PAX East 2015: Gigantic

A screenshot from Gigantic showing a black woman with a huge fur collar aiming down a crossbow scope.I have no idea why people aren’t raving about this game.

Let me back up a second. Going into PAX East this year, my partner had Gigantic–an upcoming free-to-play MOBA-ish 5v5 online competitive game made by Motiga–pegged as the game he was most interested in checking out at the show. He showed me some trailers, and I was intrigued, but skeptical. It looked beautiful and the characters were striking. But an online competitive game? Not really my thing.

Sunday morning of PAX, he finally convinced me to give it a shot on the show floor. We waited in line for maybe 40 minutes, and then were placed in a match with another couple and a Community Coach, against four other PAX attendees and their own coach. I picked the cute little wizard goblin to play as, and the match began.

We lost pretty badly, but it was so incredibly fun that I didn’t even care. The game is fast, playing almost like a third-person shooter with an emphasis on movement, although each character has a very different role and play style. The twist with this game is that each team has a huge creature called a Guardian on its team. Each team starts out trying to control points on the map and kill other players. Doing this increases your Guardian’s power. When the power meter is full, the Guardian goes on a rampage, stomping across the map to the other team’s Guardian. Your team needs to escort your Guardian to the other end of the map, where it attacks the other team’s Guardian, causing it to be stunned. Then, you are free to wail on the other team’s Guardian. The goal of the game is to knock out the other team’s Guardian.

The combination of the beautiful art, fun and interesting characters, and strategic team-based play added up to something immediately appealing. Even though I’m not a competitive person, and I prefer co-op to competitive games, I found that the teamwork skills I had honed in games like Final Fantasy XI, Guild Wars 2, and even Uncharted horde mode helped me out a lot. Additionally, MOBAs are notoriously inaccessible, and while Gigantic has some complexities–you level up in the middle of a match and choose both passive upgrades and skill upgrades, like other MOBAs–it’s also pretty easy to just jump in. I was able to wail away on enemies and even get a few kills just using my main attack (mapped to the left mouse button), and once I started to get used to using Q, E, and F for the other skills, I found myself being able to pop into a battle, cause some chaos, and escape fairly skillfully. I was able to play two more matches that day, and at each one I played better and better, despite choosing different characters each time.

But the thing that has me really raving about the game to anyone who will listen is the female characters. Out of the 16 heroes revealed so far, 7 are women or girls (and two are genderless: a robot and an agender swashbuckler named Tyto). Not just that, the variety found in the female characters is just fantastic. The character at the top of this post is Imani, a sniper with a truly amazing fashion sense. The goblin wizard I played in the first match is named Mozo, and she’s a girl!

A screenshot of Gigantic showing Mozo, a goblin wizard with pointy hat and green robes.Other companies or artists would insist on giving her long hair or a bow or pink robes so that you know for certain she’s a girl, but Mozo shows that that’s just not necessary. You can have a female character that isn’t necessarily feminized.

There’s also a badass grandma witch named Griselma–when do you ever see female characters over the age of 30 in games?

A screenshot from Gigantic showing Griselma, a tiny old lady, leaping into the air, surrounded by strange creatures.On the other end of the spectrum is Aisling, a little girl with a big ol’ sword who can summon the ghost of her dad.

A screenshot from Gigantic of Aisling, a 10-yr-old girl with white hair, an oversized coat, and a huge sword. A large ghost soldier floats behind her.

There’s also Xenobia, a creepy tentacle witch who can drain health; Tripp, a deadly lightning assassin; and Vadasi, a four-armed goddess of judgement who smites her enemies and heals allies. The fact that there are such a variety of female characters that are created to be appealing to everyone and not just straight men makes the game so welcoming to me. It’s obvious the developers want players to want to be these women and girls and female-creatures, not just ogle them.

All the characters in the game have such clear designs and instant personality. And it’s not just set dressing; the designs combine so well with the characters skills that it makes the game that much more fun to play. When I played Mozo I really felt like I was a zany wizard bopping around the field zapping people; when I played Voden, I felt like a lord of the forest, dashing from battle to battle poisoning enemies and protecting our Guardian. It’s all of these components together that make the game instantly special to me and one that I’m looking forward to following its development.

For more about character design in Gigantic, check out:
Mike Williams’s interview with artist Joe Pikop (USGamer.net)
Motiga’s PAX South panel on Hero design (YouTube)

All screenshots are from Gigantic’s official website.

Inquisition Offers an Evolution of the “Difficult Choice”

A screenshot of Warden Alistair in the Fade in DAI.

Warden Alistair in DAI via dragonagefluff.tumblr.com

There’s been a nice discussion on game crit Twitter this week about that perennial topic, choices and consequences in Dragon Age, spurred on by two great articles: one by Rowan Kaiser at Unwinnable, and the second by Austin Walker at Paste Games. Rowan’s piece is about how most players won’t see Dragon Age Inquisition‘s toughest choice, and that the game overall pulls its punches when forcing the player to make difficult, emotional choices.

