9/08/2008

Shaking the Tree

In continuation of the last post on gender, and the ideals thereof, I think one of the problems with trying to create a strong, inherently female main character in a game is that passivity is widely regarded as an essentially female quality. Furthermore, we in the West are so heavily inundated with masculinity that we're heavily predisposed to think of activity as good and passivity as bad.

The “pull yourself up by the bootstraps” philosophy is what everyone learns in grade school makes America great. In reality, there's nothing wrong with that mindset, but like just about everything else, when pursued to the exclusion of other things, it's problematic. So much emphasis is placed on personal fortitude, (“going the distance” as I put it last post) personal ability, and the kind of strength that's required to defeat your foe, that we lose sight of the relative importance of nurturing, passivity, and intuitive understanding.

So, to recap, we've got a double whammy here. First of all, we have a culture that places so much emphasis on the traditionally masculine qualities that we devalue the feminine ones. Second, if the discussion is to be on games, we can't go very far without addressing the fact most people don't think that a game where you don't actually defeat a big enemy at the end would be all that fun. (Even if, like in Fallout, you defeat them by talking) Yes, there are exceptions to this, wildly successful exceptions, in fact, but a majority of games are built around this framework.

I just started reading We by Robert A. Johnson. It's a book that appeared in the wake of Joseph Campbell, applying the concept of Jungian analysis to myths in order to distill universal truths. Personally, I don't put a lot of stock in Jung's concept of the Collective Unconscious, especially as some sort of dynamic information system, but so far the book has had some very interesting things to say about Courtly Love as an institution.

Specifically, that Courtly Love (Check here if the concept isn't instantly familiar to you) is based on the idealization of the lady involved in the exchange. Johnson asserts (and this is debated, as best as I can tell) that the nature of the relationship was entirely non-physical, and the purpose was to bring the relationship up to a more spiritual level. The lady was idealized, so it became necessary for the knight to engage in ridiculous dragon slaying acts to demonstrate his achievement of the ideal of masculinity.

Is slaying a dragon better than being worthy of adoration? Is the sword better than the harp? Is the ability to accomplish your goals no matter what adversity arises better than the ability to remain sensitive to the changing conditions around you?

These questions are way too amorphous to be actually seriously investigated, but I think the point is made that not all of them can be answered with “yes”. Sadly, there aren't very many dragons around to be slain anyway. Either way, I'm not here to make an exhaustive list of feminine and masculine qualities, and it's important to note that everybody has these qualities, the question is to what amount. Likewise, my basis for “masculine” versus “feminine” is not based on any sort of observation on my part, so much as the historical context in which these concepts are frequently viewed.

The qualities that interest me specifically are that of intuitive understanding and passivity. These are generally downplayed in the west, and that's a huge shame, I think, but the question at hand is what these mean in games. Sadly, it seems both have the cards stacked against them when it comes to placement in video games.

Regardless of any axiom about violence and non-violence, it's hard to argue that, in a game, doing things isn't more fun than not doing things. Can passivity really be a viable means to reach some end in a game?

You can definitely craft a satisfying climax out of a moment in which your main character must decide not to fight someone, establishing the value of pacifism over violence, but if that moment came before you had some final test of skill to determine whether you were good enough at the game to beat it, wouldn't you feel cheated? I kind of imagine that I would. Activity turns so easily into challenges in a game because there are so many kinds of activity. The challenge is in picking which kind of activity you need to engage in (and then correctly engaging in the desired kind of activity). Maybe I'm looking at this too narrowly, but can anyone be said to have to chose the right kind of passivity? If asked, I would have said that the only thing you choose is the right time to be passive.

You can't make a game around that, can you? I concede it might be possible in an academic sense, but I think to deal with game design issues, this is a bit of a narrow definition. The true balance of activity and passivity is one that you achieve in aesthetics and narrative, not game mechanics. That seems like the trick here, the word balance.

Do we need more female characters in general in games? Of course. What we really need, though, is characters who act female. We can all agree that another ridiculous fantasy game with a scantily armor-clad woman with a sword is not what I'm talking about. Why? Because they're just the dumb action hero character reskinned for sex appeal to the same male audience. We don't just need realistic female characters (though even just that would be a Godsend), we need male characters that embrace feminine values. (Cecil's conversion into a Paladin in FFIV is a nice one)

Ay yi yi, this has gone on long enough. I'll leave intuitive understanding to be tackled in part three.

