Category: Philosophy


Guest Post: Acting Without Acting

Admin Note: I belong to a circle of close friends who all have very strong opinions on the gaming industry.  Because of this, you should be seeing a number of posts from other authors coming down the pipe here.  I’m very excited about the possibilities here—perhaps eventually we’ll operate our very own gaming editorial site.

In the meantime, I’m proud to present our first guest poster: my brother, William Monroe, from H. T. Parnell’s.

Though I haven’t touched on it much recently in my writings, (aside from a few scattered comments about Super Street Fighter 4 on H. T. Parnell’s) I’ve been thinking a lot more about some of the old discussions I’ve had about gender roles in games. The conclusion we seemed to come to, amid much discussion, is that there are two separate problems at play here:

First, the overall dearth of female characters in games, particularly ones that are portrayed as capable of engaging in the same activities as men with the same level of skill.

This strikes me as a larger umbrella issue that contains the issue of patriarchy that was brought up re: Super Street Fighter 4. Women are less common (in games) than men, because men are seen as the norm, so that the variation of including a female character is something that must be both explained and reigned in, as to not be too unusual. Addressing the overall problem may not address some of the co-morbid issues, but it’s certainly a place to start.

Second, the overall dearth of emotional qualities that have historically been considered “female”.

This is particularly sticky, however, because by describing these as qualities as “female”, I am implying that they should be embodied, mostly, by female characters. Doing so would be the fastest way to solve the actual physical gender imbalance without actually helping the problem in any way. Not unlike trying to push for civil rights by giving a lot of work to Stepin Fetchit, and even then it’d probably be worse, cause there’s something to be said for being the first African American actor to ever be given a screen credit.

Even discussing this issue is a little troublesome, though, because it’s so easy to accidentally jump horses mid discussion, and to start discussing the specifics of people, as opposed to looking at platonic forms of female and male. That is, if you think that such platonic forms exist/are meaningful concepts. I tend to think they’re helpful for discussions of narrative, but trying to prove that they are is clearly beyond the scope of this particular discussion. Suffice it to say that I believe that they are. Perhaps I’ll diatribe about why at some point.

This issue is also difficult, because it’s more insidious and subtle than the problem of “Over 80% of game characters are male”. This problem (as is the case with all problems of equality, if you get down to it) starts in the culture. America, and to some degree Western Europe (though less so) has always greatly valued physical prowess, self-determination, and the ability to pull yourself up by your bootstraps no matter what, even so much as to be to the detriment of qualities like endurance, intuition, and being conciliatory.

The real heart of this second problem is that games buy into a mentality in which a “male” way of acting is considered positive, and a “female” way of acting is considered negative or irrelevant. This is partially because of overarching cultural factors, and partially because games in particular have always been based almost exclusively on these traditionally “male” activities. So, before we get too deep into this, what the hell am I talking about?

In the Jungian sense (as well as the ancient Chinese philosophy sense), activity is considered to be an essential male characteristic, while passivity is considered to be an essential female characteristic. There’s a valid epistemological question as the core of this, to ask whether “not doing something” can be a valid descriptor, but suffice it to say that Taoism, for one, sidesteps this issue entirely.

Taoism, which focuses heavily on the interplay of gender as amorphous characteristics, largely detached from any instantiation, believes that the essential female characteristic is “wei wu wei”, or “action without action”. The comparison is made to water, which, while soft and yielding, is capable of overcoming virtually any obstacle, and shaping things otherwise thought unassailable, like earth and stone. Taoism submits that the universe has a natural order, and that by acting in step with (and being lead by) the natural order, not only does one achieve more satisfaction, but one is also more effective at accomplishing their goals. (As a purely academic concern, it also proposes that this is the ideal way for everyone to act, but still identifies it as inherently female)

I’m not here to speculate about the truth of this theology, other than to say that I believe there is some non-zero amount of validity to this way of acting: action based on sensitivity to surroundings, and non-attachment to the results of said actions.

