Showing posts with label criticism. Show all posts
Showing posts with label criticism. Show all posts

Monday, July 31, 2017

Disfigured Villains In Films Harm Real People

Batman's nemesis Two-Face, the Harry Potter series' Lord Voldemort, and Wonder Woman's Dr. Poison-- all of them are villains, and they all have disfigured faces. It's a common trope in fiction to show the internal ugliness of a character's evil deeds and thoughts be reflected by giving the character facial disfigurement. Popular culture reflects the world around us, which society reflects back, creating a feedback loop that further reinforces harmful stereotypes and makes the lives of people with facial disfigurements worse, because audiences have internalized these messages. In an interview with Brendon Connelly, when asked why so many James Bond villains have disfigurements, James Bond producer Michael G. Wilson said it was meant to honor the narrative device that Bond novel author Ian Fleming employed, "the idea that physical deformity and personality deformity go hand in hand in some of these villains.”

Writing for Teen Vogue, Alaine Leary outlines how Wonder Woman's Dr. Poison portrayal feeds into that idea and reinforces an already painful stigma for people with facial disfigurements:
Dr. Poison falls into the easy trope that suggests disability — and in this case, specifically facial disfigurement — means that a character is evil. We never find out Dr. Poison’s backstory and whether her facial scarring caused her to become a villain or happened after she already was one, but the message is the same: We should be afraid of people whose faces and bodies are different from our own... When we pigeonhole disabled characters into basic roles that are easily defined, such as sympathetic and pitiable or villainous and evil, we’re reinforcing the idea that disabled people don’t live full, meaningful lives the same way non-disabled people do. We need more media that offers a diverse perspective on disability and facial disfigurement, and doesn’t just boil our vast experiences down to a plot point.
Ariel Henley, an author with Crouzon Syndrome, has also talked about how Dr. Poison affects her as a person with facial disfigurement, saying "As someone with a facial difference,... [t]he only evil most of us have experienced has been at the hands of a society that refuses to accept us."

Honestly, I agree. The idea of someone's outward appearance reflecting anything about that person's inner life and worth is junk, and the "Evil Makes You Ugly" trope is cliched, lazy, harmful nonsense that had worn out its welcome ages ago.

Monday, July 3, 2017

LiveJournal's Mascot Returns With Artistic Rebellion...

Image description: Cartoon of an adult man with black hair, full beard, glasses
and a pencil stuck behind his ear. A speech bubble reads: "Hi! I’ m Ryan. A decade ago,
I worked with LiveJournal to create a comic based on their mascot Frank the Goat. When LJ
was sold to a russian company that I didn’t know how to get in touch with, it seemed like a good
place to end the comic. Over the years, I heard vague things about the site going on to ban political
& pro-lgbtq content but I didn’t really know the extent of what had happened until I heard the
latest episode of the Reply All podcast which alleges that moving the servers to Russia was part
of a violent, sustained campaign by the Russian government to silence and punish critics and
 journalists. While listening, I realized that since I had quit the comic myself, the contract
that allowed me to make frank comics had never actually been cancelled. Which means I have
the authority and login credentials to do this...
Over ten years ago, LiveJournal was the premier place to host online journals-- usually for spaces and accounts that were too personal or niche to be labled as blogs. Like many web properties run by nerds with goofy senses of humor, LiveJournal had a mascot: Frank the Goat. LiveJournal hired comics artist Ryan Estrada to write and draw a webcomic starring Frank the Goat that continued on for a few years before finally coming to an end in late 2008. In 2007, LiveJournal's parent company was sold to a Russian media group, SUP Media. Company operations were still based out of a California office, until 2016 when there was a sudden move of all of the site's servers to servers physically located in Russia. Not long afterwards, the terms of service for LiveJournal were updated to "comply with Russian law".

The new terms of service stated that all users are subject to Article 10.2 of the Federal Act of the Russian Federation No. 149, which dictates that blogs with more than 3000 daily visitors are classified as media outlets and may not be published anonymously, are responsible for the dissemination of unverified information, and are restricted from posting obscene language, or "extremist materials" and are subject to Russia's anti-gay laws. After Estrada listened to a Reply All podcast that put forth the case that SUP Media was doing this in order to help the Russian government crack down on reporters and critics of the government, he remembered that he still had the login credentials for the Frank the Goat Comic account. Even better, they still worked.

So he created and uploaded this comic to the official mascot comic account here, which as of this morning is still live on LiveJournal's site. You can listen to the Reply All podcast in question here.

