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Is this concerning or just laughable?

Started by March 01, 2015 04:55 AM
266 comments, last by rip-off 9 years, 6 months ago


What you're basically saying here is, "I don't think Anita is faking, but I wonder if she's faking?"

Sure it looks like that when you take it out of context. I was saying I don't believe Anita is faking or lying about the harassment, but I wonder if it is actually her opinions that she is giving in the videos or if it is McIntosh's opinions. When I was looking at FemFreq's twitter and McIntosh I started noticing several posts between the accounts that were identical, but not retweets and then noticed that Anita has a private personal account. Then looking at FemFreq's video collection (before she started removing the older ones) I noticed that her way of speaking only changed after McIntosh joined FF. McIntosh, focused on video games before FF while Anita focused on TV and Movies before McIntosh joined. She covered Bayonetta before McIntosh joined, but pointed out the only good thing about Bayonetta was that Bayonetta was a single mother (she has since removed the video).


If you agree that both of these things are good ideas, and one (or even both) are happening, then why bring up this point at all?

Are they still good if they could be based on lies? That is a concern, if all these things come about and turns out she was doing this for harassment, will it undermine anything accomplished for better representation of women?


You don't need to know who in the industry is being sexist at this particular moment to do things that combat sexism in the industry as a whole. I may be one person, just a programmer lost in a sea of faces in the game industry, but I can still take the stand that no matter who I work for, what I build, or why, I refuse to knowingly perpetuate sexism in my workplace. If sexism or bigotry of any sort in my world survives, it will not be because of me.

I disagree to an extent. Yes, being against sexism yourself is great and calling out sexist individuals is great, but I think outing those who harass and have sexist attitudes in the workplace publicly will also have a huge impact on removing sexism in the industry. Companies have been known to sweep sexism under the rug by firing or moving the victim and doing nothing to the one doing it. So I firmly believe that the women who are subjected to that should absolutely out the person doing it so they are held accountable rather than risk a company possibly hiding it.


If you agree that both of these things are good ideas, and one (or even both) are happening, then why bring up this point at all?

1. Are they still good if they could be based on lies?

2. That is a concern, if all these things come about and turns out she was doing this for harassment, will it undermine anything accomplished for better representation of women?

1. Of course it's still "good." Why wouldn't it be? Is the use of placebos "bad?" Is a psychological study where the experimenters deceive the participants to get around the fact that people alter their behaviour when being observed somehow "less good" because it involved deceit? In fact, it might be necessary that a hypothetical study of online harassment is performed this way. Sometimes experimenters need to deceive their subjects in order to prevent the presence of the actual experiment from skewing the results. With that in mind, how do you propose that studying the effects of online harassment be done without inciting online harassment? Interviewing victims can only go so far.

2. If better representation of women in the game industry comes about because of Anita's actions, her motivations do not matter. Why would you even think this was relevant? Cause and effect is cause and effect.


You don't need to know who in the industry is being sexist at this particular moment to do things that combat sexism in the industry as a whole. I may be one person, just a programmer lost in a sea of faces in the game industry, but I can still take the stand that no matter who I work for, what I build, or why, I refuse to knowingly perpetuate sexism in my workplace. If sexism or bigotry of any sort in my world survives, it will not be because of me.

I disagree to an extent. Yes, being against sexism yourself is great and calling out sexist individuals is great, but I think outing those who harass and have sexist attitudes in the workplace publicly will also have a huge impact on removing sexism in the industry.

The latter bolded statement is an example of the first. You claim to disagree with me, but you actually just agreed with me.
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No, only the first part before the 'but..." was agreeing with you. The second half was the disagreeing part to your first sentence in the quote.


You don't need to know who in the industry is being sexist at this particular moment to do things that combat sexism in the industry as a whole.

Which that was replying to.


but I think outing those who harass and have sexist attitudes in the workplace publicly will also have a huge impact on removing sexism in the industry.