Whether or not these qualities represent something inherently “female” is an epistemological gender studies question that I have no interest in tackling. I am much more interested in the relative lack of these qualities, and others like them in games. For lack of a better term, and wanting to avoid overstepping the purview of this article, I shall refer to these qualities as “wei wu wei”.

A previous essay I wrote posited that most main characters of video games are extensions of the typical male action hero. Gears of War, Devil May Cry, Borderlands, Left 4 Dead. Even Gordon Freeman, while more nuanced, is basically that archetype. While trying to gender these characteristics is probably a mistake, we can all agree that the laundry list looks something like this:

  • Physical Prowess
  • Resourcefulness
  • Willingness to use physical force in order to accomplish one’s goals (usually noble)
  • Wit
  • Endurance
  • Courage and adherence to goals in the face of overwhelming odds

Plus many others, I’m sure. Don’t get me wrong; these are all awesome characteristics. I really kind of enjoyed that Marcus Fenix and his squad getting swallowed by a worm the size of Rhode Island occasioned no more pause from him than “Well, then we gotta cut our way out!”

But characteristics like intuition, social graces outside of the context of manipulation, sensitivity to surroundings, nurturing, and willingness to stay in step with the natural order (or even fightingfor the natural order) are all characteristics that are all markedly different than, or, in some instantiations, even directly opposed to, the list above.

The problem, as has been elucidated before, is that it’s pretty easy to make a game about “you did this awful thing to me, so I’m gonna beat up you and all your cronies”. Making a game about building relationships, synthesizing disparate pieces of information, or achieving success by gaining immunity to the throes of gain and loss of daily life are all… a little less unclear. I think a game could be made out of these principles, but no one can submit that it would be less challenging to create than a beat’em up.

Now, if we’re discussing real life, obviously a mix of all of these qualities are necessary to be a functional human being, but this is not so in games. The world of Gears of War is constructed so that Marcus Fenix needs to embody all of the action hero characteristics to succeed. The problem is partially the characters, where no one is creating characters that embody these wei wu wei characteristics, but it’s also that before the characters even are introduced, the game mechanics and the story frame success and failure in terms of your ability to succeed at those very particular kinds of action hero tasks. When you get swallowed by a giant worm, it’s undeniable that the appropriate response is to try and get out. To do anything else would mean failure of the challenge set before you.

And that’s just the point: games are almost universally about events to which the only appropriate response is to be an action hero. Just putting in characters that embody this kind of wei wu wei thinking wouldn’t do anything, because they would be monumentally ineffective, unless a conscious effort was expended to make it not so. This isn’t because the action hero is the baseline, and variance must be accounted for, but just because that kind of mentality is so ingrained into the game industry.

This is to say nothing of the difference between valuing wei wu wei in story vs. valuing it in gameplay. JRPGs have done a decent (or at least the best available) job of emphasizing the value of wei wu wei in story, but at the end of the day, 70% or more of your interaction with the game consists of you fighting people for the purpose of ending their life or preserving your own. So you’re left with a poor choice at the end: do I have a final confrontation that doesn’t reinforce the message (the value of wei wu wei), or do I have a final confrontation that the player cannot meaningfully participate in? Obviously, the stakes of the fight are greater than just preserving your own life, but if the final victory is still won by the action of killing the bad guy…

Final Fantasy 6 errs on the side of the former: While you are fighting for the preservation of life, and the ultimate validity of human existence, Kefka can’t be brought into the fold of Terra’s quasi-Gaia worldview, and so needs to be fought and killed for the safety of the planet and its population.

Xenogears errs on the side of latter: While you fight and beat the boss, the planet is still more or less screwed until Elly steps in, who manages to save the day, ultimately by forgiving the villain, and making him understand the value of her worldview.

So… how can the action of “making someone understand the value of your worldview” be made into an engaging game mechanic?

