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Misogyny, breast size and the Barbie PC - Gender and Computer Gaming

 
  

Page: 12(3)

 
 
YNH
16:53 / 23.11.01
Pardon the random chunkiness, it’s been written in pieces…

From what I’ve heard, The Sims wasn’t designed to be girl-friendly, but as soon as EA bought Maxis and found out about the project, they ate it up because it has/had the potential for across the board appeal – across gender, across age, even across borders.

Women do make up a small percentage of game designers… witness the last “Game Gods” issue of PC Gamer where one of the featured ten was female and claimed it was because “I’m like one of the guys.”

quote:OP by the Haus
Take the Sims. Jenkins says that it is used by people to model how they might get on with potential flatmates, or to work thorugh the consequences of divorce. Both of which struck me as wacky notions, except…


On the other hand, this is exactly what every reviewer (or hir spouse) did when the prerelease package was sent out. Given that the game is mostly dependent on what one sets as the sims’ personality traits, coupled with some random object like dislike that never changes, the notion of objective modeling fails before playtesting.

quote:OP by Ganesh
If I'd had a home catheter set, even toilet visits could've been eliminated...


Can I quote you on that? Really. I mean, I can get plenty of people to say “I forgot to eat for 10 hours” or “I got done playing and realized I needed to eat, go to the bathroom, and shower.” But this is (ahem) the Holy Grail!

quote:OP by the Haus
Plus, you're still looking at these people as a means - treat them well, they will help you to achieve a further goal or defeat a further opponent - rather than as independent ends in themselves. Being a good friend, by that paradigm, would be a skill required in order to get assistance and win the game - to be a successful player. Conversely, I am talking about being a good friend being an objective running parallel to other objectives the accomplishment of which would collectively make you a good player.


Is this even possible? Apparently, the mechanics of the Sims were designed especially to force the player to engage socially, because otherwise the ‘other’ aspect of the game was ignored in testing. When the Online version is released, one assumes there will be a bit more interactivity. You will have to be a capable friend in order to advance – on the other hand, it also means that, despite your good will, a group of conspirators could topple your popularity rating.

The question of escapism and games is kind of redundant, isn’t it? I mean, we are talking about an entertainment medium.

quote:OP by Haus
Just lost a big post, basically asking whether there are statistics to support the claim of a growing proportion of female computer gamers, and, just as importantly, which games they are playing. And to ask whether there has ever been a Tomb Raider ad campaign targeting women.


The statistics exist. If you want I’ll spend some time finding links. There’s a general suspicion, though, that as the market grows/has grown, new audiences must be purchasing the product. The core audience of 12-18 yr old white males is assumed to have always been and still be purchasing the games. The most significant data on who is playing, as opposed to purchasing, comes from product registration. Games like Black & White, Everquest, and in particular the Sims achieved something of a coup by including free downloads for registered users and/or an online portion of the game. The Sims had something like a 57% registration rate (for units sold) and the userdata revealed something like 45% female players.

I don’t think there ever was a campaign for Tomb Raider that specifically targeted women, but several print ads and television spots featured at least some “role model” aspects between the tit shots. Up until a couple years ago, the market wasn’t seen as open enough to target campaigns at specific genders – as usual defaulting to the male norm.

Ice, I honestly didn’t know who people were when I started playing video games or text based online stuff, but I do know there was no golden age of strong women or gender equity. Some of the first Atari 2600 games had goals like “score as many times with the polebound squaw before falling to her tribsmen’s arrows.”

All for now, gotta go.
 
 
bitchiekittie
01:40 / 24.11.01
back to tits, then: we have em, men like to look at them. this statement, of course, isnt meant to paint all men as drooling idiots whos goal in life is to see as much bounce as they can manage - however, the vast majority of video games out there are geared towards/purchased for pre-and-teenaged boys. that was obvious.

what does this teach our kids? well, I very firmly believe that if weve taught our kids well from the start, it teaches them only that the people marketing this shit are jerks
 
 
Spatula Clarke
16:08 / 25.11.01
On female characters within games. This has reminded me of Super Metroid on the SNES. Complete the game and it's only then that you discover that the character you've been controlling is a woman. That's fantastic...

... until you complete the game in under a set amount of time, when you discover that the character you've been controlling is not only female, but under her armour is dressed only in her skimpies.

There's very, very few games I can think of where a female lead isn't included for titillation or dubious Mike Reid humour value. Even those that could possibly break this mould end up showing the player their pants. The one exception I can think of is Sega's Phantasy Star series of RPGs.

On the subject of marketing. Videogame publishers are notoriously shit at doing anything that can perceived as 'taking a risk'. As soon as a financially successful, critically acclaimed game comes out, they trip over themselves to clone it. Within a few months of Tomb Raider's release the market was awash with fourth-rate platform games starring unfeasibly-bosomed young women. That's not just because the 'female character' thing was a novelty - the same thing happened to Sonic, Doom, Super Mario 64... every well-known, 'classic' game has been swiftly followed onto shop shelves by a host of imitators.

On the 'girl game'. It's telling that most of the titles that are primarily aimed at females are yr Barbie Horse Riding-type deals. The games that actually sell to significant numbers of women are seldom marketed at women. Puzzle games like Tetris, for example, have a huge number (proportionally and relatively speaking) of female players. Most recently, The Sims has proved to be a hit with the female audience. I'd imagine that there must be psychological reasons behind this, but it's probably better if someone a bit more well-versed in psychology and less prone to sticking their foot in it than me has a go at examining them. Suffice to say, for now, that these games stray away from the traditional video game stereotype.

Japan has a much higher proportion of female game players than any western nation (as far as I know). What strikes me is that the games that do attract attention from female players in Japan very seldom see the light of day either here or in the US. This is mainly because of the fear of the unknown that the western arm of the industry - the US in particular - has. I think I'm correct (it's an impression I've got from various interviews, features etc) in saying that Japan also has far more women working within the industry.

