Showing posts with label violence. Show all posts
Showing posts with label violence. Show all posts

Tuesday, March 22, 2011

Beyond the Girl Gamer 1.1: Strength of Character

Beyond the Girl Gamer: Introduction
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During the "Females on Female Characters" panel at PAX East this year, something that's bugged me for a very long time came to the forefront.  Over and over, through the years, I've noticed that when we talk about "strong female characters," we don't define the term.  To some people, "strong" means only "butch."  To others, "strong" equates to "violent."  You can guess what I think of these equivalencies.

So when we're asking for a "strong female character," what do we really mean?

I asked some friends and strangers (both near me at PAX and on Twitter): "Who would you pick as an example of a real-life strong woman?" without context.  Who came up?

Hillary Clinton
Julia Child
Condoleezza Rice


Michelle Obama
Lady Gaga














Let's take a moment to notice a few things about these women.  Most of them are well over 30 and many are over 40 or 50 -- or at least were, when they came to public awareness.  (Not all are still with us.)  They are not all white -- although admittedly, not as diverse as would be ideal.  Some are known to be feminine.  Some are not.  But for the moment, the most important facet is this: although most of them are famous for kicking ass in the metaphorical sense, none of them are known for their physical fighting or shooting abilities.

Almost exclusively, these women have been at the center of their own lives, not only playing the hands they are dealt in a passive or reactive sense, but instead determining the courses of their own fates with active, determined steps.  All have contributed to the creation of their own destinies, in the face of obstacles both external and internal.  When made to work within disadvantageous systems, these women have have found ways to force the systems to change around them.  And if that's not strength itself, what is?

We have a tendency to equate propensity toward violence with strength in all video game characters, not just female ones, but it's especially glaring when looking at the women because it seems only women whose defining quality is the ability to shoot from the hip get included in the broader canon.  If you go around asking mainstream gaming (and Google), "Who are the strongest female characters in gaming?" you see:

Samus Aran (Metroid)
Bayonetta (Bayonetta)
Lara Croft (Tomb Raider)
The Boss (Metal Gear Solid 3)

(By the way, and not incidentally, while it took me 30 seconds or less to find the photos I used of the real-life women above, it took me a solid 20 minutes of Google work to come across a usable, forward-facing, non-porno, non-suggestive image of Lara Croft -- and Samus was only marginally easier.)

While gaming in general does not rely exclusively upon violence, a huge category of narrative, fully fleshed-out gaming does.  The competitive multiplayer sphere obviously relies on kills and captures, but despite our general agreement that gaming doesn't cause violence, pretty much every AAA title to come out in recent times either portrays or simulates violence.

All hope, however, is not lost.  Although the heyday of the adventure game has come and gone (and may be coming again, in hybrid titles and new forms), some of our most memorable heroines, to this day, have been known for their stories and problem-solving, not their aim:

Kate Walker (Syberia)

April Ryan (The Longest Journey)

Zoe Castillo (Dreamfall)

This other collection of characters is made of girls and women who can face their fears, and not just the fears of things that go bump in the night: they are strong.  (And I've written about April and Zoe before.)  Female characters who can think through solutions, who can face down systems stacked against them, who can, indeed, clobber a monster if there's no other option: that's how I'm inclined to define strength.

I am aware that there are two glaring absences here.  One is the entire sphere of Japanese-developed gaming.  "What about Lightning and Fang?  What about Yuna, and Terra?"  The answer, I'm afraid, is painfully blunt and dead-end: I almost never enjoy playing JRPGs, and as a result, am most assuredly not an expert in their construction.  I'm a member of and a consumer of primarily Western-generated culture, and I know when to stop talking.  Japanese games are not my forte, and I don't have time to play them all to get caught up for this series.  I think they have a different set of positive portrayal / negative culture problems than Western games do. Not necessarily better or worse, but different.  Not all characters there are violent, even when there's fighting involved, and some are strong.

The other omission I am sure to hear about?  She is called Commander Shepard.  Or she is called a Grey Warden, or Hawke, or the Lone Wanderer, or the Courier.  That's because these women or men are another topic.  The personalities of those characters are driven by the choices and moral preferences of the players; the characters who I have chosen to discuss above are fixed in space and time, as it were.  Their stories are already told and it is merely our job to follow them; their games are as on-rails as it gets.  Looking at the character of player-definable leads is a trickier, and more nuanced task, as no two players are likely to portray the exact same character.

Also I can't talk Mass Effect's supporting cast yet because I haven't finished it, but I have a friend all over that beat.

Next in the series: we look at (ha) the sexualization of female characters.

Tuesday, January 11, 2011

Can violence in gaming be educational?

This weekend's tragic event in Tucson has triggered a number of national conversations for the past few days: one around mental illness, one around violent rhetoric in the modern political scene... and one, that's always going on somewhere in the background, about American gun culture, including the presence of gun violence in our media.