Friday, June 16, 2017

Listen Up: MEGASheen


MEGASheen is hosted by Nick and Viktor, with a focus on queer people of color that identify as geeks or nerds. Nick is a passionate video game and 80s cartoon fan, while Viktor's wheelhouse is comics (he's a graphic novel creator himself as the creative mind between the amazing urban fantasy StrangeLore) politics and pop culture.

MEGASheen has a website, and you can follow the podcast via iTunes on iOS or via soundcloud .  They're on a 3 week hiatus right now, so this is the perfect time to catch up!

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.

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."
The popular collective image of Captain Kirk from the original Star Trek series is that of a brash, impulsive captain who charges in first and asks questions later. Pop culture would have it that Capt. Kirk was also a serial womanizer, bedding alien women across the galaxy.

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.

Tuesday, November 29, 2016

Anime Fandom Needs A Wake-Up Call

Anime fandom in the US has come a long way since the early 1980s when you'd be hard-pressed to find much available commercially outside of episode of Voltron or re-runs of Speed Racer and Astro Boy. From the anime boom of the 1990s to the mainstream success of the anime genre leading to over 2 billion dollars in US sales over the past decade, anime has sparked a cornucopia of fan activity along with it. Fan art, fan fiction, fan conventions.

 Many anime fans have been keen to point the rich tapestry of expression and artistry that goes into anime they like, which makes it really peculiar that anime fandom as a whole is so resistant to critique. Other forms of artistic media and media fandom have long had strenuous elements of critque, but when writers and critics attempt to look at anime with the same tool-set that has been successfully applied to books, music, and film for decades, the nerd rage is palpable. Anime Feminist which bills itself as a hub for "reviews, interviews and discussion on anime and manga through a feminist lens, run by a team of writers from academia, the industry and grassroots fandom" was online for five days before it received its first death threat.

It's not like the articles on that site rehash tired old debates like "subs vs dubs" either. The writing published is quality work from fans that know their stuff-- both media and academic-wise. For example, the site has a great interview with manga artist Minami Sakai as well as an essay by Peter Fobian that examines the difference in treatment of Black Lagoon's Revy and Gurren Lagann's Yoko:
Where Revy’s presentation sells a complex and volatile character, the choice of camera angles, exaggerated postures, and repeated compromising scenarios makes Yoko come off as a source of inappropriate humor at best or a pure source of visual titillation directed at the male audience at worst. Revy’s background and her relationship with Rock are able to be respectfully explored because she is presented as a serious character. Conversely, Yoko’s later development is undermined by her presentation as something less than a character, an ornament not to be taken seriously.
Anime Feminist's co-founder, Amanda Cook, gave an interview on Kotaku that touched on why she feels this matters, and how a stubborn refusal to examine anime can lead to shrinking of an art form AND its audience:
There are many, many women, queer people, non-binary people, people of color who can tell you quite clearly why it matters to them personally, and I think everyone should listen to their stories. If empathy isn’t enough to convince you, more objective reasons why sexualized or infantilized representation of women is a problem include the fact that it’s poor storytelling... [it's] common in anime and we accept it as the price of admission. Not everyone will care about storytelling quality in anime, or any media they consume, but high profile critics do, and most won’t waste their time reviewing—in other words, promoting—anything that they don’t expect to meet their basic standards for quality... I have a lot of friends who used to watch anime but don’t anymore, partly because, like me, it became too hard to seek out anime that treated women well. There are also lots of people who are enthusiastic about other geek properties but won’t touch anime because of its reputation of infantilizing women and sexualizing children. It makes it hard to recommend anime to people who aren’t already fans
This pervasive background radiation of out of place fan service and explosion of jacked-up sexualization has some collateral damage, too: other anime fans, especially cosplayers. In the article "How ‘Locker Room Talk’ And Casual Misogyny Are Making Conventions Intolerable For Cosplayers" Alyssa Fiske details how these attitudes can make conventions into an uncomfortable and sometimes even dangerous experience. 
Done well, cosplay can be one of the most joyous expressions of fandom, and a huge part of fandom is feeling like something special belongs to you, that a specific part of pop culture spoke to you so deeply that you wanted to wrap yourself up in it, mentally and physically. It’s a harmless bit of escapism, one that can inspire creative, emotional, and physical expression that many can take part in and enjoy. But it’s not without that dark side that Krose experienced at Dragon-Con, one that prompts those in the vicinity of cosplayers to gain a boldness that can make those in costume uncomfortable or unsafe. Oftentimes people forget that there is a human being beneath the costume, leading to inappropriate situations that add an unfortunate, even frightening, element to the convention experience.
In 2014, Bitch Media did a study on the percentages of people in the industry who had experienced verbal and physical harassment, and the numbers were staggering: 59% said they felt sexual harassment was a problem in comics, and 25% said they had been sexually harassed in the industry. As far as convention attendees themselves, 13% reported verbal harassment, while 8% had been physically assaulted, groped, or raped. In a society that still blames women for their own assaults or denies that they even happen, there is no guarantee that your distress will even be acknowledged. While it is great that the community takes care of its own, there are still steps that could be taken to ensure harassment numbers go down.
The US industry of anime and manga does some amazing things; it's possible to get official same-day release of subtitled episodes, digital releases of manga alongside print counterparts, more use of the visual novel style of games. But anime fandom's general insistence that its direction or demands or troubling attitudes and culture are sacrosanct-- especially when so much of it can be troubling and anti-women makes me sad. It also makes it super difficult for anime to reach a wider audience, because uncritical attitudes mean that anyone who just wants to dip their toe into the anime pool doesn't have good enough guidance to help them wade through a river of crap.

