Player Representation in Game Characters

Yesterday I got caught up in a twitter thread and I thought this morning it might be worth exploring it further. First however I need to take a step back and talk a bit about an issue that has been happening. Escape from Tarkov is apparently the new hotness with the streamers and has gone from a game that I knew existed to being something that is properly cemented into the zeitgeist. Recently it has reached the number one spot on twitch as far as games go for viewership. From what I can tell it seems to be a good game if you like that sort of game, but it has one frustrating omission for a lot of people. It completely lacks any form of female playable characters and at least in some part seems to be focused on building a character with gear and such.
This has been a thing recently in the gaming press because when questioned about this Battle State Games gave a rather hamfisted response. If you want to know more about this you can check out one of the many articles on the subject like this one over on the Verge. Essentially they are presented with another scenario like Ubisoft was with Assassin’s Creed and they made up some lore reason why women shouldn’t exist in the setting. The thing is… this morning I am not even really going to talk about this decision because while it was the prompt for this discussion it isn’t the purpose. I just felt it was a bit of a primer needed to explain why this topic this morning.
So one of my friends posed a question. Would you rather have female character models if it meant cutting some other feature from the game. My answer was essentially “Yes” because representation is super important in a video game where you are given the choice of playing an avatar. On some level I can understand that if I am playing Horizon Zero Dawn I am playing Aloy and not myself or if I am playing Uncharted I am going to be playing the character of Nathan Drake. However if it is a game that features any sort of customization it is super important that you are able to create a character you are happy to be playing. Gender is one of those super important elements that make up the puzzle of what represents you as a character in a game.
Artwork by AmmosArt
The above image is something that I had Ammo draw for me on the seventh anniversary of this blog. It is an amalgam of a bunch of my characters from different games. Left to right you have World of Warcraft, Secret World, Destiny, Rift, Elder Scrolls Online and Final Fantasy XIV. You should notice that there is a pretty strong theme between them minus the Exo but I will get into that character in a few. There is a character that I keep creating over and over which is effectively “Belghast” and if I am going to spend much time in a game I wind up creating a version of that character. If a game has the tools to let me assemble a reasonable facsimile of that appearance then I am super happy and chances are I am excited to be playing it. However if a game for some reason lacks the specific features I apparently want I am going to bounce super hard off of it.
There have been games that I absolutely did not play because they had shitty beard options. There are other games that I refused to play because every character was too much of a “bishounen” pretty boy. Hell there have been times that I could not get into a game because I didn’t like the armor or the weapons. In Destiny I wound up rolling a robot because of the complete and total lack of beards and even then I chose an exo that had a little chin stripe that I could at least pretend was a robobeard. If I am willing to stop playing games for stupid cosmetic reasons like this… or the fact that I couldn’t get my over the eye scar that I end up choosing each time… then damned well I get not playing a game because you can’t play a gender that you feel represents you.
I will always be on the side of all games needing gender choices. We recently reviewed Jedi Fallen Order on a few different podcasts and each time we wound up with the most frustrating part of the experience is that you are locked into playing a male character. There is nothing about the character of Cal Kestis, including the name I might add… that actually matters that it is a character of a specific gender. The game would have been infinitely better and more inclusive had they just let players choose who they wanted to play as. If I had my druthers pretty much every game experience would feature some sort of an option that allows you to tailor to at least the right gender if not being able to do full cosmetic customization. For me and many other players that I know… cosmetic options are pretty much the most important system in a game.
So we get back to the thing that spawned this discussion. Yet another game developer claims that it is too costly to add Female character models, and at least on some level I get that statement. Coming up with lore reasons to justify your position however is bullshit. The problem I have is that it shouldn’t even be a thing we are having to discuss and justify. Games should default to having multiple character options and not instead default to just having “Men”. If they support customization at all they should be designed from day one with the thought of having multiple character models to fit gear to. Sure I can see a period of time when you have one or the other but by the time you reach late stages of the game both should be expected.
So we get back to the original question however. Would I want female character models in video games if it meant I would be giving up some other features? Unequivocally yes. The thing is… I am not going to likely play a female character because I am going to be trying to create “Belghast” in every single game. However I know how important having an avatar that feels like it represents you in a game is, and because of that I will always come down on the side of inclusion for character options. Feeling a since of connection and ownership to the character you are playing is extremely important and I want everyone out there to be able to play characters that feel like a little piece of them walking around in the gamespace. I’m not mad and have no bluster to rage against one developer or another… but I am disappointed that we are still treading this path over and over. Games are better when they support all of their players, not just a handful.

