Monthly Archive for May, 2006

Gaming Girls

The Escapist blog recently had a post with their top 5 selected articles. There’s some interesting stuff there, in particular an article on Marathon, which is quite good. I haven’t read all of the others yet, though perhaps I’ll comment on another in the future. Right now I want to focus on the “Girls don’t exist on the intarweb!” article. Note that the article was published in 2005, so it’s slightly dated (on a side note, it’s really annoying trying to find when Escapist articles were published — It seems like they intentionally avoid using dates anywhere in the “issue”). Still, even if the article is a year old that can hardly be considered wholly out of date.

Politicization of the gaming industry is one of my major worries, right next to terrorism, global cooling, and avian flu. I kid, of course, but it remains that I am concerned about politicization of gaming. Although gaming is one of the most profitable entertainment industries overall, if not the most profitable, I think gaming is still largely in its infancy. The two aims of gaming, storytelling and interactivity are still very much at odds with each other. Furthermore the process of creating a game is a titanic endeavor akin to creating a new language before one even begins to write a story in it. This latter point in particular is a cause of concern to me, as if high-profile games require massive resources then only large and wealthy corporations will be able to bring such resources to bear. One of the pitfalls of the arrangement is that political lobbying forces are far more likely to be successful in influencing a grovelling corporate representative than a tightly knit development team with a strong creative vision. In essence, the more cooks you have in a kitchen the less resistance there will be to adding yet another. But we already know what too many cooks in the kitchen really does.

I’m not suggesting the author of the article is a part of some lobbying group, but such groups undeniably exist and their influence in shaping the terms of discussion is evident whenever the topic of sex arises in videogames. I could go on and on with examples here, but all we need do is look at the terminology and argumentation to see that it is so — Speakers almost always use gender when they mean sex, the usual talk of underrepresentation among characters and among players is dominant. The usual response, of course, is self-flagellation from industry executives for not making women enough of a priority. Not enough of a priority? It seems every third article I come across either examines “The need for more female role models in games”, “The need for more female game players”, or takes either of those premises as a given. Rather than having a discussion, the pre-existing feminist thugocracy has bullied their way into making their talking points the only legitimate starting points.

In a sense I think we’re approaching, if we haven’t reached it already, a Law & Order point — The reference here is to the television show(s) Law & Order, who, since the show became popular, have now featured in absolute numbers more white criminals than actually exist in New York city. Overarching political orthodoxies make it a faux pas to depict minority criminals even though real-world crime statistics bear out the fact that most criminals are non-white. The comparison isn’t one-to-one as games deal in far more exotic locals than Law & Order does, but I’d bet at this point that games featuring hard-assed marine females, pilots, slick female assassins and ninjas, or proud female knights outweighs the number of women that are actually in real-life military positions. Furthermore, I’d bet that most games have a much better sex ratio than real life military organizations. None of that is relevant though because the mentality that drives towards a fifty-fifty representation isn’t one informed by statistics (although it’s certainly keen to capitalize on a tendency of people to capitulate in the face of statistics, no matter how absurd), it’s one that attempts to force an ideal that doesn’t fit onto reality. And, unlike real life, games don’t have an independent reality to keep politicization from wholly succeeding.

I suppose at this point I haven’t even gotten to talking about the article — I was going to go off into an aside about how female characters are frequently better, where sex differentiation exists, than their male counterparts. I was also going to make a mention of how this brand of tokenism is going to expand if capitulated to, but I suppose I’ll leave that for another day — The author’s complaint, as I take it, is one that deserves attention. In particular, she seems to object to what seems to be a denial of her existence as a female. I certainly agree that this attitude, which I generalize to be “denial without proof,” is very irritating when encountered. It’s a combination of being accused of lying and a demand that, in order for some stranger online to believe your claim, you must prove yourself to them (frequently with no such promise of reciprocation). At the same time it’s hard not to imagine the majority of the reactions the author speaks of as being tongue-in-cheek or just plain common sense. The author herself titles the article in a tongue in cheek way, and it’s undoubtedly true that many of the players who discovered her feminine wiles were also being tongue in cheek — If I didn’t think it were a tired joke I might make the same one.

Skepticism, though, is the refuge of the wise when it comes to interacting online. There is too much room for deception to be credulous of unsubstantiated claims. If you’ve seen the SomethingAwful Looks scam this really needs no further explanation. Even cursory explorations reveal authors misrepresenting themselves.

As the author herself notes:

Things have changed quite a bit since I wrote this, I see much less of this than I used to. It’s interesting to see how the culture evolves in such short periods of time.

