Bob does it again…
If you are not familiar with the Bechdel Test, it is a simple test to apply to films; (i) there must be at least two women in it, (ii) who talk to each other, (iii) about something besides a man.
Many films still fail this test, though it was made popular back in 1985. The test only goes as far to look at the visibility of women in film, and to examine that they are defined by more than their relationship to a man. It doesn’t examine how the women are portrayed and a film that passes the test may in no way be a feminist film. It’s simplicity is both it’s strength and it’s weakness.
I’m interested in how this could be applied to the context of video games. But in order for it to work I think there needs to be some changes. So here is my version:
(i)There must be a female character with whom you can interact, (ii) who doesn’t need rescuing, (iii) and isn’t a prostitute.
Such a test comes with the assumption that there are gendered characters within the game. Some games, such as Flow or Space Invaders, do not have any characters of gender.
Samus Aran from Metroid by Ivan Flores
Conversation vs. Interaction
In film, the story is conveyed to a passive audience primarily through the dialogue of the cast. But in gaming, the game is defined by interactions that the player controls. Whether it is shooting, fighting, flying, walking or talking, different games draw on different actions, but it is the the player that performs these actions.
So in creating a test suitable for video games, I am less concerned about women talking to each other, but rather the actions performed to, with or by them. As it’s through these actions that we experience the game. Read More
Another amazing GameCity, we are in year six now and I’ve attended every year in some form or other. Each year the festival grows and develops in new and interesting ways and this year was no exception. There is no other event like this one, it offers a unique experience to explore and celebrate games, playing, art and their cultural significance. As such it draws a diverse audience from all over and it is these amazing people that really make GameCity the highlight of my year.
So here are some of my highlights and feelings about this year:
Journey and Robin Hunicke
One of the most profound moments in GameCity history was when Robin played Flower in the arcade behind the Council House, then her talk on creative minds in the same year inspired this blog post. So I was elated to hear she was joining us again this year to play Journey, the latest game from That Game Company.
This year we had beanbags in preparation, with the addition of consoles set up around the tent to play along. Given the collaborative nature of Journey this seemed a great idea and was a natural progression from observer to participant.
Beforehand Robin spoke of the process of creating a game that allowed and encouraged co-operative play, and how to encourage the desired behaviour, instead of griefing and competitive play, so often found online. I always enjoy this insight into the design of the user experience in games. Read More
I have just about recovered from the annual whirlwind event that is GameCity. I’d like to cover the highlights of this year’s games culture festival.
Keith Stuart from the Guardian kicked off each morning with a discussion around video games, looking at the new technology, the most important games so far, emotional impact of games and the possible future of gaming. Despite my sleep deprived state these were so good that I still managed to get into Nottingham city centre bright and early and a big thanks to Broadway cinema for putting on a slap up breakfast to help me get started for the day ahead. Unlike me Keith however was lucid and spoke intelligently about each subject, and had a changing panel of guests from speakers at the festival to give their two pence worth.
Often in games that move me the audio will affect me, even if I’m often unaware of the impact that it is having as it adds to the game without distracting from the game-play. Limbo is just such a game, and Martin Stig Anderson did an amazing job of the audio for the game. His discussion and demonstration of the audio work for Limbo was really enlightening. He detailed how he had created the sounds, rerecording them through wire in order to distort them until the source was no longer decipherable. As Anderson spoke about how the transitions were handled in the platform game, in order to give areas of the game an identity and atmosphere, it really opened my mind to the complex possibilities of audio in games as the usually linear nature of music is turned on it’s head if placed in the context of a nonlinear game where the user controls the journey both in time and space. In Limbo Anderson used the environment of the game to create the soundtrack, rather than overlaying the game with a piece of music.
He also spoke about how audio offers us the most “temporal nuances” compared to our other senses, which tied Jonathan Blow’s earlier talk in the day about Braid and learning the rhythm of platform games, such as Super Meat Boy in order to be able to play them. We can learn to play some games by ear.