When I said publicly, I wasn't talking about publicly to the company I meant the people being harassed should plaster it online. IndieStatik's founder comes to mind for that. Made some very inappropriate comments to a female dev. When the female dev's friend found out she plastered it online. The female dev was going to simply ignore the comments and act like it never happened and I commend her friend for taking that step (which resulted in the guy stepping down). Women need to be encouraged to come forward and reveal these incidents instead of putting up with them.

Side note: Found where all the women in game dev are: https://www.facebook.com/UbisoftMontreal/photos/pcb.901074256581416/901068146582027/ [Yes, I find that inspiring for the future of the industry]

These videos are worth watching:

Are video games sexist?

What critics of GamerGate get wrong.

The war on gamers continue.


More likely than not, as you mentioned before, they just wanted to use one version for marketing. After all, there can't be two versions of the game cover right? Why the male version as opposed to the female? Perhaps incompetence? Maybe some fool literally flipped a coin and it just happened to be heads. I personally saw plenty of posters with the female version of Shepard as well, but maybe that's just me. I personally don't think that the female version was nonexistent. Moreover, I don't agree that this marketing campaign contributes to sexism/sexist perceptions.

There are a number of games that have shipped with different covers available. As it happens, they literally shipped both gender covers for Mass Effect 3. Go ahead and image search them, don't want to embed inline. You'll notice that the characters are posed identically. Now here's the slightly awkward part - the covers were printed back to back for every copy of the game. So in order to have a female Shepard cover, you had to buy the game, pull the cover out of the plastic sleeving, flip it around, and push it back in to see the female side. This, of course, involves knowing it was printed two sided in the first place which meant you were the sort of person to pay attention to this sort of thing.

My question is this: given that the cover was already double-printed, it would've been pretty trivial to simply ship some percentage of the games with the female Shepard side on the front. So why didn't they?

That I didn't know. And as for why they didn't invert more of the covers than already shipped, that's a good question, given how simple it would've been. Right now, I'm going to stick with the incompetence theory, or pure laziness theory. They didn't care enough. I suppose that could be interpreted to be an attitude within the industry, but I'm not sure what impact the cover thing has on sexism in culture. Maybe the attitude thing impacts perceptions somewhat is the argument I'm missing.

No one expects the Spanish Inquisition!


My question is this: given that the cover was already double-printed, it would've been pretty trivial to simply ship some percentage of the games with the female Shepard side on the front. So why didn't they?

My guess would be, unsuprisingly, probably because the executive/marketing types still felt a sci-fi action game's primary audience were still young white males. The question is, are they actually right in this? Do we have any statistics that show what % of console buyers(and by consoles, I primarily mean Xbox and PS, since Nintendo is already more family/female friendly) are women? The fact that 48% of the gamers are females is true, but then again, if you take games as a whole(and why shouldn't you?), the majority of popular games are female-friendly too. Neither angry birds nor minecraft, fruit ninja,bejeweled,flappy bird,candy crush,geometry dash,plants vs zombies, temple run, farmville, tetris, solitaire, and hundreds of other extremely popular games with hundreds of millions of players around the world have anything in them that makes them more "male friendly". So, is the request here for *console action games* to be more inclusive towards women? Is that all that it's about? Let's consider for a moment the possibility that games in general keep getting more and more mainstream, with an abundance of quality non-action games available(and personally I keep hoping for puzzle-oriented adventure games to make a full comeback), but first-person shooters are still mainly focused on satisfying male power fantasies(kill baddies, save world, get girl(s)). *So what*? What exactly is humanity going to gain if more teenage girls spend less time socializing or studying and more time playing COD, BF or GTA? It's like men requesting that female-targetting romance novels include more males of average appearence and income, just because. Women would be right to be "leave my fantasies alone". I kinda feel sometimes that some women want to tear down a "boy's club" just because it's *there*, even though there are dozens of other all-inclusive clubs all around. Might just be me.

