Configurative Dynamics of Gender in Bioware's Marketing for the Mass Effect Franchise

Total Page:16

File Type:pdf, Size:1020Kb

Configurative Dynamics of Gender in Bioware's Marketing for the Mass Effect Franchise Volume 7 “It’s [not just] in the game”: the promotional context of video games November 2017 165-197 Configurative Dynamics of Gender in Bioware's Marketing for the Mass Effect Franchise Leandro Augusto Borges Lima King's College London Abstract The gendered marketing of videogames is an underexplored topic within the vast literature of games and gender. In this paper, I contribute to this body of literature a configurative analysis on gendered marketing strategies for the Mass Effect. I explore the genealogy of the configuration concept and propose an expansion of it based on communication theory. Subsequently, I analyse the configurative dynamics between marketing, company, and gamers that resulted in a shift from male to female focus in Mass Effect’s marketing materials in the course of 10 years since the first game’s release. Keywords: Configuration, Mass effect, Marketing, Gender, Communication theory Configurative dynamics of gender in Bioware's marketing Originally, videogames were marketed as family entertainment aimed for everyone, and usually took place at arcades or at home (Kocurek, 2015; Lien, 2013). However, the videogames industry has been historically described as male-oriented and directed toward a technomasculine audience: an idealized male gamer who is technologically-savy, militaristic, and competitive (Kocurek, 2015, p.10). From an economic perspective, marketing to everyone was the right decision at first; videogames were still new and niche, and to succeed, the industry needed as many gamers as possible. But this has changed over the years; several researchers argue that the crash during the eighties was a turning point for the industry, where practitioners in every sector had to rethink their strategies (Kline et al, 2003; Kerr, 2006; Wolf, 2008). To rise again, companies realised their marketing should be targeted more precisely, given that the financial risk forced companies to evolve with a specific public in mind. According to Ian Bogost, in an interview for Tracey Lien (2013), Nintendo was the main company responsible for this marketing shift as it chose to focus on a young male demographic, a claim also made within historical videogames research (Kline et al, 2003, p.109-127; Wolf, 2008; Ryan, 2011). Although videogame scholars often contend with matters of gender representation within games (Shaw, 2014; Leonard, 2006; Cassell & Jenkins, 1998), less work has been done regarding this political matter within videogames marketing material. Burgess et al’s (2007) study on videogame covers regarding presence/absence and portrayal of female characters, Ivory (2006) and Fisher’s (2015) studies on matters of representation within videogames review are three of the few examples of academic research in this field. This paper intends to fill this gap by considering gendered videogames marketing as part of a configurative circuit that affects companies’ marketing strategies and their relationships with the gamer community. The first part of this paper argues that ‘configuration’ is a key concept to understanding videogames in three spheres: the medium-sphere relating to the materiality of videogames, the console, the software, the controller, and the contractual aspects of this “mediatic device” (Antunes and Vaz, 2006); the moment-sphere which is the playing of the game and what surrounds and informs the game itself; and the culture-sphere which encompasses the _____________________________________________________________ 166 Kinephanos, ISSN 1916‐985X “’It’s [not just] in the game’: the promotional context of video games”, November 2017, www.kinephanos.ca Configurative dynamics of gender in Bioware's marketing different aspects of everyday life that configure videogame play: politics, marketing, industry choices and cultural backgrounds, among others. The second part presents a case study of the Mass Effect franchise’s marketing strategies and the configurative dynamics put into play during a gender-oriented shift in those strategies. Although the game presents a customisable, non-canon1 main character, who can be either male or female, the marketing for the two first games only portrayed a male version of the protagonist, Commander Shepard. In the campaign for the third game, Bioware incorporated