Concept art and character designs for “Piper” Pixar’s upcoming short film directed by Alan Barillaro (x)
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Concept art and character designs for “Piper” Pixar’s upcoming short film directed by Alan Barillaro (x)
A light breeze, a book and a banana & PB smoothie and I’m all set.
Chilling on Endor. #legostarwars #lego #facts #facts2016
Tell me... Does your wallet bleed? It will... #factsgent #facts #batman #batmanvssuperman #allthecomics
Did a very quick doodle before heading out. I've finally gotten around to playing Divinity: Original Sin. And dang, really enjoying it! So dialogue heavy. Great rp! And you can talk to rats and other animals?! If only I'd known about that skill when I rolled my knightly toon! #RPG #divinityoriginalsin
We're all gamers... right guys? Problems with gender in games
Gaming, as a medium, has matured. Gaming has grown to become a considerable industry that has achieved emancipation and has shaken off the yoke of the stigma’s that scarred it before. Gender is no longer an issue insofar as the acceptance that an almost equal amount of the player base consists of females. At least, if the data from institutions such as the ESA can be believed.
45% of gamers are female, mentions the 2013 Video Game Industry Report. A percentage that has often been mobilized to equally empower the feminist movement calling for the emancipation of female gamers. But honestly, what do these numbers reveal? Hardly anything… And here’s why:
(Image by Entertainment Software Association)
RE-Considering the existence WoW-killers
Several weeks ago I wrote a blogpost about the existence of WoW-killers in the MMORPG genre, and argued that both the nature of the term and the age of the game strengthened the position of World of Warcraft within the MMORPG market. I did not mention any theories to further these observations, however, and it’s time to set that right.
The past few weeks have allowed me to both somewhat distance myself from my previous post, which urges me to make some adjustments to the statements in the mentioned post, and here’s why…
The militarized society, Paranorman, and anticipating the apocalypse
The militarized society is a very interesting concept, I feel, since it encapsulates in a clear way the discourse within which many pop culture media texts can be situated. Games such as Call of Duty and Battlefield serve this militarization, not just within American borders, but within the entire international videogame market. Obviously, we are not fighting the actual wars, securing the American conquest of the Middle-East. Nonetheless, we are enforcing American domination of its virtual representation. Moreover, we are legitimizing American military values through these games by conducting missions of strategic (American) importance or by reproducing American meanings of military values. Movies equally serve this discourse by casting the military as a courageous organization vital to the success of the hero or the survival of humankind.
This leads to the validation of the military as an important part of society which is, of course, hardly self-evident. In fact, one might try to further sketch out this discourse by linking this created admiration for the military and its tools of destruction with the ongoing tensions regarding gun control. In doing so, we can begin to grasp the possible interests these media texts serve on a larger scale.
Regardless, violence plays a huge part in society today. This leads to an interesting fallacy in the zombie myth as shown in Paranorman. If you have not seen the movie, and wish to avoid spoilers, stop reading here.
Wow… Just WoW: Considering the existence of WoW-killers.
When it comes to genres, I consider myself a pretty open minded gamer. As such, my Steam library is chock-full of many different games. However, as I mentioned in a previous blog post, MMO’s have since long held a special place in my heart. Ofttimes I look forward to new titles with great anticipation, but never is this more true than with MMO’s. As a previous WoW-player, I am not unaware of the burden many new MMO’s face being systematically compared to World of Warcraft. Moreover, after the release of WoW, new titles have often been referred to as WoW-killers, branding them as the successors to the most popular MMO at this time. However, many new MMO’s have come and gone since then, and none have managed to snuff out WoW’s light. Why, I wonder? In line with the expression “Don’t hate the player, hate the game”, it might actually serve us best to reverse this saying. Instead of analyzing the game in search of an answer, we ought to focus on the players. And here’s why…
Winnie the Pilgrim: Colonist discourse in Pooh’s Heffalump Movie
It’s a nice feeling to visit the Hundred Acre Woods after a long day, and to strip off the exhaustion and stress while enjoying the peaceful escapades of Pooh and company. What if they’re not so peaceful, after all? When a trumpeting sound echoes through the woods, Pooh, Tigger and Piglet seek Rabbit for advice. A Heffalump, he says, is amongst them, and they have to catch it. Wait, Winnie, where are you going with that rope and butterfly net? An expedition? Hold on a sec-
“In the name of the Hundred Acre Woods, I capture you!” they cry out in tune, throwing their lassos at a barrel with the portrait of a pink elephant sketched onto it.
