Can Video Games Be Art?

PaPo-Yo-5

 
The internet’s been aflame and atwitter and afacebook with Anita Sarkeesian’s latest video about sexism in video games. She’s depressingly but inevitably gotten death threats and heaps of abuse, and that’s what most of the discussion has focused on.

One of the things she’s saying that has somewhat gotten lost, though, seems to be that video games can be art, or should be thought of as art. She talks about a game called “Papo and Yo” in particular as an example of a game with more aesthetic ambitions than the general shoot em up. I’m not very versed in video games, alas, but I’d be curious to hear people talk about what games they see as (good) art, if any.

We’re had a couple posts on this topic; Isaac Butler wrote about the virtues of the Walking Dead and Emily Thomas wrote about new text adventure games. So…what do folks think? Any other contenders for video games as art?

Playing Narrative, Part 1

twd choice

Back in 2011, I wrote on my own blog about storytelling in video games, and whether or not they are a narrative art form, a post that led me to wonder:

[D]o video games really want to be known as a narrative art form?

I find this question far more interesting than Ebert’s question about whether they’re art or not. (Simple answer: some are, some aren’t!)

Right now, video games are in a sweet spot. Games like Heavy Rain and Mass Effect 2 can come out and gain a certain amount of cachet and sales because of their sophisticated deployment of game mechanics to complexly explore genre. At the same time, when people question the racial politics of Resident Evil 5 or look at the truly execrable pro-torture narrative of Black Ops, gamers (and game critics) can retreat behind “Hey, it’s only a game!”

Sure enough, over the last couple of years, I’ve noticed more talk about the quality of stories that games tell and the phenomena of ludonarrative dissonance, or the disconnect between the gameplay experience and the narrative experience of a title. Most of these conversations tend to coalesce around fretting about violence. In the Uncharted games, rakish hero Nathan Drake kills something like six to eight hundred people whilst treasure hunting around the globe. The emotional resonance of Bioshock: Infinite’s clever universe-hopping maze of a plot is undermined by the constant need to mow down everyone who gets in your way. In fact, the term ludonarrative dissonance apparently originates with this blog post from Clint Hocking about the first Bioshock game, in which he writes that the contrast between the selfishness of the game play (it’s a first person shooter) and the anti-selfishness polemics of the plot (it’s a takedown of objectivism) contrast to such a degree that it wrecks the game.

I personally find the concept of ludonarrative dissonance interesting for thinking and discussing video games but do not find it to be quite the magic bullet that game critics seem to think it is. Basically, I believe that, in part due to the history of how games have aesthetically developed, game players are quite used to compartmentalizing gameplay from story, tending to either view the former as the task one must accomplish to get the latter, or viewing the latter as the increasingly cumbersome speed bumps that interrupt the former.

While the violent gameplay is the least interesting part of Bioshock:Infinite, I’m not sure that most video game players  think that they’re killing people as they play it from a narrative perspective any more than watchers of Looney Tunes feel Elmer Fudd’s physical pain in any kind of serious way. Aesthetics matter, after all, and Bioshock:Infinite is a candy colored cartoon wonderland filled with nonrealistic character portraits. Most of the human extras you encounter throughout the world are more like animatronic dolls than people. It’s also worth noting that  violence is in many ways woven into the DNA of videogames, much as snark and  assumptions of bad faith are woven into the DNA of online discourse.

That said, ludonarrative dissonance will prove a worthwhile concept if it leads to better games and better narrative mechanics within them, and over the past year, at least, this appears to be happening. Two recent works, Telltale Games’ The Walking Dead and Naughty Dog’s The Last of Us have done a remarkable job of integrating gameplay mechanics, story, and theme, pointing the way to a possible new maturity in the field. Yet at the same time, both are built out of sturdy video game genres.  The Walking Dead is a classic puzzle-adventure game, while The Last of Us focuses on the kind of stealth-action familiar to players of Metal Gear Solid, Deus Ex or the Tenchu franchise. They never lose their game-ness[1], yet remain satisfying, emotionally engaging, thought provoking narrative experiences[2].

The Walking Dead even manages to upstage both the preexisting source material (the comics by Robert Kirkman) and the blockbuster TV adaptation on AMC.  In it, you play Lee Everett, a recently convicted murderer (and former college professor) being transported to prison when the cop car carrying you hits a zombie.  Shortly thereafter, you take on a young girl named Clementine, whose parents are in another city and whose babysitter has gone all let-me-eat-your-brains on you[3]. As you and Clementine struggle to survive, you eventually come upon other survivors and have a series of difficult trials that brings you both across the state of Georgia.

