Catherine

If you follow me on Twitter or are the sort to read my work, you probably already heard about this. But in the event you haven’t, apparently Atlus probes my brain while I’m asleep, has crawled into my head and decided to make the exact game I have been wanting all my life. It’s like Murakami had a baby with Persona and yeah please let this come out here.

All Work, A Little Play

At Gamasutra we’ve been so busy with coverage of GDC Europe and GamesCom that I’ve hardly had time to eat, let alone blog! But if you’re at all interested in what game designers did in Europe all last week, we’ve got lots of coverage for you, so check out: my interview with Mattias Myllyrinne and Avni Yerli on the Euro scene, plus our Day 1, and Day 2-3 roundups for everything you need.

I’ve been doing a lot of interviews and things myself, lately. I just talked to Crystal Dynamics’ GM Darrell Gallagher about Lara Croft and the Guardian of Light, the new co-op game for downloadable platforms (there’s a full, AI-less single-player mode, too). This game is extremely rad. Studio obviously knows what it’s doing in that space — and that’s not really a facile observation to make in emerging markets, even for a studio with that pedigree. For their first outing of a major IP on downloadable, I think they knocked it out of the park.

Another thing we’ve published lately worth noticing is that a number of the prominent indies whose games you love would like you — well, “us”, really, the critics — to stop weighing a game on how long it is or isn’t, and instead to look at it as a holistic experience. It is understandable that consumers are concerned about “value per dollar”, but why is value being measured in minutes? I’ve gotta say, I’m very much behind their sentiments, so you should read this editorial from Klei’s Jamie Cheng and the numerous essays published simultaneously from other devs linked in the piece.

Terminal Reality seems to have come out of nowhere as a powerhouse on the game engine scene. It’s the Ghostbusters engine, and it’s only been publicly available for licensing since then — but they already have some 25 games in development on the Infernal Engine. VP Joe Kreiner explains to me how they quietly ramped up, and tells me they have a Kinect project in house. I think I have a good idea what it is.

Despite the Madden series being one of my #videogameblindspots, I am weirdly fascinated with the annual development of the product. Maybe this interview I did with the EP will shed some light on how deceptively complex it is.

My goodness, how could I forget — I was here at the New York City event when Irrational showed off the new BioShock game, BioShock Infinite. I heard a lot of “why call it BioShock if there’s no Rapture” muttering from the internet, but hopefully my event coverage and interview with the art director will help answer that question. And maybe it’ll even make you as psyched for the game as I am!

This is just a little bit of what’s been keeping my colleagues and I running lately. With so much work going on, I’ve gotta play a little, right? Oftentimes, a lot of the ways I have fun look a lot like work, but hey.

Here’s an LA Times article I just wrote about Babycastles, the fantastic indie arcade some friends of mine are setting up in the basement of a community space where I love to hang out. It’s so cool seeing an indie game scene here merging with the music scene. I wish you could all check it out for yourselves, but until then, read the piece, willya?

Finally, I am weirding out the lovely literate community at Thought Catalog with a proud chronology of my gaming history; these are some personal memories of every game console I’ve ever owned — part one of four (it’s a long chronology!) Pass it ’round if you are into it. I’m really fond of Thought Catalog and read it for fun, and you should check it out too.

Oh, yeah. And still lots and lots of Persona 3 Portable. In general I think P3 is a much weaker game than P4; halfway through, it tends to take major shortcuts on narrative trajectories that it previously explored in-depth; whereas getting to know your housemates and discovering Fuuka early on were fairly fleshed plotlines, later on it just seems to start throwing party members at you. I loved the way that in P4, every character had their own individual story; P3‘s more like “okay, I said what you wanted, S. Link level up!” I guess preference for either installment depends more on whether it’s atmosphere or individuals that motivate you as a player.