This film just took a questionable turn, I pondered, and here’s why…
Distancing others: How we are isolating ourselves from the world
As I finished up the short piece about the limits of interaction in virtual worlds a few days ago, the subject remained in the back of my mind. I will be the first to admit that this piece merely scratched the surface, and was terribly scattered and unfocused, however, the thought that the other in these worlds is being demoted to serve as a tool in the eyes of the player stayed with me. In the aforementioned piece I pointed to individualism as a cause of these perverse effects, however in this one I want to take it one step further in a more focused manner. I wish to shine light on the distantiation that, I feel, is legion in society today. We are distanced from a great many things, which in turn transforms our interactions. Individualism and the turn to the self, is one part of this, as are the media. They effectively serve to reinforce this self-centered frame of mind, and here’s why…
As a disclaimer I’ll again point to the fact that this piece is merely a summary of my opinions on the subject.
Not so massive: inhabiting enclosures in a virtual world
Either I have been the victim of false advertising, or the virtual communities that effectively support Massively Multiplayer Online Games have themselves undergone a change. Point being, I am not experiencing the often idealized social aspect of these games. Nor have I experienced this in previously visited worlds. In this article, I set out with a question: “Is the social aspect of MMO Games dwindling, and if so, is it but a shadow of what it is advertised to be?” I will seek to give my personal view on this, laying the blame not with the developers themselves, but with the overarching ideology common in society today. The creators, or rather individuals that built these worlds are not the cause, individualism is; and here’s why…
A person was just trying to argue with me via twitter about the ESA’s statistic that 45% of gamers are women. Please allow me to clear up a few things:
Yes, those statistics include browser and mobile games. Yes, those games statistically have a higher percentage of women players. Yes the...
While working on a (very rushed) paper on the representation of games and gamers in a Flemish newspaper, I frequently quoted the aforementioned statistic of the ESA, stating that it actually disproves the chronic misconception of the gamer as a prepubescent white male. I, like many authors I quoted in the paper to further underwrite my opinion, was convinced that this stereotypical reading of the gamer identity was wrong, and gladly used the ESA's statistic as a tool to legitimize my point. However, it was only near the end of my bout with the subject that I came across a pertinent paper by Jennifer Jenson and Suzanne de Castell that subverted my entire argumentation around the gamer identity. In fact, it opened my eyes to the possible perverse effects of emancipating women and minorities as equal gamers through the use of statistics such as those concocted by the ESA, and here's why.
Jenson and de Castell point to the way in which studies are artificially creating a gender equality in gaming. The question remains if this equality is actually present, or just a side-effect of the broader definition that these studies operate in discussing games. One can argue that it might be wrong to include facebook or smartphone apps as games, which would instantly imply that everyone who's ever launched an angry bird while taking a toilet break is a gamer. I can't help but think that, in defining games so broadly, without taking heed of the many intricacies that distinguish different games from each other, we are guilty of manufacturing the result we wish to see, be it conscious or subconsciously.
The problem with these statistics is, as Jenson and de Castell point out, that women aren't legitimized as part of the gamer demographic. On the contrary, the problematization of gender within the gamer identity is rendered voiceless due to a conceptual shift in defining the medium. As the authors point out, it actually hampers any research regarding gender by putting forward a mirage of gender equality in games. Furthermore, any definition of people playing said games as gamers disregards any interaction of the individuals themselves with the identity bestowed upon them by statistics and scientists. They are merely mobilised to fit the goals of the argumentation in which they are cast, but are thieved of their voice to reflect on the way they themselves identify as a gamer.
One could argue that these statistics only serve to obscure an already clouded topic. As you point out, women have always been a part of the gamer demographic, but in what way? Fron, Fullerton, Ford Morie and Pearce describe female gamers as inhabitants of a virile universe. They are part of it, no doubt about that, but they are equally subjected to male dominance. Merely pointing out a gender equality fails to take note of the way in which females in gamer culture are dominated by what the aforementioned authors describe as a Hegemony of Play. When female gamers cosplay highly sexualised gaming characters they are subjecting themselves to this male dominance and gaze. There are still many gender related topics that should be excavated more thoroughly in game studies, and these concocted statistics only disprove the urgency of gender in games.