On a gameplay level, much of The Walking Dead revolves around the normal puzzle-adventure michegas, where you have to figure out what action and items will get you from point A to point B in the plot. Occasionally, you also have to kill zombies or hostile humans. Neither of these functions are particularly remarkable. And at least one puzzle, which involves figuring out the right things to say to get someone to move out of your way so that you can press a button, is seriously infuriating. What makes the game work, however, is the way that character, emotion and choice function within the narrative. Like many games today, The Walking Dead presents the player with multiple narrative choices via either forcing you to take one of a series of mutually exclusive actions or choosing dialogue options in conversations.

Telltale’s stroke of genius was to insert a timer into these decisions.  Normally when you reach a major choice in a game, it will wait for you.  You can think about it for a while, perhaps peruse a walkthrough online that will tell you the outcome of the choices, and then make it. You can perform a cost-benefit analysis in other words, thinking about it purely in game terms. In The Walking Dead, you have a very limited time to make each decision, and as a result, the decisions become a reflection of your personality, or the personality of Lee as you’ve chosen to play him[4]. Perhaps you think Lee should tell people he’s a convicted murderer, because honesty is the best policy. Or perhaps you think you should hide it from people because you’re a good guy and you don’t want people pre-judging you. Perhaps you should tell people you’re Clementine’s father. Or her babysitter. Perhaps you raid that abandoned station wagon filled with food. Or perhaps you sit back, willing to go hungry in case the car belongs to fellow survivors.

Many of your choices involving brokering disagreements between two survivors named Kenny and Lily, who are both, to put it politely, assholes. Kenny, a redneck father, will do anything for the survival of his family (including betray you), and will forget any nice thing you do for him (including saving his life) the second you disagree with him. Lily, the defacto leader of the group, is belligerent, domineering, and frequently sticks up for her racist shitbag dad. Being a good middle child, I kept opting for choices that recognized the validity of their points of view and tried to form consensus. Due to their aforementioned assholitry, they both hated me by halfway through the game. One of them even told me I had to man up and start making decisions or what was the point of having me along.

The decisions tend to function like this in the game. Unlike in most games with choice mechanics, there aren’t morally good and bad choices coded blue and red. And unlike old school adventure games, the choices you make in the plot won’t lead to fail states. They simply are things that you’ve done, and they ripple out throughout the game, shifting (in ways both subtle and non) how the story progresses, how people treat you, and what choices you have remaining to you.

None of this exactly explains what a remarkable achievement The Walking Dead game turned out to be. So let me try some other ways: It’s the only game I’ve played that has reduced every person I know who has played it to tears at least twice. It’s the only game I’ve ever played where the characters are so clearly and humanly written that I finished one chapter of it and flew into a rage over what one of the characters did to me[5].

Part of this is because there are limits to what your choices can achieve. Due to the realities of game making and the limitations of the engine that’s running underneath TWD’s hood, the number of paths you can take in the game is finite. There are truncation points in the branching narrative to keep things under control. As a result, certain things will happen no matter what you do and certain characters will die.  There are things you cannot stop from occurring in the game, fates that, like the protagonist in a play by Euripides, are inexorable and horrible all at once.

I wouldn’t have it any other way. Robert Kirkland’s two great innovations in the zombie apocalypse genre—telling a story with no finite ending and making zombieism inevitable[6]—are what gave early issues of the comic book their thematic sizzle, turning the saga into a story about how we confront our mortality and an ongoing essay into whether death made life more meaningful or a sick joke. Sadly, after a difficult and necessary foray into the issue of survivor’s guilt, the comics are largely now about how difficult and noble it is to be the White Man in Charge who makes the tough decisions and often feature Rick Grimes walking around having other people tell him how awesome he is while he gets ever more self-pitying.

The video game, meanwhile, does a superior job of exploring the themes of its source material, because the choice mechanics literalize those themes. By removing fail states from the game (like most contemporary video games, it is literally impossible to lose The Walking Dead) and eschewing simple morality in designing the choices, TWD constantly forces you to think about why you are making the choices you make. As you decide whether or not to save the female reporter and firearms expert or a male hacker dweeb you may find yourself suddenly thinking Oh crap, I have to choose between one of these people. And they both seem so nice. But, well, this is the apocalypse, so electronics aren’t going to be as necessary. And that reporter is a markswoman. And at some point the world is going to need to be repopulated, so I suppose I need to save as many potential sexual partners as possible. So I guess I’m going to save the reporter. [CLICK] Wait. Am I terrible person?