8/17/2008

I'll Be That Girl

Before I was derailed a bit (if you can call it that) by my contribution to the Round Table and others, I spent some time talking about archetypes, specifically the difference between two similar female archetypes: the healer and the warrior princess.

At the end of the post, I posed the question of why these archetypes recur so often, and why they're so powerful. Natalie, in the comments, said something very interesting:

When it comes to Heinlein, I can't help but feel like... his (dirty old man) status does taint the validity of his ideas. But here's the thing: he nevertheless makes me wish the world worked the way he proposes.

I think this captures a fundamental appeal of fictional storytelling, but right now, I'm a bit more interested (inspired a bit by Corvus's mention of a more in-depth discussion on gender in games) in the nature of strength as it relates to gender, which I think also keys into the appeal of these archetypes quite nicely.

Everybody in western culture is familiar with the pinnacle of male strength, the action hero. They're physically strong, they're agile, they're smart, they're witty, they're resourceful, and more than anything else they can go the distance. Maybe they don't believe it at the start, but every action hero must believe, before they defeat the final villian, that they can.

I'm reminded of the Lord of the Rings:

"I know we are going to take a very long road, into darkness, but I know I can't turn back... I have something to do before the end, and it lies ahead, not in the shire. I must see it through, sir, if you understand me."

Must of that book is about whether or not Frodo is, in fact, willing to go the distance.

All of the tenets of the typical male hero, I believe, revolve around this issue. In the case of the action hero (which is most often analagous to the main character of a video game), all of the secondary traits (which are still part of the whole picture, mind you) serve to reinforce the action hero's ability to overcome the obstacle set before him. The idea of "It is within my power to overcome this obstacle, and I will do everything within my power to do so" is the message behind action heroes that resonates with the audience so well, and the more the action hero has to sacrifice, the more notable his journey is.

We see very few female action heroes, and almost as few female main characters in games. When we do, the female aspect usually feels utterly superfluous, and is added for the purpose of throwing sex-appeal into a film that's already going to attract a primarily male audience.

Why do we see so few decent female characters in these roles? The two most common reasons, which are both very true, are: the movies/games themselves primarily appeal to men, and the people making the movies/games themselves are primarily men.

And yet, there are more and more people, as evidenced by the resounding positive feedback that Corvus recieved, who are finding this unsatisfactory. The problem isn't the strength of the male characters, the problem is the dearth of strong female characters.

Paul Wells on Miyazaki (pulled from Andrew Osmond's Foundation article "Nausicaa and the Fantasy of Hayao Miyazaki", which can be found here):

"Miyazaki establishes authorial tendencies by refuting the tenets of films constructed on masculine terms... (His) complex heroines are consistently engaged in the pursuit of self-knowledge and a distinctive identity. His use of the feminine discourse subverts patriarchal agendas both in film making and story-telling.
"As Miyazaki suggests, 'We've reached a time when the male-oriented way of thinking is reaching a limit. The girl or woman has more flexibility. This is why a female point of view fits the current times.'"

While a little more academic than I would have put it, that really hits the nail on the head. There will always be a place for the action hero, but the hill of the digital world is getting big enough for both of those hombres, I think. So if action hero is the male ideal of strength, what's the female?

8/09/2008

Common Thread

As I've said on a few previous Round Table entry comments, I find the "Video Games cause violent crime" discussion hilarious. Not good hilarious, like "laugh and squirm like an itchy bear cub" hilarious.

The argument is invariably based on some sort of a vague hunch that the entire world is going to hell in a handbasket, and that video games and violent crime are just one of the symptoms. Violent crime is down, people. Way down. I'm not going to argue that violent video games cause a decrease in violent crime, but it's hard to argue that they cause an increase, when there's no actual increase to be observed. The subject needs no futher discussion.

Likewise, I've never really put much stock in the "getting your ya-yas out" argument, which suggests that video games actually do reduce violent crime, because they provide outlets for people who would otherwise be likely to engage in violent behavior. Violent crime has been on a steady decline since the 70s, I beleive, with no marked change that can be linked to the popularity of video games. That subject needs no further discussion either.