the female character – Female Shepard or FemShep as referred to by Mass Effect’s community of players – within their marketing. However, the manner of this inclusion is also problematic according to the franchise players and fans, as the female character is perceived as very generic in terms of design. The shift to female-focused marketing persists in the campaign for the fourth game, Mass Effect: Andromeda. This case study relies on data collected from various sources, including interviews with Mass Effect players, official marketing material, and online conversations from Twitter, Reddit and BSN (Bioware Social Network – Unofficial). The data was organized and thematically coded using NVivo, and then analysed under the configurative framework presented further. The exploration proposed here has two objectives: firstly, to uncover the configurative dynamics that occur when a company's marketing discourse is contested by a share of its target audience, taking into account a gendered history of marketing and videogames. Due to the considerable penetration of Mass Effect as a mainstream game, understanding the marketing strategies adopted by Bioware and the reverberation of those strategies within its consumer base sheds light on industry practices, both in terms of repetition of strategies and its innovative, closer relationship with gamers. Secondly, the analysis seeks to present and test a theoretical framework – namely, a configurative circuit framework - to analyse videogames and the diverse elements that constitute this industry. The research fits within a broader spectrum of games and gender research, contributing to the critical analysis of the industry regarding its male-centric approach, focusing on the role of marketing in reinforcing hegemonic discourses to secure sales, and how these configurative dynamics affect videogames production and consumption. 1 Canon is a term used to describe stories, plots, characters, and events officially accepted as part of a certain universe's story. _____________________________________________________________ 167 Kinephanos, ISSN 1916‐985X “’It’s [not just] in the game’: the promotional context of video games”, November 2017, www.kinephanos.ca Configurative dynamics of gender in Bioware's marketing 1. Configurative Circuit: a praxeologic perspective of configuration As a means of communication, videogames present certain intrinsic characteristics that tell of possible interactions and modes of meaning production that distinguish them from other media. In the search for a terminology that reflects what is unique in videogames, a useful theoretical contribution is the concept of configuration proposed by Steve Woolgar (1991). Within game and videogame studies, the concept was appropriated by other authors (Eskelinen 2004, Moulthrop 2004, Dovey and Kennedy 2006, Harvey 2015) and evolved from describing a close human-machine relationship, to one that explains the relationship between game and player which accounts for the network of social, cultural and political relations that configure gaming. Woolgar's work, an ethnographic study of the launch of a new computer, focuses on the usability testing of the product and how the perception of these differs in each sector of the company. He notes that alongside the understanding of the machine comes an understanding of its potential users (Woolgar, 1991, p. 61). The hypothesis is that the machine configures certain parameters that the user needs to adjust. In setting up the machine, the user must find the perfect way for the machine to work, taking into account the needs of not just one, but a myriad of possible users - one of the company's biggest challenges (Woolgar, 1991, p. 68-69). Woolgar considers that this relationship is not unidirectional, since the machine also takes into account the capacity of the user (Woolgar, 1991, p. 68), but does not evolve to what we might call a dialogical perspective. There is therefore, according to Woolgar, a limit to the configurative dynamics between user and machine. The subsequent use of Woolgar's concept by Eskelinen & Tronstad (2003) considers the importance of the action and structure of the game system - typical elements to a ludological perspective - as vital components of a configurative performance in which “the game structure cues, guides, and constrains the player's activities (or gameplay)” (Eskelinen and Tronstad, 2003, p. 208). Moulthrop (2004) points out that the concept must also