It’s rare that games provoke that kind of calculus. And it’s very rare that they are constructed in a way that forces you to think about not just the decisions you make but why you make them.  By the end of the game, as a mysterious stranger interrogates you about every major decision you’ve made over the last ten or so hours of gameplay, it’s hard not to notice that what you’ve just been playing is a length examination not just of what it means to survive, but of yourself.

(This is part one of a two-part essay on recent advances in video game storytelling. Part two will run soon)

CORRECTION: I’ve been a little remiss in apportioning credit in the above. The idea of infectionless zombies dates back to Romero and, of course, The Walking Dead was co-created by artist Terry Moore and, after its first few issues, has been co-created by artist Charlie Adlard. Apologies to the relevant parties.


[1] Oddly, both games have been criticized for still being too “game-like.”  This strikes me as wrongheaded, akin to arguing that a graphic novel, by including panels and images, wasn’t enough like a prose book. Or that book, by being made out of words, wasn’t enough like a television show. If we want the medium of games to improve, it shouldn’t be via them becoming very long movies.

[2] Please take the fact that I used as clunky a phrase as “narrative experiences” in this sentence as a sign of the newness of taking narrative in video games seriously and the difficulty in discussing same.

[3] You put a hammer through her head. But at least it’s justified by the world.

[4] This was even more true when the game was initially released in a serialized 5 episode format.  A choice you make in Episode 2 might not pay off until Episode 5, thus making a walkthrough of your choices totally useless.

[5] Or should I say Lee? This gets me to a side point that I don’t have much time to get into here: The relationship between choice mechanics and attachment to games. There is something about having a say in the way a game progresses that creates in most gamers I know a greater sense of emotional attachment to the events as they unfold. I think on some level we come to care for our characters (and the characters around them) as if they were our charges. We don’t want bad things to happen to them, and have at least some ability to keep them out of trouble. When we fail, it’s heartbreaking. And I feel silly about owning up to the fact that it’s heartbreaking, because, after all, this is a fucking video game we are talking about here people. It’s probably—outside of hardcore pornography—the medium with the most uneven ratio of profit to respectability there is.

[6] In the world of The Walking Dead, all dead people become zombies. Zombie bites spread a poison that helps speed the process of death along. The only way to stop this process is to have whoever is with you—likely a loved one or friend—kill you by shooting you in the head or otherwise destroying your brain.

Bioshock Infinite

bioshock_infinite_wallpaper

The original Bioshock is one of the most critically acclaimed games of the past decade, with an aggregate Metacritic score of 96 out of 100. It’s typically praised for its implicit criticism of Objectivist philosophy. The game is set in the hidden, underwater city of Rapture, which was established by an eccentric billionaire as a refuge away from the “parasites,” similar in concept to Galt’s Gulch in Atlas Shrugged. Of course, everything goes to shit and the city becomes overrun with psychotic killers who’ve been altering their genes to gain superhuman abilities. Unfortunately, the game is more clever than intelligent. Its critique of Objectivism is undermined by the gameplay’s emphasis on repetitive violence and overcoming all obstacles and opponents. In effect, the game suggests that Great Men who rely on money are foolish and/or wicked, but Great Men who slaughter their way through an entire city are still worthy of being the hero.* Bioshock Infinite adopts the same gameplay and storytelling approach as its predecessor and suffers from the same problem.

2013-03-26_00008

The sequel is more accurately described as a prequel, because while the first Bioshock takes place in the 1960’s, Bioshock Infinite is set in the second decade of the twentieth century. And instead of an underwater city Bioshock Infinite is set in the floating city of Columbia, hidden somewhere in the skies above the North Altantic. To picture Columbia, imagine a fusion of the Confederacy, Puritan New England, and Disneyland. Columbia was founded by a fanatical preacher named Comstock and an enigmatic scientist named Lutece. Lutece helped Comstock build a city away from the fallen “Sodom” of the surface, where he could create a fantasyland for WASPs: all white, all Protestant, and all middle class. But no pseudo-Confederacy could function without slaves, so Comstock was forced to purchase black and Irish prisoners from the mainland. Needless to say, this servile class resented its oppression, and as the plot begins the city of Columbia is already on the verge of a revolution.

The story follows Booker DeWitt, a former Pinkerton, who is hired by mysterious figures to rescue a girl name Elizabeth. Elizabeth is a prisoner in Columbia, but she’s also blessed with the power to open tears in space-time, and Comstock intends to use her in his master plan to rain fire on the corrupt world below. Excepting a few twists and turns, the story is basically an effort by Booker and Elizabeth to find a way off Columbia as they’re being pursued by Comstock’s men. Halfway into the story, Booker and Elizabeth aid the rebels, known as the Vox Populi, and help spark the revolution. And soon Booker and Elizabeth are also being pursued by the Vox, who view Elizabeth as a threat to their plans.