What exactly is humanity going to gain if more teenage girls spend less time socializing or studying and more time playing COD, BF or GTA?


That argument is crazy, because the logical extreme is 'what does humanity gain by teenage boys spending time playing games like COD, BF or GTA when they could be studing and socialising?' - because the answer is 'nothing' and so by your logic that "girls should study and socialise" so should boys, so lets just shut down the whole thing because neither group doing this is causing humanity go 'gain' anything.

The fact is girls/women LIKE playing this style of game and it would be a nice change up if it wasn't Action Dude Saves The World every time and sometimes you had a women as the lead, or at least women who are more believable as characters.

Changes like this aren't going to harm the game play, will probably improve the overall experience, and generally 'gain humanity' more equality and better reflect the real world and the people in it... how is that NOT a good thing?
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What exactly is humanity going to gain if more teenage girls spend less time socializing or studying and more time playing COD, BF or GTA?


That argument is crazy, because the logical extreme is 'what does humanity gain by teenage boys spending time playing games like COD, BF or GTA when they could be studing and socialising?' - because the answer is 'nothing' and so by your logic that "girls should study and socialise" so should boys, so lets just shut down the whole thing because neither group doing this is causing humanity go 'gain' anything.

The fact is girls/women LIKE playing this style of game and it would be a nice change up if it wasn't Action Dude Saves The World every time and sometimes you had a women as the lead, or at least women who are more believable as characters.

Changes like this aren't going to harm the game play, will probably improve the overall experience, and generally 'gain humanity' more equality and better reflect the real world and the people in it... how is that NOT a good thing?

I admit I phrased that pretty bizzarely, yes. My point was, since we're talking about Sarkeesian, Mcintosh and co, I'm unclear at this point if their "goal" is to get more women to play action games by making them more female-friendly, make women that already like action games feel more welcome, or are against action/violent games in general and want to see them reduced, since resolving problems through violence is seen as a "male fantasy". They seem to go back and forth between those three, and the first is something I don't see as a goal worth caring about, unless you're in the business of selling action games and want to reach a wider audience. Mcintosh seems pretty solidly against violence in games(although his "own" game pitch, Legend of the Last Princess, was a pretty unimaginative copy of Prince of Persia with a princess instead of a prince).

Now, make women that already like action games feel more "at home"? You're right, that would be a positive change, though female players should expect that the percentage of action games featuring a female protagonist will logically be analogous to the percentage of women playing action games. Of course I'm all for including more female protagonists in action games, even for the male gamers' improvement of entertainment through more diversified characters and storylines, though my personal opinion is that it might not make that huge of a difference when it comes to how many women gravitate towards action games, since resolving problems with violence as the primary means is still something boys/men fantasize about much more than women; did anyone really care that the protagonist of Unreal 1 was a woman? Did it cause more women to buy that game instead of its rival, Quake, for that reason? I don't really remember hearing anything of the sort.

did anyone really care that the protagonist of Unreal 1 was a woman? Did it cause more women to buy that game instead of its rival, Quake, for that reason? I don't really remember hearing anything of the sort.


You wouldn't have done, not back in 1998, when gaming on the PC was still the preserve of 'nerds' and 'geeks' the vast majority of which were male simply due to social pressures of the time.

Trying to equate the reaction to something from 17 years ago to how it might go do now doesn't make a great deal of sense; I dare say if you look at ANY form of social change over the years you could find examples where "15 years ago it wasn't an issue" - I'm not saying it WOULD improve sales but I doubt it would reduce them either if the game was good so where is the harm?

End of the day apart from the Idiot Bros who seem to think that any form of change is going to destroy their precious hobby there should be no reason for a reasonable person to object to the idea of balancing up characters and messing with the formula a bit; if it is done correctly it can only help matters and we should be able to reach a point where it doesn't matter who the player is controlling - man or women, black or white - because the appearance of a black women as the hero shouldn't be surprising to people any more.

