Tuesday, June 25, 2013

What’s All the Hullabaloo About?


Earlier on this blog we may have touched on the recent Tropes Vs. Women in Video Games  controversy, and while I don’t believe we contributed a full post to it, it felt as though everything that had to be said had been said.  Now that the first two sections, both touching on the Damsels in Distress trope, have been posted and the internet has responded in its total manner of chaos blended with intellect, the truth is really there. Is this really the product that every mean-hearted, trolling, and down-right horrible post was scared of? And, yes, in my opinion they were scared. They were scared that this project would somehow damage or break the walls of the gaming community, the ‘gamer’ identity, and the realm of gaming that has for so long presented itself as being open.
But, as discussed on a previous post about the 'Gamer' identity, the ‘Gamer’ label is in itself exclusionary, and the realm of gaming does have walls.  Did these trolls and harassers think that the walls they spend so much time building and reinforcing were going to be so easily broken by one web series about women in video games? I could only hope. But no, those walls are strong, and the exclusionary, predominantly white heterosexual male girders holding them up are not easily taken down. 
Anita Sarkeesian’s first two released videos are tame, very much so. These videos brim information, with detailed research into the history of the Damsel in Distress, the history of video games, variety of the trope, a multitude of both modern and more classic games, and how the Damsel in Distress trope was transferred over to video games from earlier media.  Anita appears to have taken great care in ensuring that her videos can reach a wide audience.  While I am sure that she is fully capable of in-depth feminist discussion with the appropriate jargon, she presents herself and the information in a wide-reaching manner.  This allows for an open audience and open discussion between its viewers. 
This makes it even less threatening in some ways, and more in others. The videos are clear, concise, and intellectual and can be understood by all. Those trolling harassers can see her side of the argument in full, plain view and they can no longer fear that it will be feminist jargon, going over their heads on purpose to alienate them from what is attacking them.  There is no alienation, the video is all access. So, this is less frightening. But then comes the more frightening.
Because everything is so clear Anita can get her points and her research across quickly and efficiently. And for viewers like myself, it is a frighteningly large amount of information on just one of the several tropes she will be exploring in her series.  The pure amount of information, of games that conform to these tropes, is overwhelming. As a female gamer I now spend a portion of time examining games as I play and enjoy them. But I did not do so when I was younger or until just a few years ago.  Just the massive amount of games I have played that were on her list upset me (For the list, please visit this link for the Damsel in Distress Video).  
Check out all the example of a Damsel in Distress over at the Tropes vs. Women in Videos Games Tumblr.

The trope of Damsel in Distress not only permeates a large number of games, but it does so in such varying manners as to have subsets.  She examines these subsets not only in how they change gaming, but how they effect and have been effected by additional types of media. And it is so common. These tropes are being used to pump out low quality games with poor storytelling just to force feed the gamer mind. A Forbes contributor, Jen Bosier, said it just as I wanted to, “This isn’t just demeaning to women, it’s demeaning to gamers in general”.
            I want better games, for everyone. And that means creating in-depth stories that are not demeaning for the ever-expanding gaming community. These videos should in some small amount be feared, they are airing out the video games community’s closet and showing the world that, yes, things do need to change. 

-K.

Monday, June 10, 2013

The Art of the Fantastic

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I had the great luck to be able to attend Spectrum Fantastic Art Live 2 just a little while ago.  The drive to Kansas City, MO took far longer than I should have wished, but it was well worth it. The variety of great artists filling the gallery hall was a site I will remember in both my memory and my photo album. These are the paintings that inspire children to dream of dragons, for men and women to visualize as they read through books to escape their lives for a short time, these are the pieces that create a world beyond the real.  While my main objective for this trip was to enjoy the fantastic art I have loved since childhood and to have informative conversations with artist of a far better caliber than myself, I always have secondary objectives. 
Spectrum 20 Award Gala, Beautiful


