Monday, 26 May 2014

Gender Fluidity hot & Melted


The majority of games with humanoid characters will use the standard recognised male and female as the two sexes/genders, primarily because that is the understood norm in all forms of media and is easy for the viewer to quickly accept the gender factor and focus on its other features and personality; this also includes sexuality in game.

There are some games that like to have one or more characters that warp the gender binary to either create unique characters or to add awareness on people who do not fit the gender/sex binary.

The book Beyond Barbie & Mortal Kombat (Kafai et al. 2008) has a section that talks about Gender Definitions as Diverse and Fluid with people today, it talks about how girls and boys today would dress and style differently which goes against the “traditional” gender dress code of boys and girls. It’s all about experimenting during their teenage years to develop their own identity that fits them best, some carry it on into their later years and some discontinue and revert to the “traditional” gender binaries after their young adult years.

Some examples gender fluid people would be men may remove hair from their body, wear tighter clothing or even wear skirt/skirt like garments to express a feminine side. The vice versa can partially apply to women who express a more masculine side, however many women openly wear “masculine” clothing which can be viewed as being slightly tomboyish and is generally far more accepted to most of society in comparison to feminine males.

Transgender and Transsexual people would also be included in the gender fluidity spectrum but also stay inside the gender binary because only their birth bodies do not conform to their true internal gender. Those who identify as Gender-Queer, Third Gender, Androgyny or some of the other various genders who also express themselves to best fit to that gender would be considered outside the gender binary.

One of the oldest characters from games that would reflect gender fluidity would be Birdo (was mistakenly switched with the name Ostro but later corrected) from Super Mario Bros 2 on the Nintendo Entertainment System, according to the manual Birdo “thinks he is a girl, He’d rather be called Birdetta”, the terminology used here suggests that “he” is transgender without correctly describing it.

With Super Smash Bros. Brawl has used a different approached to describe Birdo’s identity by saying “it” has an “indeterminate gender” and “would rather be called Birdetta”, the big difference here from the Super Mario Bros 2 is it uses a gender neutral description rather than a badly written transgender description which creates a different perspective on Birdetta’s gender.

Another example of a character that exists outside the traditional gender binary is Makoto from Ubisoft’s Enchanted Arms, he has been described as a flamboyant transvestite which becomes very suggestive during the gameplay as his clothes are made up from bright primary colours, wearing a skirt over his trousers and uses makeup. Makoto’s personality can also be considered to be effeminate with the way he projects his voice, his poses and his flirty nature with his crush Toya.

Later in the game Makoto also shows an example of gender stereotype entrapment by dressing as a macho man. The reason for this he has to find and save Toya and does not want to let his feminine identity become judged by his dangerous actions. This is a common negative stereotype associated with a lot of women that they cannot get involved any dangerous activities and that men are to take responsibilities for such matters, so in this case Makoto sees that he cannot be himself while he goes on the dangerous mission to help save Toya.

Reading from the book Camp by Editor Fabio Cleto it talks about a song sang by the Kinks from 1970 describing a relationship being a ci man and a transvestite called Lilo, it talks about a man who goes on a date with a man that looks like a woman but acts like a man. An example of early music that depicts about people who live outside the gender binary.

There are some games which has placed some characters in obligated positions than involves faking the other sex in order to proceed through certain objectives, this is like a temporary gender bender situation for these characters as it shows just for a little while in a form of opposite sex until the mission is completed.

A fine example of this is Cloud Strife in Final Fantasy VII where he temporary cross dresses as female to get inside a brothel in order to save his girlfriend Tifa, Aerith comes up with the idea and takes Cloud to various places to get him different accessories to help with his female appearance such as a dress, a wig, make up and a tiara, when inside the brothel the character chosen by the Don for “company” is decided on the materials worn by Cloud, normally his decision is Tifa.

Another example I have found which involves disguising one self’s gender into sneaking into an establishment is Rex Nebular and the Cosmic Gender Bender released in 1992, the game involves a planet entirely inhabited by women after man and woman had a war there and a valuable vase is said to be and the Protagonist Rex is sent there to find and take it back. Because the population is completely female Rex is given the option to temporarily switch his sex to female so he can go to the planet undetected by its inhabitants by the Cosmic Gender Bender. The machine is mainly used to allow the female inhabitants to temporary switch to male in order to allow them to continue breeding.

For me personally I like some of the gender twist scenarios implemented into games as it gives them a little more edge on some of the character by giving them an additional persona for a short amount of time in the game making the characters that extra bit unique.

 

Hot Pot Presentation

















Myself Contexalised


Conventions are like road signs,


 

Conventions are like road signs, learn their codes to make sense


Give way uses the upside triangle, making the text redundant as most will recognise the meaning from the image

 

No fouling, clean up its mess, using an image of a dog and a cross on a symbolic lump of poo

Definitive meaning

Universal signs like Nike uses the swoosh.

Xbox logo meaning fun, Xbox

AA connotative meaning of fixing cars, trust for cars

Starbucks

Coffee, original meaning of siren

 

Red barrel, expecting explosion when shot opposed to darker toned barrel,

Image/sound/word = signified
Meaning = signified

Apple, snake, tree, nakedness = Adam and Eve

Christian belief makes us recognise that it’s them

Denoted meaning

Temptation

 

Smile
Happiness

Sarcasm, not always instantly recognised

Madness

Laughing Buddha, fixed meaning

 

Yells smiley face, peace, LSD

Used I e-mails and then all forms of texted based communication

Girl in bikini objectives the woman, contshells is a connotative for sex, because it looks like a vagina.

 

Advertisement

Marlboro = signifies and masculinity = signified

Marlboro as masculinity

 

Despite the roman numerals being the main attention it’s recognised as GTA because of it’s font.