So what do video games teach us? They teach us pattern recognition, they teach us hand/eye coordination, they teach us faster reflexes, they teach forethought (in the same way that chess does), but to assume that any of these skills are easily applicable in real life is taking, I think, a very large, not necessarily intuitive step. Unless I repair watches, or compete in some sort of speed-knitting Olympic event, my hand/eye coordination will probably not be tested very often beyond the "functioning member of society" level. And while being good at Advance Wars might make me a better Chess player, I hardly think that being good at Chess counts as a "Socially Responsible Lesson", to quote this month's Round Table description.

To make a long story not in any notable way shorter: Do video games teach socially responsible lessons? Yes. Is there any reason, inherent to the medium, why they can't? No. Do they make it a habit to do so? No.

So what "Socially Responsible Lessons" have I learned from games? Sadly, the kinds of things that I would say I've learned are the easiest to verbalize. I consider myself entertained and edified after watching "Rebecca", but did the movie teach me a socially responsible lesson? That's harder to prove. Likewise, I enjoyed playing Portal, and because I have, I now have a shared pool of experience to draw from with virtually everyone else on the internet, but is that really a socially responsible lesson?

Barring Edu-tainment (which I'm totally in favor of), I think this is the most socially responsible lesson that games can teach us. By giving our generation a sense of shared context, games provide identity, ease communication, and build a foundation for all further creative interactions.

Wow, that's a tall order. Let me say it again. By giving our generation a sense of shared context, games provide identity, ease communication, and build a foundation for all further creative interactions. Games aren't really special in this regard, I just happen to believe that they join the illustrious ranks of Books, Movies, Music, Television, and any other creative endeavour.

The first two items on that thesis statement can be granted as common sense. If I read a joke about "The Cake is a Lie" on the SomethingAwful forums, I need to have played Portal to get the joke, and if I'm meeting someone for the first time, and I find out he/she is a big fan of Smash Bros, there's an instant comraderie there.

Regarding the concept of building a foundation for further creative endeavours, who can doubt that the creative gamer minds of my age (early 20s) that are now making it into the working world were impacted by Aeris's death, the search for the way to recruit General Leo into your party, and the sheer tenacity of the little guy from Frogger. In as much as games can tell stories (and probably even farther), they contribute to my generation's shared context, which is a particularly valuable lesson, I'd say.

8/07/2008

Out of my Head

Due to some interesting business related hurdles I've had to jump through, I've decided to postpone the follow up to the last post in favor of talking about the nature of business, specifically, the nature of any highly production oriented business, like the game industry.

In my short stint in the industry since my college graduation at the beginning of this year, I've learned quite a few lessons. Though some pertain specifically to this industry, in general they are axioms of the business world. These merely reflect my experience combined with my common sense, treat them as you will.

A lot of companies say they value demonstrations of ability over previous experience. Very few actually mean this.

Yelling at people never accomplishes anything, but it can sometimes make you feel better.

Everybody waits to the last minute.

Anything that has to be "processed" rather than "dealt with" automatically takes an extra week.

No one cares why you can't deliver.

Even fewer people care what you had to go through in order to deliver.

Timely completion automatically boosts you into the 90th percentile of competence.

"Green light" is a verb.

E-mail is the final authority in confirmation.

"Managing a process", while non-sensical sounding, can be surprisingly labor intensive.

Everybody CCs everybody on everything.

Cyrus the Great is credited as one of the first great thinkers on the subject of Human Rights. (Believe it or not, I did learn this on the job)

It's not really who you know, so much as who knows you.

Checks get signed when the person who does the signing feels like it.

There is no single trait that is more necessary to success in business than doing what you are asked to do, the first time you are asked to do it.

All humorous quipping aside, the most valuable lesson I've learned since entering the work force is that there's no key set of qualifications requried for success, particularly in the video game industry. Many places list jobs that require certain amounts of experience, and getting that first job with no experience can be very difficult, but for those who are interested, there's nothing for it other than to just put enough bird shot into the air that you're sure to hit something.

