Opinion: Kicking The Dog At The Game Critics' Rant
April 7, 2009 4:00 PM | Simon Carless
[In this new opinion piece, Gamasutra news director Leigh Alexander refutes Heather Chaplin's much-discussed GDC rant on maturity and "guy culture" in games.]
If games can't "grow up," is it because their creators can't?
A couple weeks ago, on the last day of GDC, the IGDA's popular annual "rant" session convened a panel of game critics including MTV Multiplayer's Stephen Totilo, X-Play host Adam Sessler, the Wall Street Journal's Jamin Brophy-Warren, Smartbomb co-author Heather Chaplin, former Newsweek writer and new-minted creative consultant N'Gai Croal and me.
It was our chance to vent our spleen individually -- Totilo urged other writers to improve their craft, Brophy-Warren made a passionate plea for more character diversity in games, Croal noted the uselessness of the old "hardcore" and "casual" labels, Sessler took up arms against Metacritic, and I decried the negativity in the ecosystem among developers, journalists and the audience we both share.
But the most-discussed rant after the fact was Chaplin's, excellently-delivered and direct. She asserted that the familiar defense that games themselves are an adolescent medium -- one I'll cop to trotting out myself fairly often -- is a straw man.
We frequently cite the young age of video games, she says, but when film was this age, it was about to birth Citizen Kane. When popular music was this age, Chaplin said, it had its Beatles already.
She argued that games' age is not the correct source of blame for the often insultingly juvenile nature of games, the tiresome prevalence of space marines, bikini girls and typified young male power fantasies. Her point: Games aren't adolescent. It's game developers who are a bunch of, in her words, "fucking adolescents."
If you were at that panel, then you probably saw my jaw on the floor at that. My first reaction was that I was simply so impressed that she had the stones to get up and say that to a room full of male developers. Agree or disagree, you had to applaud her -- and nearly everyone did.
After all, who isn't a bit sick by now of seeing Lord of the Rings and Star Wars treated as if they are the absolute only two extant cultural sources for non-realistic narratives?
The games that we hold up as groundbreaking in terms of story, immersion, emotion here in the West, are what -- Oblivion? Mass Effect? Half-Life? Let me be enormously clear, here: Those are great games any way you slice it, and I have the highest genuine respect for the teams behind them and the way in which they try to further human interaction in their very high-quality work.
But plainly: That's nerd stuff.
And hey. I'm a nerd. Just to be clear I'm not holier-than-thou here, I run a video game blog in my spare time. But every time I hear a game designer talk about how they hope video games can be "sophisticated" and "reach broader audiences" the way that comic books can, I die a little inside. Comic books are cool and all, but if I thought video games would stay stuck in that niche, I'd quit writing.
I agree with Chaplin: Boob-heavy big gun fantasies aimed at young men are not mature at all, and I want developers to do better.
Although to be fair I'm largely paraphrasing her argument here, Chaplin essentially maintained that this adolescent "guy culture" and the games it produces prevents development from diversifying -- it repels women who might bring alternate perspectives to the table, it repels, basically, everyone who isn't part of it, which means that games are in danger of staying stuck in this self-perpetuating rut.
The rut's real. She's right about that. And there may be some small holes in her argument: Music went through centuries of widespread cultural permeation before it could birth rock. By then, it was already a reflection of the human condition, a sign of the times. Film was much more widely respected as an entertainment medium right from its inception. And while on the timeline games should chronologically be ready to produce a Citizen Kane, the concept of game-as-art, as something other-than-toy, is much younger than the medium's overall age. Many of these possibilities are still new to us.
But those are technicalities. Where I take a sharp detour from her argument is where she accuses developers of arrested development. She says that true sophistication in games requires "responsibility, introspection, intimacy, and intellectual discovery," traits she says "frighten men."
She even raised (and educated me in) the biology concept of neoteny, whereby new species begin to resemble the embryos of the animals from whence they evolved -- Chihuahuas, for example, look like fetal wolves.
The takeaway: Game developers are men who are so backward they're more like babies than adults. She asked the audience pointedly: "Do you want to be a Chihuahua or a wolf?"
According to Chaplin, these baby-dog developers are so childish the only material they're capable of manifesting creatively is the "adolescent male power fantasies" they can't actualize in reality. Translated plain, she's calling them impotent.
Hold up. Chaplin wants more emotional maturity, more sophistication, and less adolescence for games -- and that's a hard wish to argue. Seriously, let's all maybe read a few more books, guys, let's maybe watch a few more films, let's try to gain some further cultural sophistication. Let's try for real sexuality instead of just half-dressed celluloid constructs.
Let's try for conflict that goes beyond the splattering headshot. Let's look at some more advanced examples of maturity in art than, say Watchmen, which is fine and all, but it ain't literature. Sorry.
But a dearth of cultural maturity -- and the social maturity that tends to go with that -- is a long, long way away from a lack of manhood. Okay, many game developers may be culturally unsophisticated, but challenging their human adulthood and masculinity is a really low blow. And blaming men's fabled "fear of intimacy" for just about everything is a chestnut as old as, well, Lord of the Rings.