Revisiting Folks and Stuff

The other day I posted a New Years resolutions post of a sort, and one of the topics addressed is how I really miss the existence of a thing that I once did called “Bel Folks Stuff”. The idea was simple, that I get together with some people that I interested in and have a sit down to talk about various topics. There really wasn’t much of a format other than that, and this idea of starting it up again has been something rolling around in my brain for the last year. The original series run released starting in October of 2014 and the last episode ever produced was released in May of 2015 with a new episode releasing almost every month during that time. I really enjoyed the series but I allowed myself to get hung up on the fact that it seemed like no one was actually listening to them. They were in theory a labor of love, with me talking to a bunch of my friends rather than seeking out industry names and trying to wrangle them for a conversation that would ultimately feel more interview that honest discourse. In theory I have reached the point where I am just not watching stats in the way I once was, and if this ends up being listened to only by a handful of people then honestly I am fine with this. I went back and listened to a few of the episodes yesterday and it was a fun trip down memory lane with me talking to some of my friends for an hour and some change each time. In the years since 2014 I have maybe figured out how I want to proceed in this whole podcasting thing. This past weekend we recorded our 282nd episode of AggroChat and that show has shifted a bunch since the super cringe-worthy first episodes. Weirdly however I think that Bel Folks Stuff more or less still holds up so I have decided to start re-releasing them. The show is going to live as part of this blog and I will configure a section for it. The goal is going to be to start re-releasing them on Saturday since I don’t generally make a post then. I will be doing the whole show card treatment like I do with AggroChat as well as starting to upload them to YouTube. I am going to kick the process off by recording an episode zero, that is just me talking about the goals of the show. While the early episodes didn’t have much of a structure they did have several questions that I asked pretty much all of my guests, and in similar fashion I am going to be setting up a new set of questions going forward for episodes past what has been recorded to date. In episode zero I will be essentially laying out the sales pitch for the show and answering the questions about myself. Moving forward I am going to be sitting down and having an hour long conversation with people as often as I can seem to manage it. Then I will file these recordings away and release them as I need fresh content. I’ve cobbled together a list of about thirty people that I am going to seek out and I am sure I will be adding more people to that list as I go forward. I’m being all responsible like and using Trello for this much like how we use Trello to keep track of topics for AggroChat so I guess I legitimately mean business now about this nonsense. As I see it I have a few months before I run out of the original show run and have to start producing real content. The first series of interviews are likely going to be me sitting down with the folks from AggroChat and using them as guinea pigs before branching out into a new batch of folks. At the end of the day this talk show of sorts was a labor of love, and as I post the old episodes I am going to try my best to do a sort of “where are they now” update in the post as to what they are up to these days. The challenge as always is going to be finding the time to sit down and talk to all of the people who are in time zones diametrically opposed to my own. I am trying to focus on doing things this year that bring me joy and this show absolutely did. I mean 2014/2015 was a better time over all in our gaming community, and maybe naively I can think I will recapture some of that magic by travelling back down this path. The other secret hope is this will be a sort of long form method of introducing the consumers of my nonsense a whole list of new people to care about.

