Writing and musings from Shawn Struck on "geek culture" like video games, technology, web design, tabletop games and more.
Showing posts with label analysis. Show all posts
Showing posts with label analysis. Show all posts
Wednesday, May 9, 2018
Latest Steven Universe Episode Changes EVERYTHING
The most recent episode of the Carton Network series Steven Universe, entitled "A Pale Rose" dropped a stunning revelation that affects the entire series' backstory as well as existing relationships in the show.
I'm going to review the reveal, some of the hints that I think were dropped along the way, and what it means about the show's characters AND characterization.
Discussion in this post from here on out will be a gigantic spoiler, so I've put the rest of the post behind a "read more" link. Click below to read the rest of the post.
Labels:
analysis,
cartoon network,
cartoons,
crystal gems,
essay,
rebecca sugar,
revelations,
spoilers,
steven universe,
this is cool,
worldbuilding,
WOW,
wtf
Monday, July 17, 2017
Ballroom Glitz: Analysis of Feminine Game Design Via "Princess Debut"
Writing for Mammon Machine's ZEAL project, Alex Roberts looks at what she says is a prime example of "feminine game design" that she feels was overlooked: "Princess Debut" for the Nintendo DS:
Princess Debut is a rhythm game and dating sim released, to mild commercial success and critical disinterest, in 2008 for the Nintendo DS. It stars a teenage girl who, after trading places with her princess doppelganger in a parallel universe, learns ballroom dancing and wins the heart of at least one handsome prince with the help of her feisty talking animal companion. She finds magical accessories that transform into elaborate outfits. She spends perpetually sunny days in gardens and beaches with cute boys who are all interested in her. Princess Debut could only be girlier if her dance instructor was a horse instead of an anthropomorphic rabbit. (But that would mean striking a crucial Alice in Wonderland reference.)
What makes Princess Debut feminine, though, is not its pink menus, delicate soundtrack, or shoujo manga-inspired character designs. Rather, those external aesthetics are genuinely representative of an internal structure that whose priorities and techniques are expressly feminine. Its cover art — a petite teenage girl, gasping with delight, eyes wide as dinner plates, hair in a perfect up-do — is wonderful in itself, but what makes Princess Debut worth writing about almost a decade later is the way it delivers on the promises that happy face is making.Roberts does a deep dive into the aesthetics of "Princess Debut", comparing and contrasting it with another rhythm-action game, "Elite Beat Agents". She examines why one was a critical darling, one was met with critical indifference, and the difference between feminine game design and pinkwashing. It's a great read and has me so interested, I'm gonna be tracking down a copy of "Princess Debut" as soon as I can.
Monday, June 12, 2017
Listen Up: MisanthroPlay
Pop culture analysis MisanthoPop has a companion video game podcast called, appropriately enough, MisanthroPlay. Hosted by game critics Robert Fenner and Alvin Chua, each episode of MisanthroPlay features two parts. The first part focuses on a different in video games- types of genres, types of narratives, design, or even a series of games itself. In the second half, Alvin and Robert talk about whatever they've been playing that week. The recent podcast going in on the Wonder Boy remake is a delight!
Listen Up is an ongoing series devoted to shining a spotlight on podcasts by diverse creators. You can check out all the podcasts previously featured here. If you have a podcast you'd like to recommend, post it in the comments or email me at shawnstruck at gmail dot com.
Labels:
analysis,
game criticism,
listen up,
mistanthroplay,
podcast,
pop culture,
video games
Tuesday, May 30, 2017
Hollywood Still Way Behind LGBT & Racial Representation
Wrong. As this year's study shows, Hollywood is still way behind when it comes represention people that aren't white, straight, or male. in a study of 125 major film releases from major film studios, only 23 films included LGBT-identifying characters. That's just 18 percent.
Of those 22 films, 19 had a gay male character. Lesbian characters went from 23% in 2015 to 35% in 2016. 3 films had a bi character. Transgender representation in major Hollywood films last here clocked in at exactly one: a character played by a cis male actor as the butt of a transphobic joke.
Racial diversity in onscreen characters declined as well. From the LGBT characters of the last year, 48 of them were white (69%), nine were Black/African American (13%), four were Asian/Pacific Islander (6%) and one character was Latinx. Eight LGBT characters were identified as non-human.