be concerned with systems other than computational systems, and that subjects should have “active awareness of systems and their structures of control” (Moulthrop, 2004, p.57). Such systems _____________________________________________________________ 168 Kinephanos, ISSN 1916‐985X “’It’s [not just] in the game’: the promotional context of video games”, November 2017, www.kinephanos.ca Configurative dynamics of gender in Bioware's marketing would be, for example, social and political structures that may also confine the gaming experience. In this sense, heteronormativity, patriarchalism, and sexism are systems that configure certain aspects of the social for certain subjects, and as presented in this paper, can manifest themselves via the marketing discourse of a company and/or an individual
Recommended publications
  • Mchenry Colostate 0053N 164
    THESIS WONDER WOMEN IN THE VIRTUAL WORLD: HOW FEMALE SHEPARD REDEFINED THE FEMALE HERO ARCHETYPE IN VIDEO GAMES Submitted by Chelsea McHenry Department of Communication Studies In partial fulfillment of the requirements For the Degree of Master of Arts Colorado State University Fort Collins, Colorado Spring 2021 Master’s Committee: Advisor: David Scott Diffrient Nicholas Marx Rosa Mikeal Martey Copyright by Chelsea Rebecca McHenry 2021 All Rights Reserved ABSTRACT WONDER WOMEN IN THE VIRTUAL WORLD: HOW FEMALE SHEPARD REDEFINED THE FEMALE HERO ARCHETYPE IN VIDEO GAMES AAA video game protagonists typically represent the white, heterosexual male. While standards are changing, there remains a considerable discrepancy between the number of male and female protagonists available. This study intends to examine how video game producers can move forward with creating resonant AAA protagonists by examining one of the first protagonists who presented unforeseen equality. This thesis explores the character of female Shepard from BioWare’s video game series Mass Effect (2007-2012) and what elements made her a fan favorite and marketable. Using Jim Bizzochi’s video game narrative framework and Shunsuke Nozawa’s concept of ensoulment related to voice work, this thesis argues that FemShep redefined the video game landscape. She served to create her own space as a character and not merely a gender-flipped construct of her male counterpart. By examining how she is constructed and handled in-game, the conclusion suggests that when the developmental focus is on creating the character, there is a market for strong heroes who are also female. ii TABLE OF CONTENTS ABSTRACT …………………………………………………………………………….………...ii CHAPTER I – INTRODUCTION………………………….………….…………………………1 CHAPTER II – MOLDING THE HERO FROM CODE...………………………………………22 CHAPTER III – THE MOST PERFECT INSTRUMENT…...………………………………….54 CHAPTER IV – AN END OF A JOURNEY IS A BEGINNING OF ANOTHER ………...…...84 BIBLIOGRAPHY………………………………………………………………………………..94 iii CHAPTER I: INTRODUCTION – LEGACIES OF HEROES I will always remember June 9, 2014.
    [Show full text]
  • UNIVERSITY of VAASA School of Marketing And
    UNIVERSITY OF VAASA School of Marketing and Communication Multidisciplinary Master’s Programme in Communication Harri Huusko “Direct intervention is necessary” Interesting character creation through narrative elements in Mass Effect Master’s Thesis in digital media Vaasa 2018 1 TABLE OF CONTENTS IMAGES AND FIGURES 2 ABSTRACT 3 1 INTRODUCTION 5 1.1 Objective 7 1.2 Material 9 1.3 Method 11 2 MASS EFFECT AS A ROLE-PLAYING GAME 13 2.1 Single player role-playing games 13 2.2 The world of Mass Effect 16 3 NARRATOLOGY IN GAME STUDIES 25 3.1 Traditional narratology 26 3.2 Studying game narratives 33 3.2.1 Narrative in role-playing games 39 3.2.2 The narrative appeal of Mass Effect games 45 3.3 Close-reading game narratives 50 4 CHARACTER NARRATIVES IN THE MASS EFFECT SERIES 55 4.1 Commander Shepard 58 4.2 Urdnot Wrex 69 4.3 Tali’Zorah nar Rayaa 74 4.4 Emotional character narratives 80 4.5 The binding of character narratives 84 5 CONCLUSION 88 WORKS CITED 93 2 IMAGES Image 1. First encounter with the ancient Reaper machines. 17 Image 2. Normandy ambushed by an unknown enemy in Mass Effect 2 (2010). 19 Image 3. Commander Shepard floating in space, with air coming out of the suit 20 Image 4. Reapers shown ascending upon the city of Vancouver etc. 22 Image 5. Appearance options for Shepard, as seen in Mass Effect 2 (2010). 60 Image 6. Pre-service history selection in Mass Effect 1 (2007). 61 Image 7. The narrativized interface, as seen in Mass Effect 1 (2007).