In the process of reading the GamePro article I linked yesterday, I missed some critical information.  Specifically, I seem to have glossed over this damning paragraph:

To be fair to Amrich and to explore why so many community managers find themselves in these “blurry” situations, we should look at how the role of community manager has evolved over the last six years. Before Xbox Live’s Larry “Major Nelson” Hryb — who holds the ambiguous title director of programming for Xbox Live — community managers were mostly forum moderators, people whose job entailed monitoring message boards and weeding out trolls.

Now I’ve only been a community manager for about three years.  But even as a relatively fresh face in the industry, I can tell you that community management industry is older than Major Nelson.  MMO studios have been focussing heavily on community management for ages, and I believe it’s played a significant role in the explosive growth of the MMO Industry.  Early MMOs were built on the subscription model, and that means that you need to do more than market your game—you need to support it after the fact.  Your game needs to evolve, it needs to constantly add new content—and the only way to do that is to listen to your players, to get to know them, and to develop your game accordingly.

The fact is that every generation of game developers is learning and studying these lessons on their own, reinventing the wheel over and over again.  What mainstream game companies are learning now about the risks, dangers, and ultimately the value of community—these same lessons were being learned (the hard way) by MMO community managers several years before.

But that’s not where it started.  Before MMOs were managing their own communities, the fansites were doing it for them.  That’s where this all began—with the fans.  This is also why the best community managers don’t come from marketing or PR backgrounds—though a degree in marketing certainly can’t hurt (I’m studying for one myself).  The best community managers, if I may toot my own horn, come from fansites.  It’s been very heartening to see friends (like Tamat over at NCSoft) who made the jump from fansite to community manager.

This whole process has marked the very shift in focus that community management is based on from the very beginning—listening to your fans.  The very reason why community managers exist is because game companies, slowly but surely, are starting to understand that their fans are the heart of their business, and forming channels and conduits through which game studios can adopt their ideas into the games—and the game studios—only means good news for all of us.

Community Management and the New PR

GamePro posted an article yesterday which I consider required reading for anyone who doesn’t feel like they really understand what a “community manager” does. The article can be found here:

http://www.gamepro.com/article/news/215050/analysis-communication-confusion-and-community-managers-update/

The inspiration for this was something that happened to Dan Amrich, a friend of mine who recently became the Social Media Manager at Activision. This is a new position, and watching him as he defines the boundaries of his new role has been a learning experience for me—as I imagine it probably has been for him.

There was a big fuss recently on Develop and Joystiq about some conjecture Dan posted on Facebook regarding the Activision / Infinity Ward lawsuit. Basically he offered some commentary on the lawsuit which was his own personal conjecture, which the news sites interpreted as official statements. Dan quickly posted a clarification on his blog, but I can nonetheless easily imagine the Activision chewing out that I personally conjecture must have occurred—I’ve been on the receiving end of a chewout or two like that myself.

Employing someone like Dan is a very scary decision for most businesses. The purpose of hiring a community representative is to connect directly with your customers, and that means really answering their questions—and not just the easy ones. You need to be genuinely open to customer feedback. Transparency is scary—the closed culture is a tradition that goes all the way back to the beginning of corporate America. There are some things that you don’t talk about. Anything you say can and will be used against you, after all—and the Internet is a wild, vindictive place.

When community management is good, it’s really really good. Seth Killian at Capcom calls it a “superhealthy feedback loop”—the players tell the devs what they’re passionate about, and the devs tell the gamers what they’re passionate about, and everyone is richer for the experience.

But when it’s bad, it’s horrid. The true danger of snafus like this lies in the fact that when the proverbial shit hits the fan, the reaction of the company is frequently one of panic. The first thing a company often does is to tie the community manager’s hands—to lock them down and prevent them from saying anything, for fear of making the situation worse. This is a mistake, just as much as the passengers trying to take the controls away from the pilot when the flight gets turbulent. Crisis situations are a good time to make your expectations of your community team very clear, but the worst thing you can do is lock down your community manager when that happens. Community managers are your first line of defense from PR crises, and heavily restricting their ability to do their job at those critical times is only going to hurt you in the long run.

