Women in Games Development

February 10, 2012 in Culture, Industry

As my Goodreads friends will already know, I am currently reading Introducing Feminism: A Graphic Guide. I’m reading up on the subject after a long-running and heated debate about women in games development erupted on my Facebook wall. I’ve always been interested in the topic, but it feminism fascinates me now more than ever, and I’m dead pleased that the debate itself will soon be mentioned in Develop.

We were discussing the “merits” of women in games development, in pretty broad fashion: why they need promoting; if it even merits discussion; and why and how women are discouraged from this and other, supposedly masculine fields. It is in this particular frame that I find myself drawn to Virginia Woolf’s work. To quote Jenainati and Groves’ book:

In A Room of One’s Own, [Woolf] explored the cultural and economic constraints on female creativity, and pondered the historical and political obstacles which have hampered the establishing of a female literary tradition.

Of course, her work also went on to decry the ridiculous social pressures which were put upon those women who dared to have minds of their own. Interestingly, her work also covered a very real and present double standard which is applied to the assertion of feminine sexuality – but I digress. The important point I found was that in the late 1920s, Virginia Woolf was pushing for greater female representation in the literary genre. Books were being written by men, for men and women, with only a masculine viewpoint on who and what women are. Not only does this have an impact upon employment, barring all but a few women writers, but it also has gross a social impact. Women were left to the mercy of an overwhelmingly masculine media view, dictating the value of their own identities worth in society. This does arguably spur the more pioneering women to challenge the medium and write their own stories, but that sort of motion is till fraught with obstacles.

Now look at the present day. I even cited literature in one of these discussions, as an example of a medium with good gender representation: for every J.K. Rowling there’s a Philip Pullman, and for every Stieg Larsson there’s a Patricia Cornwell. But sacrifices had to be made and campaigning had to be done to get to this point. Would anyone argue that diversity amongst authors makes for anything but a better medium?

This is why we need to encourage women into games, with an eye to achieving something more balanced and sensible. Theoretically no woman is actually blocked from this industry (though reports of sexism in the workplace and at interview still crop up), but they are subtly discouraged, certainly in comparison to men. The fact that video games themselves remain a somewhat masculine medium does not help, and it’s likely borne of the cycle in which women are discouraged from designing them, and so a woman’s perspective is not felt in future games’ design process.

It’s hard to argue that games have as much of an impact upon our society as books have done and continue to do, but many academics and developers are making powerful arguments that they can and should. The day may come when, as Jane McGonigal suggests, games will have a social responsibility ingrained in their structure, and that they will achieve good. The pressing question is: will that game be made purely by men?

 

An Adventure of Sorts

May 18, 2011 in Reviews

Magicka is a game which has crept up on myself and my game-playing friends, and taken us all completely by surprise. It isn’t a perfect game, but it is one of the most innovative – and definitely the funniest – games I’ve played to date.

Magicka: An Adventure of Sorts

This Arrowhead Studio project was released on Steam at the beginning of the year. Were I forced to fit it into a genre or theme, it would be something of a ‘fantasy adventure shmup’. Take bits from World of Warcraft and dungeon-crawlers like Baldur’s Gate, smother in a Monty Python glaze, and you’re getting close to a recipe for this delightful oddity.

"Magicka" 's selection of spells is not only vast, but spectacular.

The game allows you and up to 3 friends to pick up wizarding staves and don colourful robes, and embark upon a quest to rid the land of marauding orcs, led by Warlord Khan. In fact its entire premise is summed up within minutes by the game’s delightful narrator, Vlad – a mentor who literally hands you a bullet point list and shoves you on your way to play the game.

Following a short introduction, in which we learn of the corrupted wizard Grimnir and his wish to unite the world’s magicks, we are ushered through the halls of a wizarding academy in order to attend a party in our honour. Jocularity has its pitfalls when wielding arcane forces however, and the party is accidentally dropped into the castle’s dungeons. An obstacle course follows, in which on-screen popups and handy switching devices teach the new wizards their craft.

It is at this time – in co-op games of Magicka at least – that all hell breaks loose, and the game designers are well aware of this. Grant four players some cartoony avatars and the power to set things aflame, and chaos can only ensue. Indeed my party of 4 had to replay the tutorial 4 times, simply because we kept ‘accidentally’ destroying each other.

To the game’s real credit, its formula does not change from here on out. Ever the lurking mentor, Vlad (who assures us that he is most definitely not a vampire) guides our valiant wizards from village to city to forest, most of which run rampant with goblins and other foul creatures. Rid an area of its foes, recover, and move along; its formula leaves the game experience very open to player input, best sought through voice chat.

Combining beams of complimentary magic can devastate enemy ranks; crossing opposites will reduce your party to bloodied chunks.