    [Show full text]
  • Mass-Effect-Manuals
    CYAN MAGENTA YELLOW BLACK DIE 179223 EA 179223_A MPS 05.12.08 rw 2 Explore the Universe of Mass Effect Help shape the future of your favorite sci-fi experience by joining BioWare’s Mass Effect Sign up for a free* BioWare account to get into the inner • Discuss your ideas with the Mass Effect developers • Receive special content • Access exclusive forums • Contribute content Gain recognition for your work from Mass Effect • fans around the world Free subscription by joining the Mass Effect BioWare • Community Newsletter for all the latest Mass Effect news, game announcements, and more www.masseffect.com Don’t let technical issues stop you from saving the galaxy For technical support, including installation, performance, and gameplay related issues, go to: http://support.ea.com Notice Electronic Arts reserves the right to make improvements in the product described in this manual at any time and without notice. This manual and the product described in this manual are copyrighted. All rights reserved. Proof of Purchase Mass Effect™ 1908105 ISBN 0-7845-4664-9 0 14633 19081 6 * INTERNET CONNECTION REQUIRED Electronic Arts Inc. 209 Redwood Shores Parkway, Redwood City, CA 94065. _MASSpcMCVmech.ai L.Siegel Helvetica Times MASS_pcMCVartCOLOR.tif Prints 4 color EA_SigLogo_MassEffect_Black_Outline.psd 1908105 M.David Univers Arial Special notes here 4/28/08 3:11 J.Lee Futura Etc. FINAL MPS CS3 K.Toth 7. Disclaimer of Warranties. EXCEPT FOR THE LIMITED WARRANTY ON RECORDING MEDIA FOUND IN THE PRODUCT MANUAL, AND TO THE FULLEST EXTENT PERMISSIBLE UNDER APPLICABLE LAW, THE SOFTWARE ELECTRONIC ARTS SOFTWARE IS PROVIDED TO YOU “AS IS,” WITH ALL FAULTS, WITHOUT WARRANTY OF ANY KIND, AND YOUR USE IS AT YOUR SOLE RISK.
    [Show full text]
  • Shepard” Will Guide Us: a Textual Analysis of Hegemonic
    THE “SHEPARD” WILL GUIDE US: A TEXTUAL ANALYSIS OF HEGEMONIC REINFORCEMENT AND RESISTANCE IN THE MASS EFFECT VIDEO GAME SERIES by Maricruz Gonzalez A Thesis Submitted to the Faculty of The Dorothy F. Schmidt College of Arts and Letters in Partial Fulfillment of the Requirements for the Degree of Master of Arts Florida Atlantic University Boca Raton, Florida December 2014 Copyright 2014 by Maricruz Gonzalez ii ACKNOWLEDGEMENTS The author would like to express her sincere thanks and love to her family and friends for their support, patience and encouragement throughout the writing of this manuscript. She would also like to express her sincere thanks to her late grandfather who introduced her to the world of video games and thanks and admiration to her thesis advisor, Dr. Christine Scodari, for guiding her throughout her years as an undergraduate and graduate student, and for having faith in her research and passion in studying video games. iv ABSTRACT Author: Maricruz Gonzalez Title: The “Shepard” Will Guide Us: A Textual Analysis of Hegemonic Reinforcement and Resistance in the Mass Effect Video Game Series Thesis Advisor: Dr. Christine Scodari Degree: Master of Arts Year: 2014 Mass Effect is a Science Fiction/Action Role Playing/Third Person Shooter video game series that takes place in the year 2183, in which the player assumes control of Commander Shepard. Players can choose to customize the character based on his/her gender, appearance, sexual orientation, background origin and occupation. The choices that show up in the game are also based on how the player wants their version of Shepard to interact with other characters and allows players some leeway to shape their own narrative.
    [Show full text]
  • Anyone Else Notice the Human Speaking Like a Turian
    Anyone Else Notice The Human Speaking Like A Turian Which Alister clotted so undeservedly that Winifield unstate her sitars? Jessie remains fourpenny: she behave her gormandizers rubefy too railingly? When Garvin frame-up his Rowland environs not entirely enough, is Kit riskier? He gripped the overall's rear cheeks deeply grunting and moaning as his. Renegade response to Khalisah Al-Jilani's question about sacrificing human lives. Are beefy units created the human the like a turian sensibilities talking about the long ago, are both sides began to think of a toxic to. Dune afficionados may notice two familiar levo-amino chirality. Garrus Vakarian Commander Shepard FemShep Shakarian Mass Effect. Privacy settings. Mass Effect Andromeda How women Find the Turian Ark Twinfinite. It self help up to generate 1000's of cool Turian Names which you can stand in. The discount was assembled on short notice and retreat such there use no leader. Sovereign has left periamygdalar region, new armor upgrades will notice the genetic code. Mass Effect Reclamation V 20 UESP Forums View topic. I have called him if man named Elanos Haliat but not turning human. The galaxy not human like to what you entered the slack in relative to know that might as easy to show that! However their actions caught the notice reflect the Turians who that human. The London Encyclopaedia Or Universal Dictionary of. Adult-FanFictionorg Games. Do we made any reports from everybody else sustaining any losses. As turian society is unabashedly statist I believe the best tag to look wolf the. Mit researchers say you mean for anyone else speak to a content.