The choice Rowan is referring to is during the “Here Lies the Abyss” mission, where depending on the player’s world state, the player may have to choose between sacrificing Hawke or Alistair. His argument is that DAI should have had more choices like this, but where all the players experienced the same emotional investment. I agree with Rowan that the situation is bullshit, but I completely disagree with why.

It is indeed unfair that the choice is only difficult for a certain minority of players. It happened in my first playthrough of the game, and it made me very angry. Bioware has stated in the past that most players make Alistair king; in fact, the most likely reason for Alistair to remain a Warden is if a female PC romanced him in Origins. Basically, this story step disproportionately affects female fans, targeting us for emotional turmoil in a way that most other players would not experience (it’s particularly bad if your Warden is still alive and looking for a cure for the taint).

But the solution isn’t to make the choice equally wrenching for all players: the solution is to do away with these sorts of “Choose who lives and who dies” situations completely. That narrative design was groundbreaking in 2007, when the first Mass Effect came out, and players were forced to choose between saving Ashley or Kaiden. That kind of decision had not happened in AAA prior to then. But in 2014, players are swimming in games with “gotcha” choices, choices purposely designed to cause the gnashing of teeth, some better-executed than others (all of which can be found in Telltale’s recent games, for example, particularly The Walking Dead and The Wolf Among Us).

Austin’s column breaks down what people mean when they talk about “meaningful” choices in games. It’s a great piece that tackles a long-running peeve of mine when the topic comes up, and talks about issues larger than just DAI. But the part that struck me was the ending: “The point is to answer the question. What do you value?” This gets to the heart of what makes choices in games meaningful. It’s another reason the Hawke/Whoever choice at the end of “Here Lies the Abyss” is crap: to the Inquisitor, both characters are two people she has just met no matter who they are. The choice doesn’t give the player the opportunity to express something about their character’s values or what kind of leader she is; it’s only about being mean to the player.

The question “What do you value?” also sums up why the choices in DAI are so interesting and often difficult to me in a way I had not been able to pin down. DAI is largely about leadership and faith. It lets the player make choices about what kind of leader your character is and what she believes and express those values; those moments are the most difficult, interesting, and meaningful choices in the game, whether they result in world state changes or not, and many of them are found in the companion quests.

In the Iron Bull’s companion quest, a situation arises where the Inquisitor has to choose between sacrificing Bull’s team, the Chargers, or sacrificing an entire dreadnaught of Qunari troops. What makes the situation complicated is that saving the dreadnaught means securing a powerful alliance with the Qunari for the Inquisition (for the purpose of saving the world from Corypheus); saving the Chargers destroys any chance of an alliance with the Qunari and would make Bull Tal-Vashoth–basically, an outcast from the Qun (a concept Bull has a lot of complicated feelings about). Is the Inquisitor willing to sacrifice a few people for the greater good? What kind of leader is she? What does she value?

Cole’s big companion quest involves dealing with his past trauma and his essential nature. The Inquisitor can push him either to become more like a spirit or more like a human. Solas and Varric argue for each choice, respectively. It raises a lot of questions to the player. What are spirits, really, and is being a human inherently better than being a spirit? Would making Cole more of a spirit make him less of a person? Is it only humans who have humanity? What does the Inquisitor value?

One of the most difficult choices in the game, for me, happened in the Solas romance storyline, which is only available to female elf Inquisitors and therefore a minority of players. Near the end, Solas reveals the true meaning behind the Dalish elf’s face tattoos: they were originally slave markings, from when elves enslaved other elves. The Inquisitor can let Solas remove hers, or she can keep them. Does the knowledge of their origin taint them? Or are they a part of her and important to her, no matter what their original meaning? What does she believe?

Those are just a few examples. The player gets many chances to express disbelief, indifference, or buy into the Maker and the story of being Andraste’s Herald. And there are also the dozen-or-so judgments, where the Inquisitor is put in charge of sentencing prisoners who have committed wrongs of varying degrees. What’s a just punishment for a man who tortured and destroyed people for Corypheus: execution, imprisonment, exile, Tranquility? How about a woman who did monstrous things because she thought she was saving the world? Or the man throwing goats at the castle walls? What do these decisions say about the Inquisitor as a leader and the Inquisition as an institution?

Complicating all of this are the beliefs and values of the companions, who can approve or disapprove of any actions that you take. As relationships form between the player/Inquisitor and the companions, she begins to take into account their points of view. What will Cassandra think of me if I choose to disband the templars? Am I giving enough consideration to the regular people, as Sera constantly reminds me?

The best part is, some of these decisions aren’t actually going to be difficult for some players. Some players will feel so strongly one way or the other that it doesn’t seem like a real choice. I have read posts from players saying they would never, ever sacrifice the Chargers, or make Cole become a spirit. That doesn’t diminish what makes these choices meaningful, either for those particular players or for the game as a piece of art–it shows that the game is truly engaging with players’ beliefs and values, or at least those that they bestow upon their Inquisitors.