BioShock-Infinite-Elizabeth1

Video game critics have generally given high marks to Bioshock Infinite. IGN gave it a 9.4 out of 10. Game Spot gave it 90 out of 100. Adam Sessler of Revision3 gushed about its awesomeness. When looking at the competition, it’s not hard to see why critics would be so easily impressed. In comparison to low brow sci-fi like Halo, or militaristic propaganda like Call of Duty, Bioshock Infinite seems to be a thoughtful work of popular entertainment. And the game developers were genuinely interested in political theory, race relations, and the darker side of American history. In other words, the game has a shiny veneer of intelligence.

Bioshock_infinite_wallpapers_HD (1)

But a veneer is all there is. Bioshock Infinite is still a first person shooter, and like all FPS’s the whole point of the game is to run around and kill everything that moves. And gameplay can never be wholly separated from story or themes. The game developers are not kind in their depiction of Columbia, which embodies nearly every negative aspect of American culture: pervasive racism, jingoism, and a hostility toward anyone at the bottom of the economic heap. And the game developers have an unforgiving view of the Vox Populi as well, who are modeled after the Bolsheviks. The Vox may be slightly more sympathetic than Comstock, but their revolution has less to do with justice than with revenge and mass murder. In another context, this storyline might be taken as a general criticism of political violence, whether to oppress or to overthrow oppressors.

But Bioshock Infinite would never be mistaken for a pacifist manifesto. As Booker, the player spends nearly the entire game shooting, burning, electrocuting, and otherwise horribly mutilating anyone who gets in his way. Early in the story, Elizabeth objects to Booker’s casual approach to violence, but her objections are quickly swept aside and forgotten, all so the player can get back to the gory bits. Using violence to oppress your fellow man is bad, and using violence to overthrow the system is bad. But using violence to save the girl is just good clean fun.

k-bigpic

The game’s incoherent view of violence is just one example of its shallowness. Another example is the ridiculous finale. By the end of the game, Columbia is thoroughly wrecked by the war between Comstock and the Vox Populi. Rather than dealing with the consequences of the war, the game writers took the easy way out. They used an approach that’s been popular with hack sci-fi writers for decades. They created a multiverse, hence the name Bioshock Infinite, and thanks to Elizabeth’s powers the entire conflict was resolved as if it never happened. No doubt this ending was meant to be cerebral, but like too many other works of popular sci-fi it simply used technobabble and superpowers to avoid dealing with the complex issues raised in the story.

Strangely enough, a more low brow game would have been more enjoyable, as it would be lacking any pretensions besides offering a few cheap thrills. But Bioshock Infinite, in the less-than-sterling tradition of middle brow entertainment, aimed to be both entertaining and intellectual at the same time. It was only intermittently successful at being the former, and completely failed at being the latter.

______________

* And I’m not inclined to give the game that much credit for pointing out that Objectivism is terrible. If you’re looking for an ideology that deserves being eviscerated, Objectivism is the low hanging fruit.

 

Respect my Hobby!

A few weeks ago I visited The Art of Video Games exhibition at the Smithsonian American Art Museum in Washington, D.C. The exhibition is relatively small, and if you don’t stop to play any games you can easily walk through all the rooms in about half an hour. It’s divided into three main sections: an introductory area, an “arcade” area where visitors can play famous games such as Pac-Man and Super Mario Bros., and a “best of” area where various gaming devices (consoles, PCs, etc) were on display along with video samples of well-regarded games. It was also completely free, which is the right price for me.

Setting aside the particulars, the basic idea of video games in an art museum is an odd one. Paintings and sculpture are designed to be viewed, but games are meant to be played (preferably while seated in a comfy chair). While the “arcade” section makes a certain amount of sense, the rest of the exhibition involves looking at games rather than actually playing them. The traditional manner of museum display (look but don’t touch) is inappropriate for the medium.