Walking around the hall, rows of paintings, sketches, sculptures, and live demonstrations, it is easy to identify some of the classic depiction of sci-fi and fantasy women. Sadly, these classic depictions are most commonly that of the Damsel in Distress, the Evil Seductress, or the Power is Sex(y). There were rows upon rows of booths, but within those rows, hidden sometimes at the corners, these upsetting depictions of the women in sci-fi and fantasy were still alive. At one point I began to notice that some of the paintings, prints, and illustration that had more graphic sexual content were being censored with small slips of stick-notes. They were stuck on, hiding nipples or genitalia, while the rest of the picture was open for the viewing public. The picture of the chained woman with the distressed face and her legs spread, the exposed captured woman being taken off, the seductress enthralling onlookers with her sexual power, were all okay for viewing, all undamaging, as long as those few key pieces of anatomy were covered.  Seeing this it gave off a sad message: Viewing women as disempowered and objectified is fine, so long as that sticky-note stayed were it was stuck. I know this may have been for the sake of the children, since both artists and spectators were free to bring their children and some certainly did, but that does not really make the situations any better in my opinion. By blocking off those parts, but not the image it self, it may make it appropriate for public viewing, but it certainly does not decrease the impact it would have on how a boy views women or how a girl will choose to view herself.
I would like to clarify that I am not at all opposed to nudity in art. Nudity in art has existed since the beginning of art itself. The human body can convey power, grace, beauty, sexuality, environmental interaction, and the spectrum of human emotion.  David Palumdo's Fed is a great example of the power nudity can convey to an image. It is a disappointment when these such powerful works are overrun by the objectified and over-sexualized female figures so common in the sci-fi and fantasy world.  Again, though, similar to the argument about who has the power in what children see if video games, who has the power to change what is seen on book or comic covers?
Dan Dos Santos, a great artist I had the pleasure of meeting at SFAL2, was indirectly accused by a BBC article of being sexist in his works by using one of Dos Santos’ works as the example for sexist science fiction art.  The article goes on, giving other examples including the classic Conan depictions. The article brings up a few good points, such as how “many science fiction and fantasy readers are disappointed to encounter everyday sexism in a medium that is supposed to offer an escape” (which is similar to the immersion-problem many feel when playing video games).  It also points out that many science fiction covers, classic and modern, are still created to attract a heterosexual male audience, even though the amount of science fiction and fantasy female authors and readers, as well as members of the TGLBQ community, is on the rise.  One of the most powerful, and true, lines from the BBC article comes as a quote from Tracy Hurley:



"Male characters [are] powerful and strong, and women's sexuality will be emphasized. And why is that a problem? It's constraining for both men and women."

Art Hall, filled with fans, both men and women.
In response to this indirect critique, the artist collaboration blog Muddy Colors responded internally with a post by Arnie Fenner, retiring co-director of the long running Spectrum books that inspired/created the whole SFAL event.  Arnie brings up the key of the whole issue in his post Objectify:



“But unless I'm missing something, here's the thing that bugged me about the BBC article and Hines' cosplay: the artists get the "blame" for what appears on the books' covers. Not the writers whose stories and descriptions lend themselves to the interpretations being decried; not the publishers, not the editors, not the art directors, not the sales reps, not the retailers, and not the consumers. All of whom dictate what the commercial artist creates and delivers. If they don't approve, if the artist doesn't follow direction and give them what they're paying for, the art is never seen. If the customers don't buy the books, other solutions are sought.”

           

I agree, mostly. I agree that it takes a whole line of people from writer, to an art director, to an artist, to a publisher, to the consumer to create the sphere of influence in which these art pieces (both written and visual) can exist.  There is no easy solution. It is a whole cultural setting in which the realm of the idealized men and objectified women is written about, enforced, and portrayed. No individual or part of the chain of creation can be completely at fault, and blame cannot be so easily delegated.

            So, when a talented artist such as Dos Santos creates works such as the one critiqued by the BBC article, it took several stages for it to become that particular piece. The writer created the character, the art director gave input for the work, and the art was completed through the views of several people, not the artist alone. Also, to have called out an individual piece without these correct justifications was an obvious mistake. Sexist and objectified depictions, in video games, in comics, in the world of Fantastic art, do not exist in a vacuum and do not under the majority of circumstances come into the public view through the work of an individual.

            I’ve heard it said that in the art world that you have to take the jobs offered to you. To start off, you need all the money, work, and publicity you can get. Young artists, or artists just starting off, may find that falling in line with these constricted image types is the best way to begin a career, but this will only continue to perpetuate these images for years to come. Once set in their career, artist can choose to be picky. Steven Belledin, another artist I have had the great opportunity to meet, never compromises his values in his depiction of female characters.  He has said that this has at times put him at odds with those offering jobs, but I would like to assure him that for some viewers and new artists just knowing that not compromising is an option is a light for a better future. 

-K.

Let's Talk About XBox One Game

I just got done watching Spike’s live coverage of Xbox One and its exclusive game reveals. Granted, I’m not going to purchase an Xbox One, but I thought it would be fun to see some of the trailers for new games. And it was. Until something so repulsive and yet so familiar happened.