Source:
Jenson J., de Castell S. Her own Boss: Gender and the Pursuit of Incompetent Play, 2005.
Fron J., Fullerton T., Ford Morie J., Pearce C. The Hegemony of Play, 2007.
The majority of people hating on MOS are nostalgic old Donnerites, people too stupid to realize Marvel and DC are two different companies, people who have never read a comic, and people who went into movie theaters with VERY high expectations thinking they were going to see a COMEDY because their brains have been saturated with comedic cartoon "super"heroes for the past 5 years. The film was fine.
Hi gitc4ever, thanks for taking the time to respond to my Man of Steel review.
I have to disagree with your categorization of me as an old Donnerite, since I sadly haven’t watched his movies yet. I do, though, have them on my shelf ready to be viewed in the future.
I would further argue that I do understand there is a distinction between both companies and their heroes. Let there also be no doubt that I have read comics before. I would even go as far as to say that this was the cause of the high expectations with which I entered the cinema upon viewing Man of Steel. I wanted to see the same depth of character I saw in the representation of the character in the Birthright series. The relation between Jonathan and Clark was but a shadow of what had been done in that same series, and equally lacking in finesse.
I did not anticipate watching a comedy. I wanted to see Clark Kent struggle with his identity and responsibilities. I wanted to see him help people around the world. Help others who experience the same struggle find their way and place in the world. That is what made the Africa section in Brithright so stunning. It humanized the character, it didn’t underline the Americanness that was so present in the character’s history. That progress made in later stories was erased in Man of Steel.
I want to see Clark Kent, the real Superman, step up to the task of wearing the costume and showing his powers to the world. Remember how Russel Crowe, who got barely less screentime than Superman himself, said the human race would “stumble and fall but eventually join Superman in the sun?" That is how the beginning of the character should have felt. Instead of stumbling, he bulldozed walls while fighting his way through redundant action sequences. Instead of falling, he crashed into the scenery without any regard for bystanders.
I wanted to see Clark confronted by his naivety in thinking he could protect the entire planet. I wanted to see him struggle with the limits of his seemingly limitless abilities. I wanted to see an alien character struggle with his heritage and loss of place in a world that is hostile towards the unknown, towards him, regardless of intentions. I wanted to see the questions this raises when the character, regardless of cape or costume, embodies our human (not American) values more and better than any real human can.
That is what makes the character great, and what makes the contrast between Batman and Superman all the more interesting. That is why these two characters in my opinion raise the possibilities of DC Comics’ universe far above that of Marvel’s.
The painful lack of these elements that make the character so rich is why Man of Steel did not exceed fine. Fine as you so eloquently put it is why this movie is not good. Why it does not escape mediocrity. That is why Man of Steel is just as fine as any other summer blockbuster is fine. It did what it set out to do: blare out high pitched screeches and incessantly vomit destruction onto the screen untill all senses are utterly numbed.
That is how I feel, at the risk in sounding like Theodor Adorno writing movie reviews.
No movie should aspire to mediocrity. No film should settle for fine.
Tell me, honestly, if you are so critical of the saturation of comedic superheroes in cartoons; why does the standardization regarding action movies not bother you? Why do you not feel that this equally dumbs down the character for the purposes the genre dictates?
I for one, do not feel that the content should submit to the dictatorship of the medium or any form of genre or standardization.
If this truly was a fine Superman movie, where was Superman? I merely saw a cowboy in a Superman costume.
I will say, though, that I take issue with some of your critique. Towards the beginning you point to how games require a player to play it in order to constitute and take part in its reproduction of ideology, which you opposed to film which simply relays ideology to the viewer. This falls into another oft-repeated truism about games, that games are active media while cinema is passive media, of which we should remain critical. Without going to say that films are as rule-bound as games, they require active and attentive viewers just as games require active and attentive players in order to make meaning. Just as turning away from a film undermines the way a film puts a viewer into relationship with ideology, so the various kinds of “turning away" from video games short circuit that relationship. The material of both the film and the game remains unchanged.