[Today’s Good Song: ‘Murder Dull Mind‘, Amen Dunes’]

Privilege

When people who’ve long demanded diversity in the characters and narratives they enjoy in video games get down to discuss the issue, it always comes down to a lingering why they can’t concretely answer — why does male and white-dominated homogeny in video game protagonists persist, when so much of the audience that wants to be personified in interactive entertainment can’t relate?

Even though creativity and self-expression are needed to elevate games beyond predictable “commercial product” industry, the fact remains it’s a high risk, hit-driven business, where the answer to why is usually “because it sells.” But doesn’t the demand for diversity indicate at least some untapped market opportunity, enough to justify the risk?

What if it did? It would mean no more excuses, no more economic reasons not to do things differently. No more data with which to dismiss uncomfortable conversations on why developers won’t or can’t treat race and gender in games. No more marketing spreadsheets to justify taking the path of least resistance. Wouldn’t it be much easier for the army of the status quo to ignore any evidence that would challenge them to do anything new?

Would it even be easier to interpret existing data in whatever fashion’s needed to keep things comfortably the same?

That’s apparently what happens at Activision, according to what I’ve been told by numerous current and former employees of the publisher’s studios. I covered what these insiders had to say in an article today in Gamasutra, and their claims that the company’s decisions on what goes in its games — including the race or gender of its heroes — are based disproportionately on focus tests that, the sources tell me, it often skews to support its “preconceived notions.”

The timing of my article is unfortunate with recent revelations that CEO Bobby Kotick preferred to spend over a million dollars in legal fees to “destroy” one of his employees who accused another of sexual harassment, rather than settle with her for much less. But accusing an entire corporation of inherent bias goes a bit further than I’m aiming, here; I want to be clear on that.

I’ve also heard from plenty who say that it’s not just Activision where this occurs, and despite the focus on a few exemplary anecdotes in my story, this is likely true. Still, the facts on how market-driven methodology — which happens to various extents at every publisher — make it nearly impossible to address new markets or pioneer new and representative game characters are very hard to ignore.

That there is an underlying climate of ignorance and bias wafting in the game industry, populated in significant majority on all levels by white males (to where a female or ethnic developer is still, in 2010, trotted out as worthy of special note) is just the darker undercurrent to this story. People can only create what they know. People are hostile to those unlike them. The game industry’s culture and practices bear the deeply-ingrained stains of its long-term homogeny — and as long as people have “well, we’re making money,” to hide behind, why would anyone want to change?

To those of you who look at internal process information like this and say, “it’s just business,” bear in mind that the line between business and bias is not as simply or as tidily parsed as you would like. Perhaps it is a CEO’s job to relegate the entire conversation about a medium’s creative and cultural future to “this is what sells.”

But you’re their audience. You’re the consumer. You don’t have to feel guilty because you buy and enjoy blockbusters like Gears of War or Call of Duty, but the party-line bottom-line talk should not be your mantle to assume. Don’t tolerate “it’s just a business”, because as those who spoke to me for my article insisted, there exist infinite reams of data that can be applied to prove whatever point the status quo wants to prove, to justify the production of whatever it’s easiest for the status quo to produce.

The issue goes beyond gender equity or even general “character diversity”; few would wish for “more female characters” just out of the arbitrary desire for political-correctness. When I asked you about it on Twitter, many of you said you don’t care what race or gender your characters are as long as they’re interesting.

Instead, it illuminates a larger issue about an environment of progressive creation, about developer happiness, about being a healthy, widely-relevant industry that attracts a broad range of interesting people on the production side and on the audience side. And if you need evidence we’ve got a long way to go, just read some of the comments on the article at Gamasutra.

This issue upsets people. It brings out their ugly side. Nobody wants to face it.

There is no business “formula” for a sure-fire blockbuster video game. Publishers have tried to prove to their investors they’ve discovered one, and ended up shot full of holes. Why do we continue sacrificing innovation to this straw man?

