Separator
Are Developers Obligated to Provide Equal Choice to Females and Homosexuals?
Jeffcon
Wednesday, April 07, 2010

Editor's note:Jeff points out an interesting paradox in the way we criticize games: If a game provides too many open-ended decision options, we eventually stop focusing on what developers have included and start complaining about what they left out. What's worse is that this problem can become touchy when the developers have left out things like female character models or gay and lesbian choices. -James


"The choice belongs to the player." This is the line that has become a mantra for many developers. Titles like Mass Effect 2Fallout 3, and the upcoming Alpha Protocol want to give players the freedom to choose how they overcome obstacles and whether they are the hero or the anti-hero. One of the paradoxes of choices is that the more that are available to a player, the more they expect. When the options seem virtually limitless in a game, critics are much more likely to pull it apart for missing some tiny choice.

People are far less forgiving when a game over-promises and misses hitting the mark. It begs the question: Is the developer of an open, choice-filled game obligated to provide every possibility to the satisfaction of any player?

 

In the espionage RPG Alpha Protocol, it isn't possible to play as a woman. The men and women at Obsidian decided it would be too expensive and time consuming to rework the entire game for a female character. This is understandable -- and a bit incongruous with their goal of giving choices to the player. Another choice that is taken out of the players hands in AP is the character's sexual orientation. Their reasoning for this isn't budgetary: It's authorial.

Obsidian views Michael Thorton, the game's protagonist, as a James Bond type, and James Bond is heterosexual. The player can decide if the character is more suave and engaging or more tough and swaggering. What they cannot decide is whether he's a professional spy who prefers to share his martinis with other men: Obsidian has already made that decision. I suppose this is their way of supporting the argument that homosexuality is not a choice. 

As unfair as this may be to some players, it isn't Obsidian being actively exclusionary. The authors of the game have a right to protect their vision, but when they give so much control of that vision to the player, what logic dictates which choices are the player's and which are the developer's? What are females and homosexuals supposed to feel other than exclusion? 

Other games have been friendlier to these subsets of gamers: If getting down with an elf is your thing, Dragon Age: Origins provides the option to play as a homosexual. But most games still don't contain the option to play gay. This has to be disappointing to the many players whose real-world sexual preference isn't represented. For a lot of people, escapism isn't necessarily about getting away from themselves: It's about finding a place where being themselves doesn't invite persecution. 

What is the answer? Is Alpha Protocol a poorly designed game? Not for me: I'm a white, heterosexual male. Unfortunately, I won't be the only one playing it. Obsidian is asking for flak by offering so many choices while arbitrarily taking others away. A game like God of War 3 doesn't provide any choices, and it is nearly impossible to play that game without performing heterosexual sex acts. But since it doesn't include the player in any of the decision making, it avoids controversy. 

This is a new paradox that game creators need to come to terms with. The more choices a person has, the less satisfied they become when the outcome is not a perfect recreation of what they wanted. 

Should developers feel obligated to provide every potential choice? Maybe. They should a least err on the side of providing too many choices. And if they take choices out of the player's hands, developers will have to defend their creative decisions. 

If a reasonable person considers Obsidian's vision to be clear, it is unfair to hold basic story choices like sexual preference against them.  

It takes a lot of time and money to design, code, render, and voice a scene multiple times, but it would be a shame to leave out groups of gamers simply because they've always been left out before. It would be equally ridiculous to force developers to abandon their vision and adopt some form of mandated equality. As long as the people making games take everyone into consideration and can articulate why their vision for their game excludes certain choices, their creative decisions should not be held against them. 
 
16
JEFF GRUBB'S SPONSOR
Comments (23)
Bitmob_photo
April 02, 2010


I think a lot of it has to do with giving players the illusion of choice instead of actual freedom.  A lot of game development stems from guiding the player down a path while making them think they're guiding themselves.


Default_picture
April 02, 2010


Someone can do the Beard Club with this game :) 


Dsc00669
April 02, 2010


Great piece, Jeff. But a few observations:



1) In God of War III, you actually can choose to bypass the sexual encounter entirely without any serious negative consequence on your gameplay. Yeah, you miss out on some red orbs, but ultimately you can make up for this loss.



2) I agree that developers should try to provide every choice as well, but to what end? At what point is the gamemaker sacrificing their true vision/story, just to ensure that the minority of a minority gamer has their specific gameplay vision realized? Where do you draw the line?