On the 'aim' of games. Super Mario 64 and Zelda: Ocarina of Time are widely acknowledged to be the two finest videogames ever. They're probably closer than any game has been before to deserve being called works of art. Neither of them takes the direction of presenting the player with a horde of enemies to slaughter. When destruction of 'baddies' does occur, it's done in an entirely cartoon manner. Most importantly, each of these games allows the player to follow any route they choose through the game, even to the point of letting you abandon the story altogether and create your own enjoyment within the game world. This, I think, is where games need to go to attract more women. Letting a newcomer pick up a control device and just explore, free from most of the constraints that one normally experiences in games.

You're also focussed on beating the game, as opposed to another real-life player. The main appeal of one-player games, for me at least, is that you're indulging in a battle of wits (of a sort) with the programmers and developers responsible. The feeling of satisfaction when you finally work out a particularly tricky puzzle is immense, especially when you've been stuck on it for some time and the solution just clicks.

With that in mind, I'd be very interested in seeing figures for the number of women who play either of these titles. The same applies to Black & White.

Me, I'm currently engrossed in Civilisation III. Again, you're free to tackle the game how you wish (although that freedom isn't as anywhere near as all-encompassing as in the previously-mentioned three titles). What always annoyed me about the other games in this series is that it was damn near impossible to 'win' the game without building a huge army and wiping everyone else. In this incarnation, however, you can approach the game from a far more peaceful angle - building cities with great culture and impressing the citizens of rival players, although a pretty difficult task, is a far more satisfying way to play the game than butchering everyone else.

Games need to tackle far more subjects, far more effectively, than they currently do. To be fair, it seems that this is starting to happen. It's also worth bearing in mind that video games - as far as being an aspect of mainstream culture - are still very much in their infancy. Look at the sexism that still eats away at the heart of both the music and movie industries, and these have been around for much longer. That's not in any way an attempt to excuse it, just a possible explanation.

Hmm. Back with more nerdy, ill-judged and possibly disgustingly patronising comments after I've thought on this a bit more.
 
 
Spatula Clarke
16:10 / 25.11.01
Oh, and on marketing. Having never met any of them, it'd be unfair of me to comment, but from the evidence of my own eyes I'd have to agree with bitchiekittie - the people responsible for marketing games are jerks.
 
 
Ganesh
19:32 / 25.11.01
<sniggers at Mordant in a simultaneously thread-rotting and kettle-pot-black-decrying manner>
 
 
No star here laces
08:19 / 26.11.01
A thought just came to me.

Possibly the large-bosom thing originated cos it was hard to portray subtle cues of femininity using clunky early graphics...
 
 
Perfect Tommy
08:19 / 26.11.01
Not that it isn't an interesting idea, but I can't think of any overly stacked videogame characters back in the day, offhand; I think they tended to take a boy character and gave him long hair.

With modern graphics technology, I believe you can add a joint to the wireframe (the skeleton of a virtual character) in the right place so that your female characters with giant breasts can have giant, bouncy breasts.
 
 
Perfect Tommy
08:19 / 26.11.01
quote:Originally posted by E. Randy Dupre:
What strikes me is that the games that do attract attention from female players in Japan very seldom see the light of day either here or in the US.

Like...? What kinds of games?
 
 
Spatula Clarke
10:04 / 26.11.01
Check out Dead or Alive to see how some programmers believe gravity affects the female form.

Another point. While she'd never even consider actually picking up a controller and attempting to play a game, my mum has been known to walk into the room while I've been playing an adventure game (eg Tomb Raider, Mario) and sit down to watch, offering the occasional advice for tricky sections.

My sister (19) is also quite keen on a similar style of co-operative play, constantly pestering me to load up Resident Evil: Code Veronica so that I can control the character while she suggests where to go and what to do. She's also addicted to The Sims and frequently plays competitive games against members of our family or our friends.
 
 
Spatula Clarke
10:17 / 26.11.01
quote:Originally posted by doubting thomas:

Like...? What kinds of games?


Good question, and one that I will answer. All relevant printed material, however, is back at home. Searching for online evidence now.
 
 
Spatula Clarke
11:17 / 26.11.01
Really struggling to find specific examples online. Curse my feeble web-fu. Until I can, and as compensation, you might want to check out the following links.

For gamers who think and thinkers who game (scroll down the page for a number of gender-related articles, which also link to other useful sites - eg http://www.womengamers.com)

Gaming's sex drive

What you didn't know about female gamers

Our tits-and-ass world

'Pink' games

"'Barbie: Super Model'... to me that game is very offensive to girls. What is it supposed to teach kids, that makeup makes you more beautiful? And the more makeup you use the more fish people kill, because they use fish scales to make make-up sparkle, but first they grind it into little pieces." Bonnie

Bishoujo games

A possible new avenue for discussion

This site, a 'Japanese dictionary of manga and video games', may also be of some interest (although it's not entirely relevant). I'm particularly taken by the character Ranme Saotome:

quote:Principal hero of Ranma 1/2. Born in a karateka family, this boy of 16 years old has gone to China in order to improve his karate technique and there he has suffered an unbelievable curse: he turns into a girl when he sprays himself with waters and into a boy with hot waters. After returned to home, his father has arranged a marriage with Akane, one of daughters of his old friend.

Back on the subject of female characters, Joanna Dark from Rare's Perfect Dark could be seen as very positive. She's the female James Bond, only without the overtuned sex drive The team behind the game never once let her lose any dignity with a 'girly' comment, snide remark or regrettable flash of 'skin'.

Just as a side note, anyone who's interested in games as something over and beyond the trad 'whizz-bang-pop' image could do far worse than to pick up Edge magazine (in the UK. The US version is, I believe, Next Generation).

