Taking a little time out from talking video games so I can promote a series I dearly love. Kaila's adventures is a funny, quirky little story about an alien cat/dog girl who is both pet and guard to an alien king. It's a strange little story, where Kaila is very childish and her king, Zeke, is quite snobbish, but together they make a hilarious couple, involved in wacky hijinks. The series is created by Erin Gormley, also known as the Animated Reviewer. It's a cute series, so it might not be for everyone, but spread the word. I think this deserves to succeed.
It's currently on a kickstarter that has started out slowly, and I want to help any way I can. So, for any regulars I might have, I encourage you to give it a look.
http://www.kickstarter.com/projects/1153124113/kailas-adventures-the-story
And for examples of the humor invoked in Kaila's Adventures, look below.
http://kailafun.tumblr.com/
http://cool-fire-bird.deviantart.com/art/Elegant-Lady-127856915
http://24.media.tumblr.com/tumblr_mcu72fPX441rsmzgjo1_1280.png
http://24.media.tumblr.com/tumblr_m717aq48W61rsmzgjo1_r1_1280.png
http://cool-fire-bird.deviantart.com/art/Rise-Kaila-Vs-Rian-Part-1-149635249
http://www.youtube.com/watch?v=2WfSROgXPwE&feature=player_embedded
Saturday, August 10, 2013
Friday, August 9, 2013
Diminutive Diatribes: Why Region Locking is an All Around Bad Idea
Region locking. It's
been a part of gaming since it's rebirth in the late 80s at the hands of
Nintendo. The pins in the original NES
cartridges were of a different number than those in Famicom carts, so neither
could play the other's games. And
really, this has kind of boggled my mind.
Our industry has a history of region locking that...largely doesn't make
any sense if you look at it objectively.
Region Locking: Making you buy asinine add-ons to play your games since the 1980s |
First, what
is region locking? Well, it's basically
a system put in place, either through hardware or software, that prevents video
games from one specific region of the world, such as the US, Europe, or Japan,
from working on the same game systems from a different region. US games don't work on Japanese
consoles, European games don't work on US consoles, Japanese games don't work
on European consoles, etc. This might
have made a bit more sense when it was first envisioned, as in order to prevent
another video game market crash, Nintendo created some software lock out
procedures to make sure they had quality control of video games. They didn't want bootlegs being produced with
minimal effort and flooding the market.
This is likely how region locking became a standard feature in gaming
consoles and, to be fair, it made sense at the time. After the Atari crash, no one wanted to deal
with another market where several hundred games, many of low quality but still
sold at full price, were released every week.
However, it's twenty five years later.
I think it's time for the game industry to move on.
Ah, the NES lockout chip. Tool for building monopolies, controlling quality of games, and preventing imports...this was in the 1980s. Why have we not moved forward? |
Region
locking has understandable roots, but why has it been maintained? Honestly, I couldn't tell you. To me, it's never made much sense, other than
that's how it's always been. From a
business perspective, it actually does far more harm than good. The games industry has an unbelievably
diverse amount of tastes, genres, and preferred types of games. Trying to cater to all these needs is not in
the current game industries best interests.
AAA games require so much capital that they tend to try and appeal to the
broadest possible audience, while niche titles which can't afford a worldwide
release, thanks to translation costs or what have you, are only released in one
region. However, think about this for a
moment. If you, as a developer or a
publisher, have a game that you cannot release in another language, but there
is still interest from the gaming community, who want to play the game
regardless, does it not make more sense to have a console that can play your game,
thus giving these gamers a reason to buy your game from you? Set up a service, or work with already
existing services like PlayAsia, and sell your games directly to the consumers
who want them. You still make money,
since copies are being moved. And, if
interest is enough that you want to make a release in that language, chances
are good that even if the gamers bought the import copy, they will still buy
the new, translated copy just for convenience's sake so they can have English
menus or hear the dialogue spoken in their own language.
This is
simple. No matter who buys your game,
you are still moving copies...however, region locking is an arbitrary limit on how
many copies of your game can ever be sold.
If, for example, a Japanese game is released for the Wii, which is still
region locked, and that game is only sold in Japan, that limits your possible
customers to the Japanese public. True,
that's several million people, but not everyone will want to buy your
game. Your market share is drastically
crippled by this action. Now, think
about what happens if region locking were removed and your game could be bought
online from Amazon without the insane shipping costs or extraneous fees. Your potential customer base goes from maybe
a few million Japanese Wii owners to several hundred million Wii owners world
wide. And no, not everyone may want to
buy your game, but if removing region locking got you one hundred thousand more
sales, wouldn't that be worth it?