Whew, so much to respond to! ^^;;

I'm very tired today, so my apologies if I miss anything, or make any silly mistakes.

A survey done in 2004, asked 1,688 women who had left STEM fields the reason they left, 30% stated it was because they found "other fields more interesting". Not a large amount, but still makes the assumption that women (in general) don't have any interest in STEM fields or game programming a little more feasible.

But what percentage of men give that as a reason for dropping out? I wouldn't be surprised if it was higher.

Come to that, how does the overall rate of transferral compare? If, for argument's sake--and using hypothetical numbers--fifty percent of women and seventy percent of men switch fields (for whatever reason), then even if the percentage of such leavers who do so because they find other fields more interesting is the same for both genders the rate of men leaving for that reason is nevertheless higher than that of women. In short, and without the run-on sentence, there's not enough information in that bald statistic to really comment on how interest in STEM fields compares between men and women, I feel.

Additionally, it's highly plausible that at least some of those who gave that reason were doing so in order to not admit to being harassed, or simply found other fields more interesting because they felt unwelcome in their field of first choice.

Finally, I don't think that it's all that unusual for people--male or female--to start in one field, find that they don't like it, and switch to another.

Overall, that statistic, as given there, isn't all that convincing to me.

The problem, if you look through the feed of Sarkeesian, Wu, or Quinn, you see that a massive amount of the "harassment" they claim is just negative criticism about them or their projects(Tropes versus Women, Revolution 60, and Depression Quest, respectively).

But is it just isolated incidents of negative criticism, or is it out of proportion with that which male developers receive? I think that I recall reading somewhere that it was found that women tend to be criticised more harshly than male peers, and their ideas given less weight.

(A bit of quick searching turned up these two journal papers as examples, albeit not specific to game development:
"Science faculty’s subtle gender biases favor male students" (reported on here and here, I believe.) and
"Social incentives for gender differences in the propensity to initiate negotiations: Sometimes it does hurt to ask".

I also found this article on fortune.com (again, not specific to game development): The abrasiveness trap: High-achieving men and women are described differently in reviews)

Will games with better representation attract more women into gaming? I'm doubtful as I don't see something as minor as the character you play ruining the experience of playing a game that is set in their world.

An individual character? Probably not. But, as I understand it, that's not the problem: the problem is rather than women more often than not are stuck with male protagonists.

As I think that I said in my gender-flipped scenario earlier in the thread, I think that if I were stuck in a situation in which most protagonists were female and most male characters were either stereotypes or eye-candy, then I suspect that I might get rather sick of the situation too. I might think: "Why can't I just play as a cool guy for once?" "Why are guys almost always vapid barbarian eye-candy?" and so on.

The character that you play in a single game might be a minor point, but the pattern of what characters are available to you may not be.

Will these politically correct games bring more women into game jobs? Again I'm skeptical because if you stay away from an industry just because of fictional characters that are oversexualized then you likely aren't going to make it in the industry.

I really think that you underestimate the effect that artistic works can have on people. I've already mentioned effects like propoganda. On top of that, I suspect that if works keep making you feel unwelcome in a medium, or if you're simply not enjoying said medium as much as you might, you may well be less likely to seek to become a creator in that medium.

Is this thread/discussion really productive, at all?

I think it has potential, at the least: even if none of the participants are swayed from their views, the debate may yet prove useful to any readers who may be less decided, providing them with viewpoints and arguments.

Well I guess it's a combination of both. Developers aren't really in a position to change the games much because of the culture already out there. No one wants to take the risk to change the games.

Perhaps, but--as I think that I indicated previously--I don't think that it's as hopeless as you're suggesting. At the least, raising awareness amongst developers might raise discontent with being strong-armed into such portrayals, and may lead to internal activism, which could well have some effect.

Right now, I'm going to stick with the incompetence theory, or pure laziness theory.