[ 26-11-2001: Message edited by: E. Randy Dupre ]
 
 
bitchiekittie
14:17 / 26.11.01
*ahem* Im not entirely sure this is on-topic or not, but barbie in the context of this conversation might be appropriate:

I have a 6 year old daughter. when she was still very small, I had an issue to deal with (one amongst many, har har) - would I allow her to play with barbies? to some this is no issue at all, and to others its a definitive NO NO NO!! for me, a woman who could reasonably be termed strong and just as easily (if not more so) be termed laid back and easy-going, it wasnt such an easy decision.

I wanted (want) my daughter to be strong and level-headed, smart and tough, have superior self esteem in both her intelligence and her body image, graceful and polite. so far, she is all of these things. but I guessed, correctly it seems, that if I tell her what the world is all about, the good and the shit alike, and make myself a model for it, then she would be ok, no matter what toys I allowed her to play with. its a constant struggle, and I have to be continually vigilant and pounce on everything that reaches her ears and eyes - but she realizes barbie is a doll, a toy, and nothing more. its not the embodiment of what she is to strive for, its not a representation of the material possessions she is to one day achieve for herself. I didnt make a big deal out of barbie, and neither does she

am I patting myself on the back? hell yes, every frigging day
 
 
ONLY NICE THINGS
14:21 / 26.11.01
That was *so* off topic it isn't true. But a lovely window into another life.

A little more on-topic - Apparently games like "Barbie Horse Riding", which are "pink games" - games which are basically like boy games but in a pink box - are nowhere near as uccessful as eg Barbie Fashion Factory (or similar), where the player designs clothes for Barbie.

Randy - great work, there. I will look at your links ASAP>
 
 
Ethan Hawke
14:28 / 26.11.01
Maybe it was not as off topic as you think, Haus. Don't parents buy most of the video games out there for children? I didn't have 50 bucks to blow on a Nintendo game when I was 13 years old. I had to wait for birthdays Xmas, etc. to get games. To a certain extent, are "games for girls" marketed to the parents who buy them and want to reinforce/destroy certain gender roles? Bitchiekittie actually adds a whole new dimension to this question with her post. If we assume (rightly I think, especially for the age group a Barbie game would be aimed at, for example) that a large percentage of parents are responsible for what their children consume, can we doubt that marketers/game designers have taken this into consideration?
 
 
ONLY NICE THINGS
14:38 / 26.11.01
It is a worthwhile point that spending is controlled by parents. And one of the things that is repeated over and again, particularly by Mattell employees, in the reading I have done so far is that BArbie is an aspirational character - she teaches girls not just about glamour, but that they can do anything (becasue different Barbie playsets exist for different jobs). Now, where does this fit into, for example, whether a parent like Kittie buys Barbie Fashion Factory or Quake for her child. ONe hand one, BFF is role-directed and marginalising. One hand two, it is a design program, and may in fact teach the child more about how to put computers to some productive use than a shoot-em-up. Skip twenty years, and you're looking at the all-female Quake clans. Are they asserting the right of women to compete as equals with men, or is it missing the point to want to be as good at the same kinds of games?

[ 26-11-2001: Message edited by: The Haus of Lauds ]
 
 
bitchiekittie
14:53 / 26.11.01
apparently its been a while since youve played with anything other than your sweet self. toys essentially can all be broken down in the potential good they can provide -many people argue that playing with barbie dolls builds social skills. Im not saying I agree (or dont), but toys are meant for more than simply shutting your children up for a few minutes in a day (or so one would hope). and when I talk of barbies, I refer to the entire spectrum of barbie products, as they are literally thousands to choose from - and if your girl has one, she will want all the others. my daughters collection, for clarification and to fit into your stringent qualifications, includes several barbie pc programs (banners, calendars, cards, a movie maker, etc). however, its the issue of whether barbie is an appropriate model for us to allow our children to play with - in any form - that I am referring to in this post as well as the former, and my assertion is that if youve raised your kids right, the answer is a resounding yes
 
 
ONLY NICE THINGS
15:04 / 26.11.01
With all due respect, Kittie, I find the ad hominem nature of your response unmerited, childish and irrelevant.

If you'd like to stay on topic, please favour us with your valuable and in-depth personal experience of your daughter's relationship with entertainment software.

If you would rather adumbrate further what a damn good parent you are, then I for one salute you. In fact, I think it's such an important topic that it deserves a thread of its very own.

In the Conversation.

[ 26-11-2001: Message edited by: The Haus of Lauds ]
 
 
bitchiekittie
15:35 / 26.11.01
hm. while Im very sorry you didnt see the humor in my statement, I also wont be discussing this farther on this thread. if youd like to bicker take it to conversation or email me privately and Ill gladly accommodate you

Id also like to say that I wasnt aware that there was an proviso that disallowed comments that broadened from a specific game to an entire character, often portrayed in video and pc game products
 
 
ONLY NICE THINGS
15:46 / 26.11.01
Aaargh! Breeders!

THREADDELETEGO!

(Ahem. Sorry. Calmer now)

[ 26-11-2001: Message edited by: The Haus of Lauds ]
 
 
Spatula Clarke
12:38 / 27.11.01
Back on-topic.

What's causing me problems in searching for links is the difference between western - specifically, US and UK - and eastern - specifically, Japanese - video game audiences. Most of the female gamer sites that I'm stumbling on focus on first-person shooters (Quake III, Unreal Tournament, Tribes 2). The vast majority of these clans are American.

The first-person shooter is notoriously unpopular in Japan and - it seems to me - the 'clan' mentality is almost entirely restricted to FPS players. Which, while rending my search fruitless, at least opens up another possible topic for discussion - the differences in cultural attitudes to video games.

Still trying to put together some proper, solid facts for this.
 
