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.
Thursday, July 25, 2013
For video game lovers...PERLERS!
Hey all. No new editorial today, because I'm engaged in one of my other hobbies. Selling out. I kid, I kid, but one of my big time hobbies is perling. Thusly, I've opened a store to sell my perlers.
http://www.etsy.com/shop/RealmofPerlers
What is perling? Well, you use multi-colored beads on spiked pads, iron them together, and you can create some cool images, like these:
Anyway, I started up a shop to sell some of these awesome perlers, because...well, I've got too many and I'm about to be laid off of my job. Got a talent? Try and make some money off of it. So, please excuse me for selling out just a tad. I'm trying to create voices that are talking about my shop...even if they're all mine, hehe.
Promise, next week I will have another editorial. Till then, give my store a look.
http://www.etsy.com/shop/RealmofPerlers
What is perling? Well, you use multi-colored beads on spiked pads, iron them together, and you can create some cool images, like these:
Anyway, I started up a shop to sell some of these awesome perlers, because...well, I've got too many and I'm about to be laid off of my job. Got a talent? Try and make some money off of it. So, please excuse me for selling out just a tad. I'm trying to create voices that are talking about my shop...even if they're all mine, hehe.
Promise, next week I will have another editorial. Till then, give my store a look.
Thursday, July 11, 2013
Oversexualized Vs Objectified
With the release of Dragon's Crown just a few short weeks
away, I'd like to talk a little bit about something that happened in May. You see, Jason
Schrier of Kotaku fame recently did a smear job of Dragon's Crown and itscreator, George Kamitani. Kamitani and his company, Vanillaware, make some of
the only games I will buy no questions asked anymore in this boring, over saturated, overblown game industry, because they are fun,
often feature strong female characters, have interesting art styles, and prove
that hand drawn sprites are still relevant in this day and age. So, why the
smear job? Because some of his characters are sexually exaggerated...and this
naturally descended into the typical flame war between journalist, developer,
and fans of both. We're so mature in
this field of entertainment, aren't we?
However, while looking on with a mix of disgust and disappointment at
the state of games media and even developers themselves, I read a few arguments
from fans who were more than just well thought out. They were somewhat transcendent.
| Kamitani's rebuttal to Schrier's criticism. We're so mature here...from the moment I saw this picture, I began the count down to the Kamitani x Schrier flame war. |
"Oversexualized does not mean objectified," was
the thesis I took away from the most eloquent of these arguments. There are
tons of oversexualized women in gaming and while some of it may pander to the
male demographic, these women only become less as characters if you fail to see
them as characters to begin with. True, there are the token eye candy
cheesecake shots, but most of these women have a personality, a past, and a
drive, beyond the outlandish designs...if you're willing to look for it. And
really, many people who cry foul about oversexualization should perhaps examine
for themselves why they jumped onto that bandwagon to begin with. I don't deny
being a man and being biased towards the outlandish designs of some women in
gaming, but if a woman is an object, I tend to get frustrated...I would rather
they be a well rounded character who contributes to the story, because that is
kind of why I play games.
| Outlandish, perhaps, but objectified? Not if you know who this character is. Especially not if you know who this character is. |
Following that same line of thought, I examined why certain women are dressed the way
they are. I found that those who are
blatantly pandering, like the Oneechanbara girls who fight zombies in bikinis,
are...well, rather stupid. Their outfits
make no sense and come off more as idiotic, rather than sexy. Some of the pandering games at least gave
their characters good reason to dress the way they did, thus sucking me more
into the world. Juliet Sterling, for
example, in Lollipop Chainsaw was a high school cheerleader, so her short skirt
and tank top, while very much showing off her body, made sense in the context
of the world. On top of that, Juliet is
a strong female lead who is capable, unreliant on men for protection, has an
emotional support system through her family, wit and intellect that is buried behind
a valley girl personality, and some self loathing which makes her more
relatable, as she has self-image issues.