The fact is, the industry needs community managers. I belong to a generation of gamers that expects to be personally engaged. We’re interested in the companies we patronize, and if we can’t get our information from the source we’ll speculate—and that speculation is often dangerous, both to the company and to the community.

The game industry, perhaps more than any other, is dependent on direct and personal online communication with the customer—and community managers are the people making that connection. We’re still in the early stages of evolution for the community management business, but as time goes on—and as the role of the community manager becomes more clearly defined—more and more companies will be realizing the benefits of a policy of transparency and open communication with their customers. And I, for one, am looking forward to every minute.

I Just Can’t Stop

I’m more than prepared to move on to another topic right now, but every time I try something new pops up into my Google Reader.

It seems that what’s been on my mind has been on everybody’s mind, as I saw both of these news stories today:

It’s interesting to see this idea spreading throughout the Internet.  The important thing now is to capitalize on that momentum before it dissipates.

A Word About Education

What I had expected to be 1 post has now become 4.  For those just joining us, here is part one, part two, and part three.

I’ve been following Seth Godin’s blog for a long time now, and I’ve got a copy of his latest book which I’m trying to set aside the time to read.  But yesterday he posted something that tied in to what I’d been discussing here for a while, in a post entitled Accepting Limits.

It’s absurd to look at a three year old toddler and say, “this kid can’t read or do math or even string together a coherent paragraph. He’s a dolt and he’s never going to amount to anything.” No, we don’t say that because we know we can teach and motivate and cajole the typical kid to be able to do all of these things.

Why is it okay, then, to look at a teenager and say, “this kid will never be a leader, never run a significant organization, never save a life, never inspire or create…”

Just because it’s difficult to grade doesn’t mean it shouldn’t be taught.

This is a video that my mother, who works in children’s television, sent me a little while ago.  She found it exceedingly powerful, as did I.

I was a bright kid, but I was never exactly a straight-A student.  In kindergarden I took some standardized tests, and scored in the “highly gifted” bracket.  When my parents received my test results they asked for advice on what to do—whether I should transfer to a new school, etc.  The test administrators gave my parents what they later told me was the best advice they ever received about education, and that was this:  ”No one has any idea what to do with highly gifted students.  The educational system as it is now is designed to accomodate people who are average.  People may tell you that they know what is best for your child, but no one knows for sure.  Ultimately, you have to make the choices that you think are best for your child.”

I barely squeaked by in my high school classes with Cs and the occasional D—mostly because I wasn’t doing the homework.  I had to make up a class in summer school every year, from 8th grade through 12th.  In my junior year I went to see the school psychologist, who recommended that I be tested for ADD.  I was whisked away to take a series of tests with a man named Dr. Colegrove, who I remember fondly to this day.  When he was finished, he wrote up a report to send back to my parent’s saying basically, “Casey doesn’t have ADD—he’s just really bored.”

When I graduated high school I attended community college for a year and a half, took a very intense six month course to become a recording engineer, and then went to work.  I bounced around the workplace trying to find the job that was right for me, and finally was lucky enough to be hired at my current company when I had basically no relevant experience (except for being a WoW player, which we have learned is more experience than it seems).  Now I’m taking classes online for a BA in Marketing, and eagerly awaiting the day when all these general eds are finished so I can learn something interesting.

In the whole of my life I have never found anything in the American educational system that did not come from the determined, singular effort of either myself—to make my own learning—or the handful of brilliant teachers who were willing to break free of the “educational system” and engage me.

And why would I? I was just like every other kid.  I would much rather be playing games.

Games are proving themselves to be the best way to teach, motivate and cajole the average teenager into doing something.  Let’s make games that teach them to be leaders, to run organizations, to inspire, to create, and to save lives.

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