Wednesday, July 22, 2015

New Video Series About Race In Gaming Needs Our Help


MYNG's Samantha Blackmon and Alisha Karabinus have announced "Invisibility Blues" which will be an online video series that aims to cast a critical eye on how video games deal with the issues of race and minority representation in video games. They plan to produce a five part series presented in a web documentary format and feature their own analysis as well as input from other gamers. The are looking to crowdfund the series via Kickstarter because "We love what we do, and we want to bring the discussion to a wider audience. We hope you’ll stand with us, by sharing, supporting, and talking about the project as we work."

Check out their progress at the hub page here and think about kicking in a few bucks to help out. They have 16 days left and are 3/4 of the way there.

Thursday, June 11, 2015

Austin Walker On Video Game Critics & Influence

Description: The word JUDGE looms over a stick figure drawing
of a person frowning at a computer monitor, hands steepled.
Austin Walker has been a hot new hire for video game website Giant Bomb,and with his latest essay for the site, it's not hard to see why. In his latest editorial in the "Why We Write Series", he tackles the importance of critique, the reasons behind it and the influence of games criticism and games as entertainment.

First of all, he wants to dispel the notion of critics trying to "force changes" on unwary developers:
So, what if instead of thinking about all of this in terms of a binary relationship (either a critic forces someone to do something or they don’t), we thought about this on a spectrum. On one end of the spectrum is absolute disconnect from influence: A writer pens long form essays about how developers should always do whatever they want. On the other end of the spectrum is critical work demanding that devs actually be “forced” to do things. But most critique exists in between those two extremes. 
He also puts the boots to two other ideas behind pulling punches when it comes to criticism of games-- targeting and timing:

When we note that a game is filled with slurs and offensive caricatures, we’re told that we should be less offended because, hey, it's just satire. When we point out how a game leverages a history of racialized, coded imagery to elicit fear, people link us to wiki articles and explain the deep lore as justification. When a game made me spend a half hour of my real time every day just to keep my skin color on point, I was told that, no no, of course games have a problem with race, but why did I have to go after Animal Crossing...
Yes, writing about diversity and The Witcher 3 is especially complicated because of the perspectives involved. Polish history is filled with outsider groups minimizing, controlling, ignoring, and erasing the nation's unique ethnic and cultural character. At the same time, people of color in white-dominant spaces have struggled to develop the vocabularies of critical race studies and post-colonialism only to then be told to mind their tone. These things mix here in an especially volatile way. But this doesn't mean that we should shy away from addressing it, afraid of stepping on toes, afraid of what we don't know. It means we step forward in good faith, with sympathy for the other perspective, and with a willingness to incorporate the complexities of someone else's view.

He also covers ideas of American standards, media influencers, and the emotional core that drives him to write. A great read.

Wednesday, June 10, 2015

Sherlock, Watson & Chainmail Bikinis

Description: A red-haired woman warrior locked in combat
with a lizard monster taller than she is. She holds a shield
to defend against attacks, sword ready to strike.  The armor
she is wearing is a chain mail bikini, leaving much of her body
exposed to attack.
There are two terms in literary criticism that have been used in the wider world of media fandom and fiction critiques: Watsonian and Doylian. Watsonian means looking at something from an in-universe perspective. For example: "Sherlock Holmes died in that story because he fell off a cliff," would be a Watsonian explanation. "Sherlock Holmes died because the author was sick of writing stories about the detective and wanted to start something new," would be a Doylian perspective, named after the author of the Sherlock Holmes, Arthur Conan Doyle. It was first used on a Bujold-Master fan discussion list and spread from there. It's basically making a difference between talking about something a character says or does and how it fits with the character's fictional world, and why or how the writer's choices fit into our real life life culture, society and circumstances.