The game is initially the vision and dream of the game makers, but then after it goes gold and everyone's played it, its ownership is transferred to the player as well. If everyone's choices are going to be respected and included in the game-making process, at some point it becomes the "please-all, please-none" paradox. Of course, that doesn't mean that game makers shouldn't try, but it's fine line to walk. Games like Mass Effect 2 are about as close as it gets, and makes me cautiously optimistic for the future.


Jeffcon
April 02, 2010


Thanks guys. 



@Davin Of course. But  a developer may have to be willing to sacrifice their vision if they want to give all the choices to the player. They can still decide the setting and NPCs, but if they wish to maintain a majority stake in the makeup of your character, then they shouldn't pretend they are giving players total control.



Not that that is some kind of great cause that we should all be marching about. 


59583_467229896345_615671345_7027350_950079_n
April 03, 2010


It's like an uncanny valley, but for choice. As you offer more and more choice, the game is regarded as more and more realistic. Once you get to a high level of interactivity and control, it hits a valley, because the level of control SUGGESTS that we should have total control. Whether that sense of control is implied through developer hype or just the way the game is structured is important, because only the latter should be really considered. You're the one who bitched me out on Pixel Revolt for believing that the artist had something to do with the final impact of the piece on the viewer. You should probably look at Alpha Protocol for what it is, and how you react to it and its level of interactivity, and not based on what Bethesda or anyone else says about it :P



Great piece. Pretty sure this will make GamePro.


Jeffcon
April 03, 2010


@Mike Well, my issue with taking into the artist's consideration only has to do with the art aspect. Intent has no place in art, but that doesn't mean intention never matters in anything. If the developer intends to provide every choice, but thinks a few choices are unimportant for the player to have control of, then it breaks the entire experience. 


59583_467229896345_615671345_7027350_950079_n
April 03, 2010


I was just trying to provoke you into a "games as art" debate, that's all.



Developers can intend to do anything. Doesn't mean the time, budget, and realm of possibility will allow it. Yeah, we should demand more, and shouldn't give a pass to a game just because someone worked hard on it -- see my Rocketbirds article -- but at this point, technologically speaking, it's impossible for any developer to give us a full range of choices in a game that everyone will be happy with. The only thing that comes close is Sleep is Death, and that requires a game master.



Do you think Alpha Protocol would have been better if it adopted that kind of Game Master system? Because I think I just got to half-mast thinking about it.


Brett_new_profile
April 05, 2010


While I'd like to see more women and homosexuals in games -- and minorities and disabled people and everyone else who deserves their time in the spotlight -- "obligated" is a very strong word. Developers should try to include more under-represented groups, but they shouldn't have to: money and time are two very practical concerns. You can't blame developers for considering them when it comes to the amount of choice to provide in their games.


Default_picture
April 07, 2010


The comparison to James Bond is interesting. James Bond is a movie character, therefor I have no control over his actions and I'm happy to experience the story the way the director and writer meant for me to. However, in a game that offers me the chance to play however I want, this issue of limmited choice does arise.



I have noticed that we are somewhat passed the uncanny valley that hinders modern art in video games (when every game coming out looks better and better, then any thing that is less then 'perfect' is considered a worst game). Could it be that the new uncanny valley of video games is freedom? And if so, will the industry move pass this valley just as it did with art? In that case it is plausible that those who care about not being able to have homosexual relationships in some games will eventually not know why they were so caring about such things in the past.


Default_picture
April 07, 2010


Overall good article to invite further conversation on this topic. I think with this any conversation (whether the inclusion of lgbt choices is good or bad) is a healthy way to get people to think beyond what is currently offered.



However, if I may just nitpick one small thing: the phrase "sexual preference" really, really bugs me. The article started with the phrase "sexual orientation" but somehow it was inconsistently changed to "preference" further into the article.



To me it's not just a "matter of word choices" but there's a huge difference between these two phrases. Preference implies there's a choice, like whether I wanted my music volume at 8 as opposed to 10, whereas orientation means it's something that is not controllable.



I know it seems like it's a small thing to nitpick on, but I was interested in this article up till that phrase was introduced, which then my mind instinctively started to dismiss the article's credibility. :-/


Redeye
April 07, 2010


For my two cents on the issue, the game developers can do whatever they want. The people they are excluding with those choices don't have to like it however.



I personally liked the idea of a spy RPG and was willing to give this game a shot. Knowing that the choices really do just come down to 'bond or bauer' as they say so often in their PR and litterally offer nothing outside of that spectrum means that I no longer give two shits about the game. As I don't like bond or Bauer and I'm not going to spend my money on a role playing game that lets me only play roles I don't like.





Bully for them. I'm sure their game will get plenty of perfectly normal strait white males with power fantasies to play it by them playing it safe. Still as far as I am concerned as a consumer the game can sit and spin.