As one dev told me on Twitter: “People get really upset when they have their privilege challenged.” Which means we should do it. And ‘on principle’ is a perfectly valid reason. ‘It’s a business’ is not an excuse.

Oh, Come On

One of the reasons I dislike writing about gender — even when I think my gender might provide useful perspective — is that someone will always use it as an excuse to point out self-victimization. You cannot make any observation about gender without someone demanding that the perfect reverse be also true, and you’re a misogynist/misandrist if not. According to commenters I am either of these at any given time.

When I first started writing professionally, having a gender-neutral name as I do, I wouldn’t even disclose that I was female unless asked directly, not just because I feared backlash, but because I didn’t want to make it relevant. I think I’ve done only a handful of articles that are specifically oriented around a female perspective, and usually only when asked directly by an editor — nonetheless, I think the most vocal commentary I receive about my work has to do with whether I am sexist. That, or the fact that I can’t even bring it up without being accused of ‘using’ it for something. To hear forumgoers and commenters say it, when I am not setting back the women’s movement a hundred years, I am emasculating and victimizing men.

I’m bummed that many commenters on Kotaku have distilled my recent feature down to: “I play as a jerk as a man because men are dicks, but I have a deeper experience when I’m a woman.” That’s not it at all — whenever I play video games that let me create my own character, I develop a “concept” of what kind of person I want to play that is gender-independent; usually this concept has nothing to do with who I am, but more to do with what kind of character I think makes for an interesting story, something I said plainly in the article.

I liked the concept of an aloof, manipulative person as the Persona 3 protagonist. This was easy to execute when I played as a male, but hard to execute when I played as a female – because I am a female, and only then did I notice how much social ideas about how women should behave were weighing on me. If I’d played the game as a woman first, I might have had the same revelations regarding what I unconsciously think men should “be like”, and then it’d be a different article to a similar end.

That I played as a jerk the first time had nothing to do with the fact the original protagonist is male (as far as I’m consciously aware). What I’m saying here is I didn’t think about gender at all, until this second playthrough of the game — where only the gender had been changed, for the most part — made me realize my idea of the kind of character I wanted to play was coming into conflict with preconceptions of how women are taught they should act, things I would have never expected would influence me.

This seemed to be obvious to most of the commenters — many players, their own gender aside, shared experiences of feeling more sympathetic toward Yukari’s jealous insecurities when they played as a woman, or feeling more annoyed or threatened by Junpei’s questioning their authority (two stand-out differences for me as well).

It was an article about how a player’s reactions to characters and situations can change based on your character’s gender, and how those are being informed by social lessons you may have been unconsciously taught. I think that’s an interesting self-exploration experience that only video games can offer, so I shared it. Many commenters pointed this out, but anyone is making it into “men are this and women are that, huh?” is disappointing, so I figured I’d be absolutely clear.

Most of the comments in the thread are on point, but I didn’t want to see the conversation derailed into misandry complaints without stating my firm objection.

Squee Mode


In a predictable state of affairs, writer Leigh Alexander swathed her entire blog in a romantic Persona 3 Portable theme, tweeted on numerous occasions about how she failed to sleep due to Persona 3 Portable, changed her desktop wallpaper from MGS3‘s final boss scene to the above image, and then stopped blogging for two weeks. Guess what she has been doing all this time.

Actually, while I have been playing a lot of Persona 3 Portable, I’ve mainly been writing a lot, once again developing bunches of stories that I can’t wait to share with you as they materialize. Lately, though, I’ve been talking to a lot of developers about the high-stress environment of the game industry. Lots of people get into game writing because they hope to “cross over” — that’s never been me. I feel like there’s nothing that could make me want to work on the other side; let’s pretend I actually did have any game design skills, which I certainly don’t. Writing for the trade I’ve learned something big: I don’t envy them, to say the least!

