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Rhianna Prachett (Tomb Raider reboot writer) discusses gender/sexuality in games
Yeah, it does rather call attention to stereotypes, however unintentionally.
It definitely reveals a 'comfort zone'.
EDIT: On this subject, I've noticed that female characters in gaming seem to be organized into lists by 'badassness':
http://www.cheatcc.com/extra/top10badasswomenofvideogames.html#.UVOaoxxOTTp
Or, of course, sexiness:
http://www.cheatcc.com/extra/toptensexiestfemalecharacters.html#.UVOa5hxOTTo
While some of those characters are indeed complex and interesting, both lists are very clearly assembled with the, primarily male, gaming audience in mind. It's no secret that a great many female characters in gaming act either like femme fatales, or typical 'badass' heroes who just happen to be women.
It doesn't have to be this way, as there are still many examples of interesting, decidedly feminine characters in video games. April Ryan from The Longest Journey (one of the best-written games ever) is a multi-dimensional heroine who is both easy to empathize with and fascinating to learn about. The Boss from Metal Gear Solid 3 is nothing less than haunting, and is arguably among the most memorable and nuanced women in gaming. Likewise, Claudia and Heather from Silent Hill 3 are some of the most well realized female characters in a genre full of stereotypes, and Katherine Marlowe from Uncharted 3 has more menace in one line than an army of sexy vampires could hope to ever achieve.
I'm sure you guys can all come up with more examples of female characters who hardly ever appear in the above lists.
It definitely reveals a 'comfort zone'.
EDIT: On this subject, I've noticed that female characters in gaming seem to be organized into lists by 'badassness':
http://www.cheatcc.com/extra/top10badasswomenofvideogames.html#.UVOaoxxOTTp
Or, of course, sexiness:
http://www.cheatcc.com/extra/toptensexiestfemalecharacters.html#.UVOa5hxOTTo
While some of those characters are indeed complex and interesting, both lists are very clearly assembled with the, primarily male, gaming audience in mind. It's no secret that a great many female characters in gaming act either like femme fatales, or typical 'badass' heroes who just happen to be women.
It doesn't have to be this way, as there are still many examples of interesting, decidedly feminine characters in video games. April Ryan from The Longest Journey (one of the best-written games ever) is a multi-dimensional heroine who is both easy to empathize with and fascinating to learn about. The Boss from Metal Gear Solid 3 is nothing less than haunting, and is arguably among the most memorable and nuanced women in gaming. Likewise, Claudia and Heather from Silent Hill 3 are some of the most well realized female characters in a genre full of stereotypes, and Katherine Marlowe from Uncharted 3 has more menace in one line than an army of sexy vampires could hope to ever achieve.
I'm sure you guys can all come up with more examples of female characters who hardly ever appear in the above lists.
The Screenshot Topic Returns
Yes I agree with the others; the animation is very impressive. It reminds me of the animated portraits we used to see in point and click adventure games.
The water looks quite nice too.
The water looks quite nice too.
Nice to meet you, guys!
Rhianna Prachett (Tomb Raider reboot writer) discusses gender/sexuality in games
Ah, but being silent and having no agency are two very different things, especially in a video game, where the player is invited to take on the role of a character. Empireonline rated Gordon Freeman as the #1 video game character, and provided the following justification:
It would be a disservice to Freeman's laconic charm to say he's void of personality due to never uttering a word - or being directly seen, save for the box art and glimpses in sister titles Opposing Force and Blue Shift. In keeping Freeman mute and unseen, Valve cannily laid the groundwork for a character that players can fully embody, enabling each would-be Freeman to shape Gordon's persona themselves.
There's a bit of Gordon in all of us, you see: noble, mischievous, intelligent and, beneath it all, a kick-ass action hero bubbling beneath the surface. Given a dozen third-person cutscenes and lines of snappy dialogue, Gordon Freeman may not be half the icon he is today. As it stands, he effortlessly sets the benchmark for aming protagonists and accomplishes it all in complete silence, with a crowbar in hand.
http://www.empireonline.com/features/50-greatest-video-game-characters/default.asp?film=1
So in short, yes, the player makes the character endearing through their actions, but in order for that connection to be made, Valve first had to painstakingly create the perfect silent protagonist to enable that point of empathy. Freeman's triumphs are the player's triumphs, and Freeman's design is a perfect example of how less is more.
I'm not sure why you have a low opinion of Spec Ops: The Line's narrative, seeing as it is widely (and deservedly) praised as one of the best stories in the genre, but I'd like to read your thoughts. On the subject of less being more, however, many of the conflicts between the ludonarrative and the embedded narrative can be solved by proper use of the aforementioned empathy between the player and the avatar. One of the reasons Spec Ops is so fantastic is because it 'tricks' the player into thinking that Walker is a typical, generic FPS protagonist, which allows the player to almost subconsciously associate his actions with their own, only for the story to jar the player back to reality when Walker demonstrates agency of his own, which by that time had allowed the association to set for so long that many players felt depressed or even physically ill as the narrative progressed.