A producer for Killer Instinct was playing a game with an Xbox Live employee, Ashton, in order to demonstrate the powers of Smartglass. Ashton quipped in good humor that whomever thought it was a good idea for her to fight the producer of the game was “gonna get it.” She was a good sport about having the producer massacre her at his own game in front of thousands. And then he said, “Just let it happen. It will be over soon.” To which the audience laughed and applauded.

Yes, because the very real threats of violence against women are FUNNY. The world witnessed what non white hetero cis men experience in the gaming world regularly. Ironically, as Microsoft pushes for more ways to connect to others while gaming, this demo clearly illustrates why this might NOT be a selling point for some.

That would have been enough, but the producer kept going. “Wow, you like this,” he said to Ashton. Her response, “Uh, no. I don’t like this.”

My sentiments exactly. “Uh, no. I don’t like this.”

-A. 

Saturday, May 11, 2013

Expertise, Comics, and Geekdom

The writers of this blog read/discussed comics last week, so I wanted to write something about them. I mulled it over for awhile. What should I talk about it? I’ve read a few things, like the new Batwoman and New X-Men. I’ve liked most of the things I’ve read so far but I wouldn’t consider myself an avid comic fan. I quickly decided to drop the comic book idea. It’s not that I dislike comics, I just didn’t feel like I was qualified to talk about them.

I explained this to a fellow blogger and they asked, “Why don’t you feel qualified to talk about comics? I think a man with the same amount of exposure to comics as you would not question his authority to speak on the topic.”  Touché. There’s my topic!

If I don’t feel like I know enough about comics to write about them, how many would I have to read to be an expert? Personally, I’d want to have a firm grasp on all the major superhero comics like Batman, Spider-Man, and the Avengers. I’d want to be up to date on their on all of their current plots and know their past histories. Essentially, I’d want to be an expert before I said anything.

Of course, I don’t have to be an expert to give my opinion about something but in the realm of comics I feel like my knowledge, as a woman, would be called into question. It’s not enough to generally like something. In order to be taken seriously, I need to know absolutely everything. If I don’t know everything, well, that would just make me a “faker.”  

There are others who have written about how women must qualify their background and display their credentials before talking about comics or games. Noah Berlatsky phrases it well in the article “‘Fake Geek Girls’ Paranoia is About Male Insecurity, Not Female Duplicity”, “Geekdom is built on cultural knowledge; on how much you've consumed; on what you've consumed; and on how long before everyone else you were able to consume it. That knowledge is—deliberately, essentially, intentionally—used, and meant to be used, as an identity, and, therefore, as power.” Unless I can field all types questions, my knowledge would potentially be challenged. This isn’t limited to geekdom but happens in other realms outside of housekeeping and child rearing (academia, sports, politics, to name a few). Women are just held under tighter scrutiny.

I wanted to bring this up because this fear of being challenged/not knowing enough actively dissuaded me from making a post about comics today. It dissuaded me from writing about something I like. For any girls or women who might find this post, I’d like to encourage you talk about the things you’re interested in. Anyone should be able to engage in a discussion about something they like regardless of if they’re new to it or a long-time fan.

- J. 

Thursday, May 2, 2013

She-Hulk, Superheroines, and Seeing Ourselves as Heroes

The cover of Sensational She-Hulk #40
Enter Issue 40 of Sensational She-Hulk: She-Hulk bears all on the cover. An “off-screen” male hand hands her a jump rope while she tries to hide her body behind a newspaper. While essentially nude superheroines are nothing new to comics, She-Hulk laments on her cover “Hey-- No...! You’re kidding right?”.

The issue continues with her addressing the reader (breaking the fourth-wall) and discussing how ridiculous it is that a woman of her power and standing is reduced to this for some boosts in sales. Not only is the commentary hilarious, it is also poignant. Here is a woman in comics that is saying “Hey, do you ever notice how ridiculous this sexualization is?”.

She-Hulk doesn't care for your sexualization.
To male readers she may open their eyes to the double standard. Whether these pages and She-Hulk’s overall powerful lady persona do anything to change men’s minds about sexualization, I think She-Hulk’s true power lies in her ability to reach out to women and girls. She is a superheroine that makes no apologies. She’s strong, and often angry, and many of her comics (especially the Savage She-Hulk and Sensational She-Hulk versions) comment directly on sexist attitudes.

