"To me, this is a part of the evolution of games. We are stretching out, and learning new ways of expressing a story and ourselves in this medium. Answers will not come without injurious forays into frontiers that either do not work, or fail to communicate. More choices always strikes me as something positive, especially in a medium that has so much more potential than any other art form."On the subject of choices, Kaitlin Tremblay writes in the first edition of Medium Difficulty on choosing characters to transcend gender norms:
"For me, monsters represent a part of my feminism that shouts for there to be another option – one separate from the expected roles that are presented again and again in popular culture. Monsters become integral to my feminism in their disruption of normal social codes."At Not Your Mama's Gamer, Alex Layne delineates the three levels of feminist research in games. And over on The Border House, Mattie Brice pays tribute to Final Fantasy XIII's Vanille, calling her an underrated character:
"Vanille's role as the narrator, along with the aesthetic that came with being from Pulse, reminds me of the social function as storytellers women in some Native American (and I'm sure other) cultures, serving as their tribes' memory and history."On a thematically resonant note, Trevor Owens and Rebecca Mir write on how player mods to Sid Meier's Colonization are able to challenge the European colonial perspective of the game, by allowing players to play as the Natives.
"When I saw one of Luck's jockeys push a horse to its limits I was reminded of the way we play games, constantly pushing our virtual puppets to fight, win and frequently die. Recently, I experienced a moment in a videogame where I felt like a jockey, whipping the flanks of my horse. [...] I suddenly felt bad for pushing so hard, for wanting to progress so badly that I paid no concern to the little life that was in my hands."On Gamasutra, Rowan Kaiser writes about how Mass Effect defies some of the classical conventions of the RPG. And Leigh Alexander asks us to look back on the underrated spiritual successor of Chrono Trigger, Chrono Cross.
"This is a serious issue that needs to be addressed in videogames. How would you feel if you accidentally killed an innocent child in a game? If the words "MISSION FAILED" appeared, but then disappeared after a few seconds, leaving you to continue as normal with no repercussions. Any normal person would feel guilty, but that's my point. Combat troops are not normal people."On the contrary, the word W repeatedly invokes to describe their fellows in arms is "sociopaths."
| Michael Martin |
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As a combat veteran, I'd like to point out that many people have raised doubts as to the authenticity of the "W" article depicting the majority of soldiers as "sociopaths". I find it relevant to post about this because it's evident that some commenters on the Medium Difficulty site are taking this article at face value, and declaring it to be a watershed epiphany on the character of our service men and women.
At the same time, the site editor (Karl Parakenings?) has admitted he has been deleting posts questioning the veracity of the article, simply because he disagrees with the commenter. Karl even declares, in one response, that if it is fiction, it still has "rhetorical merit". He's free to post and censor however he likes on his blog, but as with much of the blog-o-sphere, caveat emptor. At the end of the day, it is less a free exchange of ideas, and more of an echo chamber reinforcing an old prejudice against people in uniform. |
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