And having been in games writing for a while now, there are a lot of times, to be honest, that I’m terribly stressed out, too, by the challenges of covering such a specific business — and by the culture of the audience, and I know I’m not alone. And if the audience is capable of causing me so much fatigue and disillusionment sometimes, it makes me wonder what’s wrong with them, too.

I wrote Who Cheers For War last month at Kotaku because I’ve been curious about digging into the darkness I often observe in our hobby — there’s no other way of putting it. Sometimes it even feels like illness. The often unspoken pains that all three spokes of this wheel (devs, media and audience) endure was something I think it’s important to continue to call attention to and examine, and I did this at Gamasutra late last week. Please do check it out and discuss if you missed it. The discussion thread on it has grown epic.

Today at Kotaku, an article about — surprise! — Persona 3 Portable. In my last post I said I hoped to write more about how playing as a female feels different this time around, and I had the opportunity to do that in this month’s feature column. For reference, here’s how it felt for me the first time around, from the archives of my old Aberrant Gamer haunt.

You heard yesterday that GameStop bought Kongregate — Kongregate’s founder, Jim Greer, an industry veteran with whom I’ve had several conversations that make me feel he cares very much about developers, would like you to think twice before applying the “home for indies sells out” narrative to this one, or that’s the message I got from my interview with both companies about the deal.

In other acquisition news, Disney spends quite a sum on third-place Facebook game developer Playdom, and one analyst thinks it’s an over-spend with unclear ROI potential (how’s that Club Penguin thing working out now, I’d like to know?). The contentious environment around social game investments, players and developers, is certainly becoming increasingly fricative, and nothing’s made this clearer than the polarizing response to Ian Bogost’s commentary game, Cow Clicker. For now, check out the heated discussion on his blog about it, and stay tuned for an in-depth follow up from me at Gamasutra coming soon. The whole issue’s fascinating, to say the least.

Speaking of social media, you will notice Blogger has kindly added buttons to allow you to tweet, FB, email and Buzz my posts directly whenever you like. Go for it!

So, also StarCraft II is, uh… something that is happening… it is a game for your computer, a lot of people are playing it, I.. yeah, I don’t know. I don’t know anything about StarCraft. Blind spot. Sorry bros. Are you into it? Lemme know in the new SVGL poll on the sidebar!

The last poll, by the way, showed that the majority of you, at 58%, are not interested in new motion control solutions. 21 percent of you are interested in PlayStation Move, 16 percent prefer Kinect, and only 4 percent of you would like to have both interfaces in your living room. Innnnnnnnteresting! I’ll have to ask you again after launch, when more titles are available…

[‘Today’s Good Song’ is actually an awesome music video! Check out Cosmetics’ ‘Soft Skin‘.]

MORE LIKE HEART-ARUS


Oh, hello, Sexy Videogameland is pink. This is because I’m in love. With a video game, naturally, because my heart is black and inaccessible to human beings.

You knew I’m a Persona person. In fact, many of you found my site because of a handful of series or genres I’ve written extensively about, and Persona 3 and 4 kind of fall into the “kinda wrote a lot about that” category. If you’ve always been curious about the games and own a PSP, there’s no better time to get into it than with Persona 3 Portable. Hell, if you like RPGs and want something different, P3P is probably worth buying a PSP for, because you’ll probably spend enough hours on it to justify the purchase.

Though readers of this site are probably the kind to know, I’m not going to assume you do: P3P Portable is a redux of P3 with several fine modifications aimed at portable platforms. Notably it’s received the same kind of streamlining to the battle system that Persona 4 did, and there are some subtle modifications to the story that make it refreshing. Most notably, you can play as either a male or female protagonist (the original version allowed for only a male-focused story arc).

I hope I get some time to write more about how experiencing the game as a female character completely changes my experience. Characters I did not like when playing Persona 3 through the lens of a male seem much more sympathetic if I’m a female, for example. My gameplay preferences and priorities are different; the things I want for my character change.