But a more significant problem is that the exhibitors never show how video games are art. To be fair, “art” is difficult to define even when discussing a more established medium. However, common definitions of art usually mention creativity, the unique expression of an idea, or an aesthetic accomplishment above mere craft. How does something like Pac-Man qualify as art? It was certainly unique when first released, but is there any underlying idea beyond cute ghosts and a chomping circles? How is Pac-Man more than mere craft? I suppose if you define art in the broadest possible terms – including Michael Bay movies, talk shows, and Superman dolls – then there’s no reason not to accept Pac-Man as well. But if art is simply a synonym for entertainment, then the entire exhibition is nothing but pretense. Displaying video games in an art museum is clearly a statement that video games are on par with the fine arts that usually appear in museums or galleries. But if any amusing diversion can qualify as art, then the only reason to put it in a museum is the “snob factor.” It’s in a museum/gallery, therefore it’s respectable.

On a more favorable note, the strongest feature of the exhibition is the evolution of graphics and visual design, with numerous examples from each decade. One of the earliest games, Pong (1972), is nothing more than a white square on a black background that bounces between two white lines on opposite sides of a television screen. Flash-forward to 2010, and games like Mass Effect 2 sport cutting-edge graphics, 3-dimensional environments, and a visual design that rivals any sci-fi blockbuster. The technological progress that allows for flashier visuals also allows for a full musical score and voice actors. While the exhibitors no doubt want to draw attention to the increasing sophistication of gaming narratives, that sophistication would not be possible without technological breakthroughs. In fact, no other entertainment medium has experienced such radical change in such a short time, and that was all driven by improvements in computing technology (film experienced several technological leaps, such as synchronized sound and the switch to color, but these changes were spread across a century, and many other aspects of filmmaking have changed little).

And yet the  actual  technology of gaming is mostly absent from the exhibition. There’s a small exhibit that explains some technical terms like the difference between 16-bit and 64-bit, but the attendees are never allowed to “look under the hood.” The wires, chips, processors, hard drives, and other do-dads are not on display. There are obvious reasons why this is the case. After all, this is an exhibition in an art museum, not a science and technology museum. But the science cannot be easily separated from the art (if we’re willing to call it that), so the exhibition feels incomplete.

The Art of Video Games exhibition reminds me of the similar effort by comic professionals to gain academic and institutional respectability. Comics have largely been successful in this regard, and scholars now refer to the medium as art without rolling their eyes.  Perhaps video games will find equal success, though it probably won’t happen any time soon. When comic creators made their bid for respectability they could at least point to a few works that were acclaimed by critics from outside the comics community (Maus, Jimmy Corrigan, and classic strips such as Peanuts). By comparison, few critics outside the insular gaming community speak of Pac-Man with reverence. And even the best video games are little more than addictive diversions (Angry Birds, Tetris) or solid genre product (Mass Effect, Grand Theft Auto).

But then again, who am I to argue with the Smithsonian? If they say shooting zombies in 1080p resolution qualifies as art, then I’ll go along with it. I’m an art lover.

The Hours of Skyrim

Hour 0: Picked up my copy of Elder Scrolls V: Skyrim. The game is a sword-and-sorcery fantasy set in the nation of Skyrim. Like most American role-playing games, Elder Scrolls allows you to customize the playable character. In fact, it gives you an incredible number of options when designing your digital avatar, including race, gender, and every minute detail of your face. I’m going to take my time and make sure that my avatar reflects the heroic Inner Me.

Hour 1: Fuck it. After spending an ungodly amount of time adjusting the size of my digital eyebrows, I’m forced to acknowledge that Inner Me looks like an asshole. I’ll just go with the default character design.

Hour 2: Killed a dragon. That was awesome. Also killed a merchant by accident. That was not quite as awesome, but fun nonetheless. I then spent several hours just wandering around and killing stuff. It’s the American Way.

Hour 5: This game is big and beautiful. There are rugged mountains, lush valleys, and vast forests containing the occasional cave or village. And there are countless non-playable characters (NPCs) to interact with. In general, the population of Skyrim is heavily armed, suspicious of outsiders, and hostile to the central government. So Skyrim is basically West Virginia without the strip clubs.

Hour 10: The main quest is rather dull. Even the stunt-casting of Maximilian Von Sydow can’t hide the fact that this is a third-rate rip off of Tolkien. Fortunately, the game has no shortage of side quests. Every person I talk to seems to need my help with something. And I can join up with the various factions (warriors, mages, thieves, and assassins), each of which has their own storyline unrelated to the main quest.

Hour 20: Between all the caves, ruins, crypts, cities, factions, and random dragon attacks, I’m starting to feel a bit overwhelmed. I have a backlog of about 50 quests I haven’t had time to get to. I’ve completely forgotten what the main quest was about. I vaguely recall some “good vs. evil – fate of the world” bullshit.

Hour 40: I’ve come to the conclusion that mages and warriors are boring. All the cool kids are thieves. Plus, you save so much money by simply taking things instead of buying them.