 
ONLY NICE THINGS
12:54 / 27.11.01
Hmmm. Again, not got the book with me, but Poole talks about the breadth of the Japanese market - it reminded me in a funny sort of way of the days of the spectrum, when nobody really knew for sure what was and wasn't an appropriate use for a computer as "gaming" - undergorund train sims, boyfriend selectors, that kind of thing.
 
 
YNH
17:03 / 27.11.01
Some of the most recent info I have on what E-Randy's talking about comes from PC Gamer v.8 no.7 July 2001.

random notes on the east:

Japan's gaming community plays console games. Ten thousand units sold for a PC game is a runaway success. Knoami apparently built a special college to encourage folks to become PC game designers. Most of the top selling (PC)titles are porn games. And more than 25% of the Ultima Online players in the world are in Japan. The low popularity of FPS may have something to do with the liklihood that a Japanese player would be able to imagine such a situation?

(Search formaybe search for titles like Kanon or publishers: Electronic Arts Square K.K. ?)

South Korea sports approximately twenty thousand PC Rooms (think internet cafe devoted to gaming) and 4 million ADSL connections. Koreans bought 2 million Starcraft units, half of worldwide sales. Pro gaming is a spectator sport. And one Korean developed MMORPG has 2 million subscribes. Top Five games: Diablo II, White Dog with White HEart, Cookie Shop, Starcraft, Acturus. No Japanese tech allowed.

English speaking countries love stuff like Black & White, The Sims, Diablo II, Halflife. And so does mainland Europe.
 
 
Spatula Clarke
21:13 / 05.12.01
Workload means that I still haven’t had the opportunity to look for relevant articles. There is the following, however, culled from this month’s Edge.

quote:REDEYE – A sideways look at the videogame industry

Male dominance: cursing the XX chromosoners


It’s not big, and it’s not clever, but… fuck. Somewhere, somehow, there’s a fly in the room. RedEye stops and listens, paces round the room, tries to find it. There’s a pause, a rattle, another pause – and he tracks it down to where the fly’s trapped, tumbling around between RedEye’s beige window blinds and a glass-fronted frieze of a city caught in a cold snap. But it’s the middle of November, and RedEye has just arrived back form a morning of Christmas shopping. Outside is sharp, breath-taking, all thin air and ice-coloured skies. RedEye had the sense to turn the central heating on to full before he left, and that’s why the fly thinks it’s summer; that’s why it’s awake. Little miracles; isn’t biology wonderful? Now… let’s kill it.

As mentioned, RedEye spent the morning Christmas shopping, trying to find gifts for non-gamers. Which means, essentially, spending a morning wandering dazed round an alien planet where there’s some value in shrink-wrapped shaving sets and miscellaneous perfumed plastic add-ons for cars, and an afternoon panic-buying into culture subsets he finds incomprehensible. Still, RedEye’s nephews never go hungry for electronic entertainment at Christmas; the end of the afternoon takes him to an indie videogame store. And he’s loitering by the PS2 section when he catches the tail end of this conversation.

Girl: “…thinking about Xbox?”
Assistant: “Well, no. You shouldn’t.”
Girl: “Uhm. Okay.”
Assistant: “It’s rubbish. There’ve been reports of it crashing all over the US. They’re all bugged. Better with a PS2. Or wait for a GameCube. More of a girl’s machine. Cuter handles.”
Girl: “But I read that…”
Assistant: “Ahaha. No, really, trust me. Microsoft suck.”

Handles. And the guy keeps spewing ill-informed garbage in a patronising tone – he comes this close to touching her shoulder – and RedEye seethes, and… hold on. The fly’s still alive. Fuck.

Swearing’s not big or clever, but neither’s perpetuating the view of videogame fans as a nerdy, know-all, male-dominated clique. RedEye’s Xbox, on the other hand… well, that’s quite big, although not nearly as big as some would have you believe, and it’s definitely clever. Halo, Amped and Project Gotham prove that much, but the whiny Microsoft-hating adolescents aren’t going to accept it. They want a world where Nintendo design operating systems that only boot up if you’re on first names with Shigeru. Wouldn’t it be good if the Xbox provided a fresh start; one that doesn’t come with all the sexist, in-joke, careless misogyny of the videogame community?

Maybe it will. There’s a real chance that Microsoft will bring a new demographic to gaming. Its brand name’s strong enough to get non-gamers interested, and the stodgy, substantial presence of the Xbox casing ought to be enough to attract the Dixons black-box crowd. They gave an indication of conceivable intentions by signing the Oddworld franchise, a series whose previous iterations were declared by urban legend to be the Girl Gamer’s Girl Game, but then blew it with DOA3. As an editorial on GameGirlz.com put it, “Where are the sexy men with g-strings and bulging, bouncy groins?” Good question. RedEye’s often wondered it himself. Kidding. Maybe.

The stoic, unchangeable, immature fanboy community is videogaming’s cancer. It touches us all, and it retards our development, changes us for the worse. RedEye has a friend called K, whose real name is Karen, but no-one online – not even those in her Counter-Strike clan – knows that. When people ask what the K stands for, she shrugs and grins and tells them Killer, or Kickass, or Kevin, or Ketamine, or whatever – never Karen. She tried it once, and when you ask what happened, she just shrugs and blahs like she knew what’d happen, and that it’s not worth talking about. Whatever; she never tried it again. Why bother? The only place she’s played as a girl online was Phantasy Star, and she doesn’t play that any more. Not since the cheating started, since the boys got to the heart of Ragol too. There’s no point.

Anyway, perhaps things are changing. RedEye’s just calming down, queuing at the checkout, and notices the scene in front. A couple of teenage girls and a middle-aged woman are trading a handful of games in for a copy of Final Fantasy IX.

“Yeah,” says the teenage assistant casually, making his play. “This is pretty good”. The girl checks him out, but she’s not interested. She looks at the floor, kicks her feet. “Oh, good…”
“I liked Final Fantasy VIII,” says the Mother figure. The daughter blushes, glares.
“Mum…”
“I liked it!”
“Mum, it’s…”
“What? I liked it!”
“Never mind.”