The study also outlines a great thumbnail guide in looking at LGBT characters in films called the Vito Russo Test. A film passes the Vito Russo test if:
- The film contains a character that is identifiably lesbian, gay, bisexual, and/or transgender.
- That character must not be solely or predominantly defined by their sexual orientation or gender identity (i.e. they are comprised of the same sort of unique character traits commonly used to differentiate straight/non-transgender characters from one another).
- The LGBT character must be tied into the plot in such a way that their removal would have a significant effect, meaning they are not there to simply provide colorful commentary, paint urban authenticity, or (perhaps most commonly) set up a punchline. The character must matter.
Similar to the Bechdel Test, it's a fairly low bar to clear. Sadly, even the above reasonable standards aren't met by most films. As the study says:
Only 8 of the 22 (36%) inclusive major studio films passed the Vito Russo Test this year, the lowest percentage in this study’s history, compared to 11 of 20 (55%) inclusive films released in 2014, 7 of 17 (41%) in 2013, and 6 out of 14 (43%) inclusive films released in 2012. This is a significant drop from the previous year when just over half of the inclusive films passed. There is clearly much room for industry improvement. More films need to include substantial LGBT characters that pass this simple test.
Labels:
analysis,
case studies,
character stories,
diversity,
film,
glaad,
hollywood,
lgbt,
lgbt issues,
media,
race,
racefail,
representation
Thursday, May 25, 2017
Moving On: Side Scrollers, Cameras & Player Experience
Indie game designer Itay Keren recently posted a fascinating in-depth essay on his Gamasutra blog based on a talk he gave all about side-scrolling platformers, how the "camera" or game view works in a few different types of platformers, and what that means for both game design and the player experience. In addition he creates a very useful glossary for platforming and side scrollers out of whole cloth! An excerpt:
For example, here's a breakdown of how the arcade game Shinobi handles tracking the player's movements:
He follows that up with a really neat look at how Super Mario World handles snapping focus to both the player AND the platform. As Itay shows:
The entire post is a fascinating read. It explains many different gaming concepts in an easy to understand way, is thoroughly documented and has TONS of classic gaming nostalgia, too. GO read the whole thing!
Working on my game Mushroom 11, I was faced with many different design and technology challenges. I wasn’t expecting to find references to issues like dynamically changing shapes or vertex animation, but I was quite surprised that camera work, a subject with more than 30 years of history in games, was hardly discussed. I decided to start a journey through the history of 2D gaming, documenting their challenges, approaches and how the evolution of their solutions. Also, since there’s a lack of proper terminology for the many different solutions, I started gathering and categorizing them into groups, providing my own glossary, if only for my personal reference.
For example, here's a breakdown of how the arcade game Shinobi handles tracking the player's movements:
Maybe my favorite classic game, Shinobi, has some very high jumps between multiple platforms. The designers came up with a unique camera system: vertically, due to the many platforms the character jumps between, Shinobi uses a very wide vertical camera window. As always, the window pulls the camera with it immediately. The problem with a wide (or tall) window is that after a small jump, the character could be stuck at the top of the window with very little top-view, as we’ve seen in Rastan Saga. Shinobi simply continuously aligns the camera, slowly, to the Ninja, keeping the focus on the action and in most cases keeping rapid camera motion to the minimum.
Shinobi © 1987 Sega |
position-snapping (vert.) -constantly reduce window drift by focusing the camera back on the player
camera-window (vert.)
position-locking (horiz.)
static-forward-focus
|
He follows that up with a really neat look at how Super Mario World handles snapping focus to both the player AND the platform. As Itay shows:
One of the many features that Super Mario World introduced was platform-snapping. As with any camera-window, the camera would stay stationary until the character hits the edge. But since mario inevitably lands on a platform, as soon as he does, the camera would immediately snap to its position.
The entire post is a fascinating read. It explains many different gaming concepts in an easy to understand way, is thoroughly documented and has TONS of classic gaming nostalgia, too. GO read the whole thing!
Labels:
analysis,
behind the scenes,
camera,
essay,
game design,
platformers,
retro gaming,
side scrolling,
this is cool
Wednesday, April 26, 2017
Captain Kirk: How Pop Culture & Toxic Masculinity Got It Wrong
![]() |
| Kirk:"Leave any bigotry in your quarters. There's no room for it on the bridge." |
Popular culture has it completely wrong.
