Women in Combat Games

I was recently asked to comment in an Associated Press story on the potential effect the lifting of the ban on women in combat might have on military-themed videogames. The story was picked up today by NPR and elsewhere.

I had much more to say on the topic than I initially expected, and certainly more than would be useful for this piece. Below are my long-form responses to the interview questions. They are pretty raw still, but I think there is something here that I hope to flesh out soon.


With the Pentagon lifting the ban on women in combat last week, do you think gamemakers will be inspired to include female characters on the frontlines in military games?

Certainly, game developers who want to reflect the modern US military should include women in active combat roles, perhaps even as playable characters. But of course women currently make up something like 15% of the US military and I don’t remember any significant female characters in the Call of Duty: Modern Warfare series. With those numbers it is possible for developers to continue to ignore the role of women in the modern US military and still be relatively statistically accurate, even if unbelievable.

This assumption, however, that the commercial military shooter desires to accurately reflect life in the US military is simply untrue. Commercially successful games like Modern Warfare and Battlefield are entertainment products. The cynical answer is that they will include woman on the frontlines of their games if they think it will sell more games. And, given the current climate around both the gender politics of the military and violent video games, doing so will probably create the kind of media attention that would be attractive to videogame distributors.

One of the multi-player teams in EA’s Metal of Honor was named “the Taliban” seemingly for this reason. After the swarm of media attention decrying their decision, they renamed the group without making any changes to gameplay, which signaled that they had no interest in representing the actual Taliban and were more trying to cash in on the Western revulsion toward that name. ( btw, Ian Bogost has written about this.)

If and when women are included on the frontlines in video games, the real question will be in what capacity. Will they be playable characters, for instance? Will they need to be saved or do the saving?

The increased presence of woman in the military and now active combat scenarios is drawing out and challenging gender biases that have long been codified in videogames. Just last week Lt. Gen.(Ret.) Jerry Boykin argued that woman shouldn’t take these roles because they are too weak and too seductive. Now, consider the upcoming Tomb Raider game. Crystal Dynamics attempts to get away from Lara Croft’s anatomically-impossible image and make her more ‘real’, but do so by implementing an attempted rape scene intended to recasting the fiercely independent archeologist as requiring the players protection (see the Kotaku interview).

Female characters in games are often the motive or the motor of events and little else; think Princess Toadstool in SuperMarioBros or see #damselindistress on Bits of Tropes Vs Women in Video Games. Femininity gets bound to these motivating logics. In the critically acclaimed Bioshock, players must decide what to do with the Little Sisters, whose characterization relies on an expected helplessness that is gendered female. Similarly, when the Russians invade England in Modern Warfare 3, their attack is introduced with the death of a defenseless little girl, which is supposed to be so galling that it justifies the player’s retributive actions over the rest of the game.

Commercial games trade in a spectacular, theatrical presentation of conflict. They have to find not only strategic, but graphic and narrative ways for players to care about what happens to these virtual characters. Tradition would suggest that one of the ways to do so is to portray brutality toward (defenseless) women as a spur or justification for violent action. Having female characters on the battlefield would make it that much easier to contrive such scenarios in which highly-trained, fully-capabale military personel become another princess in another castle.

I honestly do wonder how women will enter these games as combatants. It seems just as likely that women will join the frontlines of military games as characters identical to their male counterparts in ability and performance, differing only in physical appearance, and that might be just as bad. In that case, we’d just have masculinity skinned female. To implement women in these games well, you would have to represent the specificity of a female soldier’s perspective and experience and videogames are notoriously bad at negotiating that kind of specificity, regardless of genre.

What effect do you think the inclusion of female characters in combat would have on players?

Not sure what you mean. I supposed it depends on how they are implemented, who is playing them, etc. Plenty of female characters have participate in onscreen violence and elicit a range of responses. Several major release games feature female (space) marines in far-future sci-fi scenarios: Halo Reach has female Spartans; the Gears of War 3 introduces female COG soldiers; players can guide a female Shepherd in the Mass Effect series. How that will work for a military shooter in a contemporary setting will depend on what these characters end up doing, how they play, etc.

