Friday, April 1, 2011

Space for Empathy: Gender in Video Games

That video games have been built by men and for men for the majority of the medium's existence is virtually a given. Space War, Tennis for Two, Odyssey: virtually all of the first video games that this world has known were programmed by men within communities of men and for audiences composed nearly entirely of men. This boys club of lab coats and science fiction merged with the equally male and equally powerful society of suits that ran the technology business in the seventies and eighties. The programs that defined these early, first generations of gaming look like a feminist paradise of distilled male behavioral caricatures: everything is a battle, a quest, a monster. The titles themselves are monolithic. Think back to your Atari collection; how many games did you have with a title containing more than one or two words? Indeed, in this early stage, language seems to function in gaming as a semi-necessary accessory to the premise of whichever game it has been attached to.
     Of course, it isn't quite fair to video game creators to fault them for design choices that have merely been borrowed from existing leisure cultures. Our board games, in that they function primarily as arenas for competitive elimination, are generally centered on the either/or binary which always provides a clear winner and a clear loser. Look to chess, look to Monopoly, look to battleship. Where a game isn't a metaphor for combat it's a metaphor for economic contention or political power. The games of twentieth century America have always come out of male concern, have always sought to replicate the competitive worlds from which women are excluded or discouraged. I can think of all the times my own mom and sisters have refused to play monopoly simply on the grounds that my dad and I are insufferable to be around as we stake out our pretend properties and rob our competitors blind. And who can blame them?
     Think too of how leisure has been gendered so heavily in our society. This gendering may seem less obvious now, but consider the hobbies we encounter the most as either males or females. Think of craft nights, sewing societies, knitting groups, cooking and book clubs, and realize that you are imagining groups of women. Now think of golf, bowling alleys, hunting parties, smoking parlors, pub scenes, and realize that you are imagining men.
     Of course, I'm generalizing. No one person conforms to gender expectations perfectly, and the suggestion that there are codified expectations of gender at all is a tenuous one at best. But we know they exist, these expectations, in some shape in every culture. They shape our fairy tales just as surely as they shape our workplace. Thus, it stands to reason that our gamespace would contain the same expectations.
     Unlike their more strictly competitive table top cousins, video games don't absolutely require the either/or binary of winning and losing in order to function. Or at the very least, this binary can be displaced onto digitally rendered stand-ins for actual human competitors, and the binary can thus be rendered somewhat more complex, more ambiguous. Sure, monopoly has a narrative premise rooted in the early corporate capitalism of Depression-era America, but in this case the narrative is mere parameter, not propulsion. The video game combines the ludic (play-like) nature of binary driven board games with the empathic potential of actual honest-to-goodness story. In the video game, story can become our reason for playing, we join in solidarity with a character's concerns, we contribute to the authorial process by playing within the branching narrative the developers have opened up to us.
      This combination of ludic and narrative has been recognized as critical to the identity of video games for years now. We've come a long way since the days of Centipede. Games that exist primarily to tell stories have been with us even before the first Final Fantasy game. What has yet to be fully appreciated or even explored as an attractive possibility is the  potential of this particular medium for generating cross-gender empathy. Game stories require the participation of a player, just as literature requires the participation of a reader. The nature of sympathy generated for a given set of video game characters is also analogous to the identification which takes place between a reader and his book's protagonist. The difference lies (at least in part) in the gamer's physical and virtual performance of the protagonist's actions. The bonds of sympathy are enacted through both imagination and physical force. That the video game can create a visual environment full of interesting characters and scenarios to explore is really cool, but in the end not terribly important. What makes the game special is its ability to incentivize performative action within situations that the gamer would ordinarily never have the opportunity to enact or experience.
     Feminists have long pointed to the lack of empathy from one gender for the other as a primary barrier to gender equality. This is what we really mean when we say that someone has "objectified" someone else. That "objectified" person has been rendered an inadequate target for sympathy. We don't empathize with tables, volcanoes, or bullets specifically because of their object-ness. The first project in any agenda of violence or oppression is to render the enemy, the insurgent, or the other into an object unworthy of empathy. When a culture understands women primarily in terms of their breasts, or their domestic skill, or their status as princesses, it objectifies them in this very sense. It's not that men suddenly stop believing women are people. It just becomes really difficult for the male mind to imaginatively occupy the social space which has been left for women. Of course this dynamic works the same in any oppressive context. Being unable to imaginatively occupy the space of illegal immigrants, or Muslims, or discontented suburban men inevitably results in the degradation of cross class empathy, a necessary component for the commission of interpersonal or institutional violence. But in our "post-feminist" climate, it's easy to forget that the empathy barrier exists as strong as ever between the genders.