Photo of the James Hannigan event at GameCity kindly permitted by zo-ii
This event was astounding and a fine example of what GameCity do amazingly well and you experience no where else; the convergence of cultures in a way that is both theatrical and emotive. Last year we saw Robin Hunicke perform Flower in a shopping centre complete with falling petals. This year we had Pinewood Choir in St Mary’s, the oldest church in Nottingham, performing soundtracks from games such as and Command and Conquer: Red Alert 3, Warhammer and Harry Potter the Deathly Hallows, complete with live owls. There is something profound about hearing an talented choir perform in the reverberating acoustics of an old gothic church, but when the music they are singing takes to back to a moment in a game they combine in a way that gives a sense of grandeur to an often underrated part of the gaming experience.
Alice Taylor, Commissioning Editor for Channel 4 (and Wonderland blog) talked recently at Game Based Learning, looking at how gaming enables Channel 4 to engage with their target audience of 14 to 19 year old. But also looks at how gaming mechanisms can be used to engage large numbers with an educational agenda.
Video of Alice Taylor
To see the full selection of videos go the the Games Based Learning forum. I’d also recommend Matt Mason’s talk on pirating and how it adds value to the original, touching on how game modding evolved.
I’ve been attending GameCity since its creation, and before that the Broadway’s Screenplay games festival that which ran from 2000. Each year it gets bigger and raises the bar. This year was no exception, with some amazing and large scale events.
This year saw the event take place mostly in the Council House and a large tent pitched outside in Market Square, so the event had its highest public presence to date, which can only be good for the festivals future.
The best part of a games festival for me is in exploring new games and new ways of playing, which is evident in my selection of festival highlights.
This was my first experience of pervasive gaming, and I’m totally hooked. I only managed to register for two games due to demand, but this wasn’t really an issue because there were lots of other people waiting too so we were able to start an impromptu game of Werewolf (http://www.eblong.com/zarf/werewolf.html) which needs 7+ players. One of the things I loved was that the people had an open attitude towards play.
I played two games, Hipsync and Moveyhouse, which were great fun and interesting experiences. There is something elevating about reclaiming a space with play and people not taking themselves too seriously. http://sandpit.hideandseekfest.co.uk/events/
Gambling Lambs is a monthly gaming event in Nottingham, which held a special event as part of the festival. There was a great atmosphere and in the same way as Sandpit having a group of friendly strangers willing to play games together is a great experience. It takes place the first Thu of the month and I highly recommend it. http://www.gamblinglambs.com/
Each year Indiecade offers a selection of new games to play and explore. Each year usually holds a gem or two, last year I played the recently released http://machinarium.net/demo/ The indiecade was set up in the tent in the city centre, which means loads of lovely exposure for those games, but unfortunately there was no sound which is a big part of the experience.
This year a couple of games stood out; Papermint which is a colourful MMO had lovely art inspired by Parapa the Rapper. A surreal game based on Little Red Riding Hood called The Path that had a nice ethereal feeling about, with a dark twist. Moon Stories had some nice narrative based game play. Finally, Classic Night had a beautiful childish gothic art style, a bit like Invader Zim. To find out more any of the games from Indiecade check out their website: http://www.indiecade.com/index.php?/games
Robin Hunicke played through the whole of the game Flower, to an audience in the arcade behind the council house, while the screen was projected on muslin hung from the ceiling and rose petals occasionally fell from above.
The experience was as close as I’ve seen video gaming come an art installation, and it was an amazing experience. It started off with everyone stood around, but as the performance progressed the audience became increasingly horizontal. The game is very relaxing and hypnotic, while the audio is amazing and the architecture made it all the more dramatic. It was really interesting to experience a game in a totally different context.
World of Wordcraft
This was a panel of (ex)games reviewers trying to create the perfect games review with musical interludes by Rebecca Mayes. I have to agree with one panellist who kept saying reviews were dead, although I suspect we were coming from different positions. He was looking at aggregated scoring, while I’ve replaced games reviewers with my social network. Rebecca Mayes was fun and I really hope she does play some video games too, but for niche marketing she gets bonus points.
Playing Lego Rock Band in the centre of Nottingham on a Saturday afternoon in front of a crowd and murdering Katrina and Waves will be a lasting memory. Hehe.
A pleasant surprise of an event, a lunchtime curry session with Alaskan Military, the guys that made the viral for GameCity and the Lego animation guys Spite Your Face – you know the ones that did Camelot , yup them. Entertaining talks about how they do what they do and their inspiration. Great fun and really creative, art and geekery combined is a sure fire win for me.