Revisiting Folks and Stuff

The other day I posted a New Years resolutions post of a sort, and one of the topics addressed is how I really miss the existence of a thing that I once did called “Bel Folks Stuff”. The idea was simple, that I get together with some people that I interested in and have a sit down to talk about various topics. There really wasn’t much of a format other than that, and this idea of starting it up again has been something rolling around in my brain for the last year. The original series run released starting in October of 2014 and the last episode ever produced was released in May of 2015 with a new episode releasing almost every month during that time. I really enjoyed the series but I allowed myself to get hung up on the fact that it seemed like no one was actually listening to them. They were in theory a labor of love, with me talking to a bunch of my friends rather than seeking out industry names and trying to wrangle them for a conversation that would ultimately feel more interview that honest discourse. In theory I have reached the point where I am just not watching stats in the way I once was, and if this ends up being listened to only by a handful of people then honestly I am fine with this. I went back and listened to a few of the episodes yesterday and it was a fun trip down memory lane with me talking to some of my friends for an hour and some change each time. In the years since 2014 I have maybe figured out how I want to proceed in this whole podcasting thing. This past weekend we recorded our 282nd episode of AggroChat and that show has shifted a bunch since the super cringe-worthy first episodes. Weirdly however I think that Bel Folks Stuff more or less still holds up so I have decided to start re-releasing them. The show is going to live as part of this blog and I will configure a section for it. The goal is going to be to start re-releasing them on Saturday since I don’t generally make a post then. I will be doing the whole show card treatment like I do with AggroChat as well as starting to upload them to YouTube. I am going to kick the process off by recording an episode zero, that is just me talking about the goals of the show. While the early episodes didn’t have much of a structure they did have several questions that I asked pretty much all of my guests, and in similar fashion I am going to be setting up a new set of questions going forward for episodes past what has been recorded to date. In episode zero I will be essentially laying out the sales pitch for the show and answering the questions about myself. Moving forward I am going to be sitting down and having an hour long conversation with people as often as I can seem to manage it. Then I will file these recordings away and release them as I need fresh content. I’ve cobbled together a list of about thirty people that I am going to seek out and I am sure I will be adding more people to that list as I go forward. I’m being all responsible like and using Trello for this much like how we use Trello to keep track of topics for AggroChat so I guess I legitimately mean business now about this nonsense. As I see it I have a few months before I run out of the original show run and have to start producing real content. The first series of interviews are likely going to be me sitting down with the folks from AggroChat and using them as guinea pigs before branching out into a new batch of folks. At the end of the day this talk show of sorts was a labor of love, and as I post the old episodes I am going to try my best to do a sort of “where are they now” update in the post as to what they are up to these days. The challenge as always is going to be finding the time to sit down and talk to all of the people who are in time zones diametrically opposed to my own. I am trying to focus on doing things this year that bring me joy and this show absolutely did. I mean 2014/2015 was a better time over all in our gaming community, and maybe naively I can think I will recapture some of that magic by travelling back down this path. The other secret hope is this will be a sort of long form method of introducing the consumers of my nonsense a whole list of new people to care about.

User Experience Challenges

I continue to slowly prod my way through the Witcher 2. This was probably an excellent game when it came out in 2011, but it has not aged terribly well. In a lot of ways it reminds me of the ways that the original Mass Effect just felt outdated and a little cludgy. The prime example of this is that too many things are tied to left clicking on objects, and often times your intent gets lost in the shuffle. Left and right click are both attacks in this game, and when you are in combat that takes precedence over anything else as it probably should. However lighting torches, opening doors, and looting bodies are all also tied to the left click action meaning that you can’t do ANY of these things while in combat. In practice this also means that more or less items don’t show up as lootable until you have been out of combat for a bit, meaning you have to keep retracing your steps to make sure you didn’t miss something interesting.
A lot of these problems can be summed up as this game being built before we had somewhat agreed upon what the ideal user interface was for this sort of game. We had some of these same problems upon playing Tron 2.0 for the AggroChat game club because it had a bunch of non-standard controls from an era before “FPS Game Controls” had effectively been codified and universalized between all games. The thing that kills me the most is the absense of a standard “confirm” button or options for selecting dialog choices with number keys. This means I am constantly moving between keyboard and mouse in a deeply uncomfortable way. While you can hit Spacebar to loot all items, you can’t hit the space bar to accept a crafting prompt for example and have to instead hit the enter key, but not the one on the numpad.
Another oddity is that you can see all of your patterns that you can craft in the inventory system, but can’t actually do anything with them there. Instead there is a completely different UI that is accessed by holding down the control key and shown two screenshots above… then you have to click the center symbol to go into another menu with no hotkey available. From there you have to go into yet another menu for Alchemy which finally allows you to brew a potion or make a bomb. There is no reason why this functionality could not have been accessed off of the inventory screen since that is already loaded with a bunch of other information.
All of this just drives home how important user interface and user experience design is in a video game. We have evolved to the point of having a pretty standard template, and when a game doesn’t follow that logic it feels bad to play it. This is ultimately the biggest challenge about dipping too deeply into the back catalog of games that came out in the 2000-2012 era of games, because we were still sorta figuring out how these games should work on the PC without a controller. For all I know this might all go away and end up as a very smooth experience with a controller equipped, but that is not my default method of play and not something I naturally gravitate towards.
I am super thankful that by the time Witcher 3 rolled around all of these user experience problems had been ironed out. Yet again it is a scenario where I am hoping that eventually, much like they have started to do for Elder Scrolls Games… that someone will come through and do a mod that effectively recreates the first two games in the Witcher 3 engine. Erxv1 recreated the entire Witcher 1 Prologue for the Witcher 3 engine and it is available over on Nexus Mods. Unfortunately I am certain this took a massive amount of work, and came together largely because all of the needed assets were readily available in Witcher 3. It would take a lot more effort to recreate entire games, but god I would love to see it.