Do you believe women who previously didn’t play military games might be more inclined to play if they see themselves represented?

Probably not, but again it depends on how female characters are implemented. Players from every demographic have controlled the same Nathan Drake character–white, handsome, brown, spiky hair–in countless games. It is not like that stops folks from playing the Uncharted games. Moreover, even when games offer players the option to customize their avatars, they frequently do not create characters that match their gender and ethnicity. Identity gets articulated in a range of ways in and through videogames.

Generally speaking, though, people who like to play games are going to play games. Perhaps there is a subset of people interested in modern miltary shooters, but only if they get to play as characters visually marked as women, but I seriously doubt it. Those of us who take games seriously hope–and sometimes advocate–for games to be more inclusive of the full range of identity positions, just as we have for all forms of cultural production. Until then, if a game is good, people will play it and put up with questionable treatments of gender, race, sexuality, and class.

Now, certain representations are so egregious that they turn gamers off. Take for example the most recent Metroid. Here again, though, the issue isn’t *that* a woman appears but what she does that matters.

How do you think the existing audience for military shooters, which is mostly young men, will respond if more female characters were introduced?

This belief that these military games are the domain of adolescent males is a pernicious fiction. I actually don’t know the player demographics for military shooters and I imagine it changes for each game (Kuma isn’t Call of Duty isn’t Full Spectrum Warrior isn’t America’s Army, etc.). I do know that the average age for gamers is over 30 (and older if you limit to just platforms that play the games you’re interested in), and more than twice the number of women over 18 play games than boys under 17 (See Entertainment Software Association statistics).

In a 2009 survey of the most popular Xbox Live multiplayer games, both men and women had Halo 3, Gears of War, and Call of Duty 4 in the top five. (See slide 14 of this presentation by Jon Radoff, CEO of GamerDNA). The audience for these games includes women and always has.

I’m not really a market researcher so its hard for me to speculate how the established audience will react. I imagine they will only care if the games are any good. A subsection of the gamer community will unfortunately be misogynistic, but they don’t speak for gamers. Recent research has noted how the male gamer’s vitriol attempts to mark these spaces as originally and essentially his (See Lisa Nakamura’s (@lnakamur) recent work). But, that has little to do with a woman’s ability to serve in the military or with the military shooter in particular. The truth is that women have long participated in these virtual spaces, and those who respond with misogyny will likely continue to do so regardless of women’s role in the military. Funny how sometimes reality is more progressive than fantasy.

PCA/ACA13 :: Circuits of Interactivity: Videogames, Interface, and inFamous

I will be attending the Popular Culture Association/American Culture Association (PCA/ACA) annual conference in DC, March 27-30. Below is my paper abstract.

inFamous promotional image

Circuits of Interactivity: Videogames, Interface, and inFamous

This paper examines the persistent description of user-media interface as ‘immersive’ and the implications for the study of videogames and digital media more generally. It takes as its entrypoint two recent moments in the public discussion of videogames: the oral arguments by Zachery Morazzini in the 2010 Supreme Court Case Brown vs Entertainment Merchants Association and Peter Molyneaux’s introduction of Microsoft’s Project Natal–now known as the Kinect–at the 2009 Electronic Entertainment Expo.

These two presentations offer a seemingly contradictory understanding of interactive media. Morazzini claims that violent videogames have greater influence on their audience than other media because they are interactive, while Molyneaux suggests the clunkiness of that interactivity is holding back the medium. In short, videogames are simultaneously too interactive and not interactive enough. As I will demonstrate, however, the two positions are not truly opposed. Instead, they share similar assumptions about user-media interface, which I trace to first-generation virtual reality research and the cyberpunk visions of wholly immersive media it inspired.

