Showing posts with label video games. Show all posts
Showing posts with label video games. Show all posts

Sunday, October 21, 2012

From Whence Misogyny In Geek Culture?


There's a good article up over at Shameless Magazine that explores misogyny in geek culture. The basic thesis is that geeks feel that women and pop culture are taking away geek culture. It's summed up in a later adumbration.
1. Straight White Dudes, we are not here to steal geek culture away from you - we’re here to help make it MORE AWESOME. 
2. Excluding people just because they’re not geeky enough, or bullying them because they’re female is just as bad as the isolation and bullying you may have experienced while growing up. If, as a geeky teenager, you hated and resented the kids who picked on you, why the hell would you turn around and do it to someone else?
I think that the author is missing the wellspring of the behavior and the reason why her arguments will fall upon deaf ears. Namely, geek culture has never been about acceptance, and it is not surprising that geeks have turned around and behaved identically to ways in which they themselves were treated. It's like the Pilgrims coming to America to escape religious persecution, when in fact they were coming to America so they could be free to be the ones doing the persecuting.

While geek culture has many elements, one of its unifiers was exclusion from popular culture. They were rejected, so they created a culture that was purposely separate. It was not a culture that was defined internally, but also externally. Geek culture requires something separate from it for it to be geek culture. If it becomes integrated into the wider culture, it loses one of its original bricks and is thus no longer geeky. This connotation is built into the very history of the word.

Similarly, geek culture was defined by rejection by women. The point of it was to happily accept that rejection and create a society where part of its very make-up was a lack of women. Geeks have been resistant to accepting pop culture and women because part of geek culture is not having these things.

Let's face it. Many of the people in geek culture are not attractive and have few social graces. It hurts to be that way. It hurts to be rejected sexually. When one's life is heavily influenced by sexual rejection, a safe haven will be sought. And once found, that safe haven only remains safe when the object of rejection, be it pop culture or sexuality, is specifically left out.

It doesn't matter if women entering geek culture are as "geeky" as the men already there. Their not being there is the point. They could never make the culture "more awesome." And when one considers the perspective of those within the sub-culture, this makes sense.

While this is a sympathetic viewpoint, it does not absolve them. Perhaps my own experience with the sting of rejection makes me appreciate their views more than some others. I have never been an object of desire and that sucks. Losing myself in a fantasy world always felt great.

Moreover, this doesn't absolve the community of its racism and homophobia, although I think that these elements are something much more easily expunged. I think that it has more to do with the fact that middle-to-upper class culture in America is dominated by white, cis-gendered people. the biases of that socio-economic group will obviously rub off on any fantasy worlds created by it. Since geek culture was not created by people who had previously been rejected by homosexuals and people of other races, accepting these people will be something that will happen quickly. Accepting them will not undermine a tenet of geekdom.

Does that mean that traditional geekdom will not transform? Of course not. Traditional geek areas like science fiction, fantasy, and games will expand into the general culture, and the language is what will fade. Just as art and filmmaking are no longer the domain of those who lived on the outskirts of polite society, we will stop calling fantasy, science, and games "geeky." The label will die.

Perhaps that's the ultimate point that people should be making: geek culture as it was once known is dying. Science fiction, Dungeons & Dragons, comic books, video games, and fantasy are in the mainstream. I don't begrudge these men for wanting to have something into which they can escape, and specifically something that is theirs, separate from the broader culture. But they must realize that the world of traditional sci-fi, fantasy, and games is no longer that world.

Sunday, May 27, 2012

Cliche What?

In case anyone thinks that there isn't a horrible lack of creativity in the video game market, just go to Steam's website and look at the promoted games on the homepage. I did that and found this.

Man with gun.

Man with swords.

Men with guns.

Men with guns.

This one appears legitimately inventive. Good show. You'll notice that this is the only game with a mustache. Coincidence? I think not.

Man with gun and small sword versus zombie.

Man with sword.

Cars. Derivative, certainly, but not for the purposes of this comparison.

Man with gun.

Man with gun versus another man with a gun who is also holding breasts prisoner. He is obviously a terrorist because only terrorists hold breasts prisoner.

The only other legitimately inventive game. And again! A mustache! It's a sign. Also, breasts.

Epic ships in space flying toward you.

Epic ships in space flying away from you.

Man with nail gun.

Zombies. One assumes there is a man with a gun nearby.

Friday, March 30, 2012

Mass Effect 3 Disappointment Was Expected

As this article, weirdly on LiveScience shows, some people seem to think that video games are a new form of story telling. They are not. They do not "free" story telling from the shackles, because story telling is inherently a one-way street. If the person listening to the story becomes involved, they must be involved within limits else it turns into role-playing... which is why role-playing games are called role-playing games. If the ending changes, it is not the same story.

World of Warcraft is not a story. Yes, there is an overarching story that drives many of the major events, but millions of players have nothing to do with that. They spend all of their time wandering around the open world, "writing" their own story. Yes, there is a narrative to it, but a story must have a purpose; it must have some end. And in games, that some end must be pre-determined. And even with games where there are multiple endings, there is always one ending that is counted as the true ending, which is usually the one that takes the longest to achieve and must match a set number of variables in the game. Unless you count Silent Hill's "dog" ending.

For example, if we wanted a game to be a real interactive story, there would never be something like a "game over" state. All endings would be a true ending. But in many games, you can die within the first thirty seconds of game time. To call that a legitimate ending would be absurd. There must be limits. In a real story, there are no limits, only a creative vision. It is obvious why this is so: a player can easily exceed the limits of a created world, because any created world must necessarily be finite.