It’s like the mother’s just confessed to liking pop music. It’s like she’s singing Britney. It’s like games are normal.

RedEye closes with a snapshot. A friend of a friend is picking at the bones of a dead relationship. It’s not the first to fail; she has very strict criteria – she’s young, she can afford to – but those criteria aren’t typical. He must be pretty, he must be her intellectual equal, and he must know his way through Baldur’s Gate. Despite having a fair grounding in RPGs, her most recent attempt had much too much geek and not nearly enough chic.

“Oh well,” she sighs, “I did meet a cute friend of his called Lee. Plays Ultima and has nice blue eyes. But I’m very fickle.”

More power to her. She, K, and the Final Fantasy girls are flicked away with the back of the hand by an industry that’s institutionally misogynistic, an industry whose imbecilic children reject the Xbox without experiencing it. Go online, and you’ll hear the Internet’s background soundtrack, the same fuzzed-up whine of undersexed teens and masturbating 20-somethings, buzzing round, making the same old whiny noise, confused by the changing climate. I hate Microsoft, I love breasts. Isn’t biology wonderful? RedEye flips the window open and flicks the fly outside. Fxxk them. Fxxk them all.

RedEye is a veteran videogame journalist. His views do not necessarily coincide with Edge’s
 
 
Spatula Clarke
12:15 / 03.05.02
I’ve noticed that the most popular genre of game amongst the female members of my family now is the relatively new Bemani type. Bust a Groove is absolutely adored here, as is Parappa the Rapper. Puzzle games like Taito’s Puzzle Bobble series also prove to be big hits.

Sega’s fantastic Samba De Amigo is the one that gets most attention, though. I suspect that it’s not only the musical nature of the game that’s enjoyed but also the sheer physical participation. Go into any large arcade and this theory is sort of backed up by the number of teenage girls hanging around the Dance Dance Revolution-style cabinets. Possibly it’s the direct association between physical action and on-screen result that’s the important factor here?




The following is pinched wholesale from the current issue of Edge (#110). If any moderators are worried about possible copyright problems feel free to delete these posts. I’ve got them on disk and can whack them back up after this issue comes off the shelves.

There’s absolutely shitloads of stuff here, some of which is relevant to this thread in its current state, some of which may open up other areas (race and sexuality) for discussion.




MINORITY REPORT

Recent research has highlighted the white, male and straight nature of videogame characters, but why is this the case and is the situation likely to change?


“I was working at this company and they were going to do a game called Honky and Nigger,” discloses one developer when asked about racism in games. “When they told us this, I and around seven other people in the team said we would not let the company do it. They dropped it immediately after that because they knew if we went to the press and told them about this game it would kill them financially.” At that point Honky and Nigger was canned, however, the fact that a company even considered releasing the game is shocking enough in itself. It may sound like a throwback to the days of Custer’s Revenge, the notorious Atari VCS title in which the aim was to rape a native American woman tied to a pole, but this project was conceived and binned at a time when videogames are beginning to cross over to the mainstream.

While both Custer’s Revenge and Honky and Nigger are extreme examples, a recent US study found that a heavy bias towards white game characters exists in the industry. The report, by the charity Children Now, trawled through the top ten selling games across the key games formats to assess how inclusive or exclusive they were in terms of both race and gender. The findings were not good news for an industry that makes a lot of fuss about generating more cash than Hollywood. The research indicates that you are more likely to get to play a non-human character than you are to play a woman, and in 73 per cent of cases you will be playing a man.

Further to this, half of the female characters that did appear in games were little more than props or bystanders with no particular role to play in the game’s proceedings. Also, 52 per cent of male characters are white compared with 78 per cent for female characters. Thanks to several sports titles in the sample the figure is lower than it would otherwise have been.

“Videogames do seem to do worse than other mediums, particularly when it comes to the representation of women,” says Patti Miller, director of Children Now’s ‘Children and the Media’ programme. “And the lack of racial diversity in videogames seems to be on a similar level t0 that of TV.” But some developers believe that small steps are being made. “About 15 years ago I was working on a game that got canned for having a female lead character who wore a vest top and shorts similar to Lara Croft, rather than dressed in leather and holding a whip,” notes Mucky Foot co-director Gary Carr. “So while Tomb Raider is not a particularly great victory for women it ids at least a sign that the goal posts are widening.”

However, the most damning finding of Children Now’s research was the complete absence of non-white characters in games aimed at children and, according to one developer who used to work for one high profile children’s games publisher, this is not necessarily accidental. “This publisher asked for black characters to be toned down or taken out of the products,” explains the developer, who asked to remain anonymous. “Its reason was differences between markets across the world, mainly Japan. I was surprised by this but it thought it wouldn’t go down well in Japan having black characters in its products.”

The colour of money
Despite this kind of whitewashing, the main reason for the lack of non-white characters is not deliberate racism according to Shahid Ahmad, managing director of Start Games. “It is not that they are consciously racist – it is not that at all,” insists Ahmad, whose company funds developers with innovative game ideas. “If they could find a way of making money out of blacks or Asians, or whatever, they would do it. But they know if they work to a certain formula they are more likely to make money – it all boils down to numbers. Publishers do believe that games with black or Asian characters could lose them money although they won’t openly say it.” The influence of the US audience is a particularly important factor, believes Ahmad, who over the years has worked on numerous well-known games including Jet Set Willy and Glover. “The question is: what would middle America buy? Would they buy a game with a black leading character or an Asian leading character? No. They will buy fucking Deer Hunter, that’s what they will buy. Those rednecks want to go out and shoot some animals. Having said that, if you do a game where ‘Pakis’ and ‘niggers’ are shot they’d probably buy even more of those in middle America.”