The Bioware writers pit has earned the nickname “emotional hooligans,” and they are known for messing with players’ emotions and throwing gut-punches. It’s true that DAI had fewer of those than past Dragon Age games (I jokingly reviewed the game on twitter as, “Not completely emotionally destroyed, 8/10, try harder next time”), but the solution isn’t to add cheap shots at the player like choosing which character to sacrifice. Overall, DAI moved choices in games forward by taking a less manipulative and more interesting approach, and I’m interested to see where the team goes from here.

Style Savvy’s Fashion Limitations

A screenshot from Style Savvy Trendsetters. It shows a woman with long black hair and a thoughtful expression in a shop. The text box reads, Maybe what I need is... something... with an edgy kind of feel to it.

I’ve borrowed a 3DS and have been playing Style Savvy: Trendsetters, the sequel to the 2009 DS game Style Savvy. They are both fashion games that are part business sim: players take on the role of a manager of a fashion boutique and are tasked with picking out items for customers according to their taste and keeping the store stocked. With these two elements, the game combines strategy with creativity in a fresh way. A customer will come in and ask for, say, a bold shirt, and if the player picks a shirt of that taste, the customer will buy it, adding funds to the shop, which the player then use to buy more stock. Customers will often ask for entire outfits in a certain style, or if the player puts together a good outfit on her window mannequin, someone will buy the entire thing. That’s the creative part. The strategy part comes in when the player heads to the buyer’s center to stock up on items. There are a number of brands in different styles, and the player needs to decide which items will best meet her customers’ needs. Trendsetters is different from the original in that it adds men’s fashion, a slightly creepier art style as far as faces are concerned, and 3D.

I enjoy both games a lot, and yet there’s also something deeply limiting about them. Items in the game have a number of different attributes, but the most important are brand and taste, which are related. There’s an edgy brand, a gothic lolita brand, a pop brand, a preppy brand, an athletic brand. So when someone comes in asking for a pop t-shirt, the player just looks for the Mint Sprinkles brand and the customer will be all over it. In the original game, the player had to memorize which brand was which (most were obvious, but some were less so), but Trendsetters adds the ability to search the shop inventory based on any number of factors, including brand and taste, which are separate. In the sequel, if someone asks for bold pants, but the shop doesn’t have anything from the bold brand, AZ USA, something from the edgy brand Stage Dive may do.

So there’s a little more freedom this time around, but it still doesn’t quite capture what’s fun about fashion, which is putting together an outfit with unexpected combinations that somehow totally work, or combining styles that balance each other out. In the world of Style Savvy, only the expected is allowed. Successful outfits generally mean dressing head-to-toe in a specific brand. My favorite kind of outfit is to mix girly dresses with tough boots, jackets, and accessories, but in the game, that would be fashion blasphemy. You can’t mix Stage Dive and Cantata Modo! That’s just ridiculous!

But in the real world of fashion, rules are made to be broken. Traditional rules like “don’t pair brown and black” just don’t hold any more. But I’m a programmer, I know how computers work, and computers need hard and fast rules. A computer can’t judge something as subjective as style (not yet, anyway). So unless a game is purely creative, there are going to be these limitations. I don’t fault Style Savvy for having those limitations; after all, it does quite a good job of making the player feel like a boutique manager within them. But I can’t help wishing that the game gave the player a bit more freedom to mix things up, to create something unexpected.

A fate that we deserve: Choice, Triumph, and All That Remains

“When he read to me–stupid things, dragons and heroes–he wouldn’t turn a page until I reached over and took his hand. That big man made every step of the story my choice. I loved that.” — Aveline, regarding her father

(Dragon Age 2 spoilers)

Continue reading

Forget all that you know

The change party screen in DA2: Hawke and his seven companions stand on a black background.

The change party screen in DA2: Hawke and his seven companions stand on a black background.

Of all the changes to the Dragon Age series implemented in the recently-released sequel, the improvements to the conversation system and the companions’ relationships are the most interesting. They take a bit of getting used to at first, especially if you’ve played other BioWare games–between the Mass Effect games and Dragon Age: Origins, BioWare has trained us for dozens of hours about how dialogue wheels and relationship meters work, but in Dragon Age 2 they’ve changed things up–and it’s fantastic.

First, the dialogue wheel. DA2’s wheel looks the same as Mass Effect‘s and is organized similarly, with questions on the left and options to move the conversation forward on the right, but that’s where the similarities end. ME’s is split between the Paragon response to any given situation on the top, the Renegade response on the bottom, and a neutral response in the middle. The way the Paragon/Renegade system works encourages the player to stick with either the top or the bottom response throughout the entire game, since additional options are unlocked at high enough Paragon or Renegade points. While playing ME, I found myself missing entire lines of dialogue because I was zoning out and just picking “the top line” (as Twyst describes it) every time the little wheel popped up.

But that shit doesn’t fly in DA2. After deciding that my first character–Tarin Hawke, mage–was a generally diplomatic sort, I found myself slipping into my ME habits, picking the top line without much thought. It was when Tarin uncharacteristically shrugged off her friend using a bit of blood magic that I realized what was happening. If one falls into the habit of always picking the same spot on the wheel, one will inevitably say something that doesn’t make any sense, either in-character or sometimes even within one conversation; in Anders’s Act 2 companion quest, for example, always choosing the bottom option will have Hawke getting indignant on his behalf only to say she won’t help him.