I get comments, emails and correspondence with innumerable designers, writers, programmers, artists, producers, marketing folks, whatever you can name -- and to tell you the honest truth, I do not know anyone like the beastly children she described. Certainly, not a one of them would ever look me in the face and call me a "little girl." I'd sock 'em for that.
Why do power fantasies need to be childish -- what human being at any age dreams of being less powerful? And what does maturity have to do with gender, anyway?
Despite ever-increasing progressiveness, I'd never be so naive as to claim there's absolutely no "guy culture" in games. There's "guy culture" everywhere. And yes, we want diversity on game teams. We want the traditional development base to become more open to new perspectives. We want more women on board.
As a woman, though, I never felt that emasculating men was the right way to get them to accept me.
More and more women are showing up at GDC every year. More and more of them are speaking at GDC. I hope next year they bring better ideas than kicking the boys in the nuts. That's neither constructive, relevant, healthy nor necessary, and I'd hate for that to be the industry's introduction to "girl culture."
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12 Comments
It's true, Heather gave 'em hell. But what's worse: for game designers to be capable of nothing beyond "guy culture" and juvenile fantasies? Or for them to be mature, sophisticated adults who don't bring any of that into their craft?
The grown men who write the songs sung by Top 40 tweeners sneak more sophistication into their work than most game devs work into AAA-titles. I rarely see a game that has the depth or complexity of say, the Shangri-La's "Give Him a Great Big Kiss." They can do the juvenile stuff well, but as soon as they hit adolescence? They peter out.
Of course, one counterargument you could make is that chess and baseball don't tell us much about the human condition either - until the players and audience get involved.
Chris Dahlen | April 7, 2009 5:05 PM
I do agree that "guy culture" dominates the works put out by games, that is a bad thing, and that Chaplin is going the wrong way about it by blaming the "neoteny" of developers.
But at the risk of being tangential, I take issue with your apparent pigeonholing of the comic book medium into "niche", non-literature status. I recently read two great comic books that shout, yes, they are literature: Fun Home and Maus. Fun Home was for an English class, and it's about a memoir conveying how she discovered her lesbianism and her father's gayness. Maus was another memoir, one about how the Holocaust affected his Jewish father and his family. Both won numerous literature awards—in particular, Maus got a Pulitzer Prize! But they don't need awards to show in every page that they, indeed, are high literature.
It's true that, at least in America, comics still are dominated by the adolescent superhero fantasy genre. You may cringe when you hear people talk about "video games becoming sophisticated...the way comic books can".
But I think this merely demonstrates a lack of understanding of the comic book medium in general. But with my experiences with comics, I'd love it if video games reached even half the creative depth, breadth, and diversity that comics have reached in the past half century.
I fear that I might be misunderstanding your intentions, because I love your writing. But belittling the great literature that people like Bechdel and Spiegelman have done does insult to them and their work. I suggest that, when you have the time, try finding a good comic book of literary worth like Fun Home or Maus.
Apologies for the tangent! :)
Joshua Choi | April 7, 2009 10:36 PM
Really, honestly, I was with you up until you said Watchmen wasn't literature. And after you said it, for that matter. Also, there are a number of very artistic and well done art comics out there. That industry at large might still be mostly tights and capes but things are coming along. As mentioned, Maus is a real piece of work, and I've heard great things about Persepolis.
I do agree with Heather for the most part. Even if neoteny among developers is debatable, you can't argue that the gaming market is saturated with evidence of it. The "in thing" for the last few years has been M-rated games that aren't the least bit mature; meaningless power-masturbation fantasies for 20-something males.
There's fantasy and empowerment and then there's just ridiculous, and a lot of games lately have been blatantly crossing the line, not just presenting environments where players can don a new persona and enjoy themselves, but where their exact whims are catered to for a few more sales, regardless of how culturally irresponsible that may be on the part of the developer. Sometimes I think we're only a few games away from making a muslim-shooting simulator for the trailer park demographic.
P.F. | April 8, 2009 2:09 PM
Every time this topic comes up, I get vaguely irritated, because I think we're making a mistake when we assume that games are inherently a narrative form. How dare anyone judge the maturity and sophistication of the game industry strictly on the basis of its narrative themes? Narrative is a strictly optional feature! Games are GAMES, for heaven's sake -- not movies. Our Citizen Kane may be Tetris.
But, it would be disingenuous for me to simply sweep the narrative issue under the carpet like that, so I will address it: Yes, the selection of narrative themes in a typical game store may look like the B Action Movie section down at your local DVD rental place. But, there are legitimate reasons for that. Game developers are naturally going to embrace narratives that lend themselves well to game mechanics. Let's face it: It's substantially easier to build game about gunplay than it is to build a game about the musical rivalry between Mozart and Salieri. Moreover, when the game industry DOES venture to make a game about a deep or serious subject, they are almost invariably lambasted in the media for "trivializing" something important or "glorifying" something bad. You can write a graphic novel about life in a concentration camp during the Holocaust (see "Maus"), but if you try to make a game about it, you will be accused of trivializing the death of thousands, and making the Holocaust into some kind of GAME.