Writing for Strange Horizions, Erin Horakova penned an essay entitled "Freshly Remember'd: Kirk Drift" that looks at just why it's important that these notions be debunked and the conclusions people can draw from them be deconstructed. For example, there's a lot of toxic ideas about what it means to be "macho" if you buy into the "Kirk was a womanizer" narrative:
If your vision of masculinity cannot distinguish between choosing to have sex and situations of dubious consent incurred in the line of duty, it is deeply toxic. You are insisting that men are hyper-sexual, unemotional, and can never be taken advantage of (lest they cease to be strong, compelling men due to their ever having displayed vulnerability)... These misreadings are supported by a subterranean network of ideas about masculinity, pop culture, and the past that consistently reinforce them, hitting refresh on these dank memes. I don’t think all the connections have been made here, and all the implications unfolded.
Horakova outlines many instances of what she calls "Kirk Drift"-- the difference between what people think Capt Kirk did and Star Trek portrayed, and what actually aired. How these misconceptions not only inform the average person's idea of what Star Trek was, but what the reboot thinks Star Trek should be, How the ideas trickle down, changing and erasing everything from science fiction's attitudes to concepts of what it means to be a man to expressions of Jewish masculinity. Why should we care? hhhh makes the case thusly:
All texts run the danger, even if they’ve worked hard to be progressive, or if they yield easily to positive interpretations, of being “rewritten” in the world and even in our minds. In relation to her own work, novelist Dr. Nnedi Okorafor says that “what I really want to discuss is the whitewashing battle in many readers' minds. The one that turns characters white upon reading them so the reader is more comfortable.” Her work, like all work that comes from a place of or offers any potential for alterity, is at risk of being “colonised” by conservative narrative reclamations operating via the mechanism of mismemory. It is not enough for a text to be progressive; its memory must also be defended against this decay.
The entire essay is well-written, thoroughly sourced and a fascinating read. Grab the whole article here.
Labels:
analysis,
captain kirk,
criticism,
diversity,
feminism,
masculinity,
pop culture,
star trek,
worldbuilding
Friday, April 14, 2017
Marvel Comics Exec Says "Diversity" Is Why Sales Are Down
David Gabriel, Marvel Comics' Vice President of Sales spoke at a recent retailer summit and said that "...people didn’t want any more diversity. They didn’t want female characters out there," and that "Any character that was diverse, any character that was new, our female characters, anything that was not a core Marvel character, people were turning their nose up [at]."
This contrasts with the experience of one retailer who spoke with ICv2 on the first day of the retailer summit who said a more diverse cast of characters were helping bring new customers to his store. The latest iteration of Ms. Marvel, which has Muslima teenager Khamala Khan taking up the title role, was nominated for a Hugo Award this year. In a detailed post on CBR.com that did some serious number crunching of Marvel Comics' sales for the past year, Charles Paul Hoffman wrote:
This contrasts with the experience of one retailer who spoke with ICv2 on the first day of the retailer summit who said a more diverse cast of characters were helping bring new customers to his store. The latest iteration of Ms. Marvel, which has Muslima teenager Khamala Khan taking up the title role, was nominated for a Hugo Award this year. In a detailed post on CBR.com that did some serious number crunching of Marvel Comics' sales for the past year, Charles Paul Hoffman wrote:
Just to be clear, “diversity” has very little to do with the drop in sales in Marvel’s top 10 books. Only three (“The Mighty Thor,” “Invincible Iron Man” and “Black Panther”) can be considered “diverse,” in that they star a lead character who is a woman or a person of color. The rest are series starring white male heroes or teams made up predominantly of white male heroes. These are Marvel’s traditional A-list heroes, being written and drawn by A-list writers and artists (almost all of whom are themselves white men), and yet they are floundering...
While Marvel has admittedly had some misses among its “diverse” titles, it has also had some genuine hits. “The Mighty Thor” remains Marvel’s No. 2=selling ongoing superhero series. “Black Panther” has been a solid hit as well, selling enough single issues to be in Marvel’s top 10, and enough trades to make the bestseller lists. “Invincible Iron Man” (starring Riri Williams) is also in the top 10, showing very little attrition from writer Brian Micahel Bendis’ pre-“Civil War II” series. “Spider-Man” is close behind, selling about 5,000 more copies than Miles Morales’ pre-“Secret Wars” series.”Spider-Gwen” and “All-New Wolverine” are also both doing well, with more than 29,000 copies sold in February for both titles. And then there’s “Ms. Marvel” and “The Unbeatable Squirrel Girl,” two series whose trades have also made the bestsellers lists.
