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Warning:
The following article contains explicit depictions of nervous laugher,
horrified faces, and lame innuendo. If you are easily offended, do not
read this article.
One of the last panels for South by Southwest was "Secret Sex Lives of Video Games"
moderated by Tony Walsh. Panelists were Julianne Greer, executive
editor of the Escapist Magazine, Kyle Machulis of SlashDong, Glennis
McClellan of Republik Games, and Mark Wallace, journalist.
The
audience and panelists were unsure of what to expect from such a
potentially hot topic. And though there was a mixture of nervous
laughter, and weak innuendo, the two never corresponded. Tony opened
the panel with a warning, “If you can't handle explicit images, and
explicit discussion, you might want to go outside and cool off. It's
going to get a little hot in here, hopefully.”
Kyle
is on the leadership council of the IGDA's Sex in Games SIG, where they
discuss issues of sex in games, and foster new ideas for the game
industry. “You don't have to be Hot Coffee, you don't have to be BMX XXX. You can be Indigo Prophecy, or Fahrenheit, or God of War,
and actually have the sex fit your games and be part of the plot
without seeming seedy.” And, as he points out, “We're moving towards
being able to have sex in virtual worlds.”
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The "Secret Sex Lives of Video Games" panel:
(left to right) Mark Wallace, Julianne Greer, Tony Walsh, Glennis McClellan. Kyle Machulis, seated
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Glennis went from working for the Walt Disney company to working on game sex in Spend the Night. “It's a social game. And one of the design challenges was, ‘Do we put sex in the game? Is this something people want? Is this something women want?'
We were looking at the dating market, which exploded a couple years
ago. It's actually leveling out, because people are finding each other,
and hooking up – obviously, they're not users anymore.”
“Another design challenge was, ‘Do you let people level up?'
We decided not to do that in the traditional sense of leveling up. I
believe there were some discussion on chat boards about how men would
level up. I can imagine what they were thinking.” Glennis focused on
what the best parts of dating are. “If you go on some good dates, and
meet someone you really like, sex is kind of the ultimate conclusion.”
“If
you put people into a world where they can make anything,” says
Julianne, “And take away the need for food, and shelter and clothing –
all of our basic needs that take up the vast majority of our time in
this world and move that aside, and say ‘Here, create.' They're going to act out any fantasy they can come up with. And of course they're going to come up with sex.”
Julianne
continues, “We cover sex in games in the Escapist because the industry
is growing up. The people making games are growing up. We're entering
our fourth decade on games. Clearly, there are adults playing these
games. And they're going to want adult content. Part of that is
violence. And part of that is, of course, sex.”
Mark,
who writes for the Second Life Herald says, “We certainly delve into
the NC-17 arena from time to time.” The thing they are really
interested in, though, is that in these exchanges, there are real
people on either end. “That leads us to really interesting stories.
Sometimes we're reporting more on cyber-love than cyber-sex.” Mark
continues, “You can go into these worlds and make your avatar look like
anything you want.” Besides writing exposes on the virtual-world sex,
the Herald also runs a weekly feature, called "Post Six Girls," where
they feature “particularly well-endowed avatars of various types.”
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The "Secret Sex Lives of Video Games" panel
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As
far as the actual presentation in games, Julianne thinks it's something
that hasn't been addressed much. “It's not something that been actually
facilitated within the game. It's more of a player creation and hacking
in the abilities to do these kinds of things.” She speculates that as
developers start creating games like Spend the Night, games
that enable players to act out fantasies, and date, and have sex
online, or in-game, things will probably become a little more mature.
“I think what we can do, as an industry, is get a little bit better
about messaging. We're not good at communicating to the mainstream that
adults play games.”
“We
allow the mainstream to keep thinking that games are toys for
children.” Julianne concludes, “Honestly, I think games journalism is
partly to blame for that. I think we need to get better about
explaining that there are a lot of adults making and playing games.” As
soon as we can improve that communication, Julianne thinks we will see
a lot more doors opened to handling the subject in a mature way.
After
a number of questions, the panel closed with Tony's summation: “It's
pretty universal. Everyone likes sex, and everyone is interested in
games.”
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