At the development level, questions over who or what a character should be tend to be pushed to one side to make way for coding and game idea concerns. “We don’t get together and say we’re going to create a character. In my experience, projects and characters are already defined and we just produce it,” explains Roger Mitchell, a senior artist at Climax London who lists Theme Park World among his credits. “It is not a question of ten people in a circle gathering around saying, ‘This is going to happen’, it is about what the publisher wants. Game design usually covers production values and technology.” Carr agrees, “Developers tend not to be as conscious of that side of things as much as publishers. Characters just come to mind and the decision on race or gender is not conscious. Our first game, Urban Chaos, was never focussed on having a female black lead character, it was focussed on the game idea.”

Interestingly, this lack of focus on character can change drastically in later stages of development when the game starts getting the once over from focus groups set up by the publisher. These groups, which consist of various representatives of the publisher including marketing departments, can often influence which characters actually make it to the shop shelves. “Sometimes characters are examined and generally they want more stereotypes. If you put an unattractive or normal looking woman who isn’t evil into the game, the feedback is usually to make them less scary or more attractive. Often these characters aren’t event he central ones, they are just there as run-of-the-mill characters,” adds Carr.

Balbir Blugan, business development manager at Kuju, believes much of this comes down to catering for the existing game-playing audience. “Most of the people in the US who buy games are white and people play games they relate to, so they find white characters more real and more like them,” she argues. “It is even the case with the games coming out of Japan now. Their global idea of beauty is very much the European idea of beauty – a certain face shape, a certain nose shape. Even a lot of Japanese characters have very Eurasian features.”

It is not just female characters that are pushed into particular body shapes. To a lesser extent male game characters also receive the ‘perfect body’ treatment. Men are often drawn to resemble muscle-bound, six-packed body builder types while women are twisted into silicon-enhanced mirror-images of Daily Star favourite Jordan. But female characters are most often sexualised says Nikki Douglas, founder of women gamers’ site Grrlgamer.com. “Big burly male characters like Duke Nukem do fit into the Arnie stereotype for example, but then you do also get characters like Freeman from Half Life who is your everyday kind of guy thrown into extraordinary circumstances,” says Douglas. “But that doesn’t seem to happen with women and there are few female protagonists that react in interesting ways. Although Funcom’s The Longest Journey does manage this quite well, for the most part you don’t see Julia Roberts-style regular girls in games.”

Well-worn imagery
Similar clichés surround the representation of black and Asian protagonists in games as well, with characters such as Ready 2 Rumble’s Afro Thunder and the never-ending stream of Bruce Lee clones in beat ‘em ups. Gay and lesbian characters also get the same treatment in the few games in which they do make an appearance. Mincing Village People types combing the warehouse district of Grand Theft Auto III is the most obvious example. “Gay people are as diverse a group as any and the stereotypes of an effeminate acting man with a lisp wearing daisy dukes doesn’t apply to most of us,” says Chris, a gay gamer, of Grand Theft Auto’s moustachioed clones. “It wasn’t completely necessary to add that lispy YMCA-looking guy because for all we know one of the gangster guys could be gay or the hookers, or whatever.”

Imbuing any game character with even a rudimentary personality is a difficult task and as a result most developers fall back on the well-worn imagery used in cinema to represent particular people. So evil characters are ugly, scarred or deformed, heroes white and blue-eyed, women vulnerable and virginal and gay men camp. “When the backstory for a game is developed there is an obvious discussion of a character’s look and what effect this will have on the character’s personality,” says Piers Blofeld, managing director of scripting firm Turning Point. “Some developers will decide that a sly and deviant lead character who is also a blonde male hunk is confusing for players as that kind of character is usually a hero,” Carr concurs, “It is difficult not to resort to using stereotypes, as unlike Hollywood you don’t have the dialogue to expand on a character. You could use cut-scenes but most people, myself included, skip through them. So to some extent you have to fall back on stereotyped imagery to use as shorthand for particular characters. In a movie you can get slightly quirky characteristics across which you can’t do in games. It is difficult to create an anti-hero in a game and put across any idiosyncrasies of a character.”

This tendency to fall back on stereotypes could be harming the industry, warns Frontier Developments’ David Braben, particularly if it wants to reach out to more than just young males. “One of the steps we need to take is producing more interesting dialogue,” notes Braben, who insists that his next project, currently under wraps, will do this. “The characterisation of women in games does make games feel like a niche activity. Games are looked down on by half the population because of their violence and their treatment of women.” Jim Pride, Sega Europe’s head of product marketing, also feels these changes need to take place, “The size of the games industry at the moment is huge but we can only get bigger if we produce content that draws in more users whether that be women or people of a particular sexual orientation. We need equivalents to chick flicks and guy flicks.”

Under pressure
However, actually reaching that stage is fraught with problems, particularly from a publishing point of view. Game can cost millions to make and shareholders are likely to be unimpressed if a publisher spends a fortune making a game with a wider audience in mind only to find the massmarket and traditional gaming community ignore it. The business pressure to stick with the familiar is almost choking and only firms such as Sega with its army of development staff can afford to dabble on the borders of the known market. “Publishers know if they work to a certain formula they are more likely to make money,” argues Ahmad. “For example, take ‘East is East’. A fantastic film but it is never going to be massmarket. It is about an Asian family and who wants a story about an Asian family? A lot of this country doesn’t, America certainly doesn’t – less so after September 11. But if you wanted to make a videogame out of something like ‘East is East’ how much would it cost you to do it justice – a million quid? How many units is it going to sell? Are you going to break even? No. It is much harder to do niche videogames or a game with niche characters or a niche story than it is to make a niche film.”