Having dug into the data, it’s become clear that diversity is not hurting Marvel. The truth is, Marvel’s “diverse” titles actually sell decently.So if Marvel's more diverse offerings are actually selling decently, bringing in newer clintele and winning awards... then what's up with declining sales? Professionals and fans on twitter have a few ideas:
An idiotic conclusion, @Marvel. I stopped buying your books because of the high price & event fatigue not diversity. https://t.co/uysUOwOBkh— Anthony John Agnello (@ajohnagnello) March 31, 2017
Other industry analyses have pointed out stumbling blocks that Marvel has seemed to put in its own way, like trying to make its Inhumans line-up replace the X-Men series while X-Men hemorrhages sales and the Inhumans branding repeats many of the same mistakes of the X-Men before them. The Nerdist has an excellent take-down of how diverse casts written by the same ol' roster of white men leads to a lot of tone-deaf bullcrap that can end up alienating readers old AND new:Marvel thinks diversity is ruining their sales? Idk, MAYBE turning Captain America, a worldwide symbol, into a nazi has something to do— ㅤmanu (@gecrgeblagden) April 2, 2017
When Brian Michael Bendis writes Miles Morales as being upset with a fan who mentions his black heritage, or when Nick Spencer has Sam Wilson apologize to Steve Rogers for any activism-fueled anger he may have displayed in the past, it comes off as tone-deaf and leaves readers understandably less than thrilled. The same comic features multi-ethnic villains who are parodies of the “Social Justice Warrior” stereotype, who shout phrases like “You should be an ally, not helping to defend oppression culture!” and “Consider this your trigger warning!” as they throw grenades at Sam...G. Williow Wilson, the lead behind the currently Hugo-nominated Ms. Marvel points out a few things about authenticity, new audiences, changing markets and industry expectations:
Let’s also remember SHIELD #8 (2015), written by Mark Waid, where a black woman viewing her young son’s corpse remarks, “He was no angel“—the same phrase used to vindicate Michael Brown’s murder.
What I didn’t realize was that the anxieties felt by young Muslims are also felt by young Mormons, evangelicals, orthodox Jews, and others. A h-u-g-e reason Ms Marvel has struck the chord it has is because it deals with the role of traditionalist faith in the context of social justice, and there was–apparently–an untapped audience of people from a wide variety of faith backgrounds who were eager for a story like this... Diversity as a form of performative guilt doesn’t work. Let’s scrap the word diversity entirely and replace it with authenticity and realism. This is not a new world. This is the world...
Never try to be the next whoever. Be the first and only you. People smell BS a mile away.
The direct market and the book market have diverged. Never the twain shall meet. We need to accept this and move on, and market accordingly.That last point is something important to remember as far as sales. The relaunched Moon Girl and Devil Dinosaur (which I covered here back in 2015) only sells a few thousand issues a month... but its trade paperbacks and graphic novel collections sells like hotcakes to little kids via Scholastic Book Fairs. The market is changing, how comics are sold are changing, and the audience is changing. As Alex Brown puts it on Tor.com:
Blaming readers for not buying diverse comics despite the clamor for more is a false narrative. Many of the fans attracted to “diverse” titles are newbies and engage in comics very differently from longtime fans. For a variety of reasons, they tend to wait for the trades or buy digital issues rather than print. The latter is especially true for young adults who generally share digital (and yes, often pirated) issues. Yet the comics industry derives all of its value from how many print issues Diamond Distributors shipped to stores, not from how many issues, trades, or digital copies were actually purchased by readers. Every comics publisher is struggling to walk that customer-centric tightrope, but only Marvel is dumb enough to shoot themselves in the foot, then blame the rope for their fall.Looking at a diversity initiative as the beginning and end of what's needed to help improve the state of comics is short-sighted and wrong-headed. Instead of just having the same white men tell stories with some characters of color here and there, there should be structure in place for minority writers and artists and creators to tell the stories they want to a mainstream audience. Diversity as the final and only goal is a hollow act that does nothing but reinforce whiteness and the status quo as the default. That's not the world we live in, so why so worlds we get to make up have to be that way? Free your mind, and the audience will follow.
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