These personality traits mesh well with her role in the game as a
cheerleader/zombie slayer, creating a nice balance between cheesy, over the top,
and somewhat relatable. Her occasional
lapses of understanding are still played for yucks and the camera loves to zoom
in on her short skirt or her tight top, but she, on her own, has both a
personality and context. Even if the
character herself is oversexualized, to an extreme degree might I add, her strong, distinct personality and the
proper context for her behavior and clothes go a long way to combat the idea of
objectification. In the current video
gaming environment, this seems like the status quo for strong female leads. They're allowed to have some character, but
there must always be sexual appeal and their clothes often need to show off
their bodies. While this is
understandable to an extent...it is also very unfortunate, given how in the
past video games have created strong female characters who didn't need to rely
on sexuality to sell their games.
I
shared some of these ideas with a non-gamer friend of mine who was markedly
more critical of my approach, stating that oversexualization, even with a
strong character, is still objectification to a degree, since game designers
have control over how a character looks and acts. While we did get a bit heated, we managed to
stay civil and she broached the idea to me that one of the few times
oversexualization is okay is when it is done not for the sake of pandering but
for the beauty of the form. When
sexuality is just created for beauty's sake, for its own sake, then it is
alright. No cheesecake shots, no snide
remarks or drooling idiots hounding a beautiful woman, just someone who is
beautiful on their own and it does not have to become an issue with the story
or the audience. To her credit, I found
this idea intriguing and after re-examining some of my own favorite female
protagonists, I found that the ones I liked the most did in fact adhere to this
kind of mentality, where they were beautiful, but not objectified or even used
for male pandering.
So,
I decided I wanted to have a little chat with the gaming community on
oversexualization. When it is actually
well done, when it is tolerable, and when it is deplorable. For these three examples, ironically, I can
use the three female leads of Dragon's Crown to tie it all together, because of
their varied designs. The elf fits the
criteria for beautiful, well rounded, and contextual character, making her the
strongest female lead and the one requiring the least pandering, while still
being able to be attractive. The amazon
fits the well rounded and contextual character and while her design does pander
a little to the male audience, it largely stands on its own since she has a
unique and independent persona. The
sorceress sadly falls into a trap that was started in the Playstation 2 era
where "jiggle physics" became a thing. Her clothing makes a kind of contextual
sense, but largely it seems out of place and only meant to show off her
cleavage and legs. Speaking of her
cleavage, her breasts jiggle around willy nilly with no rhyme or reason and her
personality seems ditzy, flirtatious, and reliant on men, even if it is for the sake
of manipulating said men for personal gain.
She is the kind of character that needs to be avoided. I hate bashing on her because Kamitani
probably didn't create her with that in mind, but it speaks to an archetype
that really needs to be laid to rest in gaming at large.
I
want to add for the sake of completeness that this is a preliminary analysis
from before the game launches to broach the idea of oversexualization vs
objectification. The characters are
being examined based on gameplay footage, since the story has not been
officially released, so their personalities, as seen through their in-game
animations and dialogue, may change.
This is just based on what we know right now.
| Get ready kids, we're about to jump into examination and wild speculation on character design and personality. Fun times. |
Anyway,
with the background out of the way, let's start with the best first. The elf fits the bill of being beautiful byhaving a slender, attractive body that is fitted into a ranger's uniform. A green tunic and brown cloak for disappearing into the
woods, a hood to keep the rain out of her eyes, thigh high boots for traversing
through muck unimpeded, and all of this together without needing to show much
skin for titillation. Her pale face and
well proportioned body speak of a kind of beautiful woman who is agile and
capable, even if she cannot wield a gigantic sword like some of the male characters. She has strong bow skills and the ability to
use martial arts to defend herself. The
elf's in-game animations give her an air of seriousness, with a tender side as
she appears to be friendlier to animals than the other characters. The elf hits the perfect balance, in my
opinion, of strong, attractive female characters that are beautiful for their
own sakes, not for the audience's sake.
