Sunday, April 29, 2012
Emotional Investment in Games aka Why We Were so Disappointed in Mass Effect 2, part three or so
Naked Asari
The text is a pretty incoherent response to playing Mass Effect 2 which I composed when it first came out but never put down anywhere.
I'm a girl. I'm a girl gamer. I enjoy shooting things in the head with my space rifle. I enjoy saving the world with a kick-ass hero. I enjoy having an option for that hero to be a woman who gets to do all things that the male hero does. In short, I really like Commander Shepard.
I also like having love stories and personal relationships in games. Maybe that's girly, I don't care. I want the kick-ass, and I want the fluff. I want true role playing. I want my choices to count.
I really (mostly) liked how they did relationships in Mass Effect 1. You weren't forced into a relationship, you could choose whether to flirt (or respond to flirting). You only had three options, sure, and limited queer or alien options, but you get an almost-lesbian relationship with an alien, and that's a big first.
My choice, still, was Kaidan, a human man. I love Kaidan. Yes, I know, but I do. I liked him as a love interest. I found it sad that he was limited to being the possible love interest for the female Shepard only, but I could deal with that. (That's what fan fiction is for, after all;)
The relationship story arc was fulfilling, you had the choice of flirting with him or not, you weren't pushed into a relationship, and you got to have a sex scene! That was something new.
Uncensored version
And then we get Mass Effect 2. The gang's all there, in the beginning you get to continue from where you left off, in the game as in the relationship and... yeah, here come the spoilers, but as the third game is out already, I figure you can deal with them.
Then you die, and wake up in what appears to be an alternate universe, but everyone else seems to be in denial about this. My co-bloggers have addressed this issue already, so I'll concentrate on why the game was so unfulfilling emotionally, in the context of the first game. (Not saying anything about the cardboard cutouts that you are offered as love interests in this game, nor about the fan service of Garrus and Tali.) (After all, nothing you said to either one during the first game affects how they behave in the second one at all. Garrus is a crazy vigilante in any case, and Tali is as crazy and genocidal as ever.)
Mostly Naked Asari
You had (if you had) this deep connection with another person in the previous game, and as much as all of the relationship options spelled out that this might have been just a one-off, I would expect to get *some* reaction from the love interest in the next game.
Kaidan sends you an e-mail. When you meet him, he's the only one who finds it wrong that you're working with your old enemy, the Cerberus, and I was yelling, 'Thank you! I thought I was alone in this! Let me come back to the Alliance with you!' Do I get to do that? No. I get to invite him to join the terrorist organisation with me. "It'll be just like old times." What? I wonder he didn't deck me.
And then he sends you an e-mail saying 'maybe'. Maybe you could continue your relationship at some future date. I survived for weeks on that e-mail.
I never went through a relationship with Ash because I found her attitude problem and xenophobia quite unappealing. But I gather she has a similar reaction. (Why? She would fit right in with these human supremacists.)
Another Naked Asari
What does Liara do? She's had a personality transplant, has given up her career as an archaeologist, and is organising assassinations. ...wait, what? She says, "Hi Shepard, heard you were alive after all, wanna help me choose which of my associates to murder?" The emotional connection, I can feel it.
Mass Effect has never been big on having your companions react to what's going on, but when my Shepard, having just seen her lover in for what for her was a few months, and for him two years and having been rejected by him, goes to talk to Garrus, who was around in the "old times"... what I wanted was a bloody hug, what I got was "Too busy to talk right now, come back later and I'll make a pass at you." Well, technically.
Full frontal nudity Asari
One thing they got right. If you choose to *not* romance any of the very straight love interest options you have, your last night before facing the Big End Fight is spent staring at Kaidan's (or who ever was your first game love interest) photo. Thank you. I felt that. I *felt* that. You managed to give me two moments of real emotional contact with the game. An e-mail and a photo.
Okay, Tali becoming officially part of your crew was touching but was ruined a bit (or a lot) by the fact that you could only achieve that by lying for her, losing important allies for nothing, and going along with her attitudes towards the geth. Doing it was out of character for my Shepard but for once I chose the game mechanic over the role playing (which, admittedly, is usually mostly in my head because the games don't support it) - I wanted her loyalty.