The players are quickly given a full suite of 8 elemental forces (water, life, shield, cold, lightning, arcane, earth and fire), which can be combined to form different spells. Some of these ‘magicks’ can also be learned later on, often after defeating certain groups or bosses. By encouraging us to experiment, the game further establishes its light-hearted and laid-back approach, making for some spectacularly gory battles indeed. It’s hard not to learn a valuable lesson in crossing opposite forces, when attempting to heal someone who’s casting an arcane spell. I didn’t think seeing dismembered chunks of wizard spatter across the battlefield could be so funny.

Above all else, Magicka is a game experience, and its writing acknowledges this. The FMVs are short but hilarious, and its characters and parodies are truly memorable. It is, however, an experience to be shared, and while group play can be a tricky environment in which to learn the game’s nuances – in which case a solo run through the tutorial might be wise – the game is very tough upon a single player.

Its challenges do not – as far as I can tell – scale depending on the number of wizards present. Indeed, having so many criss-crossing magic beams on screen at once may lend further difficulty to the game, but it’s as nothing compared to the overwhelming difficulty curves a solo player will have to climb, even early into the game. Indeed I would struggle to recommend this game to anyone looking for a comical, solo game; try Psychonauts instead.

We as a group also had some difficulty with the game’s default controls, and as I understand it, a patch which allowed users to alter these key bindings does not always come bundled into the Steam download. A verification of files later, and I was able to fix the developer’s controversial choice: to place self-healing functions on the middle mouse button of scroll-wheel peripherals.

Pre-empt the control issues however, find some friends to play with, and you’re set for a laugh a minute. Magicka manages to be  technically impressive game indeed, and its magic abilities are delightfully complex, but simple in their logic. They and the other gameplay elements allow players to have their own fun with a game rich in cult parody and memorable battles.

StarCraft II

September 25, 2010 in Reviews

I’ve been playing StarCraft II for a few weeks now, and I am impressed. This is the first Blizzard ‘RTS’ (real-time strategy) game I’ve played, and it’s easily changed my perspective on the genre and modern-day gaming. I’ve long enjoyed RTS games, but have typically played the same titles for a few years at a time. My experience of RTS games is pretty limited as a result. I tend to fare poorly in single-player games, and have usually leaned on co-operative modes for fun instead.

StarCraft II is beset by an audience of keen veterans; this much I knew from the beginning. Though I was excited about the game prior to its release, it was really only because the game looked glitzy and because I’d come to enjoy Blizzard games through my time in World of Warcraft. I haven’t played the first game, or any of its fantasy counterparts in the Warcraft series. Fortunately the game has been designed with newcomers in mind, and while the online matches can be a hostile place indeed, the single-player campaign serves up some friendly scenarios to help orientate us.

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Achievements in Digital Media

August 9, 2010 in Theory

John “Kaseido” McKnight recently wrote about a proposed ‘achievement’ system for Second Life which, some believe, might help shift online world demographics from a niche, free-form crowd to the lucrative gamer market. So soon after The Internet Crashed had posted an interview with Gary Ballard, this idea had me musing on notions of genre and medium again. I hope to draw a divide where social achievements can and cannot enrich a digital experience, but by doing so I must first separate MMO games from their ‘offline’ predecessors.

A Trio of Media

“MMO’s [sic.] need to be thought of as a medium, not a genre of video games. You take an experiment like Second Life and put it up against a refined, Skinner-box profit machine like World of Warcraft and you’ll see two very different experiences. Both have elements of game, but such widely varying goals that they can’t be considered in the same genre at all. You have to view them as two examples of different genres within the medium of an online multiplayer experience.”

Gary Ballard, for The Internet Crashed

Ballard’s point is a potent one, upon which Kaseido seized too – that although MMOs and games share much in common, it is almost always impossible to win an MMO, and so they are ultimately for play. The only time an MMO defies this is in player vs. player combat, when strict deathmatch rulings and the enclosure of an arena ensure that all play is taken outside normal MMO flow. A single-player console game may instead be completed once its story is run or a series of puzzles is finished. Note that for the sake of clarity, I consider the PC to be a games console too, despite the fact they run most MMOs.

I consider online games to be a separate medium indeed. The balance of constraints and opportunities open to a community-based game’s design are too many to let us treat such work as we would a console game. I currently classify these media by their chief intent: social interaction, gaming within rules, and playing.

  • Console games, typically free of social input (save for multiplayer modes), may feature ‘game’ or ‘play’. Examples would include Half-Life 2 (game) and LittleBigPlanet (play);
  • Online worlds feature no overarching goals save whatever the user brings to their own spontaneous play;
  • MMOs or online games occupy a middle-ground, since they feature directed gameplay delivered in a freeform fashion – players are allowed to embrace or disregard quests and challenges at their own discretion, and may in fact ‘level up’ without any heed paid to these features. They are also encouraged to share this experience in a social environment.

It is these differences in function and reach which I think demand careful attention when suggesting new features like achievements. The system as we understand it is, as Kaseido says, a relatively new phenomenon, though ‘offline’ achievements have featured in console games for decades. Hosting these accomplishments in an online environment has allowed players to create ‘game passports’, detailing their exploits and granting them bragging rights.

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