Showing posts with label food for thought. Show all posts
Showing posts with label food for thought. Show all posts

Monday, August 7, 2017

Reaction Gifs: The New Digital Blackface?

Teen Vogue has been offering up a continuous supply of well-written, well researched essays, from a diverse range of writers. At least once a week, I'll read something on Teen Vogue that will give me pause and have me re-evaluate something I normally take for granted. This one surprised me: reaction gifs. As Lauren Michelle Jackson posits in her Teen Vogue op-ed, that could very well be the case:

 There’s no prescriptive or proscriptive step-by-step rulebook to follow, nobody’s coming to take GIFs away. But no digital behavior exists in a deracialized vacuum. We all need to be cognizant of what we share, how we share, and to what extent that sharing dramatizes preexisting racial formulas inherited from “real life.” The Internet isn’t a fantasy — it’s real life. After all, our culture frequently associates black people with excessive behaviors, regardless of the behavior at hand. Black women will often be accused of yelling when we haven’t so much as raised our voice. Officer Darren Wilson perceived a teenage Michael Brown as a hulking “demon”and a young black girl who remained still was flipped and dragged across a classroom by deputy Ben Fields. It’s an implication that points toward a strange way of thinking: When we do nothing, we’re doing something, and when we do anything, our behavior is considered “extreme.” This includes displays of emotion stereotyped as excessive: so happy, so sassy, so ghetto, so loud. In television and film, our dial is on 10 all the time — rarely are black characters afforded subtle traits or feelings. Scholar Sianne Ngai uses the word “animatedness” to describe our cultural propensity see black people as walking hyperbole.

The entire op ed is very well-written. Agree or disagree, you're likely to come away with a lot of food for thought, so be sure to read the whole article.

Monday, June 7, 2010

Signal boost: Your Money Where Your Mouth Is Edition

From Nick Mahatmas' blog:

"I noticed that the Readercon programming schedule is up and that there is to be a panel on racial diversity and cover art. Further [info]james_nicoll has collected a couple of links about the malaise in science fiction—either there is no science, or the science is just a magical Singularity of nanotech and bad manners and rudeness toward sexbots or something.

To all of which I can only respond:



The Next Continent


I mean, the people who complain about whitewashed covers are going to be interested in books with accurate covers, are they not? The readers hmmphing about the lack of realistic hard science are surely going to be interested in a novel about a private mission to the moon, neh? So I can Bookscan my title here every week and see the regional buying patterns change based on the publicly announced pent-up demand for both near-term hard SF and stuff that's reflective of the ethnic diversity of the planet in some way, yah?

Because I'm gonna start tracking you all. "

Tuesday, March 24, 2009

A qucik summary of RaceFail '09

What is RaceFail '09? [info]daedala provided the shortest summary of RaceFail '09 here and it is as followed:
1. Elizabeth Bear writes a post about "how to write the Other"
2. Avalon's Willow critiques one of her books on racial tropes
3. Bear agrees unequivocally in writing
4. Commenters defend Bear in increasingly racist language.
5. Massive fail all over the internet.
6. Bear says that she was lying in 3. in order to model appropriate conversation.
But [info]daedala's summary barely scratches the surface. Here are other more detailed, but still brief summaries of events:

» A reader's digest of RaceFail '09 by [info]white_serpent, which [info]dmarley kindly provided some contexts here.
» A summary of RaceFail '09 by [info]withdiamonds.
» A Timeline (of the Great Cultural Appropriation Debate of Doom '09) (a summary of the beginning of RaceFail '09) by Willow.
» Because "tl;dr" shouldn't be an excuse (a summary of the middle and later part of RaceFail '09) by [info]rydra_wong.
» Endangering somebody is okay when you do it under your real name (a summary of later events of RaceFail '09) @ unfunnybusiness.
» Racefail09: Just This (a summary of the beginning and later part of RaceFail '09) by [info]mpoetess.

And here are a few longer overviews:

» A themed summary of RaceFail ‘09 in large friendly letters for those who think race discussions are hard by Ann Somerville.
» O HAI RACEFAILZ: Notes on Reading an Internet Conflict by [info]tablesaw.
» I have stayed quiet about something for too long, and I am ashamed by [info]popelizbet.