Everyone loves the Wii, right? Not importers...this machine is near impossible to import for due to region locking. You'd have to buy a Japanese Wii |
Largely,
console makers have been waking up to this fact. Portable gaming consoles like the PSP and the
Nintendo DS are region free, allowing gamers to pick up Japanese or European DS
and PSP titles and play them, offering free publicity and sales to these niche
titles. The same could be said about the
PS3, which uses region free discs. This
is actually how Demon Souls, and by extension its sequel, Dark Souls, got a US
release. There were so many people
importing the game that From Software, the developer, took notice and gave the
title a proper US release.
However,
there are still pockets of resistance that...really don't make any sense. The Nintendo 3DS uses region locking on it's online
services, so you cannot buy Japanese games on the Eshop unless you have a
Japanese 3DS. This is easily one of the
stupidest decisions you could make about the 3DS. For starters, there is no overhead with
digital games. No manuals, cases, or
discs need to be made. If an American
gamer wants a Japanese game on the Eshop, that is basically free money that you
are saying you don't want. Likewise, the
PSN and Xbox Live put similar restrictions on buying digital content from Japan or Europe. The question I have to keep asking is
why?! Those products are not subject to
refund, so quality control shouldn't be an issue, they are delivered over the
internet, so there is not an issue of production, it is basically free
money! And as recent as 2013, the Xbox
One at it's announcement said that it would have region locking. Why would you do that?! You still get royalties off the games sold,
so why would you limit your market like that?!
A step in the right direction, but why would you restrict digital content, Nintendo? That's even EASIER than cartridges to just give a free pass to on region locking! |
Video games
are a global market now and no longer just defined by region. Game and console developers need to recognize
this fact and embrace it. Embrace the
idea that you can sell a game in a foreign language to people not native to
that country. It will improve your sales
so so much. Look, the simple fact is
that right now, importing is something of a niche market. You know why?
Because the steps needed to be an importer are a lot of trouble. With the NES you need a converter to play
Famicom games. With the SNES you have to
make changes to your console. With the
Playstation or PS2 you need mod chips and with each of these consoles,
sometimes this doesn't work and you need a Japanese or European console to play
those games on it. It's a lot of
hassle. That's why you don't see the
kind of sales I'm saying you COULD have.
But selling games is just like squashing piracy. If you provide a better service, customers will
beat a path to your door. If you make it
as easy as buying a foreign game online, or even in a store, and just plopping
it into a gamer's machine with no hassle, you will see a huge increase in your
sales.
So long as this screen remains, you will be flushing hundreds of thousands of sales down the toilet, game industry |
I think
this may be one of the last great hurdles for the game industry to get
over. They got over censorship, they
managed to deal with digital distribution, they've even gotten to the point
where they no longer need to directly compete with one another, as Nintendo's
Wii and Wii U pursue a different market from the PS3 or the Xbox 360. Now, they need to get over this last hurdle
and not fear letting foreign games outside the borders of their home countries. Just like some US gamers will be entranced by
Umihara Kawase, some Japanese gamers will jump at the chance to play Spyro the
Dragon in its original English. Region
locking is an all around bad idea, games industry. You keep playing the pauper and saying that
pirates or used games are killing you...when really, you've shot yourself in
the foot for years thanks to region locking.
You want more sales? Remove
region locking and watch as the numbers start to climb.
Americans aren't the only ones removing region locking would benefit. Some western properties are just as popular overseas as eastern properties are in the west. Food for thought, guys |
The fact
is, in this day and age, after all that the game industry has been through, I
should not have to say this. But I
do. There is a huge market for import
games that is being ignored by the game industry at large. The only way many of us get Japanese or
European or Brazilian titles these days is through Steam. Games like Recettear or Class of Heroes are
Japanese games the US
wouldn't touch, but a few savy developers translated them and brought them over
for Steam players to enjoy and they have reaped the rewards of their
efforts. Personally, when I was in Japan I bought five Japanese language DS games
brand new because they weren't for sale in the US and I wish I'd bought more. Let me make this clear, games industry. Stop region locking. You hurt not only us, but yourself when you
do so.