There is a very specific gameplay framework that’s capable of hooking me immediately; if you’ve heard about P3P, it’s probably about how none of your friends can put it down. There really are few other games that tick all my boxes in quite this way (Pokemon does it, and so does a well-balanced iteration of Harvest Moon, but neither are this emotionally immersive). And yet I thought that I’d always gravitate toward managing the same elements the same way.

Not so. Maybe because I’ve played through P3 and P4 and I have a ‘tactic’ down that wasn’t present when I first played P3 — but there is something subtle nagging at me that tells me that changing my character’s gender (and it’s not just a palette swap; the story around her reacts) changes everything.

Anyhow, I’m not too far into things yet, I think I’m just in the second “chapter”, so to speak, but I’m so glad to return to this game’s world in such a well-done way. Like, seriously, I don’t really write reviews these days and I don’t ever tell you guys BUY THIS but buy this, unless you know a real reason why it ain’t your thing.

SVGL’s current theme comes courtesy of the lovely Sarah Becan, who was kind enough to make the banner for me. Clearly, she’s as into Sanada as I am. Please check out her work.

Bonus Content: I was going to talk about the game’s concept of ‘personae’, and how you have to be whatever your social partners are expecting in order to advance — it gives the game a lovely, dark undertone. Then I realized I already wrote about that like three years ago. Still relevant!


[Today’s Good Song: ‘Road to Agartha‘, Herbcraft via Altered Zones]

Housekeeping

Hey guys — I know many of you’ve grown used to seeing me participate in the comments threads as “SVGL” with my bio pic, but due to a little housekeeping, I’ve decided to go with a neutral “admin” and remove my Blogger profile. So if you see someone titled “admin” in the comments, not to worry! That’s me, and I’m still here with y’all. Thanks!

What Does A Gamer Look Like?


If you are a Brooklynite or you know one, the perception that Manhattan is like ugh so fucking far, impossible miles comprised of inconvenient steps, is familiar to you. Although Brooklyn is as much a part of New York City as any other borough (holding my tongue against the Staten Island jab, because they’ve had enough) , when discussing Manhattan destinations, we talk about “going to the city” as if it were a cross-country road trip.

In fact, it’s just a matter of train stops. It’s not that big a deal. But when I had to go “to the city” yesterday to see the U.S. launch of Dragon Quest IX at the Nintendo World Store, I fully-loaded my iPhone with brand-new music and brought my PSP (YES! I GOT ONE, present from a lovely friend) for the train ride, and in case I had to wait in line when I got there.

Incidentally, what is the etiquette around playing a PSP at a Nintendo launch event? What if you’re using it to re-play Square Enix’s Final Fantasy VII at the launch of a Square Enix game? These are the things I wonder about, friends.

As it turned out, I did not have to wait in line, but I did play a fair bit on the train — the early train sequences in Midgar, incidentally. Semi-surreal; Cloud and his AVALANCHE rebel cohort trying to evade train security so they can take the railway to their scheduled Reactor bombing, while all around me the subway interior is decorated with lectures about “if you see something, say something.” The ride was punctuated by voice-over drones about “suspicious packages.”

You read the ‘Hey Baby’ post, and how unfortunately acclimated girls from my neighborhood get to long stares, unwelcome conversation-starters like “I like your bounce, Mami,” and generally aggressive strange men. So when the guy I sit down next to on the train begins staring at me and grinning stupidly, I simply ignore it, put my headphones on, and keep playing FFVII.

He goes on staring and nodding at me the whole time, this guy in ginormous baggy pants, askew ballcap, sporting a huge diamond stud — like, not my type. By the time we arrive at the station, I take off my headphones and begin putting them away, and glance to make sure this creeper isn’t planning to follow me or something.

But he goes, “Hey, Final Fantasy VII. Old school, that’s cool!”
I was floored and embarrassed, and all I could say was something to the effect of “yeah, it’s pretty essential, right?”

