Showing posts with label Storytelling. Show all posts
Showing posts with label Storytelling. Show all posts

Thursday, April 7, 2016

Theme-y Thursdays: Gender Portrayal

Today's theme is going to revolve around both the portrayal of gender in games themselves and the stigma surrounding gaming, as a whole, being more of a male hobby. While I am not going to go into an entire rant surrounding how ridiculous the stereotype of the "gamer girl" is or bash games that definitely cater to a single gender, I would like to go into how gender portrayal works in its relationship to our society.


Feet, Man, Woman, Shoes, Footwear, Elegant, Boardwalk
Image Credit: Unsplash


As with all mediums of art and literature, societal and cultural portrayals are everywhere, from religious customs and social cues to the way that we separate and categorize each other. While most games suffer under the same overpowered male protagonist saving oversexualized damsels in perpetual distress, today's consumers are becoming a little more hesitant when it comes to taking archaic gender roles seriously.

Even though I don't want to focus solely on the female side of gaming, as a girl I am definitely more perceptive when something is "off" in this regard. A character with almost no clothes on in the middle of a battlefield, no matter the gender, irks me almost as much as those annoying missions where you are forced to escort a defenseless side-character to safety, like in Resident Evil 4. Ashley Graham and her obnoxious pleas aside, the portrayal of women in games has generally been unfavorable, painting the entire female gender as whining children in need of a hand to hold and a large sweater.

While I can go on arguing how little protection some "armor" actually has in a majority of MMOs for female characters, the male counterpart is just as ridiculous. To make up for their weak female counterpart, the manliest of male protagonists have to be almost god-like in their fortitude and patience. So while the bar for females is set dangerously low, men, if they are to actually believe the stereotypes surrounding them, are trying to represent an impossible standard.

And it is these standards that also reflect which types of games are advertised for who. While the female stereotype leaves us with those terrible online dress-up games and the "gamer girl" stereotype, men are left with all the negative stigmas that surround the basement dwelling loner image. Wrong and insulting to both, it is evident that all individuals who game have a type of characterization impacted by and reflected through society, media and game manufacturers.

However, as gaming is a newer medium compared to literature, the obtuse gender roles implemented previously are not usually as evident, unless the story is set within a specific time period or sending a message. So while the portrayal of gender may not be described by many as a theme, I believe that its relevance to a games' story, or lack thereof, is still extremely important as a means of dissecting the medium's reflection of society. Overall, just don't be that person who comments on someone's gender in a match, because everyone is usually there to just have fun and play the game.

This topic is extremely broad compared to my previous posts, so you guys can decide which aspect you want to focus on. How do you guys feel about gender stereotypes in games, or really any of type of medium? Do you ever feel odd buying something that is advertised for the opposite gender? While that question opens up a whole different conversation about how media and advertising affects people, I remember always getting strange looks as a kid when I would ask for the boy instead of the girl toy, so it is kinda relevant. Whether it was choosing Pokémon over Hello Kitty toys as a kid or buying fighting games instead of Wii cooking, I have always felt games which cater to only girls are strange and market more for children. What do you guys think about this topic?

I hope everyone has a wonderful day and thanks so much for reading.

SS

Thursday, March 17, 2016

Theme-y Thursdays: Good and Evil

Today's theme is going to surround games which indulge in that concept of good, evil and the wonderful grey area in between. While a majority of them place you, as the player, into the always benevolent hero or heroine role, the stories which either go against the grain and force you to be the villain or let you choose a side are amazing.

Yin Yang
Image Credit: Karen Arnold

While we all love that illusion of balance, where the world is always black and white and good triumphs over evil indefinitely, reality is much more complicated. That is usually why many of us find ourselves rooting for the villains, even when they stand for everything we are against. GLaDOS and The Joker, just to name a few of my favorites off the top of my head, represent two of the many "evil" characteristics which we rarely see with our heroes: deadly calculation and absolute chaos.

These absent aspects make the supposed "bad-guys" more personable, and make us question our own morality by admitting our shared similarities with the villain. Yet, that is usually life in a nutshell. While we all like to imagine ourselves as perfect angels, apathy and empathy are becoming harder and harder to find these days. 