In the recent GDC panel on #1ReasontoBe, one panelist said that because the culture is hostile and the games sexualize and erase women, young women don’t think of themselves as gamers and thus don’t think of themselves as becoming game developers. Comics have that same potential. Women and girls often see themselves as sexual objects in comics. Even with superpowers, female characters are written and designed to be enjoyed by a heterosexual male audience. How can young women strive to be superheroes, strive to be comics artists, writers and editors, if the books that come out and the culture surrounding comics is so hostile to women?
She-Hulk is often aware she's a comic book character.
And yet there are beacons of light. I think that Savage and Sensational She-Hulk is an example of a great role model character. Unfortunately, she’s not an A-List hero. Her trademark break of the forth wall was popularized later by male superhero Deadpool and many write her off as “just a female Hulk” before they even pick up an issue.

Jennifer Walters is a successful lawyer who becomes the She-Hulk thanks to her cousin Bruce Banner. In her hulked form, She-Hulk gains confidence and speaks her mind. She doesn’t lose her ability to articulate, but she does gain physical strength. Once she learns to control her ability to hulk, she actually prefers her hulk form. She later becomes a successful lawyer who serves other superhumans in the Marvel Universe. She-Hulk is a member of the Avengers and a reserve member of the Fantastic Four, among other teams. She values strength, but also justice and compassion and her character is often hilarious.
Savage She-Hulk fights Iron Man, with intelligence!

She-Hulk isn’t a total win, though, because she is often sexualized. Her hulked out form increases her breast-size and she doesn’t get nearly as much muscle as her male Hulk counterpart. It’s important to recognize these components when discussing She-Hulk, even if you are fan of her, as I am.

I think She-Hulk and other strong, successful women deserve their own series. These superheroines not only give women (young and old) role models that can help them feel welcome in comic creation and comic culture, but these superheroines show women as they really are. Sure, real women don’t have super-strength, the power of flight or invisibility-- but real women do have incredible strength, emotionally and physically, are successful and are incredibly complex. Comics should reflect the complexity of women not just to help young women recognize their potential, but because complex women are a reality and we should celebrate that. We should be able to imagine ourselves as heroes-- because we already are heroes.

-H.

(For more on seeing women as heros, check out this ongoing Kickstarter and this excerpt from the Wonder Women! the Untold Story of American Superheroines documentary).

Sunday, April 28, 2013

I Didn’t Hear You Correctly, Did I?

    While this article may not be within the realm of video games, I would still like to take time to comment on comics when I feel the need arises.  It is important to note that comics are another section of the ‘geek’ subculture to which games are also bound. Also, as I refer here to those characters existing within the Batman/Gotham DC Universe, it is important to know that just like this franchise, comics and games have had a border-crossing relationship for years.

    A while back I began reading the Gotham City Sirens, I got the whole set after enjoying the first few and I have been slowly working my way through them since.  After a group discussion about the interesting article by Rebecca Demarest, ‘Superheroes, Superpowers, and Sexuality’ I decided to take another look at the first issue.
Gotham City Sirens #1 - All in the Title, Isn't It?
To set the base for this discussion, I would like to first note on an interesting point put forth by Demarest. The concept of Inherent vs. Gifted Powers in the realm of comics is interesting and diverse, leading to a bounty of beloved or disputed origin stories.  She states “the women heroes are rarely ones to have inborn powers; they are usually gifted to them” while “the men on the other hand have inherent powers”. This is obviously not the case for every female or every male (an example being the X-Men), but it leans towards truth for the majority. Issue #1 of Gotham City Sirens begins with a narrative by Catwoman, so I will first attempt to elaborate on this anti-hero.

    Catwoman has a developing origin story. She was a prostitute who broke free from her old life.  In some she is a mafia boss’ daughter, and in others she is the daughter of a drunk. In Demarest’s understanding of Catwoman’s origins, “Catwoman’s…skills were taught to her by a karate sensei and a boxer, both of whom she was introduced to by a third party. She worked her butt off during her training, but it was still an integral part of the story that she did not get to where she was by herself, she had help”.  In this way, or even if looking at Catwoman as a product of Mama Fortuna’s training, Catwoman’s abilities are ‘gifted’ to her.
Poison Ivy- Just Out for a Jaunt

Poison Ivy, a villaness and eco-terrorist of the DC Universe, is one of the Siren trio.  For this series she has thrown off most of her criminal activities, and at points even treads along the line of anti-hero. Her powers are certainly ‘gifted’.  In both her modern and Silver Age origin stories she is injected with a serum/poison by another person (maliciously). It is this ‘gifted’ serum that gives her the abilities she posses as a villainess. (It should also be noted that in the modern origin story, the serum also makes her unable to bare a child.)

    Last, but never least, is Harley Quinn. At one point in Harleen’s life she was a prominent young physiatrist working a difficult but prestigious job at Arkham, but sessions with the Joker twist her into a gag-hammer toting, laughing lackey.  It is only through her ‘awakening’ by the Joker that she has initiative to take to villainy. Through her origins, she is the definition of a Barnacle character and while she already possessed the physical attributes to act, it is only through Jokers ‘gift’ of initiative that she steps onto the villain stage.