Blugan believes, if sold in a palatable way, such a game could prove a success in a similar way to the film ‘Crouching Tiger, Hidden Dragon’. “’Crouching Tiger’ did so well in the west because it was made with a western audience in mind,” she explains. “It shows that traditional cultural things can go down well in a society that doesn’t understand it and does not want to understand it. So to make money out of you have to tailor it.” Other efforts to reach out to traditionally non-gaming markets, particularly women, had also been made by Microsoft in the run up to the launch of the Xbox.

Among a series of efforts to get women interested in the console, Microsoft held a women-only Xbox preview night, went round to magazines such as ‘Cosmopolitan’ to show off the Xbox and hired female student representatives to promote the console to the university market. “We see the Xbox brand as being inclusive, positive, creative, passionate and stimulating so we don’t want it to be dark and mysterious to women. We want to pull away from it being something men do in their bedrooms and provide a more inclusive experience,” says Michele Marchand, brand product manager for the Xbox. “We see Munch’s Oddysee as a key title for attracting women gamers as it contains emotive characters but also Dead or Alive 3 as it is a very sexy game.”

But Microsoft’s attempts to seduce women outside of the gaming sphere is still an uphill struggle. ‘Cosmopolitan’ was dismissive when Edge asked if its preview of the Xbox would result in column inches. “We wouldn’t cover it, it is not something that our readers are interested in,” snorted a member of the editorial team when asked. ‘Cosmo’s attitude, and those of other women’s magazines, provokes annoyance from Blugan. “They should be printing it, they have features on female mechanics and women in the aeronautical industry and so on, but they are absolutely not interested in covering anything to do with games or technology,” she says.

No way out
Rhona Robson
, a senior programmer at Kuju, who has recently worked on Microsoft Train Simulator, agrees: “There is no actual way of advertising games to women. All the women’s magazines are the same and they’re basically selling cosmetics, clothes and jewellery. I personally find it hard as there are no women’s magazines that I want to buy and while I like what is in the men’s technology magazines, I don’t want to be sold technology with a page three model draped over4 the cover.”

But if female and non-white gamers are ignored by the industry, spare a thought for the gay community. Fact is, little research has been conducted on the number of gay and lesbian videogame players, so no one knows how much they spend on games. On top of this, some publishers would rather not have their games perceived as popular with gay men or lesbians as was the case after the gay press began to show an interest in Lara Croft when the ‘Tomb Raider’ film was released. One gay magazine was refused pictures of the digital Lara Croft by Core Design on the grounds that, “We don’t really want Lara at this point to come across as a lesbian or gay icon. We do not want to portray her in that way because she wouldn’t ever do that. We have quite a rigid set of guidelines about what she will and won’t do and becoming a gay icon is one thing she would not do.”

Despite reluctance among some publishers, others have been more willing to approach the gay community, notably Sony which made its presence felt at the London Mardi Gras gay pride events in recent years. Despite the monetary pressure for the industry to remain in its cultural cul de sac, most developers are hopeful that change is inevitable, the only question is how long it will take and whether it is the industry or the buying public who will drive the change. “We can’t really chain ourselves to the railings demanding female brand characters in games,” notes Blugan. “There is a limit to what we can do, and anyway is it a case of us driving the change or should the consumers drive the change?”

Ahmad believes such a change must come from within the industry. “The games have to come first and they will create the market,” he insists. “The huge problem you have right now in fostering change, is that it costs too much. Once the technology, platforms and middleware get good enough you can bolt them together and then add characters, creativity and design very cheaply. The whole game-building process becomes a design and art issue rather than a programmer-led issue. That is when things will change because the economics will mean you can sell a game to 100,000 people and still bring in money.”

Very bad things
Despite the accusations of stereotyping that have been levelled at Grand Theft Auto III, Ahmad believes it may yet take a publisher like Rockstar to actually open the doors for the rest of the industry. “The breakthrough has to come from a really big, risk-taking publisher and the only one out there taking big risks is Take 2/Rockstar with Grand Theft Auto III,” states Ahmad. “Nobody else would have had the guts to do it. You can do absolutely obscene things in that game, it is a truly outrageous amoral game but it has been a huge success so everybody wants to do something like that now.”

A general move towards more mixed game content may be two or three years away but there are signs that the industry is making slow cautious steps forward. From the rising number of games with women characters to EA’s willingness to highlight the gay aspects of The Sims in US television commercials.

Mitchell believes it is only a matter of time before the industry will make even greater efforts to target an audience outside its white, male and straight image. “Look at TV. For years you never saw any black faces selling anything and I remember my mum used to say, ‘What, we don’t buy soap powder or washing up liquid?’ But now they’ve fallen over themselves because they realise that that market is big and it’s money and it is the same with the Asian market. Eventually the games industry will say, ‘We need to find a new market, what haven’t we touched? Oh – Asian kids, black kids, they’ll buy this stuff.’ And so they will push it to them.”
 
 
Spatula Clarke
12:16 / 03.05.02
Bridging the gender divide
Ever since the games industry realised it was missing out on cash from women it has been trying to discover the formula to persuade women to play games. And with the knowledge that the male-female split, when it comes to Web use, is 50-50 there is clearly a lucrative market out there. But while the likes of Barbie Fashion Designer do sell well they are pitched directly at the children’s market and the task of bringing games to females over 12 has proven more difficult. Grrlgamer.com’s Nikki Douglas believes the hunt for this mystical game is misguided in the first place. “They have tried for years to put together the gaming equivalent of a chick flick, but the whole essence of what makes a good game is universal.”

Recently, several publishers have had success at producing games which appeal to women as much as men including Sega with Space Channel 5. “We know that there were substantially more female players than normal, almost 50 per cent and that’s partly because it has a very fashionable lead character,” says Jim Pride, Sega’s head of product marketing.

Another company enjoying success in reaching the female market is Sky with the games it makes available through its digital set-top boxes. “Overall, 55 per cent of players we have are male and 45 per cent are female,” says David Bishop, Sky Active’s games development manager. “There figures can skew depending on the game, so a sports quiz tends to be more popular with men while something like Beehive Bedlam is more popular with women.”