Friday, August 2, 2013
The Myth of the Useless Female Lead: Putting Things in Context
Women in
gaming get a bad rap. Even when they're
not dressed in skimpy attire or being used as nothing more than a plot device,
the idea that gaming is a "Boy's Club" activity tends to marginalize
and discriminate against women, both those who play games and those who are in
games. However, I don't know if our
perceptions about female characters in video games are quite as accurate as we
think. For the longest time, I was on
the bandwagon that certain tropes were a bad thing in video gaming. That the kidnapped princess from Nintendo
titles or the loyal wife in games like Harvest Moon were often subversive and
hurt feminism. The idea that these
tropes objectified and made the female characters useless. Now though, I'm beginning to reconsider. I don't deny that there is a deplorable
double standard in video gaming, but...well, just hear me out on this one.
Another useless and ineffectual princess? Maybe not... |
A female
gamer online responded to a feminist's criticisms of some of gaming's more
useless female characters with some interesting ideas that made me take stock
of my own beliefs. Her arguments were
two-fold when it came to useless or objectified female characters. The first argument was for people to look
beyond the obvious and to see implications of how a female character's presence
and absence affects the world. The
second was that personality makes a character and that even in the midst of
these tropes, a good personality can create a female character who is strong
and memorable regardless of what role she's been given by the developers.
The example
this female gamer used involved Princess Peach from Super Mario Brothers. Nintendo often gets a lot of flak for making
largely incidental female characters. Arguments typically range from Princess Peach being
a useless monarch to Zelda being a figurehead and prize when not cross dressing. These are targets people have been using for
decades. But stop for just one moment
and think about Princess Peach and the implications her kidnappings
create. When she is kidnapped, it sends
the Mushroom Kingdom into chaos, forcing Mario to
have to save her to restore order.
However, when she is still in power, the kingdom is at relative peace
and stability. Even if she may not be
able to defend herself, does this not prove her worth as a capable ruler? The kingdom isn't suffering from a high
deficit, the toads aren't planning a bloody rebellion to overthrow their
tyrannical ruler, and Bowser is so envious of her beauty, grace, and apparently
her skill as a ruler that he feels the need to make her his own. Looking at it from this angle, Peach seems a
bit stronger and more capable than most of us give her credit for. Another thing to think about is that Mario
only gets his time in the spotlight if she's kidnapped...otherwise he's just a
friend/defender of the realm. It's
easily as much his fault as Peach's that she keeps getting kidnapped, since he
KNOWS this is how the story goes and just lets it happen, so he can have his
games.
How peaceful and idyllic. Princess Peach must be doing something right. |
Now, this
might be looking a bit too far into things.
Nintendo's plots are largely simplistic and don't take into account real
world logic, but upon hearing the female gamer discuss these issues, an idea
was planted. Of all the female leads we
call useless, how many really are? And once
I started thinking, I saw so many leads others called weak or bland or lifeless
as having new life. Elena from Pandora's
Tower is a great example of this. On the
surface, she seems kind of like a prize, as the hero, Aeron, is killing
monsters for her sake and building up a relationship meter with her for a
reward at the end. But look at it from
Elena's perspective. She is afflicted
with a curse that transforms her into a monster if she doesn't eat the meat
Aeron brings her. She is reliant on him,
but despite this, she tries her best to stand on her own and assist him when
possible. She has reconciled the fact
that she can't go with him, as she's frail and cannot wield a sword, so she
wants to do her part back at their base by translating helpful documents,
making medicine or treats, tending to Aeron's wounds, upgrading his equipment,
etc. Elena finds something she CAN do
and runs with it, trying to make the best of a poor situation.
Does having a love interest or being domestic really make a woman weak? I'm not so sure. Elena might not be able to wield a sword, but she still tries to be strong in her own way. |
Some might
argue that this locks her into a stereotypical housewife role and that that's
negative, but...I disagree. Elena has
agency and chooses to put her faith in Aeron while doing what she can from the
sidelines. Her culture forbids her to
eat meat, but she does so to honor Aeron's efforts as well as to survive. And even if she is stuck in a housewife's
role...have you ever seen a hardcore housewife?
They are some of the toughest, strongest people you can know, as they
have to look after their home, children, they have to keep food in stock and
ready, etc. They have so many
responsibilities. On top of that, Aeron
is a soldier and frequently away. Ask
any significant other of an armed forces member how hard it is for them when
their love is out fighting for their sake and you will see that Elena is not
just a cringing flower, eclipsed by Aeron's greatness. She is strong and bears with his absences
largely without complaint, dealing with the worry and fear of losing a loved
one because that is what she can do to help.