Over here, a number of us discussed all these factors at length.  In that discussion and in another thread, the commenter sara_l_r raised the following:

My boyfriend's theory in more depth, and I think there's a lot to this, is that lots of people learn about guns from movies and TV rather than from gun instructors or people who actually know what they're doing.  ... TV and movies have absolutely horrendous gun safety and don't accurately depict what happens to your body when you get shot. ... He thinks that if films and television did a better job of showing how guns work and what happens when you actually get shot, people would be aware of what they can actually do and would therefore be much more careful, both of their own bodies and of others.
 I was intrigued by this line of thought, particularly as a counterpoint to the more common (and, I believe, false), "violent movies and video games cause kids to become violent people" trope.
And on thinking about the "reality" of guns in media, I immediately went to Heavy Rain.

Heavy Rain features four player characters.  Among their stories, the player sort of tag-teams the narrative, coming at the fundamental story -- a serial killer has kidnapped a young boy and there are only a few days left to rescue him -- from a number of angles.  Occasionally their stories intersect (players A and B or B and C will appear in the same chapter).

One of the four player characters is FBI profiler Norman Jayden:





Jayden's role is a fairly archetypal one.  He investigates the crime scenes and works with a database of evidence to put together a profile and likely locations of the killer.  His partner is Asshole Cop Variation A, Lieutenant Carter Blake.

Jayden and Blake seek out and eliminate multiple possible suspects on the road to solving the case.  One of the first they visit is Nathaniel Williams.  As you can see (click to embiggen -- the split shot is original to the game), Nathaniel is... not quite right.


The situation develops into a tense and intense triangular standoff with Blake, Nathaniel, and Jayden.  Jayden pulls out his gun; Nathaniel may or may not himself have one.  Neither Jayden nor the player knows for sure.

All of the commands here are optional -- R1 is the gun's trigger, and X, O, triangle, and square provide options by which Jayden can attempt to defuse the situation:


But here's where the game, I feel, is unusual, and where the educational component comes in: to shoot is completely optional.  The game does not require or demand it at any time, just as the game frequently gives you the choice to act or not to act (and makes this explicit in the tutorial Prologue).  R1 is an option, not a command.  Most players tend to have a finger hovering over or near R1 when holding a Playstation controller, and in particular during this scene.

The really important part?  Without fail, every player I have seen with his or her finger near R1 flinches and shoots Nathaniel when he makes a sudden movement.  And almost every single time, the player immediately shoots, "Wait!  Damn it!  I didn't mean to do that!"

For all that we spend a load of time in gaming with the virtual gun in our hands, for all that we learn to speak caliber and reload speed, for all that we collectively play first person shooters and third-person bloodbaths: one game puts us in the position that real law enforcement officers face all the damn time, creates a situation where we can shoot almost against our will, without meaning to, and then immediately makes us sorry for it.  

Heavy Rain manages to create an emotional moment where the lives of the player character and his partner both depend on a split-second, hair-trigger, almost gut-level decision being made -- and it's a moment that reflects a reality that gets people killed with alarming regularity.

I don't know if this kind of game could ever reach the audience that would most need to think about what it shows.  But if a scene like that lingers, and makes any of us think about the reality behind the story... can that ever be a bad thing?

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Bearing in mind that the writers of video walkthroughs can make a number of different choices along the way, if you'd like to watch the scene here's one where you shoot Nathaniel and one where you don't.


Friday, September 24, 2010

Strong vs. Violent (Part 3...)

I was looking back over some Twitter stuff the other day, and I discovered one of the very first things I actually tweeted, during a panel at PAX East 2010:
Strong and violent are not synonyms. If we keep acting that way, we keep undervaluing womens roles
I'd forgotten, between now and then, that I completely nailed in under 140 characters the fundamental thought that seems to drive so much talk about women in gaming, both as characters and as players.

We say, "It features a strong female character," and we tend to mean, "A female of reasonable sexiness who doesn't ever show girly emotions, and who shoots things."  But I don't think "strength" and "violence" should be synonymous.

Admittedly, this points to a much larger problem in gaming: what would we consider a non-violent strong male lead?  The best I came up with offhand is the Metal Gear Solid series; you can be a reasonably non-violent Snake much of the time, and he is a character given to serious emotion and lots of it.  MGS3 and MGS4 each contain several hours' worth of emotionally driven cut-scenes.  (Aside: I wonder how many gamer guys would be convinced to sit through a 3 hour movie with that much convoluted emoting?  But put a controller in their hands...)  And still his primary objective is generally to blow stuff up and win boss fights.

It's hard enough to think of true 3rd-person games driven by female lead characters (narrative games with a defined arc -- as opposed to games where the player has a hand in creating or defining the character).  It's even harder when you start looking for female leads who wear sensible clothes and don't travel heavily armed.

I know perfectly well that the example I need here of a strong female character is The Longest Journey but I've never actually finished that game.  I promise it's on the playlist and that I'll revisit this topic by year's end.  Meanwhile, the fact that I have to resort to an 11-year-old European adventure game to make the point at all is telling.