Harley Quinn - Poor Girl

    So, for these women, within the Batman/Gotham DC Universe, they fit the majority of the ‘gifted’ powered women. Demarest, calling on a contributor from the book Cultural Anthropology: A Problem-Based Approach, in this case Robbins, recalls ideas from linguist Robin Lakoff, stating that Lakoff “was one of the first to draw attention to the way that a woman’s identity in society influences how she speaks” and Lakoff says that women are “constrained to minimize their expressions with…tag questions…rising intonations…the use of hedges…[and] indirection”  (Robbins 2006: 205). It is this sort of language I examine Gotham City Sirens #1 for.

    While the appearance of this super-trio certainly falls into the stereotypical skimpy outfit and attractive figure, I am relieved to find that their speech patterns do not. Catwoman, while introduced as weak due to a recent injury, uses very assertive and sarcastic phrasing, similar to many primary young male supers.  She makes clear statements, and her use of questions is not meant to minimize her assertive statements. Poison Ivy has similarly assertive speech, with a slightly more sexualized overtone due to her inherent appeal based abilities. Harley Quinn, portrayed as childlike and still love struck, speaks mainly through the use of questions, tag questions, and assumed rising annotations, being the main fall-gal for the ‘feminine’ speech patterns.

    I believe that the reason behind the strong use of language by two of the main characters in Gotham City Sirens #1 is due to the need for strong central characters within the main cast. Having two strong voices can and will lead to interesting conflict, and the edition of a less assertive voice allows for comparison as well as the creation of dependent and engaging speech.

    There are many other facets of Demarest’s discussion of the difference between male and female supers in comics, including relationships and appearance, and the article is well worth a read for those interesting in the topic.  There is also an ongoing column over at Comics Bulletin discussing differing takes on DC’s gender issues that is well worth a read.  In the future I may examine some of DC’s New 52 for these patterns, although I know already that the New 52 has made a few mistakes with its female supers.

-K.

Thursday, April 25, 2013

On the Margins - Visual Novel Games


Cinders: A thoughtful visual novel game by MoaCube.
After reading “What Games Made By Girls Can Tell Us” by Jill Denner and Shannon Campe, I started thinking about games I’ve played that have similar qualities to the games the girls in the Girls Creating Games (GCG) program came up with. The girls were limited to a choose-your-own-adventure type game that relied on text and still images. While there was a lot of variation among the games they made they generally took place in realistic settings, focused on fears and social issues that girls face, had multiple endings, chances to win (but not necessarily at the expense of others), and a chance to pick the gender of your character.

Cinders (2012) a PC game developed and published by MoaCube, a small collective of indie game developers, is a visual novel game and retelling of the fairytale Cinderella. Displeased with the Cinderella story most people are familiar with (aka the Disney version), MoaCube set out to create a story where the protagonist, Cinders, plays an active role and the player feels like they are in control of the story. The story starts out familiar with Cinders at home with her “evil” stepsisters and stepmother but it doesn’t take long for the story to take unexpected twists and turns. The story is delivered through text dialogue and the player, when prompted, can choose what actions Cinders takes. Different decisions shape Cinders’s personality and can lead to four different endings with variations within each of them. More importantly, the decisions you make have enormous weight. I often found myself sitting at my computer, mulling over the options, worried that I’d make the wrong choice.

Similar to the GCG games, players are confronted with social issues such as deciding to disobey an authority figure, taking up a romantic interest (or not, the option is there), and navigating the strained relationship between Cinders and her stepsisters. Many games reinforce traditional gender roles, but Cinders allows you to experiment and find the path that best fits you.

Decision Time: What will you do?
Overall, Cinders is a high quality game with great characters, story, art, and music. I believe that there’s a huge market for visual novel games but as of now, they don’t get much press for the same reason that games “for girls” (like Imagine: Fashion Designer) don’t get attention within gamer culture. Their feminine elements and nontraditional style make people question whether or not they’re real games. Does Cinders count as a game when all you have to do is click through dialogue and make decisions? Is it just a visual novel or a visual novel game? I believe it’s as much a game as Halo or Dragon Age. Sure, the presentation is different but you’re still making decisions and roleplaying a character. Leaving visual novels out of the category of game just limits the medium and those who would potentially enjoy them. There’s a lot to like about visual novel games, and I have a feeling that in the future they’ll be a massive part of the casual/mobile game market.
- J.