     And here is exactly where I believe that video games have the societal potential to function not only as innocuous purveyors of entertainment, but as loci of cross-gender empathy. The performative nature of character identification in video games allow gamers to experience the kinds of gendered experiences which construct our ideas of what it means to be a woman or a man. In fact, games already do this, but most do so unconsciously, defaulting to the old "boy's club" of late sixties technoculture. Why else would the majority of game heroes consist of nothing more complex than a collection of fantastic male amplifications in the form of the gun, the team, or the super power? Sure these are fun, and i love games with these features just as much as the next guy. In the end, gamespace is certainly a place to experience fantasies of self-efficacy that we would otherwise never get to experience. But perhaps the dependency on amplifying traditionally male forms of social expression explains why video games (at least those played by the "hardcore" crowd) have such difficulty creating appeal across the genders. They specifically appeal to a cultural narrative which was crafted by and for only half the population. What's worse, many games, due to their propensity for amplifying fantasy, appear to uncritically offer men and women alike the ability to occupy the most unseemly corners of the male psyche, thus generating disgust rather than empathy in those who do wish to play games critically.
      The current situation is by no means inherent to the medium. Just as games can generate barriers to sympathy by way of performative identification, so they can break them down. Let me give you an example. Several months ago I finally got around to picking up a copy of Dragon Age: Origins. One of its most marketed features was the six completely different beginnings that were available to the gamer. These beginnings depended on the player's selection of race, class, and gender for their protagonist. Wanting to explore the experience of a race which in the world of Dragon Age was routinely discriminated against, I chose to play as a female elf living in the ghetto of a human city. The elves were basically treated as second rate citizens having only recently been liberated from enforced servitude to humans by royal edict. I therefore expected a game experience that would allow me to play the role of an unlikely hero who had to first triumph over a racist environment in order to lead Ferelden's armies to victory over the Orc-like Darkspawn. In most games of is sort, gender plays very little role in the gamer's experience except in terms of which non-player characters are available for romantic interludes. However, very early in my time with Dragon Age I realized that my character's identity as a woman would prove more formative than even her elfish-ness. While all the elves in the ghetto were oppressed economically and abused physically by the humans of the city, the women were threatened with rape. As a female elf, the son of the city's prince actually tried to force himself on "me." The prince was big, scary, smelly, and brutal. When he turned toward my character he had just finished brutalizing her (my!) best friend since childhood.
     In that moment, I realized I was playing a game unlike any I had played before.
     To be placed in a social position where the threat of sexual violence is real and palpable is extremely unusual for me, a middle class white male. I've really never even conceived the idea of being a rape victim, in large part because our culture (through the news, movie tropes, and Disney films) refuses to ever allow the male to be the passive victim in an important narrative. Thus, my shock and unease at being sexually threatened as an elf-woman in Dragon Age. The threat from the prince wasn't anything i hadn't heard before from a variety of encounters in movies, books, or news stories. The language wasn't particularly vulgar or brutal in a way that was in and of itself shocking. It was the fact that I, through the performative identification provided by the video game, was being threatened as a woman.
      Is it unfortunate that Dragon Age perhaps too easily relied on the sexual violence trope for its narrative propulsion? Sure. Was the experience a shallow approximation of the possibility and reality of sexual of violence for millions of women all over the world? Probably so. Is Dragon Age as a whole such a collection of gaming and fantasy clichés that transformative empathy for the other gender is a bit of a tall order for it to accomplish? Absolutely. Even so, this moment in my experience with Dragon Age seems to at least point toward the power of video games as a locus of cross gendered sympathy. In the world of gaming, a world which has never really stopped building upon the boy's club model from the sixties and seventies, moments like that might be the key to making games that don't rely on rom-com, Disney princess conceptions of gender for their characterization.  Moments like that might be the key to making games that refuse to simply reflect the gendered conditions of our world. We might begin to make games that extend past their own algorithmic gamespace and generate actual empathy between real individuals.
     We might begin to make games that matter.