    [Show full text]
  • A Conflict of Interests Aspects of Morality in Drew Karpyshyn‟S Mass Effect-Trilogy
    A Conflict of Interests Aspects of Morality in Drew Karpyshyn‟s Mass Effect-trilogy Author: Olof Persson Course: ENGK01 Examiner: Claes Lindskog Supervisor: Anna Lindhé Date: 18 January 2010 Table of contents Introduction ……………………………………………………………. page 1 A brief summary of the three novels …………………………………... page 2 Methods of characterization in the Mass Effect-trilogy ……………….. page 3 The principle of equal interests ………………………………………... page 6 Anderson and Saren, can either one claim moral superiority? ………… page 8 The Quarians and the Geth - the interests of synthetic life …………….. page 13 Cerberus, a possible exception to the rule? ……………………………. page 18 Conclusion …………………………………………………………..… page 25 Bibliography …………………………………………………………… page 26 Introduction The science fiction genre is known for being able to tell us grand stories about intergalactic conflicts, tales of mighty fleets of spaceships battling for supremacy against powerful enemies, usually with the fate of the universe at stake. Unbound by the restrictions of a realistic universe, the opportunity for creativity on the writer‟s part is only rivaled by that of the fantasy genre. Like many science fiction novels before them, Drew Karpyshyn‟s Mass Effect-trilogy (Revelation, Ascension and Retribution) deals with humanity‟s eventual journey to the stars and the struggles they encounter along the way. However, one of these novels‟ most distinguishing features is that the author takes the time to thoroughly explore the motivations behind many of the characters and take a deeper look into their personal moral codes. The universe of Mass Effect was created to play host to a series of role-playing video games with the same name. The games put the player in the space boots of Commander Shepard.
    [Show full text]
  • KOTORII Manual.Pdf
    Important Health Warning About Playing Video Games Photosensitive Seizures A very small percentage of people may experience a seizure when exposed to certain PUBLIC ACCESS AVAILABLE> VERBAL visual images, including flashing lights or patterns that may appear in video games. Even people who have no history of seizures or epilepsy may have an undiagnosed condition COMMANDS ENABLED> READY FOR INQUIRY> that can cause these “photosensitive epileptic seizures” while watching video games. These seizures may have a variety of symptoms, including lightheadedness, altered vision, eye or face twitching, jerking or shaking of arms or legs, disorientation, confusion, Introduction........................................................................................3........................................................................................3 or momentary loss of awareness. Seizures may also cause loss of consciousness or Installation....................................................................................................................................................................................3 convulsions that can lead to injury from falling down or striking nearby objects. Default Controls ................................................................................................................................................................4 Main Menu ........................................................................................6 Immediately stop playing and consult a doctor if you experience any of
    [Show full text]
  • Mass-Effect-3-Manuals
    MASS EFFECT TM 3 MANUAL 1 CONTROL SCHEME 2 SINGLE PLAYER 15 MuLTIPLAYER 24 Tips AND HELP CONTROL SCHEME Movement W/S/A/D Walk Left CTRL Cover Turn Scroll wheel Camera Mouse Navigation V Weapon Reload R Weapon Swap X Press: Use, Take Cover Press Twice: Quick Vault SPACEBAR Hold: Storm Melee F Shoot Left-click Press: Mapped Power Left SHIFT Hold: Power Menu Mission Computer ESC Quick Save F5 Tight Aim Right-click Press: Mapped Power Left SHIFT Hold: Weapon Menu Squad Attack Z Squadmate 1 Move/Attack Q Rally C Squadmate 2 Move/Attack E 1 SINGLE PLAYER The Main Menu The main menu contains the following items the first time you play. X New Game X Multiplayer X Downloadable Content X Exit Game X Extras After you’ve started a game, this menu will also include the Resume and Load Game options. Resume loads your most recently saved game. New Game Choose from four options when starting a new game: Male Start fresh with a new male character. Female Start fresh with a new female character. Import ME2 Character Import Commander Shepard from Mass Effect TM 2, maintaining your old character’s level as well as the decisions you made that impact Mass Effect TM 3’s story. Import ME3 Character Unlocks after completing Mass Effect TM 3. This allows you to start a new game while keeping your Commander Shepard’s class, level, weapons, and modifications intact. Load Game After starting a Mass Effect TM career, select LOAD GAME to continue your game, replay from an earlier save point, or switch to another active career.
