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Cultivation Effects and Body Image in Gaming

I have to admit there are some beautiful characters in video games.  Not only do they look great but if they were any more photo-realistic and good-looking I might just develop a complex.  The men and women running around saving the nation/world/galaxy from evil are not only fearless, but the finest physical specimens you will ever see.  And that’s a shame.  In a media world where so many of the people we see have atypical body types we find that even our games display this skewed notion of what is beautiful.

The ever-sexy Lara Croft is the standard for female action stars.

Do you remember when the first Tomb Raider came out?  There was a large outcry over Lara Croft.  Simply put, she had very large breasts and a tiny waist.  She was agile as a cat and mean with a shotgun.  Over the years her body has come more in line with the rest of the (real) female world but if you look at her last major release, Tomb Raider Underworld, it’s clear she remains (nearly) as curvaceous and sexy as ever.

Kendra Daniels is smart and sexy, but still a shallow character.

Croft is far from alone.  Many main and secondary game characters all exhibit this same notion of what is beautiful.  When I first played Dead Space, I found myself spending way too much time staring at Kendra Daniels.  Darn EA (the publisher) for putting such a beautiful, and distracting, character in the game! There is an up side however to having so many characters in this category: more content is now available for study.

COG soldier Marcus Fenix from Gears of War

Thanks to this notion of body image and its effects on media consumers, there is quite a bit of research in mass media texts on this subject and rightly so.  However it’s not just the women. The male body image has also been distorted over the years and there seems to be a marriage of the over-aggressive male with the hyper-masculine body type. From a 7-foot tall Master Chief to an overly muscular Marcus Fenix, gamers know some of the greatest heroes in game lore by their physical attributes. Now as a mass media researcher, I have ask what effects, if any, these beautiful people have on gamers.  To put it another way: to what extent do these distorted images effect gamers perceptions of male and female bodies?

I am always cautious about using television theory for video games, but there have been a few studies involving cultivation theory and gaming that may be relevant to this discussion.  Simply put, cultivation theory says that heavy television views will begin to believe that the real world resembles the tv world.  Well, it is not quite that simple, but that is the gist of it.  Now this theory has been applied to violence, racial and gender stereotypes, and body image (to name a few).  The scant few studies available on cultivation and gaming have produced mixed results.  Some reveal minor cultivation in subjects while others only see the potential for it. And while I do not want to go into details about those studies here, I will offer some thoughts about this whole discussion.

First, does genre matter?  For television, cultivation theory asserts that all content carries the same messages.  What matters most is how much someone watches television. If we translate that to video games, then playing a shooter should be same as playing an adventure game.  Likewise, a role-playing game should have the same effect as a racing game.  To be honest, I am not sure if some sports games are applicable but I will table that thought for now.

Second, the intense, visceral experience of game play is such that many times, there is no time to observe much of the environment or characters because we get swept up in the action.  Gamers spend much of their time trying to “survive” in order to beat the level or finish the game.  If you have ever played a few minutes of any recent Call of Duty game, then you know what I mean. How much might the fact that I spend most of my time shooting or trying not to be shot play into or mitigate the possible effects of cultivation?

Call of Duty Black Ops. Is this character realistic enough for cultivation?

Third, I read where the uncanny valley may also diminish the effects of cultivation. The uncanny valley (as it relates to video games) is the notion that when game character models reach the point where they look human, people will notice the little things that are not human in them and be turned off.  However when the characters become human in all areas, then they are accepted again.  Conversely, if game characters only look somewhat human, it is their human qualities that make then endearing to consumers.  So do I need characters that are nearly human in order for cultivation to kick in?  Or is it the case that the inhuman appearance and qualities of these characters leads me away from thinking that the game world is like the real world?

Of course like any other theory, cultivation has its critics (I won’t get into all that here). However I think it is certainly worth while to explore this issue.  While race and violence may vary from genre to genre, it could very well be that body image could be the constant across genres. However consideration must also be given to the engrossing nature of game play, the uncanny valley, the aforementioned genres and other factors.

The Message of The Normal Noble in Dragon Age Origins

Dragon Age Origins is my new favorite game.

Disclaimer: There are some minor spoilers for Dragon Age Origins in this blog.  You’ve been warned.

Disclaimer 2: I am still working on my first play through of DOA but I want to write down my thoughts as I play through. It may turn out I am wrong on a number of issues and if so I will blog about it at a later date.

