We're going to take a brief step back from diving deeper into the idea of the male gaze and spend a moment talking about straight up looking: how do we see what we see in games? We began by working through what the gaze means when we're discussing the cinematic camera.
But in gaming, the camera goes beyond cinematic. Games contain a level of spectator participation and interactivity above and beyond that of film. In addition to the director's choice of camera placement, the player has choice in camera placement. Whether through direct control or through controlling our avatars, in most modern gaming we participate in the camera's positioning. However, even when we define the literal point of view taken on the scene, the actual angle, we don't necessarily control the gaze. It's a delicate balance, but the player does contribute to the gaze in games through active choice, in a way not present in most other media. The game's authors, by creating the content and the camera, and the game's players, by choosing character perspective both literal and figurative, work in tandem to create the final gaze that the spectator takes.
Our ability to take on a changing and well-defined (or ambiguous) gaze has changed over time, as the technology of game design has improved. The literal points of view available to us have shifted through the years. Most players, for example, can admire the landscape and imagery present in an isometric game, but few of us will actively control the camera in such a layout for any reason other than better to understand tactics or strategy. The gaze is akin to the way a player would look at a chessboard, rather than the way an audience member would look at a play or film.
Diablo II was the grand-daddy of a generation of clone RPGs. |
In film, the camera represents and guides our view. It leads; we follow. Indeed, we have no other choice. The director has pre-determined our viewpoint and the boundaries of frame and of on-screen space for us. Film works because of limitations on the spectator gaze. In order to create illusory spaces with real people and objects, a director needs to play with the camera and with space in all kinds of ways.
Older generations of games were subject to nearly identical limitations. For example, Myst -- now so very dated, but at the time so groundbreaking -- billed itself as "photorealistic" and meant just that: you moved through a world that was, essentially, a long series of complex and interactive photos. The landscape was lovely but in terms of how we saw it, Myst was as much a flat pixel-hunt as Maniac Mansion or any shareware adventure game before it.
But in the 1990s, we gained a rather dramatic change with the arrival of explorable 3D game space. Although it would take some time before our game worlds could be "true" 3D (and even in 2011, we're still fairly limited on that front), the difference was stark. Given the chance to wander through a three dimensional space, the player suddenly gained some measure of autonomous control -- and notoriously, that measure was aim.
Forced perspective can make hobbits of us all. |
Older generations of games were subject to nearly identical limitations. For example, Myst -- now so very dated, but at the time so groundbreaking -- billed itself as "photorealistic" and meant just that: you moved through a world that was, essentially, a long series of complex and interactive photos. The landscape was lovely but in terms of how we saw it, Myst was as much a flat pixel-hunt as Maniac Mansion or any shareware adventure game before it.
But in the 1990s, we gained a rather dramatic change with the arrival of explorable 3D game space. Although it would take some time before our game worlds could be "true" 3D (and even in 2011, we're still fairly limited on that front), the difference was stark. Given the chance to wander through a three dimensional space, the player suddenly gained some measure of autonomous control -- and notoriously, that measure was aim.
The Doom games were beyond influential on the perennially bestselling FPS genre. |
The most basic mechanic of the first-person shooter hasn't changed all that much in twenty years. The game's camera and the player's point of view are meant to be one, intertwined. Through fine mouse control (or later, and now more popularly, the analog stick), the player is expected fully to immerse himself (notably, not herself) in the role of the avatar. The player explores the world, takes aim, and fires while fully inhabiting the persona of the character. As a result, the player character may or may not be a well-defined individual. Indeed, the player character can be nothing but an empty vessel, reduced to nothing but the gun -- but the world through which the avatar, and therefore the camera, moves is of utmost importance.
And those worlds have gotten pretty impressive, as Modern Warfare 2 shows us. |
What's most interesting about the spectator's gaze in the FPS, though, is that game designers didn't invent it. Alfred Hitchcock did, over 60 years ago.
Spellbound, 1945. |
It's with Hitchcock (and the eternally fantastic Ingrid Bergman) that we vividly see that the first-person perspective is no accident and is not merely utilitarian. The transgressive or voyeuristic potential of the gaze suddenly becomes apparent when we, the passive spectator of a film, are unavoidably thrust into the position of aiming a revolver at the film's star. (The full clip is here, but it's from the end of the film so I'd recommend watching the whole movie instead.) Whether or not we want to, we are following the aggressor's gaze -- and so we, in a sense, become the aggressor.
In a game that uses the first person perspective, we the player are put into a certain point of view on the narrative world; we are asked to inhabit the space in which the game takes place. We take on the character's perspective in looking, in all the things that means. The camera is in someone's head, and we literally see through those "eyes." But unlike in Spellbound, or any other film, we choose where to look. There's a level of player control available.
In a game like Bioshock, that control is the absolute key to the telling of the story. The core narrative is framed around choice, while the story visibly runs on rails. Progression through Rapture is intentionally linear, and yet the dialogue in the game speaks to freedom. And of course at the key moment in the narrative, player control is completely removed, up to and including the ability to look around during cut scenes. In fact, Bioshock is using Hitchcock's trick: the player is no more able to stop targeting Andrew Ryan than the viewer is able to stop targeting Ingrid Bergman.