For a comprehensive overview though, [info]rydra_wong has provided an almost chronological link list here and you could follow the discussion at her gcadod 09 tag. And among the many, many people who have spoken up about RaceFail '09 are [info]asim, [info]bossymarmalade, [info]ciderpress, [info]coffeeandink, [info]deepad, [info]helsmeta, [info]inalasahl, [info]nojojojo, [info]oyceter, Seeking Avalon's Willow, [info]shewhohashope, [info]sparkymonster, [info]spiralsheep, [info]vito_excalibur, [info]vom_marlowe, [info]yeloson and [info]zvi_likes_tv.

The reason it’s called RaceFail ’09 is to distinguish this from past incidents, and also to acknowledge that not only it is ongoing, but that this could happen again.

Does that worry you, too?

To quote Nick:
If the Fail is happening anyway—if havoc is already being wrecked in the hearts of authors and fans of color, if people who shouldn’t be driven out are already being driven out (or at least too damn close to out)—then I kind of want it to impinge on the space of as many white fans and authors as is humanly possible. Yes, it IS too high a price for mere education, but if the price is being paid regardless, let’s goddamn GET something for it. The more clueless-but-well-meaning white folk (I firmly include myself in this category) see the hurt being caused and start reading, thinking, and trying to understand the things being said by the myriad brilliant fans/authors/theorists of color (and allies!) involved here, the more likely it is that something will have changed by the time the next high-profile racial screw-up rolls ‘round.

Tabletop Gamers And A Social Contract

From TaoJeannes in the rpg.net forums, comes a great set of guidelines for both players and game masters that work for any system you decide to play with:

The GM Agrees That...
1. I will say "No" only when absolutely necessary to preserve the overall fun of the game for everyone. I will make it a goal not to say it even once.
3. I will provide each player with individual spotlight time as well as no more than 30 minutes total off-stage time.
4. I will maintain a strict and thick line between in-character and out-of-character behavior and attitude.
5. I will end on time.

The Player Agrees That...
1. I will preserve the PG-13 or below rating of the table and refrain from in-character or out-of-character behavior that is excessively racist, mysoginistic, violent, or sexual in nature.
2. I will avoid IC [in character] actions that ruin the fun for my fellow players, even if I am "just playing my character".
3. I will not excessively argue with the game master or other players over their IC or OOC (out of character) choices.
4. I will maintain a strict and thick line between in-character and out-of-character behavior and attitude.
5. I will refrain from off-topic chatter.

Wednesday, May 28, 2008

Beyond LARPing: Medieval Re-Enactment Village

The Regia Anglorum, is an English re-enactment society. The society maintains a wealth of information about life in medieval England using the virtual village of Wichamstow and its surroundings. They have in-depth articles on many of the crafts and trades that the villagers would have undertaken, and about the places they would live and work.

They have also created a real live medieval village and estate with which to demonstrate medieval craftsmanship.

Of course, if you you just want to cook like those in the medieval or Renaissance period you should check out http://www.godecookery.com for some fascinating and tasty recipes.

Kevin Siembieda Calls Me "A Nasty Critic/Hater, Spreading Lies"; My Head Explodes

UPDATE: Kevin Siembieda has apologized; you can read his apology in the comments section. Thank you, Kevin.

In my recent Robotech: The Shadow Chronicles Review & First Impressions, I basically said the book looks good, the new art looks good, the rules have some welcome tweaks on one hand but don’t come close to genre emulation on the other, briefly discuss the “G.I. Joe rule change” and conclude by saying that the source book is still "the best you will have in North America as far as source material goes".

So, apparently there’s this clownboat that has a hate-on for me—he’s sniped at me before in stupid little forum posts over the years—and decides to “report” the post to Palladium—apparently trying to say that my quoting from the rule book verbatim in one paragraph is tantamount to reprinting large chunks of Palladium intellectual property. Blah blah blah fair-use-cakes, right?

So then I get a forwarded e-mail from said online loser entitled “Suck It, Hater!”. And that email contains a forwarded message to said clownboat from Kevin Siembieda himself! Here it is, in all its glory:

“Thanks for alerting us to this website. From what I could tell, he's a nasty critic/hater who is slamming us and tearing about the product, but I didn't see him using or reprinting our rules, stats, etc. Did I miss something.

Can't really do anything about jerks spreading lies and flaming Palladium and its products. Try not to let guys like this get to you.

