| |
|
|
||||
![]() |
||||||
| |
|
|||||
|
Sex in Videogames, Part 2: Explicit Sex In the first part of this column I discussed the political risks associated with making a sexually explicit computer game. Such games already exist, though, and there will inevitably be more of them. Although it's unlikely that mainstream American publishers will start producing them any time soon, a recent article on the Fox News website described how adult-video makers are planning to distribute explicit games for the Sony Playstation 2, circumventing both Sony's licensing procedure and the game industry's rating system by releasing them as DVD movies rather than games. The Japanese have been making games based on hentai (erotic cartoons) for some time now, and they have a growing fan base in America. And of course there are already dozens of "reveal the pornographic picture" games available - strip poker and the like. But they're not about sex, they're just sex-themed. How do we design a game that is literally about sex?
Design Let's start
by acknowledging that whatever we design isn't going to have much to do
with real sex, for obvious physical and emotional reasons. Physically,
lovemaking bears little resemblance to looking at a screen and pressing
buttons on a controller. Emotionally it's even more dissimilar, because
the player is only interacting with a piece of software. Good sex is profoundly
mutual. You can't have a shared experience with a computer program. In any case, I'm going to leave aside questions of what's "normal" or not, and concentrate on whether it's possible to simulate sexual activity tastefully and well. Sex, like playing baseball or fighting dragons or leading armies in battle, is something that people have fantasies about. I see no reason why people wouldn't enjoy simulated sex just as much as they do simulated warfare. It's not unthinkable to have sex in a game; it's a matter of deciding how to implement it. One possibility
is to treat it as a non-interactive cut-scene just like any other cut-scene
in a game. It could, for example, be the natural outcome of success at
the seduction game discussed in the part 1 of this column, and this is
how many Japanese dating simulations work. In this case, the issue is
really one of filmmaking rather than game design. Sex scenes, explicit
or otherwise, are filmed all the time for movies, television, and adult
videos. Some are particularly erotic; others are flat and lifeless. There
seems to be an inverse relationship between how explicit a scene is and
how well-filmed it is. Most adult videos are boring after the initial
titillation wears off. The actors can't act, and they obviously couldn't
care less about each other. The conventions of the genre require the actors
to pose in ways that don't look much like real lovemaking. Some of the
hottest scenes from Hollywood, on the other hand, imply a lot but show
very little. In any case, whether you do this well or badly depends on
your skill as a director. There's a huge amount of material to study for
examples, from torrid TV soap operas to homemade amateur videos. Let's start
by considering the first-person perspective; it's popular these days.
The earliest title of that kind was a black-and-white game for the Macintosh
called MacPlaymate. A hand-drawn animation of a naked woman lay
on a bed, the mouse cursor turned into a hand, and the object of the game
was to arouse her to orgasm by touching her with the cursor and moving
the mouse around. She responded by writhing and moaning. There were other
things you could do as well - the cursor wasn't always a hand. You could
also dress her in a variety of garments, change her appearance and so
on. But the player was not present except in a disembodied form, just
as in first-person shooters the only visible manifestation of the player's
presence is his weapons.
I
think this whole concept is a bad idea. MacPlaymate was only the
first in a long line of such games, but it pretty well typifies the genre.
It presents sex as something you do to someone rather than with someone.
MacPlaymate and its successors perpetuate the notion of woman-as-toy,
a sort of electronic love doll whose only function is to be manipulated
by the player. You could argue that at least the object of the game was
to give someone else pleasure as opposed to achieving it for yourself,
and I agree that that might have some merit if it were implemented with
real sensitivity - it could be used as a learning aid for the sexually
dysfunctional, for example. But the woman in MacPlaymate never
got fed up with your fumbling and went to wash her hair instead; her sexual
responsiveness was unidimensional and inhumanly patient. Since you weren't
really there, she couldn't reciprocate, either. A better representation
of sex is as an activity enjoyed by two people - the third-person perspective. Control In the third
person, we have a choice of direct control or indirect control. With direct
control, one of the people on screen is an avatar of the player, and we
directly map the controller's buttons to his or her on-screen actions.
With indirect control, we provide the player with choices to select from,
and the characters on-screen respond. The player is a third party guiding
the action from offscreen - in effect, a sort of movie director.
For comparison,
consider marionettes. Marionettes have greater precision than game controllers,
because they have a number of analog strings moving in three dimensions
rather than one or two two-dimensional joysticks and some binary buttons.
Even so, there's no way that a marionette show including sex could be
anything other than a very crude depiction. It wouldn't be sexy; it would
either be laughable or repulsive, depending on your attitude to such things.
Thunderbird sex? I don't think so. It can't be done well with current
game controllers, and to me, that means it's not worth doing.
Indirect
control also enables the designer and animators to decide what's going
to happen and how it's going to look. In a direct-control game, whether
it's sex, sports, or a vehicle simulation, the player has to be able to
see very clearly what he's doing, which means you have little choice but
to be explicit. With indirect control, you can choose camera angles to
hide or reveal just as much as you want to, because the action isn't dependent
on the player's vision. So far I've
concentrated on the mechanical aspects of simulating sex; what about the
game aspects? Well, a lot of the principles that applied to seduction
apply here as well. You're not going to be able to capture the subtle
nuances, the genuine feeling. More importantly, good sex isn't structured;
it's not about tuning some variable to an optimal value. To treat sex
as a puzzle to solve is to miss the point. As with seduction, if some
sex act is a required element of the game, a "victory," it will
lose its magic and become mere sleaze.
|
|
|