Even in her darkest hour, when she starts transforming into a monster
because the player didn't give her meat fast enough, do you know what Elena
does? She waits at the door for Aeron
and despite her grotesque appearance, forces herself to smile and says "Welcome
home," as if nothing is wrong. Some
might argue this is all still very demeaning to her as she is bound in a
relationship to a man, and I can't argue that she and Aeron are inextricably
intertwined...but what gets me angry is when people talk about Elena, or Peach,
or Zelda like they're totally worthless just because we don't see them hefting
a sword over their shoulder and slaughtering baddies. That isn't all there is to being strong. Sometimes, the quiet resolve of someone doing
the best they can in a bad situation is truer strength than a hero going out
and smashing heads.
Bless you, Elena. Despite your pain, you're trying so hard to be brave. And succeeding spectacularly. |
This brings
me to the second argument that made me start re-examining my ideas of how
female characters are viewed.
Personality. I know for certain
that personality is one of the most important things in determining if a character
is...well, a character or if they're just a non-entity. For example, Elena has a personality. She is shy and demure at times, but also
studious and adaptable, with a love of cooking and crafting. She enjoys singing and is a skilled dancer. Elena also tries to hide her sadness and
doubt so as not to worry Aeron. She has
a great appreciation for nature and loves to chat with people. These are all traits you can pin down about
Elena that help define her. By contrast,
let's look at Skyrim, one of the most critically acclaimed games of 2011. Skyrim makes a number of mistakes with female
characters. While some have...marginal
characteristics, many women in the game are blank slates with no defining
traits besides their gender. For example,
in Skyrim you are afforded a number of vassals called House-Carls who will
follow you and be your steadfast allies.
Lydia,
a female warrior, is the first House-Carl you'll typically get. Lydia is a non-entity. While you may be able to appreciate Lydia as
a warrior and for helping you, she has no personality, will not do anything
without your orders, serves you constantly either by watching your house or by
fighting alongside you, and even if you marry her, she does not open up to you. She merely opens a shop and gives all her
money to you. This is the kind of
characterization that objectifies and makes women ultimately pointless in video
gaming. After spending almost forty
hours fighting alongside Lydia,
I could not tell you any of her interests, what her usual moods were like, or
even if she had goals beyond serving me.
And it wouldn't have been THAT hard to make her more fleshed out. Have her make reference to her past, complain
about certain issues like if you're in a sewer, have her tell you about her
likes and dislikes, etc. You could even
have a conversation option to have the hero ask Lydia about hobbies or goals. Can you see the difference? Lydia may be able to wield a sword
and fight battles, but that doesn't make her a character. And she's not the only lifeless doll in
Skyrim. Not by a long shot.
Get used to that bland, lifeless, face, because she's your bodyguard...she's a title, not a character. |
Now, alot
of people might think, "Well Lydia's not the lead, so it doesn't matter if
she's bland and lifeless," or "Elena's not really important because
we're playing as Aeron." To those
people, let me just say that I think you're missing the point. A character isn't worthless or weak just
because they cannot fight. And being
able to fight does not automatically make them a good character. Look at the game Recettear. It is a charming little title about Recette, a
girl who is largely abandoned by her father and saddled with a huge debt she
has to pay off. So, what does she
do? Go out and hunt monsters to make
back the money? No. She's a child of around eight or so. Killing monsters is a little beyond her. Instead, she converts her house into an item
shop to try and buy low and sell high until she gets enough money to pay off
the debt. The girl is not a warrior and
may be filling a domestic role, but considering her circumstances, she is
acting with remarkable maturity and strength. The entire game is about paying off the debt
by making the best damned item shop you can.
And what I love is that the characters in this game play an often
overlooked role in the world at large.
They are supporters for other adventurers. Looking at it from their perspective, they
aren't useless, or bland, or lifeless at all.
They are working towards success by using their skills and available
resources to the fullest. In my opinion,
that's quite admirable. Alongside that,
the personalities of Recette and her associate Tear are quite likable, if a bit
silly. Recette is a child. She loves sweets, has a knack for crafting,
is very capitalistic, but also trusting, naive, and honest. Tear is her partner, who acts as a teacher, a
surrogate mother, and a loan shark holding the sword of Damocles over her
head. This is why Recettear is a good
example of how female characters in often overlooked roles can be seen as
strong and not useless or objectified. If
you look at it from their perspective, what they do or don't do may be just as
important to the world as what the hero does.