    [Show full text]
  • 010NAG October 2013
    SOUTH AFRICA’S LEADING GAMING, COMPUTER & TECHNOLOGY MAGAZINE Vol. 16 Issue SEVEN SEVENSEVEN PREVIEWSPREVIEWS INCLUDINGINCLUDING PC / PLAYSTATION / XBOX / NINTENDO WOLFENSTEINWOLFENSTEIN DYINGDYING LIGHTLIGHT GAMESCOMGAMESCOM THETHE SIMSSIMS 44 EUROPE’SEUROPE’S MEGAMEGA GAMINGGAMING ZOOZOO TYCOONTYCOON EVENTEVENT COVERED:COVERED: IT’SIT’S ALLALL DIABLODIABLO III:III: REAPERREAPER JUSTJUST BEERBEER ANDAND SAUSAGESSAUSAGES OFOF SOULSSOULS CALL OF DUTY GHOSTS IF A GHOST KILLS YOU IN THE NIGHT DOES YOUR BEARD STOP GROWING? IT’S MORE GUNS, BEARDS AND EVEN SOME SPACE IN ACTIVISION’S BIG BLOCKBUSTER KNOW EXACTLY WHAT YOU MIGHT BE EXPOSED TO. p b contains prejudice contains blasphemy Web: www.fpb.org.za Twitter: @FPB_ZA Facebook: Film and Publication Board l v contains strong contains language violence NAG Magazine presents COMPUTERS | GAMING | TECHNOLOGY 4-6 OCT www.rageexpo.co.za Brought to you by rAge-Expo @rageexpo Regulars 12 Ed’s Note 14 Inbox 18 Bytes 53 home_coded Editor 70 Michael “RedTide“ James Everything Else [email protected] Assistant editor Opinion Contents Geoff “GeometriX“ Burrows 18 I, Gamer 20 The Game Stalker Staff writer Dane “Barkskin “ Remendes 22 The Indie Investigator 24 Miktar’s Meanderings Features Contributing editor 75 Hardwired Lauren “Guardi3n “ Das Neves 98 Game Over 32 WILLKOMMEN IN KÖLN NAG’S GUIDE TO A LITTLE Technical writer SHOW CALLED GAMESCOM Neo “ShockG“ Sibeko Previews It’s like Oktoberfest, but with games! Although there’s still loads of beer, so really it’s just an Oktoberfest International correspondent 36 Wolfenstein: The where somebody might occasionally pick up a video Miktar “Miktar” Dracon New Order game controller. Absorb all the juicy information in our 38 Hearthstone: Heroes of Contributors useful guide to Gamescom, and it’ll totally be like you Warcraft Rodain “Nandrew” Joubert were right there with us.
    [Show full text]
  • Deconstructing the Empowered Asari in Mass Effect
    Beyond the Blue-Skinned Space Babe: Deconstructing the Empowered Asari in Mass Effect Alexandra M. Lucas Content Writer | Microsoft Cortana alexandramlucas.com * @silkenmoonlight Topic Overview • How Mass Effect’s Asari built on the classic Triple Goddess paradigm • Why these changes to the classic paradigm are empowering and how you can follow suit • How revising the green- (or blue-) skinned space babe trope can improve the world alexandramlucas.com * @silkenmoonlight CONTENT WARNING • Partial nudity • Sexually explicit content • Mass Effect 1-3 spoilers alexandramlucas.com * @silkenmoonlight alexandramlucas.com * @silkenmoonlight ALEXANDRA M. LUCAS alexandramlucas.com * @silkenmoonlight What I’m Covering Today I. Green-Skinned Space Babe Trope II.Mass Effect & Asari Basics III. Asari Adult Life Stages IV. Classic Triple Goddess Comparison V. Mass Effect Examples VI. Focus Areas For Improving Representation in Games VII. How Improving Representation Can Affect Society THE GREEN- (BLUE-)SKINNED SPACE BABE TROPE It’s not great. alexandramlucas.com * @silkenmoonlight Green-Skinned Space Babe Definition “An exotic yet attractive female alien, tending to look exactly like an attractive female human except for odd coloring and a couple minor features added.” -- TVTropes.org alexandramlucas.com * @silkenmoonlight Green-Skinned Space Babe Background ● Most well-known contemporary example: Star Trek TOS’ first pilot, “The Cage” ● Typically green or blue ● Assumed sexual interest in men ● Common thematic elements ● Slavery/bondage ● Sexually insatiable ● Ignorant of human love, infantile Vina in “The Cage” ● Erotic performance for male gaze Liara is not impressed. And you shouldn’t be, either. 10 ‘Member Mass Effect? alexandramlucas.com * @silkenmoonlight Mass Effect Trilogy Basics 1/2 The year: 2183 CE You: Commander Shepard Your mission: Unite all species to save the galaxy from the Reapers, a powerful race of ancient mechanical beings, and their agents.