Another Naked Asari
After finishing Mass Effect 2 I told people that the only thing that would make me want to buy Mass Effect 3 was if it gave me an option of getting back with Kaidan, and/or allowing the queer options.
...
Wait, they did what?
Oh damn.
Well, at least I'm buying it used.
Thursday, August 4, 2011
Spaced out of Color

It's brilliant. Go play it now.
Sunday, September 12, 2010
Racial thinking in fantasy role-playing
A while back I picked up a copy of ICE's RM supplement "Races and Cultures", from 2004. The way they published the system was that they came out with the basic rules, the Rolemaster Standard System (RMSS), and then started adding supplements to cover areas they'd only done sketchily in the basic ruleset. Some examples include the ludicrously overpowered Martial Arts Companion and various sets of magic rules.
Races and Cultures (R&C) aims to expand on character creation. In the RMSS, each character had a race, and if they were human, a culture. So dwarves and high elves were just dwarves or high elves, while humans were hillmen, mariners or something like that in addition to being humans. So humans had cultures, while everyone else just had race. As a side note, I have a personal gripe with R&C because it practically eliminates urban cultures, and a lot of the material on cultures is, to a person with even a nodding acquaintance with anthropology or cultural studies, ridiculous. But that's beside the point.
Now, using RM as an example, I'm going to argue that the vast majority of fantasy role-playing games reproduce European racism. I'm sure that some people reading this are going to be completely turned off by that, but bear with me. This is important.
As far as I know, one of the first civilizations to put an intellectual gloss on "us versus them" were the ancient Greeks. To them, the world was divided into Greeks and barbarians. "Barbarian" was a racial pejorative; while Greeks spoke Greek, the barbarians didn't even have real languages but just made a kind of "bar-bar-bar" noise when they talked. Modern Finnish also has several racial pejoratives for people from the Middle East and Africa based on the same idea.
In Greek thinking, all Greeks were individuals with their own motivations, desires and personality. If a Greek did something, and you wanted to know why he did it, you would find the reasons in his individual attributes. On the other hand, if a barbarian did something, it was because he was a barbarian. For example, a Greek who murdered a fellow Greek would probably do it because he was somehow disturbed, or maybe the other guy had insulted him, or whatever. If a barbarian killed a Greek, it was because of his "barbarian nature". Greeks were individuals with personalities, but barbarians were just animals driven by their animal natures.
This thinking went on to form the basis of all European racism since. Alert readers may notice powerful parallels between what I've just described and the discussion on immigration and Islam going on in Europe right now. In that discussion as well, European violent crime is caused by a complex series of forces and motivations, but immigrant crime is caused by the fact that immigrants are immigrants. The IRA, for example, are terrorists because they are pursuing a political agenda through violent means, but Hamas are terrorists because they're Muslims. This kind of thinking is still everywhere, and that's why it's interesting, and scary, to find it replicated in fantasy role-playing.
**
In fantasy, humans take the place of Greeks/Romans/white Europeans. As I said, in the original RMSS, humans had different cultures that determined their background and outlook, while Halflings were just Halflings no matter where they lived. In other words, for humans their cultural background determined a lot about the character, but for the other races, their race determined everything.
R&C tries to eliminate this by giving every character both a race and a culture. Now elves, dwarves and even orcs have cultures, too! However, it isn't quite that simple.
The writers of R&C couldn't bring themselves to jettison the determining role race plays in their world. Here's some pieces of text from the race entry for Common Men:
However, the prejudices of all Men, their affections and disaffections, are always subject to local circumstance. (...)
Religious Attitudes: Mannish religious practice generally conforms to the norms for their particular cultural template.
Preferred Professions: All professions are open to Common Men. (...)
Typical Cultures: A full range of culture options are available to Common Men. (...)
Character Concepts
Men are everywhere; they exist in just about every cultural niche, every profession, every situation in which an intelligent being can find himself.
Basically, humans don't have racial attributes in R&C. They can go anywhere, do anything, and their attitudes are a product of their culture and environment. To a 21st century person, this seems like a reasonable description, and I'm sure the ancient Greeks would have agreed.
However, when it comes to other races, it turns out they're not such a tabula rasa.