I’d argue that the majority of the experiences (that is to say, the online experiences) she has encountered are as a result of a particular configuration of social elements. In the early days of the internet no one ever expected you to have pictures of yourself — Digital cameras were unheard of, and only those elites with access to scanners could send pictures. Since the advent of digital cameras it’s become expected that you share pictures, even with people that you don’t even know. Go take a look at any dating service and you will see it replete with ultimatums such as “Include your picture if you want a response.” Perhaps I’m just old-fashioned but that seems like an awfully demanding thing to ask from someone before even initiating contact.

Times change, and these days I wouldn’t even believe a photograph or a series of photographs. A real-live voice is much more reliable than a picture that anyone and their brother could have stolen from MySpace. While I would’ve been skeptical of a picture before it’s simply less and less trustworthy now as the availability of pictures of any individual girl increase with MySpace’s popularity. At the same time, I’m not the sort to require my online friends to prove themselves to me — If you’ve earned my trust you’ve earned my trust and I am going to give you the benefit of the doubt.

A few months ago I picked up UT2004 Editor’s Choice Edition (yes, I am tragically behind the times in gaming). I spent a few weeks beating the single player tournament mode before ever going online. Once I did, one of the first servers I went on had women talking on voice chat — “Cool!” I thought, and then fragged them. The only thing I have noticed is that presence of female gamers encourages the male players to be more talkative and creates a more cohesive community for the game as a result. But I’ve noticed similar communities in clans with 18+ age requirements as well. The maturity level is what’s important here.

By the way, Whitney you’re pretty hot, want to go out?

Findings

I managed to find two excellent videogame related blogs last night. I’m not quite sure how exactly I managed to stumble upon them, but I’m glad I did. The first is the blog of Escapist Magazine, a tragically hip look at games and the gaming industry. I’m having a bit of a hard time expressing my thoughs on The Escapist — It reminds me in many ways of Wired magazine, particularly the writing style which elides the technical aspects of the industry and instead tries to focus on creating conflict between talking heads. Maybe it’s the inherent pitfalls of writing about a non-uniform art form. Where literature and other arts critics start from a baseline that is objectively the same, the text or the artwork, the videogame experiences are so distinctive that they can’t be discussed directly and instead force writers to substitute their own lofty cerebral ideas into the discussion or ignore them altogether for quotidian stories of ego conflict. — Even moments after writing that I can’t say I agree, but the people who are featured in The Escapist seem to carry with them the gravitas of a progressive rock fanatic, with all that entails.

The second is Joystiq, which seems to be some kind of corporate group blog from the same venture as Engadget. It seems like a good thing to bookmark, but I’m holding off until E3 dies down — There’s a huge number of posts from a contingent of writers attending E3, but that leaves me unable to assess their usual content. Lots of posts that are effectively, “Here is a picture of this game and/or its booth,” are not exactly my favored type of reading but my curiousity is piqued about all the things I haven’t seen yet from E3, so it’s a good resource in that sense. I haven’t browsed back too far into their archives yet but I’m hoping their standard fare is a bit more cerebral. I will never forgive them for the vile lies in the second paragraph of this post, though.

Rewriting the D&D Magic System

If you’ve played 3rd Edition D&D you may have had the pleasure or displeasure to encounter the Psionics or “Spell Points” system. I have a love/hate relationship with Psionics. On the one hand, I love the system. When Dungeons and Dragons 4th Edition comes out I expect two changes: Vancian Spellcasting replaced with the Psionic Power Points system, and the removal of alignment. On the other hand, I’ve had some irritating experiences with Psionics and I am not alone. Granted, none of these experiences were games that I was running, but in my previous D&D game as a player I frequently felt overshadowed by the power of the Psion in the group. This is particularly troublesome to me as I was playing a Druid, widely considered among D&D Optimization veterans to be either the most overpowered or the second-most overpowered character class.

Anyway, awhile ago I got in touch with someone who was doing a lot of work on the Magic system to incorporate it into a Power (or “Spell”) Points system. In case you’re interested, here’s the link: Mana Spells. This is a good start for my campaign setting but it’s just that, a start, with miles to go before I can feel I’m done, and miles afterwards to get my players to play along.

Elsewhere

In the grand tradition of Michael Blowhard’s Elsewhere series…

John Stossel is promoting a new book, which means that he did a new 20/20 segment last Friday. The summary of the segment can be seen here. Some rather fascinating points, particularly the one about how we are unlikely to ever run out of oil. Stossel seems to be pointing a lot of fingers at the news media lately for their scaremongering and inaccurate reporting. Good for him.

