Self-Saving Princess: Feminism and Post-Play Narrative Modding - Ada New Media ISSUE NO

Self-Saving Princess: Feminism and Post-Play Narrative Modding - Ada New Media ISSUE NO

2/18/2021 Self-Saving Princess: Feminism and Post-Play Narrative Modding - Ada New Media ISSUE NO. 2 Self-Saving Princess: Feminism and Post-Play Narrative Modding Alex Layne Samantha Blackmon Since Donkey Kong tossed his first barrel in 1981, princesses in video games have served one purpose: to be saved. Successful completion of Donkey Kong (Nintendo 1981) sees Kong defeated and Jumpman and Lady lovingly reunited. Lady had found her hero and Jumpman had won his prize. Women were cast as damsels in distress and have predominantly been trapped in this role. More than three decades later little has changed. Female protagonists in video games are still almost non-existent. When we do encounter the elusive heroine, she is typically either portrayed as a sexual object to be gazed upon and controlled, or she is simply a female “skinned” version of the male protagonist. Cast into these roles, it is hardly surprising that women and games have long had a troubled relationship, ranging from who is creating the games to who is playing them to who is talking about them. This paper explores and investigates the myriad of ways that video game narratives get modded post-play for feminist purposes (intentionally and unintentionally). We will look at modding through cultural critique of the medium as well as through online discussion surrounding game play and game design that happens without the intent of feminist critique or modding. “Modding” as an activity emerges differently in each context, and we explore examples that show the richness and instability of this concept below. Specifically, we are interested in the way women change the way others experience the game (modding) in order to help expose or improve the gaming environment for other women (feminist purposes). For the purposes of this discussion we are defining post-play narrative modding (PPNM) as any significant changes to the narrative or to a gamer’s perception of the narrative that happens post game development and without actually changing the code. With constant downloadable content (DLC) and updates, video games are rarely static. PPNM, however, attempts to focus on what happens after the game’s initial release, which is typically the time when it receives the most attention. While we focus more strongly on players who have already played the game, it is possible, and probably common, that players who have yet to experience the game may also have their read of the narrative affected by the post-play narrative modding that they encounter. “Post-play” does not intend to suggest that the play is ever finished or that it is a linear activity. Instead, “post-play” in this https://adanewmedia.org/2013/06/issue2-layne-blackmon/ 1/20 2/18/2021 Self-Saving Princess: Feminism and Post-Play Narrative Modding - Ada New Media context is meant to indicate all activity that happens after the moment the game goes public and players are able to interact with the game. There are many ways that the narrative of a game can be modded. Some games, like Half-Life (Valve 2007), Skyrim (Bethesda Softworks 2011), and Civilization V (2K Games 2010) offer options for their players to create worlds on their own that can become part of the game. This level of interaction can very directly change other players’ experiences with the game. This is not the kind of modding that we focus on in this piece, though we recognize that important feminist modding can and does occur through this type of modding. Another, often less explicit, way that game narratives can be changed is through forums, blogs, fan-fiction sites, and novels devoted to further development of the story. Classic games, like Mortal Kombat (Midway 1992), have experienced this kind of modding of the players’ experience with the game through subsequently released movies. Tomb Raider’s Lara Croft is another character significantly changed by modding through movies, fan-fiction, and other forms of fan participation. Croft has been modded in a way that enhances her visibility and changes her cultural meaning beyond the narrative provided solely through gameplay. One cannot pick up a controller to play Tomb Raider (Core Design 1996) without being influenced in some way by this type of modding. The type of modding we are exploring in this paper is most closely connected to this second type of modding: modding that takes place through player and critic participation after the game has been created through discourse but primarily not through coding. As we discuss what we believe are the benefits of using post-play narrative modding actively and seeing how it may happen unconsciously, we find it is crucial to keep in mind the nuances of this and other feminist work in gaming scholarship. In other words, we