First Person Podcast Episode 9

This month on the First Person Podcast four editors fan out in our ALL ZELDA ALL THE TIME episode. We play Zelda trivia, we wax nostalgic about our favorite Zelda games, we hard-core rag on our least favorite Zelda games, we talk timelines and aesthetics, and speculate on what’s to come. Continue Reading

“Bullet Feels”

First Person Podcast Episode 6

Episode 6 of the First Person Podcast will discuss the critical darling Undertale. We cover the attempts at gender neutrality, the ups and downs of pacifism, the anxiety produced when mixing bullet hell and RPG elements and the barriers to entry when playing such a meta game. This podcast is full of spoilers so we recommend you play Undertale first if you were planning on it. Continue Reading

Thedap

The Dragon Age Podcast

This month we are having a very general discussion of Dragon Age as a series with two of our FPS editors Betsy Brey and Elise Vist. We discuss a whole variety of stuff in this hour including what it is about Dragon Age that makes people obsessively play these games over and over, the differences between Dragon Age and Mass Effect, the in-game politics, histories and philosophies of the games, and the focus on romance and sexuality within the universe. This podcast does contain spoilers, especially for Dragon Age 2, but is mostly general discussion about the series. Continue Reading

Can Computers Be Feminists?

When building systems that share or even entirely adopt the role of a designer for a game, however, the capability to reason about cultural context is entirely lost. At best, it sits implicitly in the code and the data; at worst, it goes entirely ignored and communicates an idea at odds with the maker’s intent. Though the human designer may have their own intent for the kinds of content or games their system should generate, it is challenging to fully express the constraints, rules, and context needed for generating content that is sufficiently varied for the overall game, valid such that it is even playable, and also consistent with the messaging desired by its creator. Designing generative systems can require human designers to deeply confront their own implicit biases and understand how to formally express, in code, the full generative space of acceptable content that the system should create. For example, consider a character generator with names generated from a gender-partitioned list of constituent name parts. This simple act–born from the common method in PCG of specifying the valid subcomponents of what should be built, partitioning them such that their recombination will always be valid, and then randomly piecing those parts together at runtime—communicates the implicit biases of the maker (including a declaration of the gender binary, a statement that names should conform to those genders) and is then cashed out in every character that is generated by the system. Continue Reading

On Beauty

Gamers, Gender, & Turing

Games are beautiful, because in the case of games, someone or something gave rise to the creation, and someone or something must play. If it appears I am inadequately utilizing the language typically reserved for passion, desire, love, and flowers, it may be because gaming–it’s interaction and play–is being underestimated. For those working in the field of new media studies and art, most of us do this work because we believe that technology can provide radical possibilities of community and creativity. I believe digital games can provide these radical possibilities. I believe this about gaming, even though I am not a gamer. Continue Reading

An Uneven Partnership

Representations of Gender in The Last of Us

It’s no secret that digital games have a problem with gender representations. Research shows that women are vastly underrepresented in the medium and not simply as playable characters (Miller and Summers 735). Research also shows that when women do exist in games they are resigned to specific tropes and stereotypes that limit character development and which “[underscore] their secondary and exiguous status” (Behm-Morawitz and Mastro 809). While there is ample evidence of both the underrepresentation of and stereotyping of females, there has been less success explaining why such representative practices are damaging or why the game industry should address these problems. Continue Reading