In the John Stossel tradition of “News Media gets it Wrong” comes a story from WorldNetDaily via Fark. While some doubts were raised in the comments about World Net Daily’s reliability, and I’m skeptical when educated people type in all capitals, nevertheless it does seem like the objections to the original news story’s reporting are valid. I’ve seen enough spurious reporting of scientific (or political, for that matter) issues to trust the news. Perhaps the AP needs to hire a few respectable people with experience in the sciences for their reporting on scientific matters?

From Fark: A story by Britain’s Times Online claims that there is a racial profiling debacle resulting from license plate scanning cameras. I’m not a big fan of government rolling out cameras in order to keep tabs on citizens, but I’m even less of a fan of histrionics when the world doesn’t break down along predetermined notions of the proper world order. Link here.

Apparently the Da Vinci Code movie is either coming out soon or has already been released. We’re seeing yet more and yet more stories on this travesty of a book. Digg.com links to a story from HowStuffWorks debunking both major and minor parts of the book. Russell Wardlow discusses the Catholic Church’s impotent response to the book. To be honest, the people promoting the religious perspective in the Da Vinci Code seem to me to be so off-base that it’s not even worth discussing. The type of “spirituality” promoted by Da Vinci Code is of the new credo “Spiritual, but not Religious” — or, more elaborately, “I believe God conforms to my beliefs and lifestyle, which gives me convenient footing to cast off restraints that I don’t like and condemn people who don’t believe or act the same as I do.”

The Nag Hammadi texts from which much of Da Vinci Code is drawn are notoriously obtuse and, if anything, they certainly do not promote a sort of feminine, earthy, body-centric spirituality that Brown attempts to project onto them. Though, even worse, Brown is not even original in attempting to do this, he merely copies, as usual, the work of feminist revisionists. Anyone who has even attempted to read any of the Nag Hammadi codices will quickly realize that it isn’t possible to come to pat conclusions like, “Gnostics praised the feminine” or anything else so banal. This news story has even more scholars doing takedowns on Brown’s illiterate historical and religious ideas.

Shamus links on over here again, awesome and much appreciated. Fledgling Otaku leaves a comment about the K2 WordPress theme which I may check out, seems interesting.

Thematic Insufficiency

One thing that has always amazed me about WordPress is simply how many bad themes exist for it. If you’re interested, mosey on over to the Theme Browser and take a look for yourself. In a basic browsing themes I find about 1% of these themes visually interesting. That said, visually interesting themes usually mean somewhat overbearing themes. On further inspection I found a number of more generic themes that I thought could work well.

I downloaded a few and had at it. Strange how you won’t notice the immediate flaws of a design until it is already on your site.

  • ChaoticSoul — This design looked nice until I loaded it up on my site and I realized that it was overriding the blog’s title with the theme name. How rude. After a few seconds I also noticed that it had no categories, no archives, truncated every post after the first… Definitely needs work.
  • Anthurium — I don’t know why I downloaded this theme at all. I must have misclicked, I swear.
  • Kurtina — A nice design that I downloaded despite knowing it didn’t fit this blog. I thought it might be nice to look at and possibly modify. On loading it up my eyes can barely stand to look at it, it is so bright. It also has the truncated posts after the first, a stylish but ultimately bad decision. I don’t want people to have to click any more than they must in order to navigate the site.
  • SlatyStain — Theme broken by ir2ImageSnag.
  • SG/Dark — I downloaded this design mainly because it is unique, putting most of the navigational elements in the footer of the page. Upon actually loading it up here I can see that its functionality is really very bad though. It displays a maximum of two posts and displays them side-by-side in two columns. It’s a pain to read and it’s obvious why, for usability’s sake, this sort of innovative layout doesn’t work. Good try though.
  • Manji2 — The two main problems I have with this design are that the sidebar is on the left rather than the right and that the site name is not included in the header area. The only other issue is the way that it clutters up the blogroll with my descriptions of the URLs contained therein.
  • Terracotta — A nice theme with some problems. Main issues that I want to resolve are potentially moving the sidebar to the right side of the layout and improving the distinctiveness of post headings. It also needs borders around image tags to blend images more fluidly into the layout.

Currently I’m going with Terracotta, although by tomorrow I may have either changed it to Manji2 or back to the default theme. I do like the play of Terracotta with the title, which is primarily why I chose it. At least it has full functionality, unlike most of the others. I’m not sure when I’ll have time to get around to working on my own theme, I suspect it’ll be one of those projects that stays on the backburner for awhile. I’m pleased though, got something substantial accomplished that I can check off my list.