She is like Gwendolyn from Odin Sphere, Elly from Xenogears, or Lenneth
Valkyrie from Valkyrie Profile. Her clothes
make sense in context with both the setting and her personality and her body
type is pretty average. Truth be told,
she could have been given larger breasts as an attempt to titillate the
audience, but if her overall design was the same, I.E. no cleavage, then she'd
still be able to hold onto this beauty for the sake of beauty ideal. This is what we want if we're going to have
an oversexualized character. One who is
beautiful for their own sake, not for the sake of a male audience, who has a
strong, independent personality, and one who dresses and acts with proper
context based around their persona and the setting.
Next
up is the amazon. The amazon, in my
opinion, fits into a precarious position between overtly pandering and
beautiful in her own way. From her
animations, the amazon appears to be very much like a barbarian heroine from a
Borris Vallejo painting. She is muscular,
comfortable with her body, and favors brute force over subtlety or
protection. The amazon has a fairly
decent sized chest, complete with cleavage showing, and massive muscular
thighs, which have earned her some criticism because she dresses in what
amounts to a chainmail thong bikini. This may
sound like me, as a male, making excuses, but hear me out. I honestly think this aesthetic works for the
barbarian woman personality the amazon seems to have. Barbarians are traditionally known for
wearing little clothing, as they prefer freedom of movement over heavy armor,
and only cover their weakest spots, like genitalia, feet, or their head on
occasions. In this context, the amazon
is a mass of muscle, but still has weak points in her feet, for example, if she
had to cross jagged ground, in the area of her genitalia due to the nerves and
sensitivity, and the head, which controls the rest of the body. Thus, it makes sense for her to cover these
parts, while not covering her muscle. And the clothing she wears, while very revealing, allow her to make full use of her legs, as she favors kicking enemies as well as using an axe.
She is confident enough in her own strength that she doesn't need the
covering and would prefer the freedom of movement. To me, this costume makes sense with her
personality and the context of the game.
Is it pandering? Well...yeah, unfortunately. The amazon doesn't have a body
thought of as traditionally beautiful but she does have some parts which could
be singled out as sexy by others which overlook her as a whole
In
this case, like with many women in games who have a strong personality and
clothing that matches context but is still revealing, I want to say this. A character is only objectified if you THINK
of them as an object. The amazon has a personality,
a reason for dressing like she does, and even if she is somewhat pandering, it
is easy enough to ignore it because she can be seen as beautiful in her own
right. The beauty of the human body at
its peak physical perfection. However,
if all you see are the giant thighs and the cleavage, or the lack of clothes,
you are turning her into an object. She
wasn't made as one, you are TURNING her into one. This is true for a fair number of female
protagonists in modern gaming. Bayonetta,
for example. Her personality shows that
she feels dismissive towards men and enjoys using their sexual thoughts against
them, while using an outfit that is made of her hair which is equal parts
weapon and armor. Is she pandering? Absolutely, there are plenty of cheesecake
shots or moments where she herself is overtly sexual. But for her personality and the world she
exists in, her costume makes sense and her actions seem more like a middle
finger towards the largely male audience oggling her. So, she's only objectified for her looks if
you refuse to see how she is subverting the norms of the jiggling bimbo heroine
and choose to only see her AS a jiggling bimbo heroine.
Sadly,the worst example of female character design in Dragon's Crown comes from theSorceress. Her clothes feature a dress
that has a slit in the side to show off her long legs and her top is low cut,
allowing her breasts to jiggle about like crazy. She has a ridiculously thin waist and seems
content to shove her legs and chest wherever she pleases. Her attacks seem to focus on a mix of magic
and titillation. She has some impressive magic feats, such as ice and fire spells, true, but she also has spells like charming enemies, turning them to frogs, or turning them to stone, which reflect back on female ideas of titillation and temptation. Her design seems to dip heavily from traditional witches and mythical temptresses. This could be me looking too far into it, but this kind of design seems
reliant on men for her success, as she counts on her sex appeal to a degree,
and with clothing that really doesn't fit the context of the game world. In Dragon's Crown, players enter all kinds of
dungeons, from dank sewers to dragon's caves.