Though digital media studies has roundly rejected models of disembodied interface, Morazzini and Molyneaux’s arguments reveal that the virtual/real binary on which the VR paradigm is based continues to structure interactions with digital technologies. Wired culture, however, is increasingly conducted in the exchange between virtual and material environments. With reference to recent games, including Sucker Punch Productions’s inFamous (2009), I suggest that instead of reasserting the materiality of digital media, a critical study of videogames must address the ‘circuits of interactivity’ that join online and offline contexts.

Gamers Love Movies Too! SCMS13 Proposal

Inception, Movie Poster
Videogame studies has had a complicated relationship with film studies. Early scholarship on videogames–and digital media more generally–relied on applications and adaptations of the more established film studies methodologies to bring games into academic discourse. Yet, videogame studies developed into a field of study by deliberately distinguishing videogames from film and other narrative or representational media. As a result, cross-disciplinary conversation stagnated, even as the mutual influence between the two industries intensified. Having thoroughly complicated the notion that videogames are “interactive movies,” how do we now discuss the relationship between games and film? What approaches allow for productive interdisciplinary study that respects the specific qualities ofeach medium?

As the Society for Cinema and Media Studies has transitioned to an inter-media mission, it has established itself as a forum for videogame studies. Last year’s annual conference hosted no fewer than nine panels and workshops on gaming. Going forward, SCMS has the opportunity to overcome disciplinary silos by facilitating conversations across media and discipline. In that spirit, this workshop seeks to further integrate videogame studies into the SCMS community by exploring common ground for videogame and film studies.

To begin, Alenda Chang conducts a “lightning” survey of theoretical debates in contemporary film studies–including realism, the dominance of the optical, auteur theory, area studies, and the “digital” moment–as they raise corollary questions for the present and future of videogame studies. Applying videogame studies methodologies to film, Conor Mckeown presents an algorithmic analysis of Christopher Nolan’s Inception that illustrates how the rules laid out by the film structure fan interaction and thereby constitute a procedural rhetoric of cinema. Ed Chang considers the implications of an enacted “gaze,” recasting the discussion of Tomb Raider’s Lara Croft as he raises the possibility of a queer gamic gaze. Finally, Sandra Danilovic shows how the boundary between filmic and gamic gazes blurs in Machinima’s gamer-as-filmmaker as she offers Machinima as a method for exploring the convergence of film, gameplay, and performance.

CFP: Gamers love movies too (SCMS13, Chicago)

La Noire | Team Bondi
This proposed roundtable will discuss intersections of cinema and videogame studies. Though videogames clearly borrow from and even influence film, much early videogame criticism was at pains to distinguish gaming as a unique medium. Having at this point thoroughly complicated the notion that videogames are “interactive movies,” how do we now discuss the relationship between games and film? How do we put videogame studies and film studies in conversation while respecting the specific qualities of each medium? What theoretical and methodological approaches allow for productive interdisciplinary and comparative study?

[UPDATE: DEADLINE EXTENDED]

Please send a 300-word abstract and 1-page bio to Tim Welsh (twelsh@loyno.edu) by August 10, 2012.

Cynical gaming

Almost on queue following my recent posts: Spec Ops: The Line. Billed as Apocalypse Now of the military FPS genre, The Line attempts a morally conscious military FPS “that understands its own ugliness and base urges.” The game has gotten a good deal of attention the past few days in anticipation of today’s release. Though I don’t have time to play it right now, I thought it was an appropriate moment to address the prospect of such a game given the recent discussion of realism and authenticity in shooters.

In fact, The Line lead designer Cory Davis, in an interview with Kill Screen’s Yannick Lejacq, describes the game’s invocation of ’70s war films in just these terms:

Think of Apocalypse Now, films like Full Metal Jacket, The Deer Hunter, Jacob’s Ladder. These are not realistic movies that try to be a perfectly accurate rendition of what happened on the battlefield. But they are authentic to the emotions that soldiers felt on the battlefield. The most traumatic moments in wartime are often very surreal for the people who actually experience them.