Masaya Matsuura’s Marching Band
Margaret Robertson held a brilliant interview with Masaya Matsuura, creator of Parrapa the Rapper, where we got to see some of his games that never got a UK release. This was followed by him conducting an audience rendition of Hey Jude on the Kazoo. Priceless.
So when choosing how to spend Halloween, getting zombie make up complete with latex peeling skin courtesy of local make up students and trying to scare the hell out of people seemed like an excellent way to spend it. I was right and was delighted when my friend came as Zoe from L4D and kicked the hell out of the zombies.
GamesCity festival happens every year and I’d highly recommend it to anyone with a playful soul.
Ok I have had some real fun with getting my XBox to see my XP desktop. It was easy enough to get it to see my Vista laptop after I set up Windows Media Centre (WMC), and although WMC sees everything on my network it has no supports for DivX, so doesn’t really meet my needs.
Diagram of XBox on wireless network, but media sharing can be on wired or wireless network.
However playing video through the XBox dashboard does have DivX support, but this way it only finds files that are local to my laptop and I wanted it to see my whole network. It wasn’t as straight forward as it should have been so here is my quick guide on how I managed to get it working. It’s not the only way, there are 3rd party tools out there.
Firstly you need to share the media from your XP machine. To do this you need Windows Media Player 11 (WMP11). WMP11 adds a bit of Vistas functionality into XP, so under Library>Media Sharing… click the checkbox and allow access to the XBox 360.
This didn’t work straight off for me, it just hung for ages and then nothing happened, no sharing and no error.
Check which services are running. Start>Admin tools>Services. You need to make sure UPnP and SSDP are both started and set to Manual, also check Windows Media Player Network Sharing Service is started and set to Automatic.
Once I’d done this I was able to share my media and allow my XBox. However my XBox still refused to see my XP machine on the network. So my PC could see the XBox but the XBox wasn’t seeing the PC. After a bit of reading around online and trying loads of stuff it became clear DRM was the issue. WMP11 DRM doesn’t work properly, it makes sense then that the XBox which is DRM’d up to it’s eyeballs would start having issues.
Clear out the existing DRM data. You need to set your Folder Views to include System files. Then navigate to Documents and Settings>All Users> DRM and delete all files.
Then go this link in Internet Explorer:
If ActiveX blocked you’ll need to allow it, once that’s done the greyed out Upgrade button should become clickable. Click it and what for the process to run then close the box. Reboot PC (definately) and XBox (possibly). After this the XBox detected the PC and media sharing was enabled.
This was a fairly simple problem to solve. The XBox doesn’t see folders that are shared on the networking the same way and WMC does, it only see the folders that are part of your shared WMP11 Library.
In WMP11 go to Library>Add to Library…
Add any folders with media that you want to share and click OK, it can take a while for your PC to catalogue the new folders and files.
The Windows Media Player Network Sharing Service is a memory hog, so it may be worth disabling sharing if you aren’t using it frequently.
Even with WMP11 Library I’ve found it a little unpredictable about what the XBox will and won’t see. This might be because files are still being catalogued, so I’ll give it a bit longer before I investigate further.
Feminist is such a loaded word I almost didn't use it in my title. But really it is about equality nothing more and nothing less, so I think it is appropriate for what I want to write about. I want to take a look at some of my favourite games, that also managed to handle gameplay related gender in a new way or that made me think, hopefully both.
This game is amazing, it also happens to have an all female cast, but this is no Dead or Alive Xtreme Beach Volleyball or the Newton defying girls therein, our heroine wears an asexual orange jumpsuit. It is a FPS games, so you aren't aware of your gender in the game at first, but most FPS games have male protagonists if not an all male cast and involve lots of shooting and killing. In portal you don't shoot bullets, but large portal holes which seems almost so obviously pseudo-sexual as to be crass, and perhaps would be if they weren't such a beautiful and fundamental part of what makes this game outstanding; it shifts the aim of the game from killing your opponents to outwitting the AI that has you trapped. Ultimately any game that offers cake as a reward knows exactly which of my buttons to press.