Hour 60: I decide to get married. In Skyrim, marriage consists of putting on an amulet that indicates you’re single, then asking the first person you meet to marry you. The marriage has no emotional significance, since the spouse has only three standard lines of dialogue. On the plus side, she does bake you a pie every day. But there’s no divorce option, so the only way to end a marriage is murder.

Hour 70: I’ve completed all the warrior quests, the entire main quest, and over one hundred side quests. I’ve lost track of the number of dungeons I’ve explored. I’ve “divorced” my wife, earned a title of nobility in six different regions, and purchased homes in three towns. I’m barely halfway done with this insane game.

Hour 90: The Dark Brotherhood (assassin) storyline more than make up for the tedious main quest. It’s so wonderfully vicious. I kill a bard just for being bad at his job. I murder an innocent woman on her wedding day. I assassinate the emperor and then kill the guy who hired me to assassinate the emperor. What does it say about me that I enjoying snuffing out lives more than saving the world? Perhaps it says I’m a bad person, but I prefer to think of myself as a free spirit who won’t be bound by society’s arbitrary rules.

Hour 1o0: Sweet Jesus, I’ve been playing this game for weeks and I still have 20 more quests to finish. I’m going to finish this last set of quests for the Thieves Guild and then I’m done …

Hour 120: Okay, I finished all the faction quests, city quests, the civil war quest, and the main quest. I’ve purchased every home, and acquired a title of nobility in every region.  So now I’m going to explore the last few crypts, and then I’m done…

Hour ???: I’ve gotta hand it to Bethesda Games, they make good crack. But I’m burned out. The only way to keep feeding this addiction would be a second playthrough, and … no. I can’t do that shit. I’m done. I’m over it. I’ve had my moment of clarity and I’m moving on with my life. Unless Bethesda provides some downloadable content. Then maybe just one more taste.

Virtual Gay Panic

For the past few weeks I’ve been playing Dragon Age 2, a “sword n’ sorcery” role-playing game (RPG) produced by Bioware. The game has earned mixed reviews: many critics raved about the decade-spanning story or the improvements made to the combat mechanics of its predecessor. Others complained about the repetitive nature of the quests, the many glitches, and the painful lack of variety in environments. Speaking of which, I must have visited the exact same cavern about 30 times. And I visited the exact same sewer passage about 40 times. And half the game is spent wandering around just one city (it got really fucking tedious is what I’m saying). But for more than a few people, the biggest flaw in Dragon Age 2 isn’t the repetitiveness or the bugs. It’s that the game is kinda gay.

I’ll provide some background: Bioware RPGs almost always include a romantic sub-plot, where the player’s avatar (referred to as the Player Character, or PC) has the option to romance one of his/her traveling companions. In most RPGs, the romantic options are exclusively straight. If the PC is male, he can only romance female companions. If the PC is female … you get the idea. But Bioware has the habit of including at least one gay romantic option, and Dragon Age: Origins included gay options for both men and women. Though it’s important to note that there were also exclusively straight companions who could be wooed only by PC’s of the opposite gender. So there was a little something for everyone (well, not exactly everyone, but certainly a larger demographic than just straight men).

Dragon Age 2 upped the ante by doubling the number of same-sex romantic possibilities, and in the process eliminated the exclusively straight romantic option. There are four companions, two male and two female, that a PC of either gender can woo (as a side note, your PC always has the last name of Hawke). So is this a universe filled with bisexuals? Possibly, but only one of the companions (the pirate wench, Isabela) makes comments that clearly establish her bisexuality. The other characters do not discuss their sexuality without reference to Hawke, which means that the player effectively determines their sexual orientation when he/she selects a gender for their PC. As an example, the male companion named Anders only expresses homoerotic desire if Hawke is male, but he shows no interest in men if Hawke is female.

A few fans have referred to this feature as “subjective sexuality,” meaning the sexual orientation of supporting characters is not fixed, but dependent on the player’s choices. This goes beyond the simple empowerment fantasy of most adventure games, and actually brings gaming closer to fan fiction (or slash-fic, in this case). Like a fan-fic author, the player is crafting the story and the romance to their liking, but unlike fan-fic, the in-game romances are actually “canon.” As an approaching to virtual romance, subjective sexuality is quite inclusive.

Perhaps a little too inclusive for some people’s tastes. But I’ll let Captain Cornhole at the Bioware Social Network speak for himself in a thread titled “Straight romances got screwed, no pun intended.”