Zel Hawke speaks with Anders. The subtitle reads, 'It goes against the will of the Maker for mages to live as free as other men'. The dialogue wheel at the bottom has three options: 'Mages need their freedom,' 'That's a little controversial', and 'Mages must be contained.'

Zel Hawke speaks with Anders. The subtitle reads, 'It goes against the will of the Maker for mages to live as free as other men'. The dialogue wheel at the bottom has three options: 'Mages need their freedom,' 'That's a little controversial', and 'Mages must be contained.'

The dialogue wheel in DA2 may look like ME’s wheel, but it has much more in common with the lists of responses in the original Dragon Age; most of the changes have to do with giving the player more information. The dialogue wheel has icons that tell the player what tone the response will have, or if the response is part of a romance storyline, or if it’s based on special information, or if it’s a request for more information, or if Hawke is lying, or if it’s a branching choice. That sounds like a lot, but the icons are surprisingly easy to interpret–once I read through the list in the game manual once, I didn’t need to refer to it again. In DA:O I sometimes would pick a response only to think, “I didn’t mean it that way!” when a character took offense (is that “Shut up, Alistair” supposed to be angry? Exasperated? Teasing?). The way the dialogue is set up now prevents that from happening, and it also prevents players from “accidentally” either pursuing or ending a romance; overall, it provides more information so that the player can better roleplay their Hawke.

The other major addition to the dialogue system is voice acting for the player character; implemented along with this is a clever system of “response stacking,” which is described in detail in the DA wiki, but the gist of it is that there are not only (generally) three different ways of responding given, but three different personalities that affect the tone of the responses. So if Hawke has been generally kind so far, even selecting an “aggressive” response will not sound as aggressive as a Hawke who is aggressive more often than not. This is the sort of thing that’s only noticeable on subsequent playthroughs, but even on a single playthrough it has the effect of keeping Hawke’s character and voice acting consistent (but with some flexibility–for example, the response stack resets at the start of each act, allowing for character changes in the intervening years). It’s subtle, but it’s an excellent way for the game to work with the player in facilitating roleplaying, and it allows players to feel free to choose dialogue responses that are different in tone without having jarring changes in Hawke’s personality, freeing the player from always having to choose one type of response.

The second exciting change is that of the approval system, which is now a friendship/rivalry system. Essential to understanding this is realizing that “rivalry” does not mean “hate.” The game depicts the friendship-rivalry spectrum as a straight line, but it’s more accurate to think of it as a U-shape, where full friendship and full rivalry are the two highest, parallel points and the middle apathetic area is at the bottom. It’s an elegant solution to the biggest problem with DA:O’s approval system, where the player is encouraged to kiss their companions’ asses (or figure out what they want to hear) at the expense of roleplaying so that they don’t miss out on the stat bonuses high approval provides, or even lose characters entirely. In DA2, the player not only isn’t punished for doing something a companion disagrees with, they’re rewarded for it. Pursuing a rivalry (which, again, is not making your companion hate Hawke) has parallel benefits as friendship; rivalry is a strong relationship, it’s just different than friendship.

The friendship/rivalry system is something that clearly could have used a bit more demonstration or even explaining, considering some of the reactions I’ve seen. If the player approaches the dialogue and relationships in Dragon Age 2 like they’re systems to be manipulated for maximum benefit, they’re only going to be frustrated and disappointed. The game is geared toward creating and expressing a character and seeing the often-messy results of personality clashes and power struggles, and that’s what makes it such a joy to play.

Update: So I saw this post today, and while it makes some great points, especially about Mass Effect, what bothers me about it is there’s no distinction between the old relationship system in Origins and the system in DA2, even though the changes are crucial to what’s being talked about in the article. In DA2 it is simply no longer the case that sucking up to your companions is optimal play. Now it is actually better to actively piss off your party members instead of painstakingly avoiding offending them.

There is zero gameplay difference between having a companion as a rival or a friend; Isabela comes back for you if you have high enough friendship or rivalry with her, other companions will stay with you at the end if you have enough friendship or rivalry, max friendship and rivalry both give a companion bonus stats, and you can even romance every romanceable character on a rivalry path. As I said above, it’s incorrect to criticize DA2 for encouraging players to game the system to please everybody; the only thing encouraging players to do that is their own desires (and perhaps BioWare not explaining–or better yet, demonstrating–the rivalry thing well enough). I’d be lying if I said I never wanted to reload because I got a few rivalry points, but letting go of that impulse and doing what you think is right (or what your character thinks is right) makes DA2 a much better game.

The screenshots in this post were provided by Denis’s DA2 screenshot gallery–thanks, Denis!