Thanks again for the heads up. I appreciate your support.”

Wow.

So, apparently because I wrote a review of a product that said I liked some parts of it, but not other parts, the CEO OF PALLADIUM says I am a nasty critic/hater. And a liar.

Never mind that one of my roommates is a Megaversal Ambassador, that I practically drool with anticipation when our GM decides to run a Heroes Unlimited game, or that that I’ve played in a little over half a dozen RIFTS games run by fellow RPGX.org member Wraith. Who knew that all this time, I was actually a Palladium hater?

Can you imagine the CEO of any other company acting like this?

E-mails sent to staff last week asking for a comment were not returned.

Monday, April 7, 2008

In-Gamw Ways To Turn Abusive Gamers Into Bugs Instead of Features

Bill Fulton, a former Microsoft developer writes about the need for instituting features into games that discourage players from acting like jerks.
"[W]hy do I care? Because the online behavior of our customers is dramatically reducing our sales, and continues to stunt the growth of our industry. Non-gamers simply don’t love games enough to put up with the crap they get online. The reason they would consider playing online is to have fun with other people -- and right now, playing games online with strangers rarely delivers that for anyone outside the hardcore demographic.

Are these problems even solvable?

Short answer: yes. Social environments and culture can be designed. Just like good game design creates fun gameplay, good social design creates fun social experiences. Unfortunately, online games seem to have allocated very few resources to designing the social environment."

Essentially, he proposes finding a way to engineer social expectations into games rather than just glumly accepting that people who play online are going to be complete tools.

The comment section is almost as interesting as the article itself.

Is It Too Loud, or Are You Too Old? Video Games In The Eyes of Non-Gamers

"Inevitably, after I finish speaking, the strong opinions come. It happens the same way every time: People listen and then they say what they've been feeling. 'Videogames are not good for you'. 'Videogames are a waste of time. They isolate children. Kids never go outside to play. They just sit there and stare at the TV all day'."


This choice is from an enlightening, and at times, sobering look at what prominent game designer Brenda Brathwaite has written for The Escapist.
After a dinner table discussion of what she did for a living lead to an exchange like th one quoted above, she was inspired to ask 40 people over the age of 30 (who were not gamers) what they thought about video games as a whole.

The answers wre surprising: most of them were completely negative, and seemed grounded in second or third hand media reports, or buried resentments.

From later in the article:

More and more, Edison sees a split between two extremes. "I see popular thought divided starkly between those who play, enjoy or appreciate interactive media and those whose feelings fall somewhere along the lines of 'I hate videogames,' 'Videogames are for kids' and 'There is no redeeming value to be found in gaming.' If you take the latter group, you hear two contradictory beliefs: that videogames are a child's medium, and that videogames are too violent and explicit for children. Just those two conflicting biases alone would be enough, I think, for a person unfamiliar with videogames to throw up their hands and be done with the subject until someone more invested works it all out."

The article's entitled "The Myth of the Media Myth", and is worth a read.

How about you, dear readers? What do your parents, friends or other relatives who are non-gamers? What do they think? Any readers over 30 who'd care to chime in?

Monday, March 17, 2008

XBLA Remake of Bionic Commando Dev: 2D Gaming Will Live or Die With Fan Support

A few months ago, I linked to this totally frickin' sweet preview video of the remake of the NES classic Bionic Commando for X-box Live Arcade titled Bionic Commando: Re-Armed. Capcom held a poll to determine the price it should sell for, and the gaming masses have spoken; the overwhelming choice to price the game at was $10.

Capcom's Ben Judd posted the official reasoning behind the pricing and faith in its fans thusly:

We first asked the question to our community about how much they would pay for Bionic Commando Rearmed here on the Bionic Commando community site.

Some people said it was stupid. Human nature dictates that people will choose the cheaper of two prices. Some people said we hated money. Well, while the results may suggest that $10 is the sweet spot for most people (in the US the final tally was 83% in favor of the $10 price point and 17% in favor of the $15 price point), there is another side of the story which wasn’t represented by the poll results – and that is the huge number of user comments that we received, where a majority were suggesting they would pay $15 or even $20 for the game.

