process of answering this question. To me this is then an almost perfect question: it’s very easy to understand what it’s asking and why we should care, but very difficult to actually answer it.

One idea that I had about attacking this question involves an idea from a TED talk I saw recently. The idea essentially inverts this question, in that it asks “how can reality be improved using games?” While this may sound a little silly at first, the speaker makes a good case for why we should make reality more like games. She has a sizable argument, but her central point is that people of this generation are spending a tremendous amount of time playing games, and in the process are getting very good at…something. She makes an effort to pinpoint what that “something” is, and asserts that we should try to find some way of harnessing it to solve real world problems. This can of course be done on both sides: games can be made to be more like real world problem solving and vice versa. I think doing this would be a great way to improve upon games, both because of the potential to achieve more goals in the real world and because games like that might just be more fun, if done correctly. I also think that this mode of thinking matches the ideas of the “girl games” in the Heeter et al. reading nicely, in that the goal of these sorts of things would probably not be to win but to succeed.

Fear and Loathing in Subjective Point of View

Out of all the chapters we have read in Alexander Galloway’s book, I found this latest one to easily be the most intriguing. Because I am a most definitely a movie addict, I found his comparison of Point of View and Subjective Point of View to be particularly compelling because of not only its direct applicability to video games, but also its usage in popular movies as well.

As I mentioned in class, one of the first movies that I thought of when considering Subjective Point of View was Fear and Loathing in Las Vegas. For those who haven’t seen the film, Fear and Loathing in Las Vegas chronicles a journalist (Johnny Depp) who gets dragged into the seedy underbelly of Las Vegas while taking copious amounts of illegal drugs of all kinds along the way.

One of the most well remembered scenes in this movie is when Depp’s character is in a bar lounge while hallucinating on LSD. The term “unreliable narrator” could easily be used here, as we witness the floors turning into lava and the people around him becoming giant lizards. In another scene, Depp’s drug induced state causes him to witness a woman morphing into a large moray eel. Obviously, such things didn’t happen in actuality, but it is through the Subjective Point of View that we are able to get a look into Depp’s character’s psyche. This Subjective Point of View, when coupled with a fascinating character in a unique position, allows us to get an “inside look” as to the character’s true self, and its effective use in any medium (including movies and videogames) can greatly enhance the viewer’s overall experience.

First Person Perspective

I enjoyed the discussion in Tuesday’s class as we discussed the effect of perspective in videogames and film. Generally in a video game (when given the choice) I will choose to see in the third person because I feel as though I can see more of the surrounding area. If I’m using my eyes to see through the characters eyes, I feel like I won’t be able to see as much because I am actually controlling the character.

In film though, I have the opposite opinion; I love seeing through a characters eyes. Generally it will contribute to the “getting to know the character” aspect of the film, and also I see what I’m supposed to see. The director is controlling the shots and obviously something about this scene is important. It can help to build suspense and drama, but in a videogame I see it as just rather annoying.

If Nintendo Made Halo 3

While browsing Collegehumor.com, I stumbled across this video which takes a commonly know FPS game, Halo, and emphasizes the RPG aspect of it. The video shows how very popular vintage Nintendo games can be played within Halo 3 (Pokemon Snap, Starfox, Pac Man, Pokemon, and Mario) . I primarily found it interesting that the FPS aspect of a video game could be entirely stripped, and that older games could be played within Halo, so long as you knew what you were doing.

A merger of different perspectives

I thought this chapter of Galloway, while not directly discussing videogames, was still incredibly interesting. The use of POV vs. subjective view point in different mediums really raises the question of what each view point is used for and what is most affective.

Going off one of the examples in the book and something we talked about in class, I wanted to talk about the movie Fight Club further. Throughout the entire movie, the notion of perspective is constantly changed or challenged. One scene in particular seen here, \”Not Your Effing Khakis\” , displays this constant challenge of perspective. For those of you who haven’t seen the movie – beware, I’m about to spoil it. If you have seen the movie, you know that the narrator (Edward Norton) and Tyler Durden (Brad Pitt) are really the same person. However, what is interesting about this scene, is going back the second time you realize that you are viewing your conscience. So it’s like the subjective of the subjective. Then, the movie throws another wrench when it starts to mess with the screen, having it appear as though Tyler Durden is controlling the film reel. It reminds the audience that they are not part of the same world as Tyler Durden even though you are in the subjective point of view.

A similar thing occurs when you watch the movie a couple of times and notice that Tyler Durden randomly appears on the screen, very faintly for a few seconds every now and then. You can’t really tell what is reality and what you are really seeing – which makes you question whether or not you are in POV, subjective, third person or fourth person.