I think this really taps into a fundamental difference between an immature and a mature way of thinking. I, for one, certainly figured that something would happen in college that would prepare me for the working world. Strictly speaking, something did, I suppose, but there certainly wasn't the magic switch flipping that we all kind of half expect as kids. I'm reminded of Calvin's dad saying, "I would have been in much less of a rush to become an adult if I knew that everything was ad-libbed." It seems that most of the time in life, there's no magic quality that you can possess that makes you exceptionally ready for adulthood, working in the entertainment industry, or anything of the sort.

It's the same kind of harsh, kind of reassuring lesson as the fact that when under a deadline, no one cares what you have to do to make the deadline: the bleak, existential wasteland of the search for employment in the game industry. Want to get into casual games? Make one. Can't find anybody to program it? Do it yourself. Don't know how? Learn. The fact that nobody's handing it to you is counterpointed by the fact that nothing (nobody?) is keeping you from it.

Would I say I'm an "adult" now? That seems a bit presumptuous of me, but I've certainly enjoyed learning that last lesson there. What have you learned recently?

7/29/2008

Kind Lady

The Previous Blog Posts Referenced Within this post can be found in links within the post, but can also be found here:

The Warrior Mother: Part 1
Part 2
Part 3
The Holy Mother of Nisan


Having just finished Time Enough for Love, I feel compelled to blog on the subject.

The book details some of the exploits of the oldest man alive, over two thousand years. It's mostly viewed through the lens of his descendants wanting to record his wisdom, the kind of wisdom one can only accrue from living in four different millenia, two hundred different planets, uncountable professions, etc. No single series of events unifies the story, other than the involvement of Woodrow Wilson Smith in all of them to some degree. Among the primary stories of the book, however, are the story of Woodrow's greatest love, his travelling back in time to meet his birth family, his relationship with a self-aware computer, and his rekindling of his love for life associated with the recording of his previous exploits.

Thematically, the book is about two things (or at least two things stood out to me, there's a lot there): The healing power of love, and the relationship between love and sex.

Heinlein asserts, in a thesis kind of way, that sex is a natural extension of love, and that most social taboos, while they may have served some purpose at some time, are just that, evolutionary tools. As humanity grows beyond their usefulness, they deserve to be dropped. Example: the traditional taboo on incest serves no purpose once genetics advances to the point to pinpoint all possible reinforceable defects. Not that it suddenly makes it a good idea, but it's morally equivalent to having a child with a someone you're unrelated to, who happens to have the same chance of reinforcing an undesirable trait.

Likewise, he seems to suggest that concerns about monogamy, adultery, birth control, and so forth might have been pragmatic at some point, but have outlived their usefulness. He argues (indirectly, of course) that sex is a natural extension of love, and for those who are capable of loving many people at once, there's no reason why they shouldn't.

This is somewhat amusing because, to a large degree, Robert Heinlein is clearly just a very dirty old man, the kind that you call the school about when you find out that he's coaching your 16 year old daughter's volleyball team. And yet, he's a good enough writer, and adamant enough about love that it's difficult to be put off by his emphasis on sex. As Natalie said when I was discussing the book, "He's a dirty old man, but he's a very genteel dirty old man."

Which brings me to my second point. In the subplot about the main character finally tiring of life, and then rekindling his passion, a woman named Tamara is brought in, who is, essentially, a prostitute. Of course, in Heinlein's world, without social taboos, prostitution is elevated to an art form, not unlike any other performance based skill. Woodrow describes what he suffers from as a sickness, and says that Tamara cured him. Not just (though it is involved) by sleeping with him, but by her sheer presence, care, and love.

So appears the second theme of the book. Heinlein asserts that love by itself heals, or, more specifically, that in these people (almost exclusively women, possibly reflecting a reality, or possibly just a bias on the author's part) who have the healing touch, the most important quality is an unfathomable capacity for love.

It's important to note the cause-effect relationship here. These women have enough love in their hearts for the entire world, and sex is a natural extension of love. They are so good at what they do because they truly love each and every one of their clients. The fact that they can make money loving people is a happy coincidence in Heinlein's world, which in no way cheapens the experience itself.