And, if they have strong personalities, the players will resonate with
them.
This is not
to say that gaming has improved the quality of female characters in general,
however. Too often we get developers
making women who are bland, fan-service sex dolls, or who might as well be men
with no real defining characteristics besides anger and a will to fight. There is still a long way to go. However, I want people to exercise their
brains when examining female characters who may not be in the spotlight or who
might get a knee jerk reaction from feminists for having a domestic role. Look at them from a different angle or
perspective and try to understand what their life is like in this world. Pay attention to their personality and see if
they actually have some. You might be
surprised.
That being
said, don't be fooled. There ARE several
female characters who are just fan service or who don't contribute to their
games at all. TRUE useless female
leads. And they are damned
frustrating. Shadows of the Damned, for
example, has Paula, who is kidnapped from minute one. Now, this could create a situation like with
Peach where her presence creates stability and her absence creates chaos. However the hero, Garcia Hotspur, openly
admits to hunting demons before meeting her, so her presence didn't cause him
to become a demon hunter, and he dotes on her, basically taking care of any and
all eventualities. Paula is totally
reliant on Garcia, since she does not have a job or any noticeable skills
beyond sex appeal, as emphasized in the game by her being perpetually in white
lingerie. Even if you were to look at
her personality, Paula is a weak character.
She has so little screen time that her personality goes from whiny, to hysterical,
to vindictive, to submissive, to psychotic with little to no consistency or
transition. Her only purpose in the
story is to give Garcia a princess to rescue and to try and look sexy. This is the epitome of an objectified female
character. She does nothing and is
largely useless, save for her purpose as a plot device.
Now THIS is objectified. Paula is shallow, bland, whiny, and her only purpose in the game is sex appeal, as she clings on Garcia and relies on him completely, with no thought or will of her own. |
However,
like I said earlier with Lydia, it is sometimes difficult to differentiate between
a character that is strong and does their own thing in the world she is in,
even if it looks like they don't, and a character that seems to be important,
but is really useless. Sylvia, in No
More Heroes, might appear to be a confident, sexy, in control woman who acts as
an agent for assassins, however near the end of the game and in the sequel this
illusion is destroyed, showing that she is a self absorbed liar and a
con-artist, whose frivolous actions eventually leave her destitute, forcing her
to take refuge in a whore house frequented by perverted customers. She has no point other than titillation and
to move the plot forward. In comparison,
Rachel from Ninja Gaiden, while forced to wear armor that is sexist, stupid,
and largely pointless, does at least prove herself to be strong enough to fight
demons, does not swoon over or cling to Ryu Hayabusa, the hero of the game, and
is working towards her own goals. While
she does spend some time as a hostage for Ryu to save, she has some strong
characteristics buried under the unfortunate sexism that has become a hallmark
of Team Ninja games. Can you see the
difference? True, some of it might be
the developers trying to cover their asses, but at least they're TRYING to show
some degree of personality in a female character...many games have shown that
developers can and often do just turn women into bouncing boobies for the
enjoyment of a male audience. Mores the
pity.
I want to
encourage players to look at female characters with a bit of a more discerning
eye after this discussion. Look at their
situation and circumstances, look at their skill sets and their choices, look
at their personality, and think about what they themselves are going
through. You might be surprised at how
strong they may be, in spite of how poorly they come across.
Now, I
don't claim that these views are the end all be all. In fact, these views may be quite flawed. I may be a feminist, but I am not a woman, so there may be key issues that I have overlooked. Like many of my posts, these are opinions
meant to spark discussion. See, I find
that female characters get a bad rap just because of how they are perceived...or
not perceived as the case may be. Just
because one doesn't look strong doesn't mean they aren't going through their
own trial by fire. Just because they
appear ineffectual doesn't necessarily mean their presence isn't
important. And the ability to fight on
par with male counterparts does not automatically make them strong
characters. They need a strong heart to
be impressive, not guns or muscles. Make
no mistake, there are many women in gaming who are ineffectual. Who pander to the male audience. Who are depressingly one dimensional. But then again, there are many who aren't,
even if they look that way. Look at the
characters from all angles, then decide for yourself whether you're dealing
with an ineffectual female lead or a strong willed woman doing the best she
can, given the circumstances.
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