Franksmall
April 07, 2010


This is one of my favourite pieces here lately! It was succinct, interesting and well-thought-out. I really love that you didn't feel the need to pad the piece with a million extra points and instead present and back up a supposition and then leave the rest for the reader to think about.



"The more choices a person has, the less satisfied they become when the outcome is not a perfect recreation of what they wanted." -- You really nailed it with this line.



I notice a few things with games that offer choice--



#1- I fucking love getting to craft a character that fits how I want to play.



#2- I fucking hate it when a game forces things on me that do not jive with the choices it has asked me to make. (Heavy Rain did this in a really jarring way. I loved it, but was also truly let down by the way the end game played for me.)



I don't know if developers need to let players have control of every choice, and can see Obsidian's point with Alpha Protocol. I loved Mass Effect 2, but have to agree with the uncanny valley of choice ideas presented in these comments. There were moments I was dying for options that simply weren't there. Especially characters that aren't fully fleshed out but feel like they should -- I always felt screwed when you got to a place that characters repeated the same dialog over and over again in ME2. Couldn't Bioware at least have put in a few rotating scrips for "I'm busy and don't have any new info for you right now" than they did?



I don't know, I'm going to stop here instead of flood your comments.





Great, great piece!!!


Franksmall
April 07, 2010


BTW- Here is the link to this story on N4G. Lets also comment here are get this story some heat!



http://www.n4g.com/NewsCom-502204.aspx?CT=1&Page=1&Page2=1#C3520725



 



Also, it was't on Digg so I added it. Click on this link and get this story some Diggs!!!



http://digg.com/gaming_news/Are_Developers_Obligated_to_Provide_Equal_Choice_to_Gamers


Jeffcon
April 07, 2010


Thanks for the front page and clean up job, James. 



@Frank, I appreciate it. I digg my own stuff and don't even feel shame about it!



@Winson I think that when I was referring to Sexual Preference I was referring to the choices that are made in game. In which case, everything is a preference. From race to gender, nothing is an orientation if you are given the choice in a game. 



I'm fully in the orientation camp. Sorry that that became unclear.

Default_picture
April 07, 2010


"females"



Could you be more clinical?



 



Say women.  It makes you look like less of a manchild.


Jeffcon
April 07, 2010


@Lucas Hahaha.


Default_picture
April 07, 2010


Although women and homosexuals do deserve more exposure in video games, you also have to take into account how the developers want to craft the game as storytellers. For example, when games have romantic sub-plots, games like Mass Effect 2 Dragon Age: Origins are great for giving the player several choices to suit how the preference they want their character's to have. However, while the romantic interests may be well developed, the actual relationship usually boils down to choosing the right words in a conversation and being "rewarded" with a sex scene near the end, rarely going any further beyond that and having little effect on the story.



Now if the developers made a game with a romance plot have fewer options it may not have choices for everyone but could be better written. An idea I have is if a game had a protagonist whose gender and sexuality was fixed and had only one(still-optional)love-interest. With just this one character who is still just a possible love interest it could allow the persuit to include your character succeeding and failing at flirtations, observation of  npc's opinions about you character's relationship, introduction of plot points related to the relationship, and allowing the romance to move beyond the lovey-dovey beginnings to a point were the protagonist is with someone he or she trust and is comfortable with.



Now this may give the player less choices and may also alienate people whose gender and sexuality isn't represented. But what it does is allow the developers to tell a more focused story while still allowing the player control based on how well they maintain the romance or whether they wish to pursue it at all. Plus, if the sub-plot is written well enough then it shouldn't matter what the protagonist's sex and orientaton is because the story will be good enough to appreciate.


Img_20100902_162803
April 07, 2010


I have been in focus groups where it is been asked if one would like to have more variety of life choices in games.  Developers are looking into adding more diverse choices, but are probably limited to design issues (women body types take longer to design,code etc) and money constraints.   


Pshades-s
April 08, 2010


Obligated? Hardly. Yet one would hope that video game designers and programmers would wise up and make the effort to include at least a variety of avatars, if not alternative romantic/sexual encounters. Not every gamer is a white heterosexual male, after all.





I'm sure the budgetary issues are real, but I'm getting tired of hearing about them. I keep waiting for someone to make a game with nothing but female characters and shrug at the notion of men in the game. "Sorry, we didn't have the budget for it." And NO, I'm not talking about DOA.


Default_picture
April 08, 2010


Would you love to have homosexual/women-centric content in video games?

 *raises hand*



Do you believe it would be done well?