And he goes, “I was surprised. You don’t really look like a gamer.”

Ha. Not for one minute would I have guessed it was my PSP he was staring at, either. Damn, did I feel dumb.

I mean, here I’ve been writing for years about “broadening audiences” and “cultural diversity” and things like that, and yet I suppose I still had in my head an idea about “what a gamer looks like” (those dudes wearing turbans and capes and Slime costumes at the DQIX event, for example).

Do you?

I once wrote this article about the innate desire “we” all have, as part of a culture that’s been historically fairly small, fairly intense and fairly marginalized, to “recognize” one another in the public, offline space. When I wrote it, it was 2007; I lived in Manhattan. I felt very much like the only gamer in the world (if you’ve seen the piece I did for Kill Screen Issue 0, you might recognize some sentiments in common).

To be quite honest, I guess it feels different now, even a few years later. I went to an internet cafe in Williamsburg to print some stuff out and they had a bunch of TW@-branded mousepads there (although, to be fair, the clerk told me I was the only person who’d ever noted the reference). Many weekends I join friends from the local Silent Barn community space in playing and promoting Babycastles, the indie arcade they’ve got going on in the basement (I recently had the privilege of playing Messhof’s Nidhogg with a bunch of my friends whose usual purview is playing music). People at my local hangouts tell me my job is cool. I know one bartender with a Triforce on his arm, and another bartender with a Buster Sword on his calf — and that’s just at one restaurant.

We are proliferating. We should adjust our expectations of strangers.

Bonus material: While we’re on really old articles of mine, one about people who got way too into Final Fantasy VII.

Double bonus: I loaded my iPhone with new music, yes — if you follow me on Twitter you’ve been picking up the mixtapes I regularly post, but if you missed it, here’s volume 2 of my ‘summertime mix’. Due to the limitations of free hosting, it’ll only be available for a limited time, so if you’re remotely curious, grab it now and give an ear to these fantastic artists.

Triple bonus ding-ding-ding: Guess what else I did at the DQIX event? I interviewed Yuji Horii. You’ll get to read that ASAP.
[Slimes on the cobbles of Rockefeller Plaza]


[Today’s Good Song: ‘I’ll Follow You‘, White Fence (via noise narcs)]

Sick Graphics, Brah

Starting this fall, the game industry’s about to become a shootout — literally. All year we’ve followed the movements of Infinity Ward, Bungie’s new Activision deal, EA’s Medal of Honor reboot, Call of Duty: Black Ops and Killzone 3 in 3D. Ashes fall on Crysis 2‘s ravaged New York City and on Gears 3‘s alien landscape. Halo: Reach aims to outdo its predecessors.

Is there enough of an audience out there for all these war shooters? Do people want historical war, modern warfare, future war, first person, third person? Are we approaching market saturation, which publisher will take the crown makemoremoneythangodblahblahblah —
I’m slightly concerned about the trend, yanno, and if you’ve already read my Kotaku feature you know that. And if you haven’t already read my Kotaku feature, please do.
I know these are just video games, and I have never bought into any correlation between game violence and real violence — that’s not the issue. I fear people will lose track of what I’m trying to say here, which is that I find it surprising that there’s consumption en masse for war simulation without question. Why is this so appealing to so many people? With everything our industry is capable of, why is this where the business decisions are demonstrating to us that the money is?
From 2008 — I wrote at Kotaku about why “it’s just a game” is the most bullshit thing any real supporter of gaming can say. I still feel this way; in fact, I’d say that’s what drives me to do what I do.
And finally, since I’ve gotten some email about it — yes, comments are disabled for the time being on my blog, because I don’t feel like subjecting you guys to some of the harshness I’ve attracted lately. The ShoutMix board you guys used to use is gone for the same reason. When I have to take measures like these, can you blame me for wondering whether our core culture is sane, balanced and healthy?
[Today’s Good Song: ‘Born Stoked‘, Wet Illustrated]