A cheap shot? Maybe, but undeniably effective, as reviewer Yahtzee pointed out:
http://www.escapistmagazine.com/videos/view/zero-punctuation/6021-Spec-Ops-The-Line
And, yes, it's true that Spec Ops definitely has ideas to share (not to mention some apparent dissonance between gameplay and story intent), but who's to say it's so wrong for a game to explore such complex issues while placing the player in a context where they must experience them first hand? It is, after all, one thing to discuss political problems from the comfort of our armchair; it's another thing entirely to actually be placed in a context where those issues are immediately relevant, and video games have the power to do just that, while no other media can.
It would be a disservice to Freeman's laconic charm to say he's void of personality due to never uttering a word - or being directly seen, save for the box art and glimpses in sister titles Opposing Force and Blue Shift. In keeping Freeman mute and unseen, Valve cannily laid the groundwork for a character that players can fully embody, enabling each would-be Freeman to shape Gordon's persona themselves.
There's a bit of Gordon in all of us, you see: noble, mischievous, intelligent and, beneath it all, a kick-ass action hero bubbling beneath the surface. Given a dozen third-person cutscenes and lines of snappy dialogue, Gordon Freeman may not be half the icon he is today. As it stands, he effortlessly sets the benchmark for aming protagonists and accomplishes it all in complete silence, with a crowbar in hand.
http://www.empireonline.com/features/50-greatest-video-game-characters/default.asp?film=1
So in short, yes, the player makes the character endearing through their actions, but in order for that connection to be made, Valve first had to painstakingly create the perfect silent protagonist to enable that point of empathy. Freeman's triumphs are the player's triumphs, and Freeman's design is a perfect example of how less is more.
I'm not sure why you have a low opinion of Spec Ops: The Line's narrative, seeing as it is widely (and deservedly) praised as one of the best stories in the genre, but I'd like to read your thoughts. On the subject of less being more, however, many of the conflicts between the ludonarrative and the embedded narrative can be solved by proper use of the aforementioned empathy between the player and the avatar. One of the reasons Spec Ops is so fantastic is because it 'tricks' the player into thinking that Walker is a typical, generic FPS protagonist, which allows the player to almost subconsciously associate his actions with their own, only for the story to jar the player back to reality when Walker demonstrates agency of his own, which by that time had allowed the association to set for so long that many players felt depressed or even physically ill as the narrative progressed.
A cheap shot? Maybe, but undeniably effective, as reviewer Yahtzee pointed out:
http://www.escapistmagazine.com/videos/view/zero-punctuation/6021-Spec-Ops-The-Line
And, yes, it's true that Spec Ops definitely has ideas to share (not to mention some apparent dissonance between gameplay and story intent), but who's to say it's so wrong for a game to explore such complex issues while placing the player in a context where they must experience them first hand? It is, after all, one thing to discuss political problems from the comfort of our armchair; it's another thing entirely to actually be placed in a context where those issues are immediately relevant, and video games have the power to do just that, while no other media can.
The Screenshot Topic Returns
...I do now!
http://www.youtube.com/watch?v=PjW0wLl52L0
Vegeta may be a jerk, but he has some good lines.
http://www.youtube.com/watch?v=PjW0wLl52L0
Vegeta may be a jerk, but he has some good lines.
The Screenshot Topic Returns
Yes, there have been many times when I've been fighting a boss and I'll accidentally skip the first page of dialogue because I pressed the action key, as I was not expecting there to be any talking.
Rhianna Prachett (Tomb Raider reboot writer) discusses gender/sexuality in games
I remember reading the debate between scripted story games and personalized gaming experiences as early as 1994. Overall, it seems like the latter has won out (I believe Will Wright said that personalized experiences would always resonate with players more than a scripted story). A game is a game, first and foremost, and when someone picks up a shooter game, chances are good they are looking to kill stuff and aren't expecting a great story...
...Of course, then something like Spec Ops: The Line comes along. That game was 100% scripted, but it was absolutely brilliant in the way it engaged the player with its story throughout its entirety. Walker is the avatar, but he is also the game's (unreliable) narrator. It's a perfect example of how scripted stories can be engaging, regardless of genre.
But, again, the reason people picked it up in the first place was because they wanted to play a game, so that does have to be priority #1
...Of course, then something like Spec Ops: The Line comes along. That game was 100% scripted, but it was absolutely brilliant in the way it engaged the player with its story throughout its entirety. Walker is the avatar, but he is also the game's (unreliable) narrator. It's a perfect example of how scripted stories can be engaging, regardless of genre.
But, again, the reason people picked it up in the first place was because they wanted to play a game, so that does have to be priority #1
The gay marriage debate...
The Screenshot Topic Returns
The Screenshot Topic Returns
"I admire your ability to die!" might just be the greatest line ever in a work of fiction.
I do agree with LockeZ too; I've sometimes missed dialogue during battles because I accidentally pressed the attack select button/key. Actually, I suppose seeing whether or not all enemies can be defeated by pressing one key would be a good acid test for any combat system.
I do agree with LockeZ too; I've sometimes missed dialogue during battles because I accidentally pressed the attack select button/key. Actually, I suppose seeing whether or not all enemies can be defeated by pressing one key would be a good acid test for any combat system.