Style Savvy's Most Glaring Issue

I played and finished Style Savvy earlier this year, and I kind of loved it. If you’re unfamiliar, it is Nintendo’s aggressively-marketed fashion game for the DS where you play as a stylist and boutique manager. You buy clothes to stock your shop, and help customers find pieces that fit their style and preferences. For example, a customer will say something like, “I’m looking for a skirt that matches my quirky style!” Based on key words (like “quirky”), what the customer is wearing, and sometimes the person’s personality blurb, you can figure out what brand they like, and then it’s just a matter of picking the item they asked for from that brand. Although there are occasionally variations (for example, if a person is wearing all blue, they might buy something that isn’t their favorite brand, if it’s blue), that’s how it works.

Despite how the game (perhaps necessarily) simplifies fashion and style, I quite enjoyed it. There’s a focus on using clothes as a creative outlet and a mode of self-expression, an attitude similar to that of many folks in the style blogosphere. But the game has a glaring problem that cannot be overlooked: your character, and every single one of your customers, all look like this:

A screenshot from Style Savvy. On the right are five different necklaces to choose from, on the left is a female avatar shown from mid-thigh up. She has a tiny waist and narrow hips.

While there are a few NPCs that have unique character models (though they are all thin, also), every other character has the exact same size-zero body. Since this game is on the DS, it’s possible that there are technical reasons for this, but that’s not an excuse I accept. And it certainly explains why I don’t need to worry about buying clothes in different sizes. But thinking about it, it becomes kind of disturbing. It’s not just that everyone is thin, it’s that everyone is exactly the same.

But also, fashion is notoriously sizeist and fatphobic. It’s no coincidence that Pepsi’s “slim, attractive” new can debuted at Fashion Week. (Really, the entire “bodies” tag at SocImages is ample evidence.) And yet, while the target audience of the game may be fans and followers of high fashion, the game seems to evoke the sensibilities of the democratized online world of street-fashion blogging, with its emphasis on self-expression and experimentation. But the vast variety of bodies that make up this world are nowhere to be seen in Style Savvy. Where are the women like Stéphanie (whose blog subheading is “Style is not a size but an attitude”), or the Fa(t)shion February crew?

(This is not to say that the fashion blogosphere is a happy shiny fully-inclusive space–far from it. The young and thin bloggers are the most likely to get well-paying advertisers and free designer clothing. But due to the nature of the internet, it is still far less exclusionary than the fashion industry and traditional press. It’s possible to carve out fat-positive and inclusive spaces, like the Fa(t)shion February project.)

Sometimes games present worlds that conflict with our own experiences, breaking our suspension of disbelief, and in that conflict we can tell something about the biases and assumptions that went into creating that world. The world of fashion in Style Savvy is comprised entirely of very thin people, which is simultaneously a discouragingly accurate depiction of high fashion and a completely unrealistic depiction of the broader realm of street fashion. In Style Savvy, clothes and makeup and hairstyles are all that separates one person from another, but in the real world, a person’s body can be, and often is, an intrinsic part of their style. It’s certainly always a consideration–fashion is part sculpture, where different fabrics and cuts can change a person’s proportions: clothing and body work together to create art. The game mouths the ideals of fashion as self-expression, but it falls flat when the actual physical self is taken entirely out of the equation. People are different, and those differences should be celebrated, not erased.

Quick hit: BioWare writer responds to my criticisms

On the Mass Effect boards, via the comments on GameCritics.com, BioWare writer Patrick Weekes had this to say about my post:

I think that the writer had some valid points. I can defend some stances and explain others as unfortunate but necessary, but ultimately, our focus on creating a wide galaxy in the first game meant that we prioritized new races over different genders, and that resulted in a big universe with a lot of interesting cultures and no female turians, salarians, or krogan. We are hoping to address that in future games, and we hope that the size and scope of our galaxy makes up for that lack, at least in part, until we do.

On the issue of our female characters being hypersexualized, I would agree that they were generally presented as attractive, but then, so were most of the men — we didn’t have a fat or flabby model available for either gender, so every man on the Citadel, from Udina to Conrad Verner, is walking around with abs of steel. As a mainstream video game, we are always going to err on the side of making our characters attractive, just as you’d expect to see in a big-budget movie.

That said, the asari were not just peacemakers. Two of the game’s big enemy bosses were asari (Shiala on Feros and Benezia on Noveria). The Destiny Ascension, flagship of the Citadel fleet, is an asari vessel, not a turian one. And it’s not just a few female bosses. We had, if the oft-repeated soundsets are any indication, female generic enemies as well — hostile female vanguards and female merc or pirate gang members, and I’d hold our female merc up against BioShock’s “Do you think I’m pretty?!” splicer woman any day as far as a nonsexualized generic female enemy.

Of the female followers, one was a biotic, yes, but another was a computer hacker with a shotgun and a tendency to lob tech grenades, and a third is the only pure soldier of all the followers.

So some of the article I agree with, albeit from an inside-the-company perspective where I know why some decisions were made, but other points stem from wanting the game to be something that it isn’t. Mass Effect is always going to be a mainstream mass-market game. We are unapologetically aiming for a wide audience — summer blockbuster, not art house movie. As a result, our men are usually going to be attractive or ugly-but-rugged, and our women are going to be attractive or distinguished. That’s what most people want.