That is a reasonable theory, I do think. That said, if there is a broader pattern of which the Mass Effect covers are just one example then it occurs to me that, first, the Mass Effect covers seem less likely to result from incompetence (well, of the sort that you're describing), and second, even if they were born of incompetence that just makes them a poor example, not a refutation of the entire pattern.

So I firmly believe that the women who are subjected to that should absolutely out the person doing it so they are held accountable rather than risk a company possibly hiding it.

Hmm... While I think that I somewhat agree with you, it occurs to me that accusing a harasser may in some cases be rather difficult for a victim; I suspect that in some cases it's rather easier for someone outside of the events to take action. For one thing, a victim might fear reprisals, or being seen by potential future employers as somehow "weak", or "not a team-player", thus hurting their chances at later employment.

Indeed, remember the poem that you posted earlier concerning Jews being taken away--does the same principle of "not standing by" not apply here? Additionally, an aphorism comes to mind: "All that is required for the triumph of evil is that good men do nothing."

[edit] The following responses have perhaps been somewhat obviated by posts made while I was composing this one. [/edit]

Neither angry birds nor minecraft, fruit ninja,bejeweled,flappy bird,candy crush,geometry dash,plants vs zombies, temple run, farmville, tetris, solitaire, and hundreds of other extremely popular games with hundreds of millions of players around the world have anything in them that makes them more "male friendly".

They don't have to: they at the least aren't male-unfriendly.

Do we have any statistics that show what % of console buyers(and by consoles, I primarily mean Xbox and PS, since Nintendo is already more family/female friendly) are women?

I don't think that such statistics would likely help: we'd then have the question of whether the statistics reflect a general disinclination on the part of women (as you're suggesting), or is symptomatic of sexist portrayals, etc., discouraging women from taking part.

Further, even if women didn't want to play such games (and I sincerely doubt that this is the case), speaking as a male gamer, I want such changes. I want more than just juvenile power fantasies. I'm not saying that there's anything wrong with such things, nor even that I myself wouldn't want to indulge (I rather like them from time to time)--rather, I'm saying that the industry feels somewhat... limited in its current form. Lacking. Less than it could be. (Albeit, I think, still growing.) I want games to produce works like The Fountain, or a Jane Austen novel (the movie adpatations, at least--I'll confess that I haven't read the books). Even something like the Mistborn trilogy would be nice--but what would that trilogy be without its female lead?

Come to that, do "boy's clubs" and "girl's clubs" do much good? Aside from safety concerns (such as handled by ratings systems), why not just market works on their own merits and let whomever wishes to consume them do so?

MWAHAHAHAHAHAHA!!!

My Twitter Account: @EbornIan


I want games to produce works like The Fountain, or a Jane Austen novel (the movie adpatations, at least--I'll confess that I haven't read the books).

Games *have* actually produced many such works, in their more early days, aka the golden age of adventures - of which btw a woman, Roberta Williams, is credited as their "creator". Grim Fandango or Loom don't really lack in any department compared to many quality films, in my humble opinion. In a way, we've gone backwards since those PC gaming days, ever since the Doom guy with his BFG entered the picture(ironically, we've even gone backwards in FPS design compared to DOOM, but that's another story). I already said I keep hoping they'll make a full comeback - the minimum gameplay "adventure" games of Telltale aren't really my cup of tea, I want my puzzles with my adventures. And you've got to admit that genre is more friendly to a female audience, and, incidentally, more friendly to mobile devices too. I know many women are addicted to the "hidden object" genre - those aren't exactly point-and-click adventures of course, but they share some basic elements, especially those "hidden object" games that include a rudimentary story and characters.

However, to illustrate how it's much harder to create a fresh type of game, in comparison to just doing a critic's work, take a look at the game idea Anita and her team pitched:

Anyone else feeling somewhat disappointed? They didn't come up with anything more than your standard combat/stealth game, with a girl instead of boy as the protagonist. That's it. Could be called "Princess of Persia" even. smile.png

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