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.

Wonder, book?

Sony announced its new peripheral the Wonderbook yesterday at E3. Wonderbook is an augmented reality (AR) platform, similar to the AR features of the 3DS, but displayed on the home television screen. Watching the demo I kept thinking, how is Wonderbook a “book”?

McLuhan of course taught us that the content of any new medium is another medium. During the E3 demo, presenter Dave Ranyard calls Wonderbook a “reinvention of storybooks.” The pad physically “opens” like a book — without pages, but still. Just to drive home the point, the first title released on the platform is BOOK of Spells, in collaboration with J.K. Rowling.

At this level, however, Wonderbook bears only a metaphorical relationship to print media. It is a “book” the way Apple’s Notes program is a yellow legal pad.Apple seems to believe we would somehow forget what a program does if we are not visually prompted to connect it to an analog equivalent.

Wonderbook in turn wants us to take its new platform as a revitalization of the print interface. Sony’s Andrew House introduced Wonderbook by saying, “it evolves one of the oldest interfaces that we know, the book.” He then segued to a video demonstration with the claim, “words can’t do it justice,” which ironically featured very few words at all.

The press release for Wonderbook calls it “the next step in reading and augmented reality gaming” suggesting that those media interactions are somehow on parallel trajectories. But for an attempt to reinvent the book, the demo didn’t show much reading going on.

Once open, the Wonderbook acts more like a stage. Using the Playstation Eye–a webcam peripheral, essential to make the Wonderbook function–the Playstation detects the Wonderbook’s open surface and projects to the user’s television three-dimensional virtual objects hovering above it. It then responds to the user’s movement in the space surrounding the Wonderbook stage, as well as the user’s incorporation of other Playstation peripherals, like Move motion-controller.

None of this requires reading or text. Its all propioception making use of visual feedback that extends the arena of interaction onto the screen.

The onstage demonstration exemplifies the difference. In the Book of Spells demo, text appears on the top of the screen, but is also spoken aloud by a voice actor. Already, this “book” has obsolesced reading. About halfway in, the demo participant tries to cast a fire-making spell apparently before the before the “book”–and its reader–tells her to do so. The demo participant recognizes the required gestures faster than the text could be read, and its reading now encumbers her interactions. She must repeat the zig-zag pattern until this evolution in interface is ready to receive her input.

Demoing Incendio from The Book of Spells at E3

So, how then do we justify Sony’s packaging of Wonderbook as a book? The cynical route is to say Wonderbook combines iBooks and 3DS in an attempt to situate Sony on the cutting edge of an elusive edu-gaming market. With all the resources flying around trying to justify this sophisticated technology as socially beneficial, I wouldn’t completely rule this out. But if we take Sony and Mr. House at their word, then something else is up entirely.

House explains in the presser that Wonderbook will make “traditional reading experiences take on a whole new meaning.” As we have seen from the demo, it basically eliminates “traditional reading” all together. What then is the “experience” that Wonderbook extends?

As far as I can tell, Wonderbook has little to do with the printed word. Instead, it is about perpetuating a relationship to the virtualities of fiction. As different means of accessing and interacting with the virtual, both reading and augmented reality gaming exist on the same continuum.

What is perhaps unique in this new interface “evolution” is the potential to overcome the “lost in a book” metaphors that have long characterized both compelling reading and “immersive” virtual environments. With only a limited demo its hard to extrapolate if and how Wonderbooks will handle the interpenetration of virtual and physical realms. For now I am at least intrigued by Wonderbook’s invocation of print literature as a forebearer of augmented reality platforms.

Populating San Andreas with #CCSWG12

For the next three weeks I am participating in the Critical Code Studies Working Group. An online forum conference, CCSWG brings together 70 panelists in a variety of fields to develop methodologies for reading — as Mark Marino put it in the opening charge — “the extrafunctional significance of computer source code.” Each participant was asked to contribute a “code critique,” or selection of code to deconstruct as a group. Below is the context and provocation I posted for my submitted source code, which seeks a model of “ideological code critique” through reading Grand Theft Auto: San Andreas.

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Context

In “Making Sense of Software“, Ted Friedman explains that “computer games, like all other texts, will always be ideological constructions.” Using SimCity as an example, he goes on to point out that “simulations which seek to explain ‘how the world works,’ in fact, would seem to have the honesty of announcing their ideological status.” From this perspective, playing a video game is a process of “demystification,” where by trial and error players discover “how the software is put together.” It seems to me that Critical Code Studies takes can engage in this demystification more directly, accessing and analyzing the software itself. So, for my Code Critique, I would like to set up an opportunity for us to develop modes of ideological critique based on ‘reading’ code.

Those who have followed videogame studies likely know the vexed position of ideological critique within the discipline. To put it very succinctly, traditional ideological critique has been figured as dependent on representational structures and, thus, is unable to address videogaming’s core rule-based, algorithm-based, code-based nature. Alexander Galloway spells out this argument in Gaming: Essays on Algorithmic Culture, when he argues that representational critique of a game like Civilization III ignores the game’s informatic treatment of identity. As we pursue this informatic core, I’m wondering if and how critical code studies might reformulate approaches to social and political critique.