I’m flattered he took the time to read my piece, and glad the team is working on some of these issues for Mass Effect 2. I totally agree with his points about the human NPCs in the game. But I can’t help being a bit hurt at the suggestion that having a vast and varied universe might make up for the fact that most of the alien races don’t have females at the moment. It immediately positions women as inferior, an afterthought, something that can be added if there is time or money or memory enough. A nice feature but not necessary. And regardless of whether it could have been helped or not, it’s upsetting.

Beyond Gender Choice: Mass Effect's Varied Inclusiveness

For the most part I seriously enjoyed Mass Effect despite the initial problems I wrote about in my last post. After the first couple of missions I had a handle on the gameplay and was at a point where I had the freedom to shoot things up or have deep conversations with my crew at my own whim. I completed most of the side quests and finished the game wanting more; I immediately began a renegade playthrough, though I did not have time to get very far.

Overall, Mass Effect took huge steps forward for inclusiveness in games. Its racial diversity is unlike any I have seen in a game: nearly all of the major and minor human NPCs are people of color, and none of them are stereotypes. In another impressive step, not only is there an important character–the Normandy’s pilot, Joker–who happens to be disabled, but a conversation with him reveals the many different layers of ableism he has experienced throughout his life. Unfortunately, the game stumbles when it comes to gender inclusiveness. While the game seems quite egalitarian on the surface, notably in the ability to choose whether to play as a male or female character, I have noticed some deep sexism in the world-building (galaxy-building?), some subtle and some not. I will be writing about how the game explicitly addresses sexism, racism, and other social issues in a future post; for now I want to examine how the fiction of the game has been influenced by sexism on the part of the developers.

I. The Alien Race of Women–I Mean, Asari

The Asari are the all-female race of blue aliens that are iconic to the game. The Asari member of Shepard’s crew is Dr. Liara T’Soni, a (relatively) young scientist and possible romantic interest for both male and female Shepard. Liara is a frustrating character because she is likable, but she was clearly designed to be as likable as possible–to a certain type of male gamer. Go on any gaming forum discussing her and there will be multiple posts talking about how hot she is because she is so “innocent.” This perception of her seems to stem from her nervousness when talking to Shepard and her implied virginity.

The positioning of innocence as an attractive trait in women has its roots in patriarchy, related to how patriarchy encourages the infantilization of women: women are portrayed as childlike and unable to make decisions for themselves, necessitating a male protector and provider who knows what’s good for her (thus maintaining patriarchy, despite how insulting and inaccurate this characterization is). The infantilization of women is seen in many aspects of our culture, and a quick Google search turns up examples in law, religion, advertising, and fashion. For this reason, I find the obsession with Liara’s innocence to be creepy, not to mention in contradiction with other aspects of her personality, namely her actual age–over 100–and her extensive experience as a scientist. (For the record, I also think rompers are awful.)

In addition, while some have praised BioWare for including the option of a lesbian relationship in the game, Liara is, frankly, a cop-out, a way to have hot girl-on-girl action for straight men without actually having any gays: both Liara and the codex explain at length how the Asari don’t really have a gender (by which I assume they mean “sex”, since sex and gender are two different things and the Asari are clearly gendered female) and they mate through psychic mind connections. While I don’t think the actual development of the relationship or even the sex scene is outrageously exploitative (though I would note that the sex scene with Liara is slightly longer, with more nudity than the others), when contrasting the romance options for male and female Shepard, I found the lack of a romance option between two men to be conspicuous. The absence of a gay male romance, which is due at least in part to the gaming community’s reputation as a notoriously homophobic space, implies that the female Shepard/Liara romance is mostly for straight male titillation rather than a concern for the inclusion of LGBTQI folks.

Obviously, my problems with how one Asari character is written shouldn’t condemn an entire species, but the Asari as a race are also problematic. In short, they are every female stereotype or cliche rolled up into one new species. According to the codex, the Asari have three stages of life: the Maiden, the Mother, and the Matriarch (otherwise known on Earth as the “crone”). These stages just so happen to correspond with what were, until fairly recently though arguably still today, the three acceptable roles for women in society. Making these archetypes an explicit aspect of an alien race that just happens to be all-female is at worst sexist and at best lazy and uncreative.