The healing power of love, and the archetype of the woman that has enough love in their heart for the entire world are common themes. (Heinlein's Healer Archetype has a high co-occurrence rate with The Warrior Mother, though it's worth noting that they aren't quite the same thing)

Xenogears, among numerous others, makes the same assertion (the tremendous healing power of being loved by the right person), though I chose this one in particular because the woman who has enough love in her heart for the entire world is so cleanly crystallized in the form of Elly.

Since Elly figured so heavily into my definition of The Warrior Mother, I think it's time I elucidate the difference between the two, and slightly amend my definition of both.

Both archetypes, The Warrior Mother and Heinlein's Healer, have this mysterious power used for some kind of healing. Both are almost exclusively women. (Usually because a power that's deeply seated in pacifism and healing is thought of as a traditionally female quality)

However, first of all, the Healer, as it appears in Time Enough for Love is not a multidimensional character, while the Warrior Mother almost always necessitates a character arc. (which I explain here) Secondly, the Warrior Mother still loves, but she loves fiercely, compared to the gentle passion of the Healer. The relevant analogy, as was mentioned before, is to a she-bear. She's selfless, and loves her cubs, but will absolutely kick your ass if you mess with them, and is much more likely to do so if you threaten those she loves than if you threaten her.

That being said, I think my original list needs to be revised. Mist (Fire Emblem: Path of Radiance), Schala (Chrono Trigger/Chrono Cross), Yuna (Final Fantasy 10), Aeris (Final Fantasy 7), and a few others from the list, are really versions of Heinlein's Healer. Female, quiet, humble to the point of lack of self-awareness, and charged with some great duty because of the immensely positive quality of their soul.

The Warrior Mother archetype, more accurately defined, doesn't necessitate that their love be all encompassing, merely that they love, and do so with a fierce conviction. Since their power more often implies violence, they are more disposed towards coming of age stories associated with mastering their power. Likewise, their power is more often clearly defined, though often just as magical. For those of curious, Terra (Final Fantasy 6), Marona (Phantom Brave), Lufia (Lufia and the Fortress of Doom), and Elly (Xenogears) stay on the list.

Elly, in fact, (and by Extension, Nausicaa, more on that later) is the perfect embodiment of both archetypes at once. She is quiet, doubts herself, must come to terms with her power, fights and kills to protects those she loves, is capable of loving the entirety of humanity at once, and has some sort of magical power associated with her love that allows her to heal the hearts of those around her.

Next, why are these archetypes so popular, and so powerful?

7/15/2008

The Elitist Nature of Difficulty

This month’s roundtable topic of difficulty (hosted by Corvus at Man Bytes Blog) seems particularly apropos, given my current absorption in Landstalker, one of the most notoriously difficult games I’ve ever played.

The fact that I’m enjoying Landstalker this much necessitates the question of why I put up with as much punishment from this game as I do. Instead, however, I’d like to tackle the question of varying difficulty levels on a single game.

I played through Fire Emblem for the GC, and enjoyed the normal mode a great deal, but I found that it was a little easy for me. I grew up playing Shining Force 1 and 2, Vandal Hearts, and have probably sunk about 24 days of play time into various versions of the Advance Wars Series. Turn based strategy comes fairly easy to me.

So, I went back to play Fire Emblem on Hard difficulty, and found myself utterly uninterested. By “Hard” difficulty, they just meant that they had buffed the attack, defense, and evade stats of all of the enemies (or similarly nerfed all the same stats on all of my characters). The AI, as best as I could tell, remained entirely unchanged. The game was most definitely more difficult, but more difficult just because they punished me harder for the errors I committed. The same misjudge of how much damage an enemy does that might cause a small shuffle in my battle plan before now would require a restart, because I lost an important character.

Needless to say, I wasn’t very pleased, and didn’t complete the game a second time. I think I speak for everyone when I say that an increased difficulty level that encompasses more inventive AI, and more difficult puzzles is always more rewarding that an increased difficulty level that merely increases the health and damage of all the monsters.

Advance Wars, particularly Advance Wars Dual Strike, were very good examples of a hard mode that didn’t gimp your abilities in any way, but required that you made much more efficient use of your resources to pass the challenge at hand. Sometimes, the computer was more intelligent, sometimes the odds were just stacked more heavily against you, but it required that you play the game not just tighter, but better. How exactly they accomplished will be saved for when I write about my love affair with the series, but suffice it to say that the game accomplishes this impressive task.

