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The Games [4Diversity] Jam… wait, what? Why again?

At GDC13 the debates on gender in games flourished: the game industry no longer afford game design that resonate with 25yo, straight males only. But will different perspectives on life really make a difference in gameplay? Let's explore this in a gamejam!

Menno Deen, Blogger

November 11, 2013

3 Min Read

At last year’s GDC debates on gender and sexuality in games flourished. Valuable rants shoved it into people’s faces: the game industry can no longer afford design decisions that merely resonate with 25 years old, straight, white males. The world is a more diverse place and games could be able to reflect and celebrate diversity

Well… it’s out there… now what? Are big companies drastically changing their design approach and perspectives because some say they must? I am not sure. My skepticism aside, Tomb Raider made a drastic shift in turning Lara Croft into a more believable female protagonist, and Mass Effect 3 brought gay romancing into the game in a meaningful way.

I think it is clear that different perspectives on life will definitely reflect in more in-depth storytelling, more interesting (visually styled) game characters, and surprising experiences. However, these issues mainly reflect on narrative (romancing in ME3) and visual representation (a believable Lara Croft in TR). But do they really impact gameplay?

I do not know… and that is why I am organizing the Games [4Diversity] Jam. I want to explore how feminine and LGBT perspectives can incite new and innovative gameplay. Hereby I would like to diversify the game industry with new and innovative games. However, will a different perspective really change games? Will it really elicit new ways to play?

I believe that the best way to find out is to DO it, make the games and see what happens. Of course, this is not the first time someone thought: ‘he let’s make a game on being gay’, or ‘hé let’s explore socio-cultural thoughts on femininity in a game’.

For example, Scott and Casey Goodrow created Sorry Mario Bros. In it, Princess Toadstool saves herself.  At first I thought this was merely a story-line twist. But when playing the game, I found myself remembering the Super Mario Bros. levels. Since you basically play a couple of levels in reverse, you’ll rely heavily upon your knowledge of the original game. Turning Super Mario Bros. into a game of memory. This creates a particular suspense, which is not found in the original.

What’s more, Princess Peach floating ability (taken from SMB2) significantly changes the gameplay. Completing Super Mario Bros. in reverse (if possible) has never been so easy. Peach is happily floating over Piranha Plants and Goombas with ease. In addition, the designers play with your expectations by position Bowsers Axe at Peach's side of the bridge. Its only one jump away! Clearly Bowser did not consider Toadstool to be an independent woman. What’s more, at a certain part in the game, Mario runs past. Due to his inability to run back, he can only go straight-forward (pun intended).

Lately the I am a gamer gamejam explored the issue of female protoganists further. 

Another example is the game by Saxon and Harriet Lloyd. 1 explores homosexuality as initial concept for a puzzle game. Players need to match colors: blue (male) connects to other blues and pinks go with pinks. Sometimes players can solve a puzzle by creating a love triangle between boxes. What I liked about the game is that it’s simple mechanics took one perspective of live, which is clearly inspired by a homosexual perspective, and used it as initial concept for the puzzles. Hereby a gay perspective initiated a well-designed puzzle game and celebrates homosexuality at the same time!

I wonder if today’s game designers can take more profound or intimate aspects of being female, lesbian, gay, transgender and bisexual, and change them into gameplay that is new, refreshing and innovative. If you want to get into it, please visit www.gamesjam.nl or join the facebook group Jammers Unite.

 

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