In addition, the Asari are sexualized to a much farther extent than any other species (partially as a result of point two, below). The first Asari the player meets in the game is called the “Consort,” and yes, she runs what amounts to a brothel: clients meet her for her “services,” which may or may not be sex. Walking through the Consort’s chambers, the player overhears nervous aliens telling the Consort’s aides that this is their “first time.” While the consort is not explicitly a prostitute, the situation is clearly meant to humorously resemble a brothel. The player can also watch Asari strippers dance at the club called Chora’s Den. Thirdly, Liara and the codex both describe how Asari can mate with any intelligent being through a sort of psychic mind-meld. Now, I am all for science fiction experimenting with different kinds of sexuality and sexual practices, but this is another case of pandering to straight men. It’s no coincidence that the all-female race is the one that can mate with anybody.*

Even Matriarch Benezia, one of the most powerful and wise beings in the galaxy, is sexualized. She had to have huge breasts and a revealing outfit because even though she is old and powerful, she still needs to be sexy, as the primary purpose of the Asari (just like women here on Earth) is to be attractive to straight men. Their second purpose is to serve men: as Liara drops her research to serve Shepard, as the Consort serves her clients, as the dancers serve the bar’s patrons, Benezia serves Saren and Sovereign. This turns her into a villain, but not even a willing one–she loses all agency because of Sovereign’s mind control, breaking it just enough to tell her daughter that she is not worth saving.

In another frustrating move, the Asari are known for their skills with Biotics, Mass Effect‘s science fiction version of magic. This isn’t a problem in and of itself, but in the context of video games as a medium and RPGs in particular, there is a sexist trend of always putting women in the role of magic user, with few exceptions, ever since White Mage was the only female character in the original Final Fantasy. The codex also pays lip service to Asari Commandos, who are described as extremely deadly; the player encounters them in one battle in the entire game, during which they didn’t nearly live up to the hype.

As another detail that serves to emphasize how stereotypically feminine the Asari are supposed to be, the Asari member of the Council is representative of compassion and diplomacy. Where the Turian member represents military action and strength, and the Salarian represents intelligence and strategy, both men, the Asari member of the Council is the only woman and occupies the traditional role of women: peacemaker. Because she’s so good at understanding peoples’ feelings. Again, this isn’t bad in and of itself, but combined with all the other ways in which the Asari are stereotypically feminine, it belies the sexist assumptions about women in the mind of the people who created them, namely that the creators buy into gender essentialist arguments about how women are. (That article even cites the sexist and simply wrong idea behind the arrangement of the Council [emphasis original]: “A common corollary belief is that while men are physically and rationally superior, women are morally superior.”)

The Asari are the only alien species in the game with visible females, so they were made to be “hyper-female”, encompassing the stereotypical roles for human women. This is not only sexist and gender essentialist but a failure of imagination: why would an alien race conform to our (incorrect, arbitrary) human assumptions about what women are or should be? Good science fiction challenges our deepest-held assumptions, including those about gender, femininity and masculinity. With the Asari, Mass Effect only reinforces the idea that all women are a certain way, and that way should be as pleasing to straight men as possible.

II. Why Are There No Ugly Female Aliens?

In general, the portrayal of women in Mass Effect is better than many games. It meets the required minimum of having female characters that aren’t hypersexualized: they have relatively realistic proportions and their clothing is appropriately similar to the male characters’, for the most part. There remains, however, a notable discrepancy between men and women in the galaxy of the game: all the women are hot, but not all of the men are.

Look at the varied body types we see among male aliens in the game. In addition to the humans (most of whom, I will grant, are meant to be attractive–Kaiden certainly is), we see the lizard-like Turians, the hulking and reptilian Krogan, the large and cattle-like Elcor, the amphibian Salarians, the squat Volus, and the jellyfish-like Hanar.

All the female aliens present in the game, aside from a single female Quarian (who I will get to in a moment), are Asari**. The Asari, a species with all the issues I outlined above, that seem to be a space representation of femininity. This is Othering via world-building: male is the default for most races, but the ones that have females at all are so female they encompass female archetypes, run brothels, strip in bars, and have sex with anyone and anything.

Go ahead and do a word search for “female” on those Wikia articles linked above. It isn’t even mentioned on the Elcor or Volus pages; the only mention on the Hanar page is to say that there is “no discernible difference” between male and female Hanar, which is only problematic because of human sexism–see the side note about gender presentation below.

The only mention of “female” on the Krogan page is how all the Krogan females are on the Krogan homeworld trying to have as many babies as possible. Convenient! The only mention of “female” on the Salarian page is to note that the species is 90% male, and the females also all stay on the Salarian kitchen–I mean, home word, but it’s okay because they are all powerful politicians. Of course, this means they needn’t appear in the game. How convenient!

The only mention of “female” on the page about the Turians is in the “trivia” section, and it says: “No female turians are seen in the game. This is because there was insufficient development time and memory budget to support two different versions of the same species.”

This explains everything. The reason the stuff about Krogan and Salarian females seems like convenient excuses is because they are: when time and budget were tight, the non-hot females were the first to go. Other than humans, there was only room for one model for each species, and for the most part, the females were disposed of–except for Tali, the only Quarian in the entire game. Having only males did not stop the developers from having many Turian and Krogan NPCs, so why does the player never encounter even one other female Quarian? I mean, other than the convenient excuse that all the Quarians never venture outside of their own fleet (except when they do). Tali is saved from the chopping block because, unlike Turian or Krogan females, she is acceptably attractive: she has an hourglass figure, a sexy accent, and her mask allows fans to imagine that she has a face like their favorite actress.