Wednesday, January 12, 2011

You've Been Fabled

I can't help but love the Fable games. Fable was one of the first games that I ever truly anticipated. I read about it in the old Electronic Gaming Monthly, well before I had an Xbox of my own, back when Lioinhead Studios was still calling it Project Ego. I, like many gamers, still naive about the heady technology of last generation's consoles, fell hard for the old "drop an acorn, get an oak," line. When I finally did get my hands on a copy of Fable, the game wasn't a shadow of the wonderland that Peter Molyneux had promised. I knew it, and so did everyone else. The world of Albion was almost tiny compared to the environments of some other RPGs that had preceded it. The character work was sketchy at best, the npc's weren't nearly as responsive as I'd hoped they'd be, and the length! Well, let's just say I beat the entire game in one evening while recovering from the extraction of a few wisdom teeth.

And none of that mattered to me. Not even a bit. In fact, when I'd read about these criticisms in the game magazines I'd feel a bit defensive. I would hear myself saying to friends that Molyneux wasn't a liar or a blowhard. He was just a guy who was excited about the possibilities of gaming, of the dynamic fiction he got to help create. I played and replayed that game, shaping my heroes into bold archers, fearsome mages, and bloodthirsty warriors. I did what pretty much everyone else who loved that game did: I played the crap out of it. I knew the experience was imperfect, but Albion really did feel like a different kind of place than many of the locales I had visited in other games. It was greener, friendlier, more colorful, more frightening, even a bit more unpredictable. There was something magical that happened in the liminality between me and my Hero. Even if, in the end, nothing terribly profound had been achieved outside of the typical save-the-world schtick one often runs into with these games, I still felt my time had been well spent. I knew that with work and creativity, my Hero could be unique, and I loved that.

Fast forward six years. It is now the weekend before grad classes start up for the second semester, and, as the newly crowned king of Albion, I'm desperately trying to amass as much wealth as possible before the darkness comes sweeping in. My wife, who bought me Fable III for Christmas is sitting next to me and watching the screen with attention nearly as rapt as my own. Two thirds of the year that the blind seeress (read: purposefully vague, token fantasy-setting old woman) has given me to prepare my kingdom for the coming supernatural assault has already flown by, and my treasury is running low. I played the game as a benevolent adventurer, and nothing had changed in that respect when I became king. I genuinely wanted to save all those orphans, kick Reaver's exploitative ways to the curb, and keep my promise to the Auroran people. Yet each benevolent action as a king came at the inevitable cost of my subjects' lives. And so in some instances I had to bite the legislative bullet and do a little destructive strip mining, raise the taxes on the lower classes, etc. But still, I did what I could to preserve the unstained soul of my newly minted monarch. And now I was faced with 121 days until doomsday and a five million old piece gap to fill if I wanted to save my people.

The plan was to keep buying real estate, collecting shop fees and rent until I achieved three million gold. Then, once I was halfway to the total I needed i would liquidate my entire empire, thereby raking in another cool three mil. The plan was solid. I was already near the two million mark, and after twenty-one hours of gameplay I was nearing a state of gaming nirvana that very few games had ever brought me to before. Not even my first, blissful encounters with the original Fable held a candle to the monumental achievement I was about to accomplish for the sake of my Hero's integrity.

121 days to go. Just a few more decisions to make as king before the day of reckoning came. I knew I would be cutting it close, so I wanted to see if any of the next batch of decisions would hold the possibility for earning money. I already went on a couple fetch quests which earned me several hundred thousand gold pieces, so who knows, maybe another one would pop up.

121 days to go. Was it possible that the next jump in time would bring me all the way to the day of death? I thought, probably not. My wife agreed. "It has never jumped that far before."

The screen brought me to the end. All my work, all the glory of shaping my monarch, gone. The people of Albion were lost, and for perhaps the first time ever, I felt like I had wasted my time playing a video game. I put my controller down in disgust.

More than any omitted feature, any abbreviated story line, any two dimensional character, this warning-less advance through 121 days crushed my experience of Fable III. Of all the things you left out in your games Peter, this one is by far the worst.