I just bought a copy of Bioware’s Dragon Age Origins last week.  After playing for four days I am hooked.  Whereas before I was not sure if I would even like it, now I find myself thinking about it even when I’m not playing.  That’s when you know you’ve found a game that rocks.

I’ve enjoyed it so much it took me two days to realize something was wrong.

Let me go back to the beginning. For those who don’t know Dragon Age, like so many other role-playing games, lets you create your character and select a background before you plunge into the adventure.  I chose to be a human noble female. Now I don’t play RPGs that much but whenever I do, I always create a black woman.  That way, I can bring two under-represented groups at the same time.  However for some reason, I could not create a black woman this time.  All I could do was give her a bit of tan that just didn’t look right.  After trying four or five times I gave up, made her the best I could, and started the game.

Character creation for nobles is limited in Dragon Age Origins

When my character walked into the castle (she was a noble after all) I realized why my choices were so limited: my family was white.  Mentally I kicked myself for being so silly.  Noble.  Castle.  Very European.  Of course they were white.  That makes perfect historical sense.  And so with only a twinge of disappointment, I launched into the grand epic.

After two days of killing darkspawns and demons it finally dawned on me that something wasn’t right.  It turns out my character was not the problem.  The family was.  Well not exactly. Or maybe that’s really two problems.  The first problem was that I could not create the character I wanted to create because historical accuracy (in a fantasy game mind you) dictated otherwise.

The second problem is that I accepted the fact that a noble human family in a fantasy game should be white due to the setting.  Dragon Age is a fantasy, right?  If I can be a part of a world that contains the most honorable heroes, the Gray Wardens, and the most vile villains then why is it so hard to have a noble family of color?  In my days of traveling the land, I have seen NPCs of color, though none of significance yet.  I assume I will eventually run into one who will present me with a side quest or something.  So if that is the case that there are free NPCs of color in the land then why can they not be a part of the noble class?

Bioware went to great lengths to provide different backgrounds for players to select: human, elves, dwarves and so on. Moreover, they have carefully crafted a spectacular game with a rich and diverse mythology.  I am still amazed by what I have seen so far.  So then how hard would it have been for them to add code to change the family to fit the character?  If I wanted to create an Asian male, then the game should automatically create a family to match.

These were the choices I had in Knights of the Old Republic

The more complex and insidious issue here is that it took me a few days to realize something was wrong.  You see when I realized the European setting dictated a European family, I was okay with that.  It seemed very normal to me. Therein lies the problem.  Because it was normal, I did not question it, though I should have.  I probably should have been outraged that being white and noble was hardwired into the game as well as my consciousness.  But I was having such a great time playing the game that all thoughts of accepting (or rejecting) that particular messages soon fell by the wayside.  And yet this is a fantasy game.  In my fantasy games, I want my heroes to be people who look like me.  I did it that way in Knights of the Old Republic and I did it that way in Mass Effect. Bioware has spoiled me. What’s the difference between those two games and Dragon Age?  In Knights and ME the hero came from either a tragic or mysterious background.  We only got to hear about their origins.  In Dragon Age, I got to experience my character’s home and family.  There was a sense of community.  I had access to my parents, servants, and pets.  All very normal, even it all took place in a huge castle.  The hidden message here: in the better or preferred background, you can’t be black or Asian.  Those races are relegated to the abnormal. This other background is only acceptable for that mysterious person, that tragic survivor, the violent war hero, or the fallen dark lord.

What we are really taking about is re-imagining characters in-game and we should all be used to it by now.  Last summer the entire concept of Star Trek changed with the new movie.  Battlestar Galactica re-imagined the whole series including some of the main characters such as Starbuck (from Dirk Benedict to Katee Sackhoff) and Boomer (from Herb Jefferson Jr. to Grace Park).  In Marvel Comics’ Nick Fury went from white (comics) to black (movies). And who can forget Brandy as Cinderella? I would like the option to either embrace or reject those messages of what is normal in my games.

Now you might think that after all this I would stop playing Dragon Age Origins.  Not so.  I’ve had too much fun to stop anytime soon.  And it may turn out that when I choose another origin the result will be better.  I have yet to try being an elf or a dwarf.  But even if I run into the same problem, I believe this tale will be every bit as satisfying as Bioware’s other games. However fantasy above all else should be about escaping from the norm.  Whenever writers and developers only bring those norms into the game, they limit what the player can do to enrich his/her experience by not allowing that player’s notion of identity to be included.