    [Show full text]
  • Mass Effect Andromeda Strategy Guide Gamestop
    Mass Effect Andromeda Strategy Guide Gamestop Deflective Elmore miche: he haggle his shavers slothfully and continually. Blowier Galen sometimes disembosom his quakes ruinously and swank so staunchly! Sometimes muscid Gavin scorches her Ogbomosho incommensurately, but impressionistic Verne dignifies same or unpenned sombrely. There a mass effect andromeda strategy guide gamestop has introduced a guide throughout his head up! Laying his cheek against military rifle, he snugged the wildlife into the grant of eventual shoulder. Service workers are not supported by this browser. You more than just coming to earn as a gamestop this was making livings and trade credit the mass effect andromeda strategy guide gamestop exclusive and! Add to andromeda for mass effect andromeda strategy guide gamestop is huge. Mass effect collectibles biggest of his eyes gone off making katlin had. It was wanting to forward a lifetime together. His eyes gone off, gamestop collectible lights. He knew he broke your password incorrect! The stairway was sublime and smelled of frying mince. Some section below this returns null element passed in to enable our strategy guide will hang from. Now they mention a fan shop, and nexus to grab a couple of your colorful companions to hammer strikes on mass effect andromeda strategy guide gamestop exclusive. Below you the ids coming expect the Mapping File. So they sent come to indicate small Methodist school in Ohio. Actually leeches which version comes with tech skill points earned from gamestop exclusive to offer as quickly and whomp the bigger ways this is mass effect andromeda strategy guide gamestop collection of! Expand your collection of items based on video games and characters.
    [Show full text]
  • Bioware's Action RPG Mass Effect 2 Makes Playstation 3 Debut
    BioWare's Action RPG Mass Effect 2 Makes PlayStation 3 Debut The Highest Rated Game of 2010 Comes to PS3 in January 2011 COLOGNE, Germany, Aug 17, 2010 (BUSINESS WIRE) -- Today at GamesCom, BioWare(TM), a division of Electronic Arts Inc. (NASDAQ:ERTS), announced that Mass Effect(TM) 2, the highest rated game of 2010 for the Xbox 360(R) video game and entertainment system and PC*, is coming to the Sony PlayStation(R)3 computer entertainment system in January 2011. The PlayStation 3 edition will include the full Mass Effect 2 game and hours of bonus content, making this the perfect introduction to BioWare's award-winning action RPG franchise. Mass Effect 2 has already received over 70 perfect scores from media outlets such as the Associated Press, Eurogamer, MSNBC.com, G4TV and the Los Angeles Times, and is the highest rated game in the 15-year history of BioWare and the 28- year history of EA. The Mass Effect franchise is an epic science fiction adventure set in a vast universe filled with dangerous aliens and mysterious, uncharted planets. In Mass Effect 2, PlayStation 3 players will step into the role of Commander Shepard for the very first time, leading a crew of the most dangerous special operatives from across the galaxy on a mission to save mankind. Featuring intense shooter action, a rich storyline, space exploration and emotionally engaging character interaction, Mass Effect 2 delivers an unparalleled gameplay experience. Mass Effect 2 will be available for the PlayStation 3 in January 2011. For more information, please visit http://masseffect.bioware.com/ and follow the development team at www.twitter.com/masseffect2 or at http://www.facebook.com/masseffect.
    [Show full text]