Malkyne | April 8, 2009 5:29 PM
I agree completely with Malkyne's above comment.
However, one shouldn't be afraid to tread sensitive ground when it comes to handling touchy subjects in a medium like this. On the topic of Maus, I've actually heard Art Spiegelman tell a story about being confronted by someone who was upset and accused Spiegelman of just what Malkyne mentioned -- "trivializing the Holocaust" by making it into a comic book.
Sam | April 8, 2009 6:45 PM
I'm pretty sure the wives of all those guys in ancient Greece said the same thing when their husbands were busy writing yet another bad fanfic about Zeus banging *insert mortal woman here* and the horrible curse that Hera dropped on her afterwards.
Of course, out of that milieu came the Iliad and the Odyssey.
What we have now in games may be the equivalent of bad fanfic or the less-explored corners of mythology, but to take that and then make the claim that geek culture is necessarily childish and lacking in sophistication is disingenuous. One might as well say that Shakespeare should have excised all mention of elves and fairies from A Midsummer Night's Dream.
n.n | April 8, 2009 8:25 PM
Just to clarify my comment: I do sympathize with Heather to a certain degree. Walking through the local mall and seeing an X-Blades poster outside a game store, or one of those silly WoW standees with the armoured-bikini elf, makes me die a little inside. There's room for a more restrained, subtle sort of sexuality, the sort that doesn't revolve around showing large tracts of land. Hell, there's plenty of room for sympathetic but not sexual female characters. Heaven knows there aren't enough of those.
But at the same time, they'll take my collection of oversized, overcompensatory digital swords from me over my dead body. ;)
n.n | April 8, 2009 8:35 PM
Don't get me wrong, Sam. I agree with you. It's really a matter of changing public perception.
People are allowed to make comic books and graphic novels about weighty issues today because there is a solid, respectable precedent for it, at this point, thanks to pioneers like Spiegelman. Game development will have its Spiegelmans, too, I think, but it's going to depend a lot on the health of our indie scene, going forward. The big publishers are (quite understandably) aversive to that kind of risk.
Malkyne | April 9, 2009 2:55 PM
@ Malkyne: you can come down on either end of the narrativist-ludologist spectrum and still find the themes espoused in games to be pretty uninteresting an juvenile. Gears of War may be superbly designed and well-executed, but even outside the narrative it's still about evoking an infantile power trip in the player. Conversely, Flower doesn't really rely on a narrative at all but still succeeds in communicating themes (which, sorry Leigh, are more akin to Princess Mononoke than Fern Gully in excellence of implementation and subtlety) beyond the usual drek we're given.
@n.n, yeah, I found the equation of geekdom with immaturity a little off-putting as well. Battlestar Galactica may not be fine art, but it's well executed and doesn't seem juvenile to me. You can use the tropes of geeky genres well without making them just about big swords and space battles.
James Vonder Haar | April 10, 2009 6:22 PM
I figure this thread is pretty much over and done with, but I felt this needed to be said.
@JVH: In response to the narrativist/ludologist comment you made, I've been puzzling over the same issues. I agree that many (probably nearly all) games offer growth/progression/power fantasies. I am also a little disturbed by this, even as I enjoy them.
But if you look at it from a different angle, then virtually the entirety of global society is juvenile. Almost everyone is struggling for disproportionate and unnecessary growth, progression and power, from businesspeople in London to farmers in China to housewives in the Midwest. (The last example is more related to the social pecking order, but it's still power, just of a different sort.) If this is a sign of neoteny, then practically the entire human race is suffering from it.
In my opinion, the best solution is to achieve contentment, realize that power is a zero-sum game, and that the only way to win is to refuse to play. But human brain chemistry is wired to respond in a pleasurable manner to the acquisition of power, so the next best alternative is to restrict your desire for power, growth, &c., to confine that demon inside... wait for it... a magic circle.
Which is what we're doing by creating power fantasies, isn't it?
n.n | April 12, 2009 7:08 PM
Could the problem be even deeper? Could it be a societal issue itself? One example - both men and women are extending adolescence into their thirties (men in particular though) so why expect anyone who comes from that type of culture to produce anything worthwhile? Has my generation and those following (X, and Y etc) lost the ability to tell worthwhile stories at all? I would be surprised if many of the developers (or GenX/Y generally) have even read the greats - War and Peace and so fourth.
On top of that it could very well be a restriction of the medium itself. It just cant produce a War and Peace or Hammlet. The only game that jumps to mind that would be considered great in the sense of "great literature" is Planescape: Torment and that was effectively a very good book wrapped in a game engine and executed well. But that doesn't represent gaming and I don't think it represents the future either.
Solomani | April 22, 2009 5:44 AM
I think you're laughably uninformed. The way you talk about games just betrays your own lack of understanding in game design.
Also:
http://tinyurl.com/l5e38f
luckyhat4 | July 15, 2009 9:41 AM