The third person perspective, on the other hand, is both simpler and more complex. We the player do not literally inhabit a character's point of view. Rather than the role of protagonist, we are cast in the role of director, and we move our actors through their stage. We can see the player character, and how she or he is framed in the world. In a sense, it's the difference between puppet and puppeteer, although that analogy makes the distinction sound sinister, which it's not. Rather, it's a matter of artistic choice and mechanical necessity.
In a third-person game, the player does have the anchor of being tied to a player character, but also has the freedom to move the camera independent of the PC's perspective. The trade-off for a broader perspective, though, is more limited range. The game's designers control what positions are available to the player, and while in some settings the player can put the camera anywhere that doesn't require pathing through a collision plane, in other cases the view is as tightly scripted as Hollywood. EverQuest II is a good example of the former, in that the player can put the camera anywhere around the character except underground, can zoom in or out as much as she likes, or can choose a first person perspective.
The latter option, however, seems to be the current trend in most console game design. If the player is guiding Kratos, Ezio, or Drake through a story, then the camera will be a fixed tool that provides directional guidance and a set perspective. Camera motion shows the lay of the land, potential climbing or escape routes, and likely avenues for weapon retrieval or enemy breakthrough.
In terms of gaze, this fixed third-person camera operates effectively as a cinematic camera. Because the player does not contribute to its placement, the player is effectively freed from the implications of its gaze. We may be watching all manner of unfortunate scenes, but our role is considered passive, at least in the sense that it is unintentional. The damsel may be in distress or in disarray, but if we happen to watch her a certain way, it's because the game put it there for us.
So when we take a deep examination into the presence of the male gaze in gaming, this is what we mean: when does the player have a choice over where to look? How does the player look? What is the physical presentation of women (and of men) when the player has control of the camera? What is the physical presentation of women (and of men) when the player doesn't have control of the camera? How is character agency reframed when the player controls the perspective?
The very literal gaze of the camera is what we've just digressed to here: what angle does it view from? How far afield can we see, or how close up? But our real concern is this: what viewpoint and bias do those cameras reveal through their placement and methods? How is player perspective from inside, say, Duke Nukem's (ick) head different from perspective six feet behind Lara Croft, and what do those literal perspectives tell us about the value and archetypes assigned to the worlds they inhabit?
In short: how does literal on-screen framing tell us more about the figurative framework of the society that made the game?
We'll loop back around to that question, and unite parts 1 and 2 of this little series, in the third and final (I promise) installment.
[Edit: Part 3 is here.]
In a game like Bioshock, that control is the absolute key to the telling of the story. The core narrative is framed around choice, while the story visibly runs on rails. Progression through Rapture is intentionally linear, and yet the dialogue in the game speaks to freedom. And of course at the key moment in the narrative, player control is completely removed, up to and including the ability to look around during cut scenes. In fact, Bioshock is using Hitchcock's trick: the player is no more able to stop targeting Andrew Ryan than the viewer is able to stop targeting Ingrid Bergman.
The third person perspective, on the other hand, is both simpler and more complex. We the player do not literally inhabit a character's point of view. Rather than the role of protagonist, we are cast in the role of director, and we move our actors through their stage. We can see the player character, and how she or he is framed in the world. In a sense, it's the difference between puppet and puppeteer, although that analogy makes the distinction sound sinister, which it's not. Rather, it's a matter of artistic choice and mechanical necessity.
In a third-person game, the player does have the anchor of being tied to a player character, but also has the freedom to move the camera independent of the PC's perspective. The trade-off for a broader perspective, though, is more limited range. The game's designers control what positions are available to the player, and while in some settings the player can put the camera anywhere that doesn't require pathing through a collision plane, in other cases the view is as tightly scripted as Hollywood. EverQuest II is a good example of the former, in that the player can put the camera anywhere around the character except underground, can zoom in or out as much as she likes, or can choose a first person perspective.
The latter option, however, seems to be the current trend in most console game design. If the player is guiding Kratos, Ezio, or Drake through a story, then the camera will be a fixed tool that provides directional guidance and a set perspective. Camera motion shows the lay of the land, potential climbing or escape routes, and likely avenues for weapon retrieval or enemy breakthrough.
In terms of gaze, this fixed third-person camera operates effectively as a cinematic camera. Because the player does not contribute to its placement, the player is effectively freed from the implications of its gaze. We may be watching all manner of unfortunate scenes, but our role is considered passive, at least in the sense that it is unintentional. The damsel may be in distress or in disarray, but if we happen to watch her a certain way, it's because the game put it there for us.
Although I'll actually give credit; the Assassin's Creed games don't present this view all that often. |
So when we take a deep examination into the presence of the male gaze in gaming, this is what we mean: when does the player have a choice over where to look? How does the player look? What is the physical presentation of women (and of men) when the player has control of the camera? What is the physical presentation of women (and of men) when the player doesn't have control of the camera? How is character agency reframed when the player controls the perspective?
The very literal gaze of the camera is what we've just digressed to here: what angle does it view from? How far afield can we see, or how close up? But our real concern is this: what viewpoint and bias do those cameras reveal through their placement and methods? How is player perspective from inside, say, Duke Nukem's (ick) head different from perspective six feet behind Lara Croft, and what do those literal perspectives tell us about the value and archetypes assigned to the worlds they inhabit?
In short: how does literal on-screen framing tell us more about the figurative framework of the society that made the game?
We'll loop back around to that question, and unite parts 1 and 2 of this little series, in the third and final (I promise) installment.
[Edit: Part 3 is here.]