The Grandfather Clause

Isnad: via NuSapiens via Dienekes via the New York Times

Genetic tests, once obscure tools for scientists, have begun to influence everyday lives in many ways. The tests are reshaping people’s sense of themselves — where they came from, why they behave as they do, what disease might be coming their way. Prospective employees with white skin are using the tests to apply as minority candidates, while some with black skin are citing their European ancestry in claiming inheritance rights.

Ashley Klett’s younger sister marked the “Asian” box on her college applications this year, after the elder Ms. Klett, 20, took a DNA test that said she was 2 percent East Asian and 98 percent European. Whether it mattered they do not know, but she did get into the college of her choice. “And they gave her a scholarship,” Ashley said.

Shonda Brinson, an African-American college student, is still trying to figure out how best to apply her DNA results on employment forms. In some cases, she has chosen to write in her actual statistics — 89 percent sub-Saharan African, 6 percent European and 5 percent East Asian. But she figures her best bet may be just checking all relevant boxes.”That way, of the three categories they won’t be able to determine which percentage is bigger,” Ms. Brinson said.

Funny how far we’ve come or, rather, how far we haven’t come. From Grandfather clauses to … Grandfather clauses to the tenth power. I am somewhat intrigued by the possibility of finding out the genetic makeup of my ancestors, but I don’t think I could handle the self-deception that goes alongside using single-digit percentages of your genetic ancestry to argue for self-promotion. Although I have to wonder whether my choice to write in “Elf” under race on some of my college applications had any impact on my admission. It didn’t occur to me until afterwards that the cesspools that are applications committees might see that as meaning gay rather than what it says. I wonder if that slang etymologically predates the Mary Sue bastardization of Tolkein’s work.

Molyneux vs. Wright

Black and White 1

As I mentioned earlier I’ve been watching the E3 coverage on G4. Although there’s not much worth watching I definitely let go of the fast-forward button when interviews with Peter Molyneux and Will Wright came on.

In a lot of ways I see the work of these two men as being very much in the same vein. Yet if I were to point to a difference it would have to be this: Molyneux seems intent upon making morality a critical factor in many of his games, whereas Wright seems willing to let play unfold without attempting to pass judgement on it.

Lets go back to the beginning, Populous and SimCity. In Populous you play “God.” In particular, you play the “good” god of the blue people. The red people are “evil.” Your goal is to settle your people across the playable map area and eventually wipe out the red people within the map. SimCity shares a number of obvious similarities, as it too is primarily a game of settlement, though in a simulator-style and focused upon a single city. You are the mayor, yet you also have godlike powers to cause disasters, form terrain, and generally do most of the things possible in Populous. The main difference is there is no in-game concept of morality.

Albertina Sim

The point seems to carry forward throughout their games. Wright creates a slew of Sim games, The Sims, and now Spore. Molyneux creates more Populous games, Black & White, and Fable. Personally, I am partial to the approach of Wright, and though Molyneux is not in direct competition with Wright, I expect that any further games in the God/Sim genre that Molyneux makes will pale in comparison to Wright’s Spore.

Ultimately, I think, Molyneux’s roots in deciding to use morality as a tangible, in-game system evolve from the idea of alignment in Dungeons and Dragons. The problem is that alignment in Dungeons and Dragons has always been problematic. The issue is that the creation of morality as a tangible force within the game leads to verbal confusion and disassociation of in-game morality from the out-of-game morality it is meant to represent. An easy example in Dungeons and Dragons is the Paladin who uses the “Detect Evil” ability to determine if a person is evil and then, if they are, kills them. Though most Dungeon Masters would not allow this, it demonstrates the fundamental problem with attaching a tangible good or evil value to a person. Similar problems arise when actions are defined as good or evil because frequently the circumstances that surround the action are more relevant than the action itself.

Fortunately, in Dungeons and Dragons, a human Dungeon Master can make ad hoc judgement calls to handle unusual circumstances. A computer can do no such thing. I’ll be frank, I think adding “moral choices” to a game is a gimmick — Instead of having repurcussions that make sense and occur within the game world, you are penalized or rewarded based upon some measuring stick hovering beyond the game proper. If you betray your allies your action is rated as either good or bad based upon the game’s predetermined valuation of your action, but chances are no reprisal will come from your former allies. In a limited sense, this can work in favor of immersement, such as when characters recognize that your persistent behavior makes you “evil” and thus react negatively to you. This is better than nothing, but isn’t close to the spectacular results when actors within a game track behavior and react appropriately to it on an individual basis. When this is the case, there’s no need for adding the half-measures of morality as a gauge for game actors.