What We Need Are More Jokers

Video games serve as entertainment and provide escapism.  That is the conventional wisdom. Thanks to the wonders of gaming, players can take on the role of a seven-foot Spartan, a British adventurer, or an invincible COG soldier.  These brave warriors face death constantly but in the end always prevail.  However I find that as I grow older that all this excitement is not enough for me.  Oh sure, I still love to gun down waves of enemies and solve puzzles, but I find that I long to care about the characters involved.  Not just the non-playable characters (NPCs) but my own as well.  I just read Jeffrey Ollendorf’s “The Benefits of Banter” over at Gamasutra and I agree that in role-playing games it helps if party members talk, tease, and joke more.  My own take is that writers should consider adding two other elements in addition to banter: physical challenge and fear.

Get Joker off the ship and let him crack some heads.

I don’t mean physical challenge as in defeating waves of enemies or jumping from ledge to ledge, but rather as a term that replaces “disability” or “handicap.” A character who is physically challenged might struggle with injury, disease, or illness.  Nearly all the characters in games are in peak physical condition.  In fact many have superhuman abilities and technologically advanced weapons.  What if game character development took the opposite approach?  What if we could control more characters like Mass Effects’ Joker?  Now here is a character, Jeff Moreau, who suffers from what is commonly called brittle bone disease.  Near the end of Mass Effect 2 the player briefly takes control of Joker as he fearlessly moves through the Normandy trying to rescue the besieged crew. I honestly cannot remember if there was another time I had control over a character that wasn’t super fast, overly strong, heavily armed, or unbelievably agile.  Joker is a regular person with a regular person’s issues.

What if Joker became a party member in Mass Effect 3? Suppose there were missions where Shepard needed to commandeer a vessel and only Joker could fly it?  I would love to see Joker pick up a rifle again and blast those evil alien Geth to bits!  Not a superhuman Joker.  Not a frail Joker who takes one bullet and dies.  No.  I want a Joker who uses his wits to stay alive where other members use bullets and biotics.  And like that one scene in ME2, Moreau cracks jokes as he cracks heads.

However that one scene in ME2 could have been more powerful if he had actually displayed fear.  The idea of the protagonist, party members, or friendly AI displaying fear seems to run contrary to the notion of being a hero. Perhaps the enemy may be afraid but never the hero. It’s okay for the little grunts in Halo 3 to run off when Master Chief runs in guns blazing but you will never see Marines do that.  Okay that may be a little extreme.  But what if the heroes were anxious before battle? What if my character actually got the shakes?  Now there’s a thought.

Showing a little fear wouldn't kill him.

Let’s take Dead Space as an example.  There were plenty of times I jumped while playing and I spent most of my time turning around to make sure something didn’t grab me from behind (in the game that is, though I usually played at night with the lights off).  Yet all the time I moved through those dark corridors my character, Isaac Clarke was a silent efficient killer.  I never identified with him. Never connected to him.  A lot of that came from the fact that he didn’t speak.  That’s a shame.  But more than that he never showed the slightest bit of emotion.  None of the characters did.  Isaac seemed be friends with Kendra Daniels.  Imagine if Daniels and Clarke actually showed the strain of their situation.  Having Daniels show fear and Clarke being apprehensive would have served as a vehicle to connect gamer and character.  Small additions like a loud heartbeat, shaking hands, and unsteady aim when afraid would amp up and already tense shooter.

I watched a short clip on the upcoming Dead Space 2 yesterday.  It seems that Mr. Clarke will be in charge this time around.  No more getting direction from somebody else all the time. While that sounds well and good I hope we get to see a more human hero travelling through dark corridors blasting aliens.

Perhaps what we need are ordinary people who at times rise above their meager means and origins in order to save the rest of us.  I don’t mean the classic hero-myth saga where boy/girl meets mentor, rejects mentor’s appeal, is forced to into being a hero, loses mentor, goes to the underworld, realizes he/she is truly a hero and saves the world.  No I mean we need playable characters like you or me.  People who, while they realize they must fight, have trouble shooting because they are near-sighted.  I’m talking about folk who hate killing.  I mean ordinary people who want nothing more than to get away from their situation and go home in peace.

I realize my opinions go against that whole concept of escapism I mentioned at the beginning but I am always a proponent of adding greater character depth in the ever elusive hope of moving video games into that mystical state of culturally respected media. Perhaps I ask too much of game writers, but I don’t think so.  Take a chance.