My responce on Gender


My response to gender/sex in media
 
Gender and sex been interpreted differently in many forms throughout various films and video games in terms of representation, one important aspect between Gender and Sex is their differences which a lot of people ignore, Sex being the biological and physical side of gender which is determined at birth and develops different characteristics later in life, Gender on the other hand is one’s inner sexual feelings.
A lot of old action films tends use a clichéd theme where the woman is in peril and the man being the rescuer, this context represents that all woman are prone to danger and cannot survive without the aid of men. The very early Doctor Who series demonstrates this particularly well with the female characters like Barbra, Polly and especially Victoria who will scream at almost anything scary that comes her way and hide into the nearest male character like Ian, Ben, Jamie or the Doctor.
Victoria Screaming from the story
The Ice Warriors
The Ice Warriors is an example of women being attempted at being saved as Victoria is captured and taken hostage by the warriors and the men who try to be heroic end being killed or wounded, perhaps this story shows men that being heroic to save the girl isn’t the best idea? Jamie being his reckless self certainly shows that when getting wounded.
 
 
 
 
 
 
There are some films that while they sexualise the female figure they use it as a weapon to use men, the film series Species does just this by the main female humanoid alien hunting men to breed with and then killing to create a baby, the context here in my opinion makes the sexualisation of women turntables with the traditional male gaze by adding fear to the male audience.

 

The above piece looks to grasp the meanings behind a variance in culture and how they would inherently clash

It appears that most culture in media tend to be white Christian males that demonises other involved cultures making them appear superior, leaving most other cultures likely being made as the enemy.

Most of the games from the Final Fantasy series between 1 and 8 I believe are good examples, Final Fantasy VII while the scenery and culture is in most places Asian style the main protagonists appear to have a western image, some of the enemies are ironically Asian being fought by the western image protagonists in some events.

After Final Fantasy X characters, themes and environment however have been given a stronger Asian culture.

Age of mechanical reproduction

This piece focuses on the differences between “pure” and reproduced art. It focuses on the differences between the two and how that distinguishes how to compare them, for example a picture of X famous painting online is that just as valuable to audience as the real thing, or is seeing the real painting in person somehow more important?

The question of originality is hard to answer and in this case it would come to a personal preference, but in regards to how western society would answer; our youth speaks for itself. Those born in the age of the internet will often refrain from doing anything that doesn’t indorse personal gain, for example typically spending their money on going to a hot beach rather than a museum, because of the implications in their social circle and what they consider to be valuable.

For me personally if the art piece was simply a 2D image then I could not care for travelling to a museum to witness the artwork. If I was able to see it in sufficient quality, for example Leonardo Da Vinci’s Mona Lisa which is the most famous painting in the world; I know a lot of people would travel far to France to see the painting first hand in it’s true “pure” form when I would be happy to simply look up the original image on the internet, as that will give me the same feeling as seeing it in a gallery.

For 3D pieces however I believe opposes this ability unless a fully accurate digital model is created which the viewer can look at with every possible angle, a series of images of various angles would also not suffice. For this instance in my opinion only being physically at the model would give the viewer the sufficient feeling of the artwork.

 

 

Narrative Spaces


“Game designers don’t simply tell stories; they design worlds and sculpt space”

When talking about games people will often remember the spaces more so than the narrative, basically saying that even though most games will come with great storylines and themes but the majority of players will look back at the playable environment like its cities and outer worlds.

A good example would be Bethesda’s Elder Scrolls V: Skyrim as regardless of its huge tree style narrative where the player can follow the linear storyline and complete the game, or they can follow that path later or in between doing other series of story paths in the game. This gives the player almost complete freedom to roam throughout the game and to choose when to go back to work on quests.

This example of game play is my absolute favourite kind of gaming as I love the feeling of freedom to explore a virtual world that is not bound to linear pathways.

In my opinion an opposite of this would be games from the Kingdom Heart series as the Player is mostly limited to selected pathways within each level. The only flexibility out of these linear paths in the game is being in the world map which allows the player to pick places to visit, but this places are still limited to the pathways made in each level.

The game Enchanted arms is an example that while the storyline makes the pathways very limited, the environment art and design work in my opinion can be considered unforgettable for its imagery is beautiful and well made.

Sunday, 25 May 2014

Signs


 

Conventions are like road signs, learn their codes to make sense


Give way uses the upside triangle, making the text redundant as most will recognise the meaning from the image

 

No fouling, clean up its mess, using an image of a dog and a cross on a symbolic lump of poo

Definitive meaning

Universal signs like Nike uses the swoosh.

Xbox logo meaning fun, Xbox

AA connotative meaning of fixing cars, trust for cars

Starbucks

Coffee, original meaning of siren

 

Red barrel, expecting explosion when shot opposed to darker toned barrel,

Image/sound/word = signified
Meaning = signified

Apple, snake, tree, nakedness = Adam and Eve

Christian belief makes us recognise that it’s them

Denoted meaning

Temptation

 

Smile

Happiness

Sarcasm, not always instantly recognised

Madness

Laughing Buddha, fixed meaning

 

Yells smiley face, peace, LSD

Used I e-mails and then all forms of texted based communication

Girl in bikini objectives the woman, contshells is a connotative for sex, because it looks like a vagina.

 

Advertisement

Marlboro = signifies and masculinity = signified

Marlboro as masculinity

 

Despite the roman numerals being the main attention it’s recognised as GTA because of it’s font.

Tuesday, 14 January 2014

Narrative, 14/01/2014

I've learned about the 4 different forms of narrative that creates story in games, the four are, Evocative narrative, Enacting narrative, Embedded narrative and Emergent Narrative.

Evocative narrative makes stories with elements and themes that are generally notable by the majority of people such as pirates,