There can be a bit of a problem in discussions of fiction when a Watsonian (in-universe) perspective is used to dismiss a Doylian (real world) criticism, and nowhere is that more apparent in both tabletop and gaming circles than the trope of the Warrior Woman Who Fights In A Chainmail Bikini.

The chainmail bikini has been a staple of pulp fantasy art since the 1930s, and has appeared in one form or another in the art and character designs of fantasy novels,tabletop games and video games ever since. Take the cover art for Runequest up there. An in-universe explanation for why the character chooses to wear a chainmail bikini because she feels powerful, almost invincible in battle, and doesn't think she really needs to wear practical armor, so what's the big deal? That would be a Watsonian view.

Description: Video game renders of characters in
armor.On the left,a woman wears armor that covers
armor covering her hands, feet, legs& shoulders while
barely covering her crotch and breasts & exposed
midriff. At right, a male character in armor leaving
nothing exposed but his head.
But the artist or character designer choosing to draw her or portray her that way isn't a value-neutral choice when you look at it in a Doylist (real world) sense. Sure, in the fictional world the story takes place she's Druscilla the Invincible and her bikini symbolizes her fearlessness. But the character also exists as part of a whole trope of chainmail bikini women in fantasy battlefields that have the men warriors decked out in armor from head to toe. And THAT exists among a tradition and media landscape showing women dressed like that merely acting as decoration for men who look like the traditional badass power fantasy. In-universe, the chainmail bikini could represent the character's choice to show fearlessness. In the real world, it is the artist who is choosing to create this look for a character, and those depictions mean something else entirely.

So yes, you can totally appreciate and acknowledge just how awesome Druscilla is in her story
setting. You can't, however, make the context for her portrayal and her appearance vanish or ignore it just because you happen to like her story or her character. So if someone points out how that portrayal in the wider world is sexist, and you counter with "This armor has a practical advantage and it's the character herself choosing to wear it!" you are trying to counter a Doylian crtique with a Watsonian explanation, and that doesn't quite work. Someone pointing out the inherent sexism in chainmail bikini art and representation is also about everything else in fiction in specific and society in general that that bikini can represent. If you're bombarded with those images and these portrayals amongst the constant sea of objectification of women, and you're a woman, you can't just not exists in the world you're living in and you can't just un-see it.


When someone points out issues with sexism in a game, it doesn't make the people who play it bad people. It doesn't make the artists or writers bad people either (though it might show them to be making lazy decisions). Critiquing elements of a game isn't an attack on the game or an attack on people playing it. Criticism of something you like isn't an attack on you. And this isn't just limited to video games.As recently as 2013, the The Science Fiction and Fantasy Writers of America's (SFWA) magazine The Bulletin generated controversy with its cheesecake cover of a woman in a chainmail bikini...on the heels of editorials and columns written talking about "lady editors" and rating women solely on attractiveness and how Barbie should be a role model to women in sci-fi and fantasy because she was "dignified".

Most people protesting what they see as gratuitous elements don't want to see things banned and certainly aren't trying to censor anybody (besides, censorship is something only a government body can do)-- they'd just like it to not be the default. It would be cool to have the default be something other that just skimpy or revealing attire. It'd be nice to get a break from the constant objectification. And these critiques can open up the door to considering other things we take for granted. Why not a lithe man calling himself Dru the Invincible wading into battle in naught but a thong? Does that seem silly to you, but not so much if it were Drucilla in her chainmail bikini? Why not?

Thursday, August 28, 2014

Writer Reveals The Truth About Zoe Quinn & Women In Tech


It's been a hell of a week for a few prominent women in video games. Just two days ago, Anita Sarkeesian got explicit, credible threats to her family, address and loved ones that she actually had to call police and move herself and her family out of their home for a night.

I've written pretty extensively about the campaign of harassment that's surrounded Zoe Quinn in two posts: "Not Okay: Hateful Man-Babies Target Zoe Quinn. Again." and "If You Call This Justice, I Don't Want Your Support". Since publishing those two posts, I've gotten comments, tweets and emails (the majority of which are unsigned) saying I was spreading a campaign of lies, that it was incumbent upon me to tell "the truth" about Quinn.