Games will never be pure stories because they must be within the limits of game rules. For example, I love Halo. I read the Halo novels like Fall of Reach. While far from sci-fi genius, they were decent fluff. The problem is that the stories didn't make ANY sense in relation the game. The description of the super-soldiers (of which you play one in the game) is so beyond anything, that they would have been an unstoppable juggernaut. Strong enough to lift cars. Can run at 60mph.

Perhaps a more famous example, at least in the world of video games, is that of Final Fantasy VII. This was an era-defining game. It is frequently held up as the first truly cinematic attempt at making a video game. It also includes one of the most famous deaths in all of video-gamedom: Aeris. Only, according to the rules set out by the game, it doesn't make sense. On any given play-through, Aeris could have died dozens of times; you could always resurrect her with a spell.

Why should her scripted death be any different? Because it was required by the story. There are some games that try to get around this, by making in-game deaths permanent, one that sticks in my mind is the (old) game Gain Ground. But that was part of the game. Everyone understood the rules because they were communicated explicitly to the player. In a narrative game, if deaths are always made permanent, the player is left in a state of confusion. Should they restart? Is this death avoidable? Is a death at this point necessary?

You'd have crazed players replaying the same part of a game over and over in an attempt to save everyone's life. Conversely, you can have players who charge through a game with reckless abandon, and are left with no one alive, crippling the possible story in that way.

No, I'm sorry. Games are and always will be an imperfect story medium. They are no more liberating from the shackles of story requirements than Choose Your Own Adventure books.

Granted, there are advantages to this. A game should not be seen as a story. It should be seen as a game with rules where certain narrative bits are essentially rewards for completing tasks. To go back to the Silent Hill example, that dog ending doesn't make any sense. It's absurd beyond reason. And that's great! In a real story, it would be bound by the limitation of having only a single ending, which in the terms of a story isn't much a limitation, but it's still a limitation as regards entertainment. In a Choose Your Own Adventure sort of concept, the author can write tons of endings, some of which make no sense, simply because it's funny.

Working toward surprises, hidden rewards, undiscovered narrative elements, it's all part of experiencing a set narrative more fully. For example, people love to discover unfinished versions of books or movies. Deleted scenes, unfinished scripts, all of them are gobbled up by dedicated fans of something. They do this because it is the exact same process as going through a game and finding hidden bits of the story. It is a narrative that isn't simply delivered. It is a narrative discovered. That is what makes games both less and more than a book or a movie.

Sunday, March 25, 2012

My Experience With The New iPad (3)

I'm not a big fan of tablets. I think that the "post-PC' era isn't post-anything. I don't like Apple. Truly, I am a massive curmudgeon. As such, my following, short criticisms of the iPad should be seen through that lens. Still, I hope to explain myself.

I got a chance to play with a new iPad today. The beefiest version of it, loaded with LTE internet access. As is always the case with Apple products, it felt nice to hold. It was firm, with an excellent tactile quality to it that absolutely every other company on the planet lacks.

The screen is very cool. At normal holding distances, the resolution gels in such a way as to make it a perfectly-solid, moving image. Colors and contrast are the best that I've ever seen out of an LCD. In fact, I loved the screen so much, I wish that it was slightly bigger and attached to a laptop.

Other than that, the thing that struck me as I caressed this beautiful thing, and as I swiped around and jumped in and out of programs, is that it is a toy. Pure and simple, it is a toy. I see potential for it to be used for other things (a medical environment really sticks in my mind), but other than potential, it is an expensive toy.

I could never imagine writing on this. Doing graphics work on it. Editing photos. Creating a presentation. Doing deep, serious research. In fact, aside from casual media consumption, I could not see myself using this for much of anything.

That's not to say that I won't ever. The platform works. The platform is popular. With those two variables accounted for, cool things will undoubtedly happen in the future. For example, whether Microsoft, Sony, and Nintendo want to admit it, I think that the New iPad, more than anything else that I have held, screams loud and clear that this is the future of gaming.

Yes, we will always have dedicated gaming systems for people, but that will be a comparable niche. The Playstation Vita, Nintendo 3DS, and any future home gaming systems will need to make massive strides in every element of their business model to compete with this.

This again confirms my belief that tablets are not the future. The argument that they are the future is essentially a marketing pitch, fueled by magazine writers searching for something, anything, to write about. This damned iPad cost nearly $1,000 after all was said and done, thus allowing me to play old Playstation games and browse the web. Both are things that I can do on a $400 laptop... and much more.

I understand that tablets can do many things that laptops aren't terribly good at. They conserve power. They turn on instantly. They can be thrown into a bag more easily. But even then, with a cell phone that sports a 4.5" screen,  I already have a tablet. The always-with-me computer that acts as my clock, planner, navigator, and impromptu gaming device is already with me. I don't need another one.

I wasn't impressed with the iPad, the iPad 2, or any of the two million Android tablets littering the market. They don't feel like a step forward for me; they feel like a step back. A step back to an era when computers were obsolete two days after you bought them and everything about their use was a concession of some sort. I don't want that. It took us a long time to get our computers to the point where they are at, today. The desperate need for the next shiny thing from Apple distracts people from the cheap, useful, powerful tools that modern computers have become. They are epic, life-changing tools. Tablets are not.

And why get up in arms? Why not let people spend their money as they see fit? Because we already are rocking more personal debt than any other country on Earth. We are already consuming more resources than any other country on Earth. It is annoying to see an entire industry geared up to seduce the market with yet another product that it doesn't need, and if sales of Android tablets are any indication, doesn't even really want.

Wednesday, April 06, 2011

Two Ism's And Some Games

Where is Ai Weiwei, and why is the United States pathetically silent on his disappearance? How can armies for the past 2,000 years all have been retarded? And are video games from 15 years ago better than those today?