And the thing is: why? There's no constraint from the world of the game that the arrival of the darkness to Albion's shores should somehow have caught the King by surprise. In fact, quite the contrary. The entire coda of Fable III is based on the concept of a countdown! How stark the separation between myself and my Hero became when I was completely blindsided by an event which my avatar was clearly aware of. It felt like betrayal, but I couldn't figure out by whom. Was it by the designers of this game, who in crafting this end failed to include what might be the single most important piece of information that someone playing the game could want? Was it by my own expectations which had been growing almost wildly as I grew to like the game more and more? Or was it by the Hero and the world of Albion itself? Had the liminality closed? Had I been duped by the digital representation of myself?

In the end, though the game might not be permanently ruined for me, I've yet to pick the controller back up. For now, I'm going to direct my frustration toward Molyneux and his team of designers who crafted this final deception. Against my better judgement, I'm sure all will be forgiven come Fable IV.

Sunday, January 9, 2011

This Blog: A Tutorial


A binary is composed of two parts. It often refers to the ones and zeroes which compose digital constructs. In criticism, it also refers to opposed realities which in their opposition create hierarchies of possibility. When you are in a binary, external forces have funneled your potential into one of two places. You are either for or against, up or down, conservative or liberal, inside or out. In digital worlds, these binaries are rule sets. By limiting, they make space for action. Without the binaries encoded in the games there would be no game at all. Mario exists because a 0 is not a 1 and a 1 is not a 0. In the “real” world, the political world, binaries encode the pathways of power. By simplifying society, one group can place another at a distance, on a level subjugated to itself. If we are the 1’s, and everyone else is the 0’s, then we can appropriate their oil resources. A space is created in these binaries too, but by virtue of the 1’s expanding until the 0‘s are squeezed, thinned, and pressed on the margins. This space is only for the enjoyment of the group that control’s the terms of the binary, the 1’s.
 
This is a gamer’s blog. It is also a movie lover’s blog, a writer’s blog, a student’s blog, a culture watcher’s blog, and perhaps even critical theory dabbler’s blog. But before anything else, it is certainly a gamer’s blog.

I used to go over to friends’ houses with the express intent of watching them play video games. Consoles were anathema in my house, for whatever reason, and the brief encounters I’d had with gaming were enough to convince me that my parents’ anti-Sega/Nintendo/Sony edicts were misguided at best. My friend Matt was the first person I knew who had the new Playstation. At his house I would watch for literally hours as he played through CoolBoarders, waiting for him to graciously hand his single controller over to me for just one run. 

Another friend, Alex, had an older console at his house: the SNES. His technology was less impressive, but at least we played together, and thus, I played at all. We usually horsed around with MarioKart. It was fun, and we didn’t need any kind of trumped-up narrative to convince us that video games were some kind of important cultural artifact. Imagining some kind of metaphorical gravitas were attached to Yoshi’s twitchily responsive go-kart would have seemed like nothing more than perverse absurdity to Alex and me. We were kids and it was just a game.

The question I want to ask now is, are we still kids and are the things we’re playing still just games? What would it mean for Halo LAN parties to be more than just a bunch of friends getting together to blow off steam? On some level, I think most of us understand at a very basic level that the way we use our imaginations matter. We know, instinctively almost, that the kinds of games we like to play say a little something about ourselves. But what do those games say about us? How do those games mark out the binaries that create our own ideas of possibility?

This is a gamer’s blog, made because I like to talk about games. This Christmas I received, for the first time in my life, a PS2. I have an Xbox 360, and I had its predecessor for a short while as well, but I’ve never owned a Sony game machine. Thus, I have up until this point, missed entirely out on some of the most lauded touchstones of gaming history: the Final Fantasy games, Metal Gear Solid, Grand Theft Auto, Shadow of the Colossus, etc, etc. I now have a stack of PS2 to play through and the need to do so in the context of dialogue. I want to play these games because I love playing games. I also want to play these games because I think they matter, and though there are more who agree with that sentiment than I had ever thought before, it seems the majority of us still believe that video games are only that: just games. Just: a word used to orient us between the two poles of cultural worth, important and waste of time. A word that keeps us from looking at the games we play as carrying social importance, formational power. A word that dismisses the politics of gaming by suggesting they don’t exist at all.

This might be something like a journal--thoughts on the games as I play through them. It may have a commentary feel to it, taking in what others are saying putting that up against my own experiences. Hopefully it will be a place for open discussion, ideas that mix with a general love for the craft of gaming. I believe that people learn best in community, and that’s what I most want to discover. This is a gamer’s blog. A place to learn together, playing in the binaries.