Yesterday, Elizabeth Sampat wrote a post called "The Truth About Zoe Quinn". Here's what she had to say:
The truth about Zoe Quinn is that no one in the world deserves the shit that she has gotten. The truth is that these witch hunts over journalistic ethics and transparency and whatever bullshit dog whistle that 4chan and its ilk are using for their issues with a woman’s sexual agency are driving women out of the industry.
...The truth is sometimes I have survivor’s guilt, and sometimes I have panic attacks about being the only one left fighting, and sometimes despite all of my tough words and the fact I literally cannot imagine doing anything else with my life, the truth is that I can’t stop thinking about maybe leaving the industry. I don’t want to; the thought is like an involuntary tic, tugging at my consciousness. Maybe it’s a survival instinct. I keep using the word “survive” but I can’t help but wonder: is this surviving? What parts of me are surviving? Can any woman escape this whole? 
...The truth is, a lot of the women who are being driven away have never met or interacted with Anita or Zoe. A lot of the women in our industry exist in a constant state of fear.  
Women who make games and would never dream of connecting their face or real name with a Twitter account, just in case.  
Women who would never go indie. Women who are terrified of starting a crowdfunding campaign but who can’t get their dreams funded any other way, and so their dreams just die.  
Are you okay with this?  
Is this the industry that you want?
It certainly isn't one I want. However, a lot of men don't realize they're complicit in creating this atmosphere, either by inaction of playing devils advocate. In the comments section almost every games news site I've seen there will be comments that start out with the obvious “What happened was horrible! I can't believe people would stoop so low" and then follow up with a huge "BUUUUUUUT look, her videos are so controversial and maybe if she hadn't been nicer or less emotional or were virtuos or didn't game people a reason to mad it would happen blippety bloo it's just my opinion blorpety blah not all men and not all gamers blah blah devilsadvocatecakes." It's maddening.


Wednesday, August 27, 2014

Responsible Fans & Thinking Critically

Image from Battle ROyale courtesy of J-Flim Pow-wow

In light of the recent discussions on entertainment's approach to the militarization of the police in the wake of Ferguson, Anita Sarkeesian getting a death threat today that involved law enforcement and having to leave her house, I wanted to revisit (friend of the blog's) Jenn Frank and her essay entitled "On Consuming Media Responsibly". In it, she delves deep into how one can still enjoy both an entire genre and specific works that also have problematic parts:
In the right context I’m not even slightly offended by gross-out stuff, tits-and-ass, or sexualized violence. I tend to accept these things as classic horror staples, staples that—especially in the case of the best North American slasher ever made, Black Christmas (1974)—can be used to chilling, humorous, and otherwise surprising effect... it’s less important what a movie says and more important that you, the viewer, understand why you’re enjoying it. I believe in judicious self-awareness; a director like Nicolas Winding Refn knows exactly why he makes the directorial choices he makes, and he works those kinks right out onscreen. Or, if you aren’t enjoying a piece of work—if ultraviolence isn’t your thing, or if you’re suffering a visceral reaction—it’s every bit as important that you identify what about the piece is making you uncomfortable.

This also applies to video games as well, as she points out:

But for better or worse, video games and their themes consistently alienate broad swathes of game players—and often for the very reasons other demographics of player enjoy them. As critics, players, and creators, it becomes important to identify and acknowledge both what is happening and why...
Feminist Frequency videos aren’t fearful or phobic; instead, they extend hope that video games and other media live up to their promise. But that hasn’t stopped some video game fans and men’s rights advocacy collectives from repeatedly decrying (and possibly even sabotaging) Sarkeesian’s work. Tellingly, Sarkeesian’s game videos themselves go into little depth at all. Their arguments are radically nonconfrontational, and also limited by time constraints. They’re basically “supercuts” themselves, demonstrating a medium’s laziest trait—this is the humor and value in any good supercut, really—so there is barely anything about Sarkeesian’s takeaway message to cause real affront to anybody. The disproportionately angry reaction to the Feminist Frequency videos, however, is due cause for alarm. If people, especially female people, can literally say nothing in criticism of lazy game narratives, what hope do we have? Nobody should become absolute arbiter of what we consume; that’s a private responsibility for adults or parents. We ourselves are our own gatekeepers.
Seriously, just liking something with problems in it doesn't make you a bad person. Similarly, someone pointing out why something is harmful or problematic isn't an attack on you. If we are to be responsible fans, let alone responsible people, it's important to think about what we like and why. We don't all have to agree, but there's a galaxy-wide gulf between disagreeing with someone's interpretation and declaring that they want to destroy something you love-- and by extension, you.