As a race, Dwarves have a universal reputation for ruggedness, practicality, unwavering loyalty - and stubbornness. They are intensely clannish and stand up for their fellow Dwarves regardless of circumstance and come what may. (...)
Character Concepts
A concept for a Dwarven character could take into account his inherent racial prejudice.
The entry for Dwarves also describes their distrust of elves, their hatred of the "evil" underground races, and their religious beliefs. Remember that these are racial characteristics; Dwarves are this way because they're Dwarves. In the R&C system, a Dwarf raised in a harbor city hundreds of miles from the nearest mountains would "instinctively" hate other underground races. The same thing goes for Halflings and Elves, too. And then there are the Orcs.
Prejudices: Orcs hate all other races (...)
Religious Attitudes: Orcs worship dark gods and calue nothing so much as power and dominion over others.
Preferred Professions: Common Orcs stick to the non-spell using professions: Fighter, Rogue, Thief. They are not intelligent enough to make good spell users and they never bother to try.
That last bit isn't even true, by the way: going by their stat bonuses and power point progressions, Common Orcs could actually become spellcasters. Except that they're expressly prohibited because of their race. In the "Character Concepts" section they lay it on particularly thick:
Orcs are living, breathing fighting machines. They exist for no other purpose than to do violence, and war and mayhem are all they ever really think about.
Again, remember that this describes any Orc anywhere, regardless of where or how they grew up. They can pick any culture template they like, but apparently none of it really applies to them, because the fact that they're orcs overrides any influence their environment could possibly have on them. For them, the culture template only provides adolescence skills and starting items.
**
So, the Races & Cultures supplement sets out to undo RMSS's confusion of race and culture, but ends up replicating it exactly. Elves were actually the only race that was in any significant way freed from the constraints of its "racial nature"; Dwarves are still always Dwarves, Halflings are always Halflings, and Orcs are always Lawful Evil, as the trope goes. It's a D&D trope, by the way, and it's alive and well in third edition D&D: elves are always good, orcs are always evil, humans are anything they want to be or end up being.
This is precisely the same thinking as the original Greek racism and its descendants, and it persists throughout fantasy role-playing. A human's individual outlook and personality are shaped by his personal attributes and background, but a non-human's is a product of his racial characteristics. It is testament to how deeply rooted this thinking is that even a determined effort to break away from it, the Races & Cultures supplement, failed to do so.
To a large extent this is because the other races don't really have any intrinsic value. They're mostly there to define humans, not themselves. R&C is quite explicit about this:
Build: In a sense, it is useless to describe the body shape of a Common Man, because it is the baseline to which the shape of all other races and creatures are compared. All other reference points relate to the typical range of body types for Common Men, so to use those other reference points to try to define Common Men would create a circular description.
Obviously, this selection shows a terrible intellectual poverty. Surely one can fairly describe humans as, for instance, bipedal mammals with a given average height and weight? That isn't a circular definition. But more importantly, this piece of text very powerfully conveys the way the authors, and I daresay nearly all other fantasy RPG authors, think about the various races. Humans are the baseline, and everything else is defined by how it's different from humans.
This informs the racial thinking when it comes to culture and attitudes as well. Really, the definitions of the other races aren't there to define themselves, but to define humans. Dwarves are stubborn and prejudiced; compared to them, humans are open-minded. Elves are unworldly and haughty; compared to them, humans are humble and practical. Halflings are comfort-loving and gluttonous; compared to them, humans are rugged and Spartan. The other races serve to define us. In order to do this, they have to be denied the same subjectivity and freedom of choice that humans have, to preserve the caricature. A liberal, open-minded and cosmopolitan Dwarf would destroy the very idea of the Dwarf as a cultural marker.
The most drastic contrast is with Orcs, who in most fantasy role-playing games are little more than animals. Orcs are inherently evil and violent, and they hate everyone else. How could anyone not fight orcs? After all, they're always evil! Orcs are a handy way to escape any kind of moral dilemmas: killing orcs is always right.