When I first posed the question it wasn’t about whether people wanted something to be cheaper or more expensive. That answer is obvious. It was about whether people would be willing to pay more to support high-quality 2D gaming. 2D games are a bigger risk (no, they are not necessarily cheap to make. BCR has plenty of 3D models and uses much of the same tech and physics as the 3D version) because they are a harder sell. However, when we started the community site it was all about hearing from Bionic Commando fans and connecting with our community. The poll says $10 so that’s what it will be. Since the title will have to do quite well at that price point to break even (no, I’m not going to give you a specific number), I guess we have to roll the dice and see where they land.

Oh well, I’m tired of meta-emulated crap. These old 2D titles are where games were born. With some solid adjustments, new modes, and updated graphics they can still provide a hell of a lot of fun. Just updating the graphics isn’t paying them enough respect.

Besides, I’d rather fail having created the best game I could, even if the end result doesn’t justify 2D games like this in the future. So $10 it is for the XBLA and PSN versions (we haven’t decided on the PC version because it may have some additional content that can be downloaded later).

Let’s ride this train to the end of the line. Thanks for your feedback and your support.

Ben

(Hat tip to xblarcade.com for the source)

Tuesday, March 11, 2008

Remembering Gary Gygax, co-creator of Dungeons and Dragons


Last week, Gary Gygax, co-creator of Dungeons and Dragons, the grandfather of tabletop roleplaying games, passed away at the age of 69.

On a personal level, news of his passing made me very sad. I had hoped to meet him at GenCon some day, shake his hand, and thank him for creating a product that had such a profound impact on not just the person I am today, but the writer I strove to become. The house I live in now, with the friends I have down here in Texas, I would not have if it was not for D&D. My work with RPGX? A fellow D&D player in our gaming group introduced me to RPGX's head honcho. One of my best friends, a man who became ordained just so he could be the one to officiate at my wedding was someone I first got to know via a few sessions where he ran some amazing Dungeons and Dragons games.

Tributes have been pouring in from all over the 'net in ways personal, profound, profane, hilarious, and heart-warming.

Here's a run down of some of the best tributes:

Web comics:
Online Communities:
Also of note are three illuminatingt looks at Gygax: a cute interview with Gygax from 2001,
and video of Gygax reflecting upon the influence of D&D in the movie Uber Goober: A Film About Gamers, and an article about Gygax from The Believer published September 2006.

Every tabletop or fantasy gamer owes this man a debt of gratitude. I'd say if you're a nerd of any stripe, you probably have a memory of your first encounter with Dungeons and Dragons.

Share in the comments section!

Tuesday, February 19, 2008

Raph Koster: "I sit and I look at what we do and I think 'Goddamn we're irrelevent.' "

Raph Koster, the lead designer of Ultima Online and creative director of Star Wars Galaxies kicked off the Worlds in Motion summit with a keynote address. The address was nominally about "...why virtual worlds and online spaces are more than a fad-and why you absolutely should care."

It turned into something that has echoed across the game development blogosphere, touching off a firestorm of criticism, commentary and (one would hope) some self-reflection.

The quote that makes up this entry's title comes during the slideshow presentation where he says

"... the Neal Stephensons dreamt of the infinite promise, and you wonder how it addresses the things that we wrestle with in the real world... The collective venture capital at the summit has to be north of 50 million; enough to replace the FEMA trailers the people of New Orleans are living in. "I sit and I look at what we do and I think 'Goddamn we're irrelevent.' Have I brought you down enough yet?"

But all is not lost, he says. Gaming and virtual worlds do have importance because

"What we do in this room can have an impact... We see windows into virtual worlds when we download the [World of Warcraft]client. The metaverse is more windows -- breaking down the barriers between the worlds. We're heading for a world full of windows -- the question is what we'll be seeing through them. Will it be like a mirror or something new? We're not playing with toys but with people. We need to use what we already have and make a difference. Whether we empower each other makes a difference."
Definitely a lot of food for thought. It's not just video games, but our everyday lives are becoming more and more virtual every day: online banking, shopping, craiglist, ebay, online dating, message boards, blogs, you name it.

How can we harness this focus and energy to help others? It's not like there's zero reach. Ralph said "We have cybercafes in rural Senegal -- people without food and water still have Google. ".

Is this pie-in-the sky idealism, or will virtual world building lead to real social change for the good of others?

And even if it can, does that mean it should? OR should games be games, social movements be social movements and never the twain shall meet?

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