Tuesday, August 26, 2014

Open Letter To Aaron Diaz: Stop Hiding


Web comic artist Mary Cagle, known on tumblr by the handle cube-watermelon,  recently posted the comic above, poking fun at the phenomenon of many male comic artists that self-identity as some form of progressive or feminist ally where they will draw cheesecake type pinups or costumes and scenarios that appeal to them specifically, but then try to dress them up (no pun intended) as not just pleasing to look at, but that the art is somehow "empowering" or transgression.

She concludes her post with the bon mot, "Sometimes I think it's okay to just admit you like looking at certain types of bodies naked, and that's okay."

While Cagle most likely wasn't surprised at getting some push-back from some people on tumblr, she was definitely surprised by one response: Aaron Diaz, the writer and artist of transhumanist science fiction web comic Desden Codak. He sent Cagle a note on tumblr:

Hey, how about not being a passive-aggressive shit next time, eh?
To which Cagle published the response:
I would think that you, who spend so much time pointing out the flaws and problematic areas in other people’s work, would be able to take one silly comic directed at your work and others like it. Normally I wouldn’t respond to this kind of thing publicly, but I’ll make an exception since you called me a shit.
Diaz has done many examples of comic and media criticism, notable among them being his redesigns of iconic DC Comics super heroes and concept art he made of Zelda as the lead character in a video game inspired, he said, by Anita Sarkeesian's Tropes Vs. Women in Video Games. And while Cagle parody comic wasn't specifically aimed at Diaz, it most certainly was inspired by a tumblr post (since deleted, see cached copy here) by him where he said "Inspired by some amputee photo shoots, I decided to try my hand at some cyborg-themed pinup sketches with Kim, a sort of celebration of the female form and taking agency over one’s body." Which is pretty ridiculous in the face of it, more so when you see the pin ups and his justification for drawing them (and that's leaving aide his kind of creepy "being disabled is totally an opportunity for the transhumanism movement). That fact that he deleted it shows that he recognizes that he messed up somewhere along the line, but instead of addressing it, he just vague-tweeted about it for a while.

In response to Diaz's actions, Magnolia Porter, a fellow web comic artist and friendly acquaintance of Diaz, published an open letter to Aaron Diaz:
There’s a place for everything, and an artist has the right to create whatever they want to create, for whatever ends they choose. What I have a problem with is that your comic is not presented as a science fiction comic with a dash of sexy thrills, but rather as a feminist narrative in support of powerful independent women. You've made it clear on many occasions that you don’t consider your work to be objectifying or sexist. I have a problem with cheesecake-style art being presented as something feminist, empowering, enlightened- something made “for women”, when it’s clearly made for men.You’re allowed to make art with male gaze. But please call a spade a spade... 
I don’t think I've seen a single page of Dresden Codak that doesn't feature a woman posed in a male-gazey way, with loving focus on her ass or cleavage, or wearing a sexual costume, or in some situation that puts her in a compromising position (like the most recent page in which Kimiko's clothing is burned off of her body, which has happened at least twice in the series’ run.) I have a very hard time believing that these details are accidental. 
...Aaron, you can do whatever you want with your own comic. However, if you really do care about female characters in media, or care to know why so many people seem to be angry with you about it, I would do one of two things. If you don’t want your comic to present its female characters in a borderline-erotic light, then stop doing that. If you don’t mind that, then by all means continue, but please just admit that you like drawing t&a and that it’s not particularly empowering, or feminist, or a celebration of personal agency. As a woman, I resent being told that men’s eye candy is actually meant to uplift me and that I should celebrate it.
Honestly, I don't have any sympathy for Aaron Diaz, nor do I have any sympathy for his position nor his reactions. He got called out for his messed up behavior and has fired back with sadly-all-too-typical defensiveness.

I've seen it happen so often, it's become distressingly familiar. A woman points out that a character or story or the way something is presented is sexist. Men insist that woman is seeing things that aren't there or otherwise reading too much into things because it doesn't come across as sexists to them. This is something I've done before, myself. As men, we are often taught that our perspectives are the default. We end up taking our perspectives and assuming that's how it is for everyone.

Commenter divined by radio at metafilter said it pretty well, I think:
So men who adamantly refuse to believe that their own gender privilege may have resulted in a variably-applied resistance to accepting a woman's objection or approach as valid -- to believe a woman when she speaks, to allow that what she is saying is true, even if they have not experienced precisely what she has experienced -- are displaying, at best, a touch of willful ignorance. They are privileging their own feelings and desires over women's truths, lives, stories, and experiences. And the end result doesn't tend to be very flattering.