Thus in a limited sense the concept can broaden the video game industry’s stunted narratives, but ultimately it is something that I think the game industry needs to shed. Unfortunately I have seen it in too many games of late to be happy: Neverwinter Nights, any Star Wars game, Galactic Civilizations 2, Fable, Splinter Cell: Double Agent… The list goes on.

Now watch when Spore comes out and has some morality scale.

Moving in to WordPress

So now the blog is a little over a week old, I figure I may as well detail some of the things surrounding the process behind the scenes.

There seem to be a few major platforms for blogging. Discounting the obvious Blogger / LiveJournal / TypePad / Xanga / MySpace style of blog it seems you have a choice between Movable Type, WordPress, and other. I’ve never used Movable Type myself, but I have heard bad things about it. In the past I’ve worked on setting up a few WordPress installations for friends, so naturally I went with what I was familiar with. Since that time WordPress has upgraded from 1.5 to 2.0, though so the process wasn’t entirely smooth.

According to press-release-style reports about WordPress 2.0, it features an improved administration panel. The only improvements I see in the administration panel are that it has a few new graphical features, but is otherwise unchanged. This is a shame, particularly since I’ve always considered the administration panel counterintuitively designed. Maybe it’s on-par for other blogging software solutions, but it seems to me like WordPress could benefit from having some more sensible organization of its administrative features. For example, the default administration panel is called the Dashboard — It’s one of the main divisions on the administration end, but it’s essentially useless — Just a way for you to get news about WordPress. Another example: There is a section called “Links” which manages the Sidebar / Blogroll. It’s rather counterintuitive considering that when I think of “Links” I think of… links, those things that ideally I intersperse throughout posts, not the things on the side of the page.

Moving on, the first thing I noticed is that WordPress 2.0 has an “improved” (by which I mean inferior) writing panel. Apparently it’s a “rich-text” writing panel and it has given me no end of grief even in only some 14-odd postings. Pressing the Return/Enter key does not insert a break tag but instead inserts a paragraph tag. Not to mention that it seems to have trouble deciding whether or not to close your tag or not, leading to misaligned paragraph blocks and general annoyance. Not to mention the text-box into which I type posts frequently jumps up to the top, forcing me to scroll back down to where my text is while I am editing it. Fortunately I was able to turn this feature off.

The issue of images is another thing that I have been having a bit of trouble with. Largely I’m a text person, but I’m making an effort to spice things up a bit. Resizing images though is a pain, yet at the same time I don’t want to make people download huge images off the front page, nor to waste my bandwidth unnecessarily. With the help of some people in the Wordpress support chats I’ve managed to find out where the default thumbnail size is, so I may be able to change the thumbnail images to be much more visible, probably two or three times larger.

Tracking is the last and probably least important issue. I’ve installed several tracking plugins thus far and yet none of them really seem to be working. Counterize was only tracking my activity on the site, Site Meter’s WP plugin wanted me to sign up for Site Meter’s service, and Popularity Contest doesn’t seem to be working at all. I suppose I’ll find a way to get this working when I can get a chance.

lr2ImageSnag

Trying out this new WordPress plugin here. I’m fairly certain it’s working, but not sure if it’s working entirely properly. From what I’ve seen in my testing it seems to embed images at the bottom of the post, something it should not be doing.

Tomorrow I am going to try and figure out why all of these pictures show up in WordPress so small, too. I’ve done a check for some sort of image size but can’t seem to find it. If anyone has any information on (a) easing the process of getting images into posts or (b) making posts display larger-than-thumbnail sized images feel free to leave a comment. Hopefully I can get these things sorted out, as once I’m done with the backend issues of getting images to work correctly I’ll be free to work on getting a theme going.

Update: Well, it seems to place the picture to the right of the first paragraph. Interesting. That is better than at the end of the post, and at least it works.

Update 2: Since I didn’t describe it before, what lr2ImageSnag does is allows me to post a URL to an image hosted elsewhere online. What the plugin does is it copies the image, scales it down, and hosts it locally. This is an amazing tool to ease the pain of having to download images, resize them in PhotoShop (I don’t seem to have any other software that will do it), and then upload them. All I need to do is figure out how to customize the sizes images are displayed at and I’ll be happy.