Primal turns the traditional Mario plot on it's head. At the beginning of the game Lewis is abducted, and it is up to his girlfriend and our heroine Jen to find him and rescue him. Not afraid to kick ass Jen literally morphs into a formidable warrior across the course of the story and thanks to some great voice acting from Hudson Leick and Andreas Katsulas and a descent script we get a much more well rounded character than someone like Samus from the Meteoroid Prime series. The game is based over a series of elemental worlds that thematically support the Gaia hypothesis, named after a Greek mother goddess. Also there is a yin yang relationship between order and chaos throughout the game.
Much has been written about Lara Croft, but the original game was great fun and ground breaking. Released in 1996, a year after TV's female action hero Xena: Warrior Princess hit the screen, gaming saw it's first female lead, one that would give Indiana Jones a run for his money. Unfortunately the Tomb Raider series has failed to develop significantly enough to retain it's leading status in gaming culture, we have seen Lara's exaggerated figure fall foul of ridiculous physical design changes that pander to the fan-boy pin-up fantasy, rather than any real character development. Even the latest instalment which takes some interesting lessons from Assassin's Creed in terms of character movement falls short of the innovative seen in Mirror's Edge.
Beyond Good & Evil
In Beyond Good and Evil, Jade is our main character, but we also see female characters in positions of power throughout the game. In the game, although you can use martial art skills and a Dai-jo stick your main tool is a camera to collect information, document creatures, solve puzzles and ultimately to look for the truth. The story is also interesting because it deals with a corrupt government and notions of the freedom of the press. The characters are well developed and the subtlety of Jade's character is offset by Double-H who is an archetypal masculine hero with a code of honour and a preference for brute force solutions, but he's not dislikeable.
Dreamfall: The Longest Journey
Dreamfall is a sequel, but since I haven't played the original I shall not comment on it. I really enjoyed this game, mostly because of the depth of the plot and the characters in the story. It has obvious comparisons to Beyond Good and Evil; our main heroine is also 20 years old, street smart and trying to crack open a massive conspiracy. April Ryan, the character from the original game, also appears in Dreamfall, but Zoe Castillo is our primary character, who is searching for her missing boyfriend in a similar fashion to Primal and who also travels across multiple worlds to reach her goal. The story also examines themes of religious fanaticism through the third character that you play in the game; Kian Alvane who's faith in his Azadi rulers offers him a means to justify his acts of violence.
So there it is my top five, there are however a few games that deserve an honourable mention; Urban Chaos, released in 1999 was a game with a black woman, Darci Stern, as the main character. However gameplay was lacking and I never finished it, so I can't include it on my list. It was also filled with hookers as Darci was a cop who's task it was to clean up the streets. But nearly ten years later and there is still a very real lack of black female characters in games, all the women in my list are light skinned and dark haired, to the point where it has almost become its own stereotype. Only in Beyond Good and Evil is her ethnicity vague, and while I have seen Jade being described as a black female character, to my mind it is ambiguous rather than explicit. Sexuality is also marginalised, with very few examples of lead characters being explicitly gay. Fear Effect is one game where there is a lesbian relationship alluded to, but since I've not played it I can't comment on its portrayal. Most games are passive about same sex relationships, such as RPG games that allow the gamer to decide, for example The Sims or Fable 2. Jade Empire allowed you to play from a selection of set male and female characters, which can romance different male and female characters depending on your gender, however even with the set characters it is at the gamer's discretion.
Another lacking representation of women in games is in age. Old women just don't exist in games as far as I can tell, and certainly not as primary characters. If there is an old woman she will often take a narrative role, such as in Fable 2, but even then age isn't explicit. Given that older women gamers is a huge growing market, I wonder if this will change as casual gaming becomes even bigger. But I imagine as with other media, where women over fifty seem to disappear as though consumed in a modern day Logan's Run, it will take some time for this to be addressed. Second Life may have unleashed a plethora of virtual furries but few want to play as old people, after all no-one likes to think about getting old.
With the increasing flexibility of RPG characters or gaming avatars and the increase in MMOGs, perhaps we will see this change on-line first. We can use these tools to create change and to challenge our own expectations of our gaming experiences.
If you missed some of the classic PC games of yesteryear, or if you have even tried to reinstall them on your new Vista box only to be thwarted by incompatability, well then I have the site for you… Good Old Games
Good Old Games has a growing catalogue of classic PC games guarenteed to work on XP and Vista.
There are some great classics on there including the Fallout series and the early Unreal titles, and they are all DRM free and come with support. At less than $10 or about