Thursday, July 31, 2014

Critical Failure: WotC Employed Toxic Harassers As Consultants On New D&D

Last week, I cast a spotlight on the newest edition of Dungeons & Dragons and praised the Player's Handbook for taking the bold step to have inclusive language on gender and orientation right in the handbook. I heralded it as a great step forward and said "Kudos to WotC."

I take it all back.

image

The blog Fail Forward details how beneath the positive press for its inclusive language, the latest edition of D&D also counts among it consultants two men that have a long history of engaging in harassment, homophobic and transphobic behavior: RPGPundit and Zak S.
Seeing their names there in black and white was just too much, and people began to speak out. Most did so in private, others posted publicly but without naming names. This, I became aware, was because anyone who criticized the pair found themselves subjected to harassment, abuse and real world stalking... This is where Zak excels. He has in the past posted lists of people who he feels have displeased him in some way, complete with their real names. Those people then lists find themselves subjected to sustained campaigns of harassment.
...
While this behavior is alarming, it the choice of victim that is the most telling. These attacks nearly always target women and LGTBQ individuals, mostly freelancers and independent designers. Zak and Pundit have taken pains to defend themselves against accusations of transphobia, but I know several trans people who their fans have attacked and harassed. Zak described one of them as ‘mentally ill’, both he and Pundit told others they would be better off committing suicide. Recently, in a post defending Zak and accusing his detractors of misogyny, his girlfriend attempted to out a trans designer.
The anonymous tumblr Problematic Tabletop started cataloging some of their more public behavior. Fresh waves of hate mail forced designers to delete and hide social media accounts to escape. At the same time Zak put his setting book on sale, using promotional quotes consisting of people calling out his behaviour. This was not unusual, Zak’s business model revolves around publicly being a jerk. He is, quite literally, a career bully. 
Eventually, Mike Mearls, the lead designer of the newest edition of D&D, asked for people to come to him privately with any stories of harassment on the part of Zak S. and the RPGPundit had engaged in. Days later, Mike Mearls said that he considered of the claims didn't matter, because he couldn't find any evidence of either man using explicit slurs, so the matter was closed as far as he was concerned.
 Meanwhile, Zak was publicly speaking on Mearls’ behalf, saying that WOTC had found the claims against him to be baseless. Those who sent Mearls information began to panic, had he just shared their complaints with their harasser? Mearls responded that he had told Zak the claims were baseless, but hadn’t shared any names or details with him. Nevertheless they were not pleased, nor did they feel safe. Why had Mearls consulted with Zak before replying to them? Why was it more important to re-assure Zak he was in the clear than respond to allegations of harassment? Mearls again replied, saying that he was not taking the accusations seriously because some of the people stating them were members of the Something Awful forums... Meanwhile, The RPG Site, operated by someone Mearls hired as a consultant, currently contains such topics as: “Bruce Baugh can go fuck himself with a rusty spoon”, “Why I dislike feminism” and a thread defending the use of the word ‘Jap’ in WW2 settings...  
In investigating this story I heard the same tales over and over again. The RPG community is small enough that almost every woman, person of colour or LGTBQ individual seems to have had a run in with Zak or Pundit. The only reason I hadn’t heard about this before is because they are too afraid to speak out. Discussions happen in private, or with the names left out, because both Zak and Pundit are infamous for googling their own names and attacking their critics. Zak even now tries to portray these allegations as prudish conservatives out to smear him due to his involvement in pornography. Yet for that to be true almost every marginalised voice in the RPG community would need to be part of a secret right wing conspiracy. At a certain point you have to accept that that is implausible.
WotC has not made a public statement on the matter. All communication has been through private emails and a now-deleted G+ discussion. It's been nearly a month since this brought to light. WotC has been content to soak up praise and admiration for using inclusive language, but wants to dodge responsibility for using two poisonous people as consultants for that same new edition of D&D.

You don't get to have it both ways. Inclusive language has to accompany inclusive behavior-- otherwise, you're doing nothing but paying lip service with empty words.

Shape up, WotC.