The success of titles like the Puzzle Bobble clone Beehive Bedlam, and the finding that women are ever so slightly more willing to pay for game content from Sky than men, has prompted the broadcaster to be slightly biased towards the female market. “Since realising how popular these games are with women we have changed things like game prizes. No, when it comes to buying licensed games, we would be more likely to use a licence that appeals to female players,” explains Adrian Pilkington, head of games at Sky Active.

The problems faced by the rest of the industry could also lie within development teams themselves according to Frontier Developments’ David Braben. “The industry is very much concentrated on teenage males and it is a self-fulfilling thing since most games are made by guys for guys and it is very one sided,” he notes. But ironically Bam! Entertainment’s Anne-Christine Gasc believes that more women won’t be encouraged into game design until more games appeal to women. “A lot of guys come to high-tech jobs as a result of playing games and as a result of being familiar with technology. Women often have little contact with computers until they are 20, and so end up in less high-tech job roles as they are less familiar and confident with technology. What games can do is show that computers are fun.”
 
 
Spatula Clarke
12:16 / 03.05.02
Shop Fever
Step into your local game store and you can bet your bottom dollar that nine times out of ten the shop will be filled with male staff and male customers. Compared to the customers filling the adjacent shops, game retailers look like some descent of working men’s clubs.

Anne-Christian Gasc, a senior producer at Bam! Entertainment, feels changes at the shop floor are just as vital as changes in game content and marketing if the industry is to appeal to more women. “I’m 30 years old, I work in the industry and I’m a confident person but I still find it very intimidating going into game stores,” she admits. “You do stand out being the only woman in there. The staff also tend to patronise women and when I go in to buy a game they often assume I’m a mum buying a game for my kids.”

The whole culture of game buying is extremely off-putting to women believes Gasc. “You go in, pick up an empty box, pay and then leave. Women want to mill around and they don’t want to look at empty boxes,” says Gasc. “I would like to see them sell other merchandise associated with games, like t-shirts, to have more rolling demos on display and booths where I can try out the games without everyone watching. Women want to touch tings and try things out before buying them. They could also have nicer window displays rather than just sticking packaging in them.”
 
 
Spatula Clarke
12:17 / 03.05.02
Monochrome mannequins
It was something of a shock for a generation of youngsters to discover that Olympic gold medallist, Daley Thompson, was in fact white and not of Afro-Caribbean origin. This was, of course, in the 1984 US Gold title, Daley Thompson’s Decathlon.

But fast forward to the present day and non-white characters are still largely unrepresented in games. Very few, that are not Japanese, are billed as the hero. Only Urban Chaos and Shadowman have contained non-white protagonists in recent memory. Even in sports and beat ‘em up games, which tend to be the most inclusive, Asian characters are largely absent.

“There are games where you can pick from a number of characters and there is never a single bastard character I can identify with,” notes Shahid Ahmad. “I have to go with a black guy but I’m not black, I’m Asian. I want an Asian character in there. Alternatively, I have to go with a white guy buy I’m not white, I’m Asian. You’ve got 16 characters to choose from but not one looks like me.”

According to Balbir Blugan, the Asian market isn’t perceived as being big enough. “It’s like going on trips to the seaside at school and you go to the souvenir shop and you want to get a pen with your name on it,” Blugan explains. “I never found a pen with my name on it, never.” That’s because you’re not bringing in good return on investment and so it is not marketed to you.”

For Ahmad, provided the game is up to scratch, it will carry the character with it regardless of race. “If you use the race card with an okay idea that’s not going to break through to the massmarket. It has to be the race card, consciously or unconsciously, with a mould-breaking idea that will do it,” he states. “You have to have the two together otherwise you are not going to do it. And just because you do that once, it doesn’t guarantee success with another game like that either.”
 
 
Spatula Clarke
12:17 / 03.05.02
Playing for the other side
Unsurprisingly, given the highly polarised views on homosexuality across the world (in the US gay sex remains illegal in some states) games featuring gay and lesbian characters are rare. Despite all the characters in The Sims being bisexual by default and the existence of gay-themed clothes for your Sims lurking on the Net, other games have been more coy about the subject. The villagers in Lionhead Studio’s Black & White, for example. Originally the plan had been to make one in ten of the villagers homosexual and instead of pairing up with a member of the opposite sex they would move in with a same-sex partner. However, when Peter Molyneux revealed the plan, it received a hostile reception from some gamers. Eventually the one-in-ten plan was scaled down to a single digit percentage of the population and left undiscussed.

However, not all games with gay content have tried to shut the closet door. Fear Effect 2: Retro Helix grabbed a few headlines when publisher Eidos let slip about the game’s lead characters being a lesbian couple. In addition there are the pair of flirty and sadomasochistically-inclined lesbian gangsters featured in GTAIII. But neither of these were introduced to woo a lesbian market – they were there to appeal to boys and men.

However, there are examples where the use of gay characters has not slipped into cliché, such as PC adventure game The Orion Conspiracy. Released in 1995 by the now-defunct publisher Domark, the game cast the player in the role of a father attempting to find the truth behind the murder of his son aboard a spacestation. As the game progresses the father discovers his son was gay and meets his child’s former lover. Tardie, a gay artist who worked on The Orion Conspiracy and now works for Climax, says the inclusion sparked very little reaction. “When I first read the script I was quite surprised. It was a very daring thing for Domark to do,” he admits. “The gay character was embedded in the game and you found out about it as you questioned people and discovered more about your son. It got quite charged as the father did not know so you got to see how he handled it.”
 
 
Spatula Clarke
12:45 / 03.05.02
Links for a few of the games I mentioned earlier.

Bust a Groove

Parappa the Rapper

Puzzle Bobble

Samba de Amigo

Dance Dance Revolution

Custer's Revenge
 
  

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