Of course, the problem with producing more satisfying variations in difficulty is that it requires more work. The relationship between the riddles in Silent Hill on low difficulty and extreme difficulty is almost non-existent, to the point that it might as well just be an entirely new puzzle game. That hardly seems fair, though. In order to have really satisfying difficulty variations, your designers need to work twice as hard as your writers, composers, artists, or producers? (Assuming everyone works equally hard to begin with, which is a patent falsehood) Of course, it’s also a patent falsehood that creating a new overlay of difficulty over an old game is exactly twice as much work, but I do submit that there is a rather linear correlation between additional work and additional enjoyment derived from the difficulty level.

So, what then? Wouldn’t a designer’s efforts be better put into creating additional games, a sequel or some such to the hypothetical game they’re working on in the first place? Yes, I’m aware this is a shamefully simplistic way to look at things, but assuming that you have an extra body of work that your designers are going to do, where do you put it to maximize the your profit?

More satisfying difficulty variations translates into more replay value, which can indirectly translate into sales, but what about just making another game, using the hypothetical puzzles that have been designed? Would that game just have to be entirely more difficult than the game that came before? It requires questioning the egalitarian nature of games. If there’s another chapter in a story that I’m involved in, but it got created to go with an insanely difficult set of puzzles that I can’t beat, I’m going to be pissed that this next chapter of the story is inaccessible to me, because I’m not good enough at the game.

My initial reaction to “I want to see more content, but I’m not good enough at the game to get there” is that it’s kind of unfair, but what is the whole concept of difficulty, other than something that prevents people from accessing new content entirely at their own pace? A more difficult game gives us a larger sense of accomplishment when we overcome the challenges that have been set out for us, but no matter how easy the game, we have to believe that there’s someone who can’t quite make it over the last hurdle. Do they just get shafted?


7/09/2008

Maya

This is a short story I wrote in my spare time last year, spurred on by an excellent English teacher I had at the time. Thoughts?
Maya had spent her entire life searching for her “Other Half”. Her high school career was spent deflecting questions from her mother about “bringing home a nice boy” and being asked for help on her classmate’s homework. Maya knew that her mother would laugh at her optimism, (the sudden departure of Maya’s father had affected her profoundly) so she kept up with her muttered responses and non-committal answers, forcing her mother to pretend more and more that she really knew who her daughter was.

Maya followed her dream, her more public dream, and went to a prestigious pre-med program in Washington, in hopes of becoming a pediatrician, but her valedictorian speech contained nothing about how she didn’t really want to go to Washington at all, and how much she hated being “the smart one”. It didn’t say anything at all about her dream to be a farmer’s wife, homeschooling her children and hauling their harvest to market.
But go to Washington she did, and she didn’t hate it as much as she thought she would. She planted a garden, and bonded with a few other women who had rented plots of land in the same area. They talked almost daily, but Maya didn’t know anything about them other than this one’s penchant for radishes, and that that one sometimes shared her homegrown grapefruits with the other girls. She noted with some dismay that she was the youngest by far, and one of a few ones who wasn’t married.

Things continued like this for almost three years. Maya gardening, visiting her mother only when she had to, staying in as often as she could. She used some grant money she got because of her grades to rent her own tiny house on the edge of town, where she planted fruit trees and left out bowls of food for the stray dogs and cats in the neighborhood. Most of the trees were tiny, but she purchased a single semi-mature apple tree, hoping to have a crop as early as next year.
She always shied away from getting a pet, though, because she didn’t want the responsibility, so she was surprised when a dog that had been hit by a car turned up in her meager front yard, and she found herself carrying it inside to help ease its final moments. She didn’t know if it was a feral dog or not, but it waited patiently, still unable to stand, while she got a blanket to wrap it in, and it calmed down when she held its head in her arms. The dog died, of course, the Mercedes had made sure of that, but Maya still felt sick to her stomach having watched it.

Maya buried the dog with the blanket in her backyard, at the base of the still growing apple tree. She sat, staring at the mound of dirt until well after it got dark, before going back inside and resuming her studying.

A year later, the tree had fully matured, and Maya brought apples to share with the women at the garden.