Tom of Gameland

Written 14/12/2011. First posted here.

Max Payne 3

If, like me, you’ve been gazing at that picture of Max Payne in faint bemusement (possibly wondering where his suit went and what asshole slipped him those steroids), you might’ve been too busy to notice similar imagery in other games. To sum it up: butch is big, and so are the male character designs.

Max’s transformation from a whiny angstbucket in cheap polyester to Interchangeable Gritty Mercenary 375 is disappointing, but hardly comes as a surprise. Games design has been heading down this track for a long time. If they’ve got muscles, put muscles on top of those and if they don’t, re-write the character until they do. Gamers are, apparently, incapable of enjoying a character who couldn’t moonlight as a bungalow.

This is bullshit.

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How Not To Screw Up Writing a Gender-Neutral Society

Written 08/11/2011. First posted here.

When creating a world for the player to romp joyfully in, many writers start with the intention of making it a completely post-patriarchal society. Speciesism runs amok, class warfare may be rampant but whether you need a little extra in your breastplate isn’t an issue. It’s especially common in RPGs, where the designers are understandably disinclined to fuck over anyone who doesn’t want to play a dude. The problem is that they’re often not very good at it.

Oh, they try. Your badass barbarian babe won’t face a single gender-based criticism for solving every problem with her axe, but they’re not quite so on the ball when it comes to anything else. Visual differences are common: the tunic skirt cuts a little higher, the neckline a little lower. (‘A little’ is generous. Armour that covers Conan throat-to-knee loses two square foot of fabric when Sonja pulls it over her head.) This isn’t standard by any means – Morrowind clothing is the same badly-displayed monstrosity on everyone – but it is frustratingly ubiquitous.

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