The absence of something as insignificant as females may be explained, but that doesn’t mean it is excused. And it certainly doesn’t mean that Mass Effect‘s depiction of a galactic society where every single woman, both alien and human, just so happens to have a humanoid body a supermodel would be jealous of isn’t sexist, messed up, and wrong.

A side note on gender presentation

The thing that kills me about the “we didn’t have time to make any females!” excuse is that there is no real reason male and female Turians, for example, couldn’t look just alike above their clothes. Not all animals on Earth have sexual dimorphism; why should all aliens?

Technically some of those Turian or Krogan or Hanar NPCs in the game could be female, despite having deep voices and no breasts. There is no reason an alien society should have the same ideas about femininity or masculinity as we do (or have such ideas at all!). The catch is, only humans are playing Mass Effect; therefore, any creature lacking sufficient feminine markers are going to be assumed (in this unfortunate case, correctly) to be male. The developers could, however, have easily challenged players’ ideas about femininity by casually referring to the ugly, deep-voiced Elcor ambassador as “she”.

As I said above, good science fiction challenges our most basic assumptions. Unfortunately, Mass Effect is not good science fiction. In fact, it seems to embrace our own societal “common wisdom” about women and femininity all too wholeheartedly. I can only hope someone on the development team has read Ursula K. LeGuin’s The Left Hand of Darkness or some Octavia Butler before writing Mass Effect 2.


* One thing I do find interesting about the Asari is the idea that “purebloods”–Asari who mate with other Asari–are lesser, as they don’t bring anything new to the species. It’s an interesting inversion of the “Mudblood” idea; the term is from Harry Potter, but it’s a common trope in fantasy: see the vast number of stories about half-elves angsting that they don’t belong to either the elf or human cultures.

** Some may object that the Rachni Queen is a female “ugly” alien; while this is true, they aren’t part of Citadel culture in any way; they aren’t meant to be seen as equal to humans or the other intelligent species. Not only that, but, as an insectoid species, the Rachni Queen’s only purpose is to breed lots of children–quite patriarchal. Also, one exception does not outweigh the six other species that are “ugly” and all male.

Thank you to Kateri, Simon Ferrari, and Ryan Gan for their help in the preparation of this post.

Mass Effect: First Impressions

When I first started playing Mass Effect last week, I hated it. This is one game that makes a terrible first impression and probably loses players because of it.

After creating my character and watching a brief opening, I found myself thrust onto an alien planet with my two squadmates, and, after a tutorial that was at once bare-bones and overwhelming, I was killed by some disgusting reanimated corpses. Try again!

On a second attempt I made it through the area and came upon a couple of NPCs to talk to; I rushed through the dialogue since I was eager to learn more about the combat and how to actually play the game. The next area was more difficult, and I ended up dying again.

Just as I felt I was getting a hang of the combat, the level was over and it was back to cutscenes and dialogue. When I regained control of Shepard, she was in the office of the human ambassador at the Citadel, the major city of the game. This began a three-hour-long segment of running around talking to people, listening to exposition, and gathering my crew, all while I was itching to get back into the action.

To say the least, it takes a while to get used to Mass Effect‘s pacing.

The game had other problems at the start, too. While I was thrilled to be able to play as a female character, I was worried there would be a Fallout 3 sort of situation where the dialogue for the female character wouldn’t make sense, or other characters would refer to me as “he.” This fear came about because of a scene at the beginning where Shepard is talking to her two human squadmates about humanity’s place at the Citadel, and includes “beautiful women” on her list of “things humanity has to offer aliens”. Really, now? I could see how a heterosexual man might say this, but why would a woman objectify herself, reduce herself to a commodity that could be used to appease aliens? (Not to mention it is a nonsensical comment–all aliens are heterosexual males or lesbians who are attracted to human women that meet our own arbitrary beauty standards? That’s a lot of assumptions!) I found it hard to believe any woman would say that, let alone the Commander Shepard I was playing, who threatened a man at a bar for calling her “princess.” Fortunately, this is the only instance of dissonance so far I have seen between my character as I play her and what she says.

The first major alien species you really get to know is the Asari; I have so many problems with this group that they will be getting their own post. For now I will just say they are a strange, dark mark on what is otherwise an impressively inclusive game.

In particular, the game excels at racial inclusiveness. You can choose the race of your character–and you aren’t limited to white/black/Latin@/Asian like in Fallout 3–and many important and minor NPCs are people of color: both of your human squadmates, Captain Anderson, and the human ambassador are people of color. You help out a reporter named Emily Wong. You meet a South Asian man mourning for his wife, who died in combat. Many NPCs also have accents, like the British doctor on your crew and the Dutch medic at the Citadel. Mass Effect makes it clear that in the far future, all humans will be welcome, not just white Americans.

This inclusiveness is part of what kept me playing the game through all the endless dialogue, and I’m very glad I did, because now I’m really enjoying it. Having settled into the proper pace, and finally coming to terms with the combat, the game has actually become quite fun. The story is intriguing, the characters three-dimensional, and the flirting hilariously awkward. I’m looking forward to playing through the rest of it and writing about it here.