Wednesday, July 23, 2014

Game Developers, Armchair Designers and Game Critiques

Image courtesy The Muppet Holding Company
If you haven't added the insightful blog "Ask A Game Developer" to you bookmarks, feed list or blogroll, you really should. The blog is run by an unnamed game developer who both answers reader questions about game development, and occasionally write essays on different aspects of being a game dev. One of the more interesting discussion threads that emerged was the role that game reviews and YouTube reviews played in game development. As it turns out? Not very much.
"As a whole, however, the developers don’t really pay attention to that sort of thing. We’re too busy working on the game itself to really pay too much attention to the gaming media outside of cursory attention just to keep abreast of current events in the industry. A handful of people might enjoy watching the youtubers or other video makers (I think Zero Punctuation is fairly popular at my office) who post let’s-plays or reviews or opinions on games, but that’s more of the exception than the norm."
Well then, according to this game developer, who does care? The marketing team.
"...they absolutely care about the gaming media, youtubers, and anyone else who creates content related to the (possible) promotion of games. In these situations, however, what they care about is the metrics. How many of the readers/viewers are in the target demographic? What is the general attitude toward the developer and publisher by the audience? And, most importantly, if we spend part of our marketing budget to hire this person/group/etc. to promote our product, what sort of returns will we get? "
The blog author delves further into this when they discuss what they call "armchair designers" in the post "Getting Up From The Armchair":
"So here’s the thing about armchair designers. They tend to lack the context to make choices like how much time, effort, and/or money it will cost to get something done. After all, they’ve never had to deal with a budget or a production schedule or requirements before, so they aren’t necessarily aware they exist or how they work. They don’t know how long a cinematic scene will take to create, because they never had to wait for the motion capture and audio recording, or set up the positioning and timing, or make sure they stayed within the word budget, or had to create it without using any additional resources because the animation department was tasked up the wazoo already. Because the armchair designer lacks this crucial context, he lacks the necessary skills to determine whether something is easy or hard to do."
What do you think? I'm torn. I do believe that baseless, uninformed critique doesn't help anyone-- it's just posturing and pontificating on the critic's part and useless noise. However, just because someone doesn't have a background in game development doesn't mean that critiques that come from someone without a game development background are useless. Games, after all, are meant to be played. And some game studios have tried to deflect legitimate criticism with bogus technical explanations (google "assassin's creed" and "women are too hard to animate" for example), and making a game dev background a requirement for decent critique is a bit of unnecessary gate-keeping to excludes those that have already been marginalized in gaming spaces. In fact, setting it up as a dichotomy is a false choice, in my view. People can create AND critique, and many would argue that criticism is an important part of the artistic process in and of itself. While I think there's an effective way and an ineffective way to critique, I also think that creation doesn't exist in a vacuum and artists and creators will never learn, develop, or improve from an echo chamber.

What say you, readers?

Tuesday, July 15, 2014

Does The Comic Book Community Have An Outrage Problem?

Greg Hinkle's Angry Illustration
"Comics has an outrage problem.
 I don’t mean people getting up in arms over things, either. That’s an issue unto itself, and like anything else, it could be better than it currently is in several different ways, but that’s not today’s conversation.

What I’m talking about is how we—the comics community—describe, talk about, and address the concerns of people who are upset about one thing or another. The way we talk about outrage fatigue, outrage-of-the-week, faux outrage, outrage-o-matic, misplaced outrage, another outrage, this outrage, that outrage, and why it’s gross and short-sighted. How we use “tumblr” as a pejorative but ignore the poison in our own forums and followers.

The way we use the word outrage suggests that the outrage in question is fake and irrational, on account of being poorly thought-out and overly emotional. It happens every time someone brings up a point to do with equality, sexism, racism, or justice... They’re invalid, an inconvenience, annoying, or fake because you can see the emotions driving it, and emotional reactions aren’t valid."

-- David Brothers, "Beyond Outrage"

David Brothers works at Image as an editor. Whether it's on the team comics blog Comics Alliance or on his own blog, 4thletter.net, he also has a history of writing thought and in-depth essays. The quote is from the beginning of the linked essay "Beyond Outrage" and he addresses how the comic book community as a collective seems to treat those who are upset and are angry about it, with calls for self-examination and reflection.

I think I agree. There is a distressing tendency in many nerd-centric circles to accentuate the positive at the expense of pretending the negative doesn't exist, to treat the those that are hurt as overracting, to cast criticism of things we like as criticisms of us. To me, I think this lead to not just creative stagnation, but community stagnation. It takes black creators and fans, fans of color, and all fans that are members of marginalized communities and pushes them further into the margins-- and sadly, sometimes even out of circles entirely.

When has showing a little empathy and trying to understand where a person is coming from ever hurt anybody? Why is there this distressing tendency to silencing those that criticizing things they love too?

What do you think readers? Do you agree? Are we off base? Sound off in the comments.

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