Critique

The example code I’d like to work with is Grand Theft Auto: San Andreas (GTA:SA). A playable version of Boyz n the Hood, GTA:SA has been roundly criticized for its portrayal of inner city minority communities, codifying, for example, the stereotype of the violent black male (see several essays by David Leonard). I have often found such critiques lacking because they typically stay on the level of narrative and visual representation, rarely addressing gameplay and never considering code or platform. So, I thought it would be productive to look underneath the cut-scene portrayal of San Andreas to see what Friedman would call the “ideological construction” of the game at the code level.

GTA:SA is a sandbox-style game, which means it sets up a pretty extensive open virtual world in which to play. The game takes place in three full cities, caricatures of Los Angeles (San Andreas), San Francisco (San Fiero), and Las Vegas (Las Venturas), which are connected by a series of freeways through countryside and desert. It is well populated, with demographics changing depending on area and time of day. In its way, the game constitutes a representation of social life in the US, a simulation, though farcical, of “how the world works.”

Questions for the forum:

  • To what degree can we read world-generating code as constituting ideological assumptions? What is gained or lost in doing so?
  • To what degree does code and coding itself rely on logics of representation? Can we see that expressed in the code of GTA:SA?
  • What assumptions does the code generating San Andreas make about social life in America? In a game as satirical as GTA, how are we to take those assumptions?
  • What can a critical code study of GTA tell us about constructions of race, class, gender, and sexuality in what Galloway calls our algorithmic culture? Is it solely informatic identity or does a code critique reveal other formations?

Bioshock on In Media Res

Advertisement for plasmids in BioshockEd Chang and I have a post up on In Media Res discussing Bioshock and posthumanism entitled Would You Kindly?: Bioshock and Posthuman Choice.

In Media Res is one of the innovative projects, like The Googlization of Everything and Gamer Theory, supported by the Institute for the Future of the Book. The premise is to have experts present short close-readings of some piece of media as a way to conduct focused discussions online. They have weekly themes and a new media object every day with a 400-word framing-statement from a “curator.”

The current week’s theme is Posthumanism and Media. We have already been discussing the relationship between human and non-human species and the effect of near-ubiquitous digital media on identity. Ed and I curated Andrew Ryan’s death scene from Bioshock, discussing it as the climax and convergence the game’s play with autonomy and control.

I’ll post an excerpt from the conclusion here, but we and the folks at IMR would love for you to drop by the original post and contribute to the discussion.

In this scene,Bioshock violates the player’s implicit trust that the game will tell him how to inhabit the (virtual) world and then leave him to play. It strips away the illusion of choice—even as Ryan screams, “A man chooses, a slave obeys,” and commands the player-protagonist to kill him — and, in doing so, enacts the “key antimony” of posthumanism, the irony that these technologies can serve both liberation and domination.  Or in other words, “from all work to all play, a deadly game.”

Inception: The Video Game

I have a new post over at CGP. Here’s the lead-in:


Screenshot from Inception featuring Tom Hardy and Joseph Gordon-Levitt

Yesterday I went to see Christopher Nolan’s Inception and I was instantly struck by the obvious comparison between its dream-intruder’s conceit and the Gibson-esque jacked-in conception of virtual reality immersion. The procudure at the center of the film is called “shared dreaming,” which resembles Gibson’s characterization of cyberspace as consensual hallucination, participated in by multiple operators. Like the Internet, dream-jacking was developed as a military technology; like video games, it was used to train soldiers. As in The Matrix, it is performed by attaching the participant’s body to a series of invasive tubes and wires, leaving the physically present body inert and unconscious. The dreams within dreams are called “levels.” And so on. Kirk Hamilton at GamerMelodico puts the relationship between Inception and gaming this way:

Here is a videogame movie that isn’t based on a game, it’s simply… a videogame movie. In other words, rather than adapting an existing game’s story a la Prince of Persia orHitman, Inception presents an original story built on the fundamental tenets of videogames. It’s a tale of people transporting their consciousness into a construct where notions of life, death, time and identity become quite different than in the waking world. So I suppose it’s appropriate that the film’s biggest shortcoming feels so fundamentally game-y in nature.

Hamilton goes on in his post, Inception’s Usability Problem, in which he imagines Inception as a video game, to argue that its biggest shortcoming was that the dream-jacking mechanic was inelegantly presented to the point that an overabundance of explication left it feeling like “a videogame that is all tutorial and no play.” Though I see his point, I disagree. I felt the awkwardness of explaining dreamjacking reflects how unsure the characters themselves are about the technology, how it works, and its implications and consequences. His central point remains, however, there certainly was a predominance of explication and intricate rule systems: too much talk, not enough rock. I get that. But this leads to an even more interesting question as it problematize the very premise, of imagining the movie as a game. If its a game that’s all tutorial an no play, is it even possible to imagine it as a game? Furthermore, what would it mean for it to be gamey with no game?


To read the rest, visit The Critical Gaming Project.