 *lowers hand*



I get their point about refusing to do so if their refusal has to do with the inability to properly do it. However, it's never the case.


Default_picture
April 08, 2010


Great piece Jeff!  My two cents.



The Squadron of Shame just worked this one over in our recent Heavy Rain podcast.  Up for discussion was the "tension" that arises (sometimes sexual, sometimes otherwise) by what I like to call Heavy Rain's "2nd person perspective problem" -- that is, having your character spring fully-formed into the world complete with backstory and personality, THEN tunring authorial control over to the player.



It's a tricky situation, balancing narrative and choice.  Usually I'm on the "I'd rather have less choice and more narrative" side of the equation, with the example I always quote being the difference between Baldur's Gate (blank slate) and Planescape:Torment (semi-previously established character).  Planescape was the stronger experience for leveraging all the narrative juice that comes with extemnded detials like existing family relationships, old friends, loves, etc. and all the other things you can't really do well when crafting a plot of the one-size-fits-all variety.



In the case of Alpha Protocol I'm on the side of the developers.  At some point in time you have to decide that your sly super-spy narrative has the classic arc of a male spy facing off of the femme fatale. you COULD write a game about the Femme Nikita facing off against a Zenegata type... but it'd be (and SHOULD be) a different game from a writing, staging, character development, etc. point of view



As much as I respect BioWare's commitment to choice, you can't deny that all their games have a certain sameness about the romance angle.  A game like Uncharted, which takes choice away from the player entirely, will always be at the advantage when it comes to showing a compelling realized romance on screen.  Any good writer will tell you that these things are subtle.  Think about it:  ONE romance, done well, can be hard enough to do (and contain enough material) to hang an entire book, movie or whatever on.   Ask yourself whether Raiders would be made stronger by having Indy have the option to date multiple women through the course of his quest for the ark -- or whether Casablanca would have been improved by having Rick decide whether or not he was ACTUALLY still mooning over Paris.



Should choice of things like player gender, race, sexual orientation be available in all games?  Only if these factors don't serve the overall narrative in any meaningful way.  Unfortunately what this ususally results in is a forgettable story light on character development, conflict, and all the other things that go along with the existence of established personalities.  It's unfair to expect EVERY developer to pull a BioWare and write six different perspectives for six different situations.. and (again) unfortunately the more open and wide-reaching player choice becomes, the more necessarily watered down and plain vanilla onces options become.  



Sure, Mass Effect is good.  But imagine Mass Effect with only a single romantic interest whose "loyalty mission" was played out over an entire game's worth of side stories, dinner conversations, walks in the park, fights and jokes.  You'd have a stronger and more memorable experience, hands down.  It might not be to your specific taste, perhaps, but it would be stronger. And you just can't do that with the vanilla sauce.



Try to say everything and you eventually end up saying nothing.

 


Jeffcon
April 08, 2010


@Beige "Try to say everything and you eventually end up saying nothing." This is exactly it. How much of a say do the developers want in the individual's experience. 



Other people have made references to movies when discussing this issue and this is an area where the distinction between the two mediums is clear. I see that what you are saying is that the quality of the narrative is greater in Casablanca and Raiders because those stories had a clear vision and I agree. Of course Uncharted is more powerful, because the story can be much more fleshed out due to the focus it receives from its creators.



I would never disagree that a single, well-developed relationship in a game like Mass Effect would be far more powerful. I think I sorta referred to that being my belief in a backwards way in the article. However, for the games that do provide choices I am questioning the logic developers use to decide when they provide one choice and don't provide another.



Brett Bates told me before we were recording the latest Pixel Revolt, that "of course they have to take some choices away. They force you to be a spy. You can't be a ballerina," I'm paraphrasing, but that is essentially what he said. That makes perfect sense. I can see how their logic then naturally progresses from the character is a spy, he is a lot like James Bond/Jason Bourne, those characters all have female conquests, and we wish to emulate that. 



I don't believe at any time in the game's development that someone wrote the memo, "The reason we are excluding homosexuals."



Still, it was an interesting paradox and I wanted to explore it. 



Thanks for reading. Thank you, everybody. 


Default_picture
April 08, 2010


Actually Jeff, you are exactly the audience who has been "cheated". Games are a fantasy not reality and part of their appeal is that one can experiment with different viewpoints which they would not experience in real life. Women and Homosexuals get this experience in most video games, getting to walk on the wild side (from their perspective). It is the Hetero Male who the game developers keep locked into their never changing role, not even in role playing fantasies are they allowed to walk on the wild side..



too bad really



 



JP


You must log in to post a comment. Please register or Connect with Facebook if you do not have an account yet.