However, I would be lying if I said that the moral paths you choose actually reflect who you are in real life. Even though my favorite character in GTAV is Trevor Philips, that does not mean you will find any of his "hobbies" penciled into my own busy schedule. 

So, what does video-game morality say about you? Should you feel condemned to the dark side simply because you would rather be a Sith Lord than a Jedi, or because you punched that annoying reporter in all three Mass Effect games? Yes... no... well, maybe...?

Morality is a complicated issue, which many forms of art and literature use to their advantage. Just because we all know that our favorite superheroes will save the day, that does not mean we do not become invested in the story. Half of the experience in being a viewer surrounds the conflict, not the outcome. This conflict is such an important part, and generally the focus of so many mediums, because it allows us to experience that aspect of ourselves which we try to downplay: our internal struggles with being a good or bad person.

We want to see the "hero" triumph the same way we strive to put our best face forward. All of the negative characteristics that we find "evil" about ourselves manifest as something which can be overcome or defeated. When the main character is good, we can play at being the best versions of ourselves and help all the elderly across that metaphorical crosswalk. As the villain we can play at the generally repressed parts of our own personalities, stealing fake candy from an NPC or kicking virtual puppies. Games with either path are simply catering to both our inner hero and villain.

I want to hear what you guys have to say about this topic. Are you a Paragon, Renegade or somewhere in between? When you are allowed to choose, is there a path that you naturally take or do you feel an obligation towards one over the other? But most importantly, who are your favorite villains? While a lot of people can gush over their favorite heroes, I find myself liking villains more, even while I am fetching all the things for all the NPCs. 

I hope everyone has a wonderful day and thanks so much for reading.

SS

Thursday, March 10, 2016

Theme-y Thursdays: Love and Companionship

Since last Thursday's theme surrounded isolation in games, today I am going to be talking about the polar opposite: love and companionship. While it is a great feat to be able to create a balanced main character, what truly makes a world come to life are the memorable companions and personable non-playable characters (NPCs) you interact with. Many great characters and personalities are easily overlooked, but if they are bad than everyone notices.

Hands, Friendship, Hold, Holding, Together, Partnership
Image Credit: AlexVan

NPCs have been described as notoriously boring and flat, a direct reflection of how real interactions feel when dealing with cashiers, salespersons or strangers. Yet, even the lowest character can become personable if written correctly. Just as, in the real world, you shoot an understanding glance towards the overworked and underpaid cashier, all it takes is a momentary glimpse of shared humanity for there to be an emotional connection that lasts far longer.

In a world where you, as the main character, are always upon the center stage, the small interactions with other characters whose existence is entirely scripted gives you that sense of freedom that your "9 to 5" cannot. There are a lot of things that you can experience by speaking to those NPCs, even if it is just that one recycled line you have heard a dozen times. Imagining a level of normality within your game that you do not get to experience as you do amazing things is always humbling.

However, NPCs and actual companions are entirely different. While one type of character can lurk within the background with little to no backstory or personality, a companion in the same boat will immediately become hated by the player. 

Even though they are not in the spotlight, great sidekicks can become just as well-known to a franchise as the main character. While Mario is extremely popular, seeing him within a game without Luigi, Yoshi or Peach just feels wrong. This is because we connect with these characters as much as we invest ourselves within the lead role, picking favorites without a second thought.

Creating an emotional connection with fictional characters is just another side effect of becoming invested within the story and experience. Just as we cry during movies or throw books across the room in a blind rage, staring in shock at a cut scene when your companion sacrifices themselves for you just shows how truly good storytelling can have a lasting impact on your emotions. At this point, these creators know just what it takes to reel us in as consumers of their wonderful products.

Now, I want to hear what you guys think about this topic. Who are your favorite NPCs or companions? Have you ever reloaded a previous save just to see if you can keep that companion alive, because you don't want to go the rest of the game without their cheesy commentary? I always find myself liking secondary characters much more than the main characters I play, which may just be a personal preference.