Hi, and thanks for your reply! You raise some excellent points, and I will try to nuance and correct my view accordingly. You are absolutely right in pointing out the film is hardly a passive activity. I do feel however that gaming is much more based on an interaction between the player and the game. You are equally right in mentioning the fact that similar ways of resistance are possible when playing games. The player can simple look away, shut off the game, or choose not to play the game at all. Moreover, the player can choose to cheat his way through and pay no heed to any of the rules that somehow limit the interaction and experience.
However, where I feel it differs is in the way the player is not a viewer, as in film, but a participant in the scene. The game acts as a director, steering the player in the way it wants the scene to play out. Take after take, or reload after reload, the game is forcing to materialize its ideology within the game. Thusly, I feel there is a huge difference in the way we experience film and gaming, however the essence of it, the content as McLuhan puts it, remains the same. We’re just no longer a spectator, actively decoding the texts we encounter, but are participants directed by the game within the virtual world.
I’m also not entirely behind the McLuhan you use in this post. The progressive narrative it supports is one I’m generally opposed to because in some ways I think it lends itself to a technological determinism but more pressingly it ignores games’ complex and multi-threaded history. Huizinga can be a guide for us in understanding games as a medium, which he situates as a pre-cultural activity that is foundational to civilization. The fact also that the particular technology used in video games is more closely related to military simulation and automated AA-gun controllers than anything like cinema complicates the application of McLuhan to video games.
Thanks for suggesting Huizinga, whom I’ve never read, but look forward to reading. I agree that the quote from McLuhan does not wholly encompass the history of games, and the many contexts that influenced it. In fact, the many relations existing between the gaming industry and the military is one of the reasons to be mindful of the possible consequences of this relationship. However, to plead in favor of quoting McLuhan; in doing so I wish to point out that there is a link between different media, and as such, between gaming and other audiovisual media coming before it like film and television. What is communicated, I feel, is no different than what is communicated through film, it is merely the manner in which it is communicated that changed and intensified this process. In this way, the controls serve the way games seek to intensify the interaction, similar to the buttons on a telephone.
I’m very hesitant to point to something like Civilization V as a game that opens video game ideology to critique. You point specifically to how multiple victory conditions opens the player to consider the various values of the game’s rules and assess those rules as simulations of the general process of statecraft, but the game never really opens victory conditions in general to critique. It presents statecraft as if its goal was the domination of others, whether that domination takes the form of science, culture, or warfare. It presents that domination as primarily a process of logistics. There’s a lot of ideology in Civilization, and I recommend checking out Alexander Galloway’s work on the subject.
Again, you are right in pointing out the flaws in my view on Civilization, the game doesn't, like you point out, scrutinize any of the victory conditions. In fact one could say it embodies a very Modernist ideology in suggesting progress is undoubtedly an improvement. I’ll take your advice to heart and look up Galloway’s take on the subject. Thanks a lot for the recommendations and reply! I hope it helped nuance my vision somewhat, and as mentioned above, corrected it where necessary!
- Ruben
Games playing you playing games: how rules structure our behavior
For a recent paper I wrote about how Modern Warfare Shooters legitimize American foreign policy. It allowed me to delve into the way a game’s rules influence our behavior in the virtual worlds we inhabit. It had been the first time I actually took note of this inherent characteristic of the medium, and it intrigued me deeply.
In this post, I will rephrase my thoughts on rules in games and the structuring of the player’s behavior, and give a very short example of the limitations and opportunities this offers. In this way, I try to challenge the idea that games offer players freedom and agency within a virtual environment. The player is not as free and creative as is commonly presumed, and here’s why…
"Who Serves Whom?": thoughts on the new console generation
As the progeny of this console generation has been revealed, I take some time to let the various selling points for the products sink in. As is to be expected, every new console, be it the PS4, Xbox One or Wii-U, has converged with other technologies and services to provide a bigger, better and faster entertainment system for their players.
Nintendo has started to dabble with second-screen technology; Microsoft’s created a console that should, if all works correctly, actively tailor itself to the needs and wishes of the user; and Sony has equally claimed to have a more customizable and powerful system good to go by the end of this year.
These, to me at least, are not the highlights of the coming generation. Far from it. Although they expand the scope of connectivity and services offered by said entertainment systems, they hardly bring about significant changes to the industry’s landscape. The biggest changes will be brought about by new actors entering the market, like Nvidia, and the Ouya. These are some of the few that sparked my interest, and here’s why…