I'd think you'd want clothes that either protects your entire body, like
the knight who is covered in armor, that allow freedom of mobility while
protecting the essentials, like the amazon, or which makes sense based on your
skillset, like the elf, whose costume seems built around keeping her mobile and
able to snipe enemies with her arrows. The
sorceress's clothing seems more reminiscent of a bar waitress's clothes, with a
witch's hat added in for good measure.
I'm not saying bar maiden's or bards or any other unorthodox type of
person can't be an adventurer, but it seems oddly out of place amongst the other
adventurers. She seems like fan service
for the sake of fan service. And really,
that is, in my opinion, the worst kind of female character in video games. These are the characters who are objectified
because they have no strong persona, their clothing and design in and of itself
are meant to not fit into the world, but rather to catch the male eye, and they
cannot stand on their own without a male audience. I'd find it hard to believe with her jiggling
breasts and overly sexual design that women would be able to enjoy the
sorceress as much as men. Which is a
shame, because some of the ideas they had for her seemed interesting, like
turning male monsters into toads, thus subverting some fairy tale and female
tropes of storytelling. However, the
whole package with the sorceress seems to be a bit much.
This
is what I hate. I hate it when a character
isn't given enough personality to work with, like Paula in Shadows of the
Damned, and where what little they have either panders to the male audience or
makes little sense. I hate it when
characters are dressed up like barbie dolls for no reason at all and without
context, like in the DOA volleyball games.
Think about those games for a second.
Not only are these female characters regular enemies in fighting
tournaments, so they wouldn't be hanging out together at a resort, but they
also have jobs or personas which make them lounging on a beach in a bikini,
posing as hard as they can to look sexy, really unlikely. Christie is an assassin. Sex appeal can be used in her work, but in
her downtime too? Lisa is a
wrestler. Maybe she wants to relax, but...with
people she's smacked down with? Ayane is
a bloody ninja who is frequently in contact with and assisting the Hayabusa
clan! Why is she traipsing around in a
bikini on an island that seems to be inhabited only by eye candy for the male
audience?! Perhaps worst of all though,
I hate characters that have potential, but have that potential is squelched for
the sake of fan service. The character
Tala in Darkwatch was a bit oversexualized, with her gothic look, black
clothes, open cleavage, and cold, but flirtatious persona. But she provided some nice character
development for the main character, Jericho. Jericho
is a vampire and still coming to terms with his powers, so Tala acts as the
devil on his right shoulder vs. an angel he had on his left in the form of a
ghost. Then the game thought, let's show
them having sex, with Tala naked and straddling Jericho, who is still fully clothed. ...Really?
Why was that necessary? Yeah, she
uses the moment to tempt Jericho
to bite her and uses her new vampire powers to become the main boss later,
but...there were dozens of ways to do that which didn't just degrade the
character into bouncing breasts. Talya
had potential as a female villain because she was subtle and clever...I'd think
she could've figured out a quicker, easier way than screwing Jericho to get bitten.
So,
there you have it. Three examples of
oversexualization in gaming through the lens of Dragon's Crown. What I want you to take away from this though
is that oversexualization does not automatically mean objectification. In the first case, objectification is damn
near impossible because the character is so well designed that she is
beautiful, but in perfect balance between body, clothing, persona, and
likability. In the second case, objectification
is possible because certain parts of the character's body and clothing put
aspects of her on display, creating an imbalance, but her personality and the
context of her design make it your choice.
You can choose to see her as an object or as the character she was meant
to be. The third case is the most
depressing, as it blatantly panders to the male audience without really
providing context in costume, character, or setting as to why she needs to be
this way. The character herself is not
strong enough to carry the design and while the abilities she possesses are
nice, they don't excuse or hide the fact that the design is too catered towards
the male audience, rather than a gender neutral party, which most games should
be. A good game can create male leads
that both men and women find either admirable or attractive or female leads
which women feel empowered playing and which men can find beautiful, but
without feeling the need to ogle.