I hope everyone has a wonderful day and thanks so much for reading.

SS

Wednesday, March 2, 2016

Theme-y Thursdays: Loneliness


The idea behind categorizing everything by genre is vastly different and more vague than looking at literature through its themes. Yet, while everyone can rattle off their favorite types of literature, games, music, etc., it is these smaller aspects regarding tone and storytelling which really describe what you like about a genre.

Theme-y Thursdays, starting next week, is going to look at a multitude of different games through one narrative theme. In the same sense that you should never judge a book by its cover, judging a game by decided upon genre instead of its contents could be isolating you from a great experience. This week I am going to be looking at the theme of loneliness...


A major misconception behind this theme surrounds individuals not understanding the difference between being alone and being lonely. With the current state of technology and communication, it is astonishing how many people feel like they are alone in the world even while in a room full of people. Stories which play on this narrative well generally stand out in the gaming industry for being more realistic and personable in their plot and characters, as it is something that many can connect with.

A few games that play on that sense of complete isolation by actually isolating the player, do not succeed in anything more than making their games seem empty. However, some game designers make amazing new titles by pushing this idea of isolation as literally as possible. Shadow of the Colossus, Ico, Journey or Alone in the Dark, just naming a few, make your character seem like the only thing that is truly real in a world that seems to be endless.

This constructed loneliness is fairly obvious, yet is extremely effective in the way that it enhances the player's connection with the story. It can force players to experience the psychological implications of isolation, connecting and creating relationships with inanimate objects or disembodied voices, like in Portal and the original BioShock.

Another way of creating that sense of isolation is through forced introspection where you, as a player, are never technically alone in any way. The Masters Review Blog by Cole Meyer, another blog focusing on literature in all forms, mentioned a game that I was previously obsessed with, Papers, Please. 

This game has such a huge agenda regarding its theme and message about society and morality that I would feel wrong not mentioning it here. Connection and communication is a necessity to us, as humans, and this game's perfect representation of the dehumanizing effects of modern labor make it feel like you are under the pressures of a real job. 

While I could go on forever describing and recommending games, I want to here what you guys think about this theme. Have you ever stopped playing a game because it felt too "empty"? Do you guys enjoy playing mostly multiplayer games to counteract how lonely some games feel or do you enjoy post-apocalyptic survival scenarios? I have always felt more connected with single player campaigns than multiplayer ones since the stories are generally more interactive.

I hope everyone has a wonderful day and thanks so much for reading.

SS


Tuesday, February 23, 2016

Picture of the Day: Perspective

Image Credit: robino

Before we can really get into the subject of video-games themselves, we need to take a step back and look at our own position as an audience to the medium. The construction of the audience's perspective is extremely important in any form of storytelling, especially if you want to create a certain tone or implement a specific type of reaction.

I believe that the image above can be used as a "reflection" of how our unique perspectives can be just as much of a crutch as a blessing. 

While the water is allowing us, as the audience, a "watered down" view of the true subject, the fact that it is a reflection means that it is skewed. Even though that is a fairly obvious statement, skewed perspectives generally make for the best plot twists in all mediums, especially video-games. 

The reason that video-game plot twists [*Spoilers*] have a greater impact on the player brings me back to the idea of how we view and interpret information given to us. Depending on the specific writing style and art direction, books and movies tend to feel as if you are hearing, second-hand, a story or watching it happen to someone else. 

With video-games, even though you are generally playing a character, having complete control gives you a more personal connection with the story. In the end, no one ever has a perfect view of something in any medium, because not only are we viewing it through the chosen perspective that the creators have set, but we must also work our way through our own biases and preconceptions of story, morality, etc. There is always more to the picture than what we see initially, it is simply up to us to be more open minded.

Now, I would love to hear from you guys. What were the craziest plot twists you have experienced in games or otherwise? Have you played any games that disappointed you with their lack of plot, simply because it set everything up for a big reveal and failed in its delivery? I absolutely love spoilers so feel free to take these topics wherever you want!

I hope everyone has a wonderful day and thanks so much for reading.

SS