“No seriously for those of us who like straight romaces [sic] we all got screwed over big time. Before I go any further let me clarify this is not a condemnation of homosexuality or bisexuality by any means.

Now sure your Hawke is female you can romance Anders or what have you, but it isn’t a truely straight romance. Every romance option is bi, and it’s just not the same knowing Anders or Fenris will flirt with male Hawke just as much.

Bottomline it is disgusting and I’m a tad upset there is not a single straight person in the game, and frankly there isn’t anyone that I want to romance because of it. It’s a shame really.”

Even more outraged was the commenter named Bastal, who posted a Unibomber-quality manifesto in the thread titled “Bioware Neglected Their Main Demographic: The Straight Male Gamer.” You can probably guess the gist of his complaint. These comments were not isolated incidents, and they attracted the attention of the gaming press, and eventually elicited several responses from Bioware staff.

David Gaider, one of the Lead Writers of the Dragon Age franchise, responded to the Cornhole’s comment (with far more politeness than was deserved):

“… [I]f the concern is you might accidentally be exposed to an unwelcome sexual advance– oh well. One would hope you’d deal with it in the same mature manner you’d do so in real life …

Fenris and Merrill [two other potential love interests] don’t initiate a romance with any gender, and really their sexuality is the most subjective since they don’t discuss it. Regardless, why someone would be concerned about what other people might do in their playthroughs is difficult to say. If the idea that a character might be having hypothetical sex with someone of the same gender in an alternate dimension bothers you, then by all means don’t continue with their romance. That’s why they’re optional.”

It’s tempting to just dismiss this fanboy whining as homophobia and be done with it. But there’s another facet to these types of complaints besides the usual “gays are icky,” and Gaider’s response doesn’t quite address it. This facet is not about a fear of queerness in itself, but a fear that there is nothing else. It’s a discomfort that was inadvertently expressed by one of my friends (they shall remain nameless) who also played Dragon Age 2. Like the commenters at the Bioware Network, he was unhappy that the  male traveling companions (and several other male supporting characters) flirted with him. I responded by noting that he didn’t have to flirt back, but it wasn’t so much the flirting that bothered him but the absence of relationships with men where flirting didn’t occur. He wanted un-erotic relationships with other men, in other words, straight male friendships. At that moment, part of me agreed with him. While I don’t presume to speak for all straight men, there’s something comfortable about my friendships with other straight men, when sex (at least on a conscious level) is out of the question. What my friend wanted, and what I suspect many other straight male gamers also want, is the virtual version of these “safe” friendships.

But this safety relies upon the rejection of a romantic possibility. There are endless opportunities for romance or non-romance in the real world, and my decisions have no effect on the options of the vast majority of humankind. But the virtual world of Dragon Age is finite. There are only so many characters and only so many romantic possibilities. When I start insisting that certain sexual identities become fixed so that those friendships feel safer for me, what I’m also saying is that a romantic option for a gay man (or for a woman who enjoys the fantasy of being a gay man) cannot exist. And in the balance of who’s gaining or losing, I’d say that losing the easygoing quality to a friendship with a nonexistent person is a very, very small price to pay so that someone else can have the same freedom that I possess when creating their ideal fantasy.

Or it might be possible, in theory, to create their ideal fantasy if less of the game took place in that one goddamn cavern … I’ll stop harping on that now.

A Brief Post on Gender and Gun-Swords

I was playing Final Fantasy XIII recently, and I intended to write a straightforward review. Then I realized that was boring, so here’s a rambling essay instead…

The medium of video games encompass a broad range of entertainment, including puzzle games, racing games, musical performance simulators, and shooters. The latter category dominates American gaming in sales and typically boasts the most cutting-edge graphics.

Shooters are designed to appeal to a specific audience with fairly narrow tastes. That audience is heterosexual men between the ages of 14 and 35, the same audience that goes to see every summer action movie and (in much smaller numbers) buys every superhero comic. This audience, of which I’m a part, seems to enjoy stories about rugged men doing violent things. Video game heroes are quite similar to the heroes found in most action movies: muscular, laconic, and packing enough firepower to wipe out a small country. Given these characteristics, it’s no surprise that many of these heroes are soldiers.

Master Chief of the Halo franchise

Dominic Santiago and Marcus Fenix from Gears of War

“Soap” McTavish from Call of Duty: Modern Warfare

The universes inhabited by these characters also reflect a masculine/military bias. Aesthetically, shooters often employ amazing technology to portray a very limited range of environments. It’s in the nature of shooters to take place in war zones. Whether the sterile, futuristic warships of Halo, or the urban battlefields of Modern Warfare, or the post-apocalyptic wasteland of Gears of War, these are locations for combat, not to admire the view.