Let me close with this. Oversexualization of both men and women is a common thing in all kinds of media, from books, to movies, to games. And not all of it as unwanted as some might believe, as many people, men and women, enjoy the form, the outlandishness of the design, or the costuming without even getting sexuality involved. They enjoy the beauty of the character for what it is. Oversexualization is not a bad thing in and of itself...it's when you reduce the characters being oversexualized to objects that we have a problem. Oversexualized doesn't have to mean anti-feminist, misogynistic, or even unhealthy. It's when you reduce that character to an object that you give them this negative connotation. So next time anyone wants to do that, think about the game, the context, or the character you're talking about. Think about who they are, what they mean, why they're depicted that way and if there really is a reason to get upset. Don't just point and go "SEXIST" as a knee jerk reaction. And likewise, don't pick up a game or get enamored with it because of sex appeal...games are there to be played. You want sex, you've got the internet.
Let me close with this. Oversexualization of both men and women is a common thing in all kinds of media, from books, to movies, to games. And not all of it as unwanted as some might believe, as many people, men and women, enjoy the form, the outlandishness of the design, or the costuming without even getting sexuality involved. They enjoy the beauty of the character for what it is. Oversexualization is not a bad thing in and of itself...it's when you reduce the characters being oversexualized to objects that we have a problem. Oversexualized doesn't have to mean anti-feminist, misogynistic, or even unhealthy. It's when you reduce that character to an object that you give them this negative connotation. So next time anyone wants to do that, think about the game, the context, or the character you're talking about. Think about who they are, what they mean, why they're depicted that way and if there really is a reason to get upset. Don't just point and go "SEXIST" as a knee jerk reaction. And likewise, don't pick up a game or get enamored with it because of sex appeal...games are there to be played. You want sex, you've got the internet.
All in all, game developers
should strive to make characters like the elf, but we shouldn't be as critical
of the amazons or the Bayonettas out there.
They are pandering to increase sales, but their character,
design, costume, and their overall likability coupled with the game's enjoyment
factor often make this a matter of choice.
You can reduce them to objects if you only focus on certain aspects, but
that is YOUR decision to make. The
character still has character. Game
developers should avoid making characters like the sorceress, or at the very
least try and make her BETTER. The
sorceress had potential and with a little re-tooling, I think she could be just
as strong as the amazon or even the elf.
Don't make a character only for eye candy's sake, though. We all lose when that happens.
Finally, let me say once again, this is just one person's opinion. Take it or leave it, argue with it if you want, but at least think about what I've said and why I've said it. The fact that we live in a world where A) Men think it's okay to make a pandering piece of eye candy as a main character in a game and B) Where the world is such that women are so jaded about the portrayal of all characters that they may call sexist as a knee jerk reaction makes me very, very sad. Also, this is based on the impressions of Dragon's Crown from its promotional material. I wanted to use this to kind of defend Kamitani to a degree, because I don't think he tried to make his characters eye candy. I want you to see how he probably thought about their design and creation, through these three examples. I think the sorceress design is flawed, but it at least had potential. That's more than I can say for the DOA Volleyball series, which took established characters and turned them into dress up dolls.
Finally, let me say once again, this is just one person's opinion. Take it or leave it, argue with it if you want, but at least think about what I've said and why I've said it. The fact that we live in a world where A) Men think it's okay to make a pandering piece of eye candy as a main character in a game and B) Where the world is such that women are so jaded about the portrayal of all characters that they may call sexist as a knee jerk reaction makes me very, very sad. Also, this is based on the impressions of Dragon's Crown from its promotional material. I wanted to use this to kind of defend Kamitani to a degree, because I don't think he tried to make his characters eye candy. I want you to see how he probably thought about their design and creation, through these three examples. I think the sorceress design is flawed, but it at least had potential. That's more than I can say for the DOA Volleyball series, which took established characters and turned them into dress up dolls.
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