From this quotation–and some other bits I’ve read–it seams like The Line straddles the line between Tom McShea’s harrowing war-is-hell realism and Greg Goodrich’s playbly fun authenticity. And I think that ambiguity might be the extremely productive.

Note the emphasis on playable character Walker’s face and its unflinching expression in the game’s launch trailer.

The camera placement for an FPS means players go through most of the game without seeing much of a reaction from their protagonists. Roach, one of the main playable characters in Modern Warfare 2, never faces the camera, and so didn’t even get a head model. As Lejacq points out, when FPS do present players with the faces of characters it is significant, it humanizes them and identifies them as persons to care about. Watching the trailer for The Line, however, I cannot tell how I am supposed to respond to Walker’s panning indifference at all that is happening around him. Is this a cool guy who doesn’t look at explosions? Am I to revere his stoic masculinity, his unwavering perseverance before what must be done, no matter how horrible? Or, is this the face of a man broken by conflict, beyond empathy or emotion, to be both pitied and feared?

All of the reviews I have read thus far praise the game for presenting the psycholgical and ethical toll of warfare while simultaneously critiquing the deftness of its satire. The gameplay is, according to Allistair Pinsof at Destructoid, pretty standard FPS fare. The Edge calls it a “po-faced imitation” of games like Gears of War. The Line, therefore, goes out of its way to point out that things are bad, lest we confuse it for the games it is mocking.

Chris Suellentrop of the NYTimes writes, “Spec Ops is a thoughtful and harrowing contrast to the power fantasies of its competitors. But it is not confident enough, alas, to trust players with much subtlety.” Again, from the Edge review: “It would also be an overstatement to call it profound: in any other medium such themes would hardly be revelatory, and although The Line is a thoughtful and well-intentioned game, the level of its writing is carefully engineered to be accessible to those expecting a brainless bullet exchange.” As a result, Suellentrop writes, “Spec Ops is so heavy-handed that I began to wonder if it were intended as a black comedy about Walker’s obtuseness regarding the genuinely horrific consequences of his actions.”

I am relying here on too much quotation, having not played the game myself. Still, these reviews outline a very precarious position for The Line. Together, they suggest that the military FPS has taken the genre to such horrifically violent places that it is almost beyond satire. How are we supposed to know when The Line is showing us extreme violence? With so much outlandishly nasty killing going on, how do we recognize these particular anonymous button presses as self-consciously grotesque?

Sullentrop explains that the game’s answer is to tell us:

And yet it is hard to believe that Spec Ops is a satire of dumb games when it assumes it has such dumb players. The game is not satisfied with having a character ask Walker, “You got a plan beyond killing everyone you see?” No, a loading screen has to explain the moral of the story: “Walker’s obsession with Konrad has brought nothing but destruction — to Dubai and his squad.”

But what if the issue isn’t that players are “dumb,” but rather that players are “numb.” By that I don’t mean that gamers have seen so much violence they are immune to it. Rather I’m thinking more of something like Peter Sloterdijk’s cynical reasoning as interpreted by Žižek:

Cynical reason is no longer naive, but is a paradox of enlightened false consciousness: one knows the falsehood very well, one is well aware of a particular interest hidden behind an ideological universality, but still one does not renounce it. (Sublime Object of Ideology 29)

Perhaps players know very well that war is “just another name for death” in the way Tim O’Brien describes it, that it leads to moral compromise, and that there are “no heroes in war. Only killers,” and choose to play on anyway.

At the end of the Kill Screen interview, Davis explains that he wants his game to make players aware of their position in relation to “real” warfare:

Whether or not we’re paying attention to it, it is happening, and these conflicts are something we’re involved with because we live here, we take advantage of the circumstances that are here, and the things that keep our nation in the state that it’s in.

But if we play in a condition of cynical reasoning, then the challenge presented to the morally conscious FPS goes beyond teaching players that war isn’t a game. Indeed, even though it may be innovative for the genre, The Line might not tell us anything we don’t already know. Even so, its ambiguous attempt at satirical ultraviolence might help us define the problem differently.