The history of orcs in fantasy fiction is very informative in this respect. J.R.R. Tolkien "invented" orcs as we know them, and his orcs were originally elves who had been corrupted by the Great Enemy, Morgoth. So in Tolkien's world, even the orcs are ultimately victims, not offenders. In the Lord of the Rings, Tolkien has Gandalf express pity "even for Sauron's slaves". Much of the Lord of the Rings is informed by Tolkien's experience of World War I, and it's not hard to understand how witnessing the senseless slaughter of trench warfare would make him feel sorry even for the enemy.
After Tolkien, though, these distinctions have gone out of the window. To most of the English-speaking world, the Second World War was morally absolutely black-and-white, and the same mentality entered into fiction as well. Orcs are the Nazis of fantasy; fighting and killing them is so deeply, inherently right that it never needs to be questioned. In much of post-Tolkien fantasy, orcs have simply become cartoon villains.
Later, there's been a partial rehabilitation of orcs, and in many games and books they've come to symbolize strength and stupidity. The big, dumb, working-class orc has even taken on something of a class nature, and I say this as someone who abhors Marxism in any way, shape or form.
**
In conclusion, fantasy literature and games have become one of the most direct ways in which racism and racial thinking are reproduced. Given that fantasy is usually considered "young people's" reading, this is actually more than a bit scary. It's been fashionable in leftist circles to lambast Tolkien for this for decades, but I believe this is based on a fundamental, and to some extent deliberate, misunderstanding of his works and of the context he wanted to set them in. After the Second World War, Tolkien's imitators met with the other big strand of fantasy, pulp, which was usually explicitly right-wing, chauvinist and conservative. Conan the Republican is hardly an exaggeration in contemporary American terms. Two of the most influential pulp authors to modern readers were Robert E. Howard and H.P. Lovecraft; the first occasionally wrote blatantly racist stories, and the second we know was a nearly hysterical racist.
Like conspiracy theories, part of the appeal of fantasy literature is that it often provides simplicity in the middle of a complex world. Unless you're a lunatic, the world just doesn't divide neatly into friends and foes who you can tell apart by their flags and uniforms. In this day and age, the kind of fantasy where elves are always good and orcs are always evil has a definite appeal.
There's nothing wrong with that in itself. All the partly leftist counter-movement to the perceived right-wing character of fantasy has managed to accomplish is to produce "intellectual" fantasy that usually collapses under the weight of its own pretentiousness and is only read by fellow travelers, or fantasy works that are practically indistinguishable from the ones they supposedly oppose. A case in point is Ursula LeGuin's Earthsea series, which makes a point of making the villains white and the "good guys" colored. How the author feels that upholding the fundamental idea of different "races" fighting each other is antiracist is beyond me, and anyway, the first time I read the books I didn't even notice that she'd swapped the skin colors, so to speak.
So I don't mean to endorse the left-wing "countermovement", because as far as I'm concerned, China Mieville is just as bad, if not worse, than Andy Remic. Mieville has accused Tolkien of furthering exactly the thinking I'm talking about here, which to me indicates that like many other Tolkien critics, he hasn't actually bothered to read the Lord of the Rings.
I don't really mean to endorse anything. I do, however, want to draw attention to the way in which fantasy role-playing games and literature perpetuate and reproduce a way of thinking that I find worrying and frightening. In fantasy, ethnicity is more important in determining a person's nature than culture, upbringing, environment or anything else. Our worldview is so permeated by racism that this is perfectly natural to us, and we accept it without question. After all, it doesn't matter how an orc is brought up or what he's like as a person, he's Always Chaotic Evil. Because he's an orc. Because that's just how orcs are. All of them.
And that's really racism in a nutshell.
Monday, March 22, 2010
Better grades through level grinding
How about a different way of grading courses? I found an interesting article from technoccult (via Hacker News) that referenced an article in escapist magazine that mentioned australian itnews as its source which had interviewed Lee Sheldon (forefather of Hari Seldon, I hope).
Our grades could be based on how much coursework we complete - as inviduals and as teams. Each completed excercise could give us couple hundred experience points that would go towards better grades in differential geometry, computational alchemy or fnordian excuses (or whatever we happen to be studying).
My google-fu was weak - I did not find anything of note about this idea from Indiana University web page - just link to Sheldons profile. His webpage is somewhat more informative, but just not about this idea.