believe post-play narrative modding to be one tactic in the ever more vast feminist toolkit. For example, Cornelia Brunner (who asks us to think about gender on a queer theory-influenced butch-femme continuum) discusses the way animation can be a type of “tinkering” that leads toward feminist action and women becoming familiarized with in an IT environment (Brunner 37-40). By teaching girls how to create their own game environments, Brunner suggests that this opens up the possibility for “femme play” (40). PPNM works in a similar way, though it is much more abstract, its users mod narratives, not code, and action is more open-endingly collective, rather than having a fixed number of participants. https://adanewmedia.org/2013/06/issue2-layne-blackmon/ 2/20 2/18/2021 Self-Saving Princess: Feminism and Post-Play Narrative Modding - Ada New Media Feminist game scholar T.L. Taylor talks about the importance of inhabiting a game environment. She writes, “The context and structure around game play matter…a lesson we can learn from looking at women who inhabit game culture is that social networks and access…are core considerations for play” (52). She goes on to examine how power relations and other non-game factors end up profoundly affecting women’s play. We hope to situate post-play narrative modding in response to this type of revelation. As more and more communities are built that support women’s entrance into technological environments like games, as we will discuss later, the more we are able to control the factors that Taylor talks about in her piece. Thus, the problem that Taylor discusses of “sidelining” women’s gaming communities begins to fade, because women’s issues become part of the mainstream discourse, as we have seen happening recently on gaming hubs like Kotaku that now regularly include pieces about sexism in their mainstream news flow. To enter into this rich conversation, we analyze post-play narrative modding in three sections. First, we look at the way post-play narrative modding can work for critics within the gaming community and industry. Through this section, we can see just how powerful PPNM can be and just how violent reactions become when “outsiders” begin to challenge the norms that dominate gaming. The second section examines the way PPNM works in the player-game relationship. We work through several extended examples to see how this type of modding shows up in this relationship. The third section discusses other ways PPNM can be used to create positive change in the community, as well as considering potential ways of using PPNM as a method of creative resistance. Critics’ Post-Play Narrative Modding Recently, two important (and controversial) figures have changed the way that players experience games: Anita Sarkeesian, a cultural critic responsible for the site Feminist Frequency, and Jennifer Hepler, a narrative developer for Bioware Corp, a video game company. Anita Sarkeesian came into the spotlight while trying to raise funds through a Kickstarter campaign for a project that uncovers the tropes that she argues dominate the portrayal of women in video games. Her call for funding for a series of videos on this topic was met with outrage, disgust, threats, anger, and resentment from some sectors of the gaming community online. Memes started to sweep across the Internet that showed Sarkeesian’s face with photoshopped bruises and black eyes. While threats and representations of physical violence were particularly prominent in this case, there were also articles published claiming that Sarkeesian is just trying to scam people out of https://adanewmedia.org/2013/06/issue2-layne-blackmon/ 3/20 2/18/2021 Self-Saving Princess: Feminism and Post-Play Narrative Modding - Ada New Media money because “she just wants to use the fact that she was born with a vagina to get free money and sympathy from everyone who crosses her path” (Lewis 2012). One group made a “beat up Anita Sarkeesian” Flash video game which featured a close-up of Sarkeesian’s face that the gamer could punch (with his or her mouse) to make it look bruised and swollen (Sterling 2012). But anger wasn’t the only response to Sarkeesian, and in fact, it seems that the anger and threats of violence incited more support for her project than had existed previously (and may have existed at all). One responder wrote, “Just from an academic standpoint I was extremely excited to see what you churned out with these videos. When I saw the backlash, I was moved to back you. Do what you do.” Those in the gaming community who were supportive of Sarkeesian’s project (or as a backlash to the negative reactions) responded by giving money to the Kickstarter campaign. While it was the goal of the project to raise $6,000 for the production of her web series on women in video games, the campaign ended with over 6,900 backers and raised $158,922.

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