Thematically, shooters also tend to focus on male preoccupations, particularly male-male bonding, strength-of-arms, and technological fetishism. Needless to say, love and relationships (besides straight male friendships) are secondary concerns at best. Women are present in some of these games, but generally in a supportive role, and they only rarely get to participate in the action. (I’m aware that there are plenty of counterexamples, but I’m not saying all American games are X so much as I’m simply noting a trend).

Things are a little more complicated in Japan. Japanese game developers create plenty of games just like Halo, but they can also create games that are so different it’s hard to imagine them ever being produced by an American company. And I’m not even talking about oddities such as “Nintendogs.” One of the most successful games to come out of Japan this year was, on the surface, a typical adventure about a group of heroes who fight monsters and enemy soldiers. The lead character is a laconic bad-ass who wields a gun-sword (it’s like a gun … but also a sword!). And she wears a skirt.

Lightning from Final Fantasy XIII

In a different game, Lightning (or you can use her far more awesome Japanese name, Raitoningu) could easily be dismissed as just another heroine who’s really a “man with tits.” But that criticism doesn’t apply very well to Final Fantasy XIII.

Unlike the bleak war zones of American gaming, the universe of Final Fantasy XIII is sparkly wonderland. The world is pretty for the sake of being pretty, and it demands that the player occasionally take some time to admire the view. And the characters don’t wear functional body armor. Their outfits are elaborate, colorful, and almost oppressively cute. They appeal to the cosplay crowd rather than military enthusiasts. In other words, this game is kinda girly.

Vanille

Hope (who is a boy, just to be clear)

Sazh

Fang

Snow

The gameplay in Final Fantasy is primarily violent conflict, but it doesn’t treat violence as a purely male/soldier activity. Women can kill monsters, men can kill monsters, cute girls can kill monsters, even a boy named Hope can kill monsters.

Violence isn’t gender-coded, partly because the cast is evenly split between male and female, but also because gender isn’t neatly defined. This is a universe where women can be named Lightning and Fang and men can be named Hope and Snow. But it’s more than just unusual names. Lightning and Fang are the most stereotypically male characters in the game: tough, aggressive, and, in the case of Lightning, emotionally distant. The men are actually more emotionally open. Snow is obsessed with rescuing his fiance, Sazh wants to save his son, and Hope is initially out for revenge (later he starts preaching the power of friendship). But the developers at Square Enix weren’t content to simply flip gender roles. The girliest character in the game, Vanille, is still a girl. Final Fantasy XIII doesn’t have bright line rules on how men and women are expected to behave.

The story is also quite different from the typical American action/adventure. The female characters don’t simply revolve around a male lead, they have relationships with each other. And the story actually focuses on the relationships between the characters and and their gradual development into a pseudo-family. None of this is meant to suggest that Final Fantasy XIII is brilliantly written. The plot is repetitive. The dialogue is clunky, and it’s made all the worse by an occasionally awkward Japanese-to-English translation. Character drama aims at being moving, but it often falls short. But regardless of its failings, it’s a story that’s about more than just conquest and killing the bad guy.

The genre is also worth noting. Final Fantasy XIII is a role-playing game (RPG), not a shooter. RPGs can be action-packed, but they also give the player the ability to control the gradual improvement (“leveling up”) of the characters. This control, as limited as it may be, gives the player a greater investment in the characters and their story. And since RPGs are about role-playing, they tend to emphasize the interaction between characters and their interaction with the environment. In shooters, story, character, and environment are typically just window-dressing for the action. Speaking from purely anecdotal experience, I’ve noticed that RPGs, and the Final Fantasy franchise in particular, seem to be very popular among female gamers. I’d wager that the reason for this is the the greater attention paid to relationships and character interaction. (And before someone accuses me of unfairly maligning all American games, there are plenty of American RPGs that offer gameplay similar to Final Fantasy XIII, though I would point out that many of them still embrace the techno-militaristic aesthetic of the popular shooters).

I wouldn’t go so far as to describe Final Fantasy XIII as a feminist game. For all it’s gender-bending, the game still adheres to a traditional view of feminine beauty. And just like American superheroines, none of the women get to wear pants. Nevertheless, it’s a game that actually has women front and center, and it passes the Bechdel Test (in case Erica is curious). More importantly, Final Fantasy XIII doesn’t treat femininity as something to be mocked or ignored. Instead, it’s an attribute that’s essential to the game’s appeal, and perfectly compatible with kicking ass.