Vault Dweller
Commissar, Red Star Studio
- Joined
- Jan 7, 2003
- Messages
- 28,044
Mazin's working on them as we speak.
Well said. Dis guy gets it.The most important part, in my mind, is that every character in the play has a reason to be in a precarious position. It's a dynamic situation. Reis has to act quickly to prove new leadership, the Council has to push for results to maintain their own position, Hanson's plan's been scuppered and his own window of opportunity to affect the stalemate is running out. That is key to a good story, a kind of story that plays out during the game itself rather than the backstory you read about somewhere else.
tfw no gf
While it's a sci-fi game, the ship is a fairly lawless, wild west-like place, which would make much harder for women to advance to positions of power. Out of 10 leaders listed, 3 are militia/mercenary leaders, 2 are "frontiersmen". Out of 5 leaders of the actual factions, 2 are female.Looking at all the character portraits up until now, will this be another Dudebro game? Where are the women?
It is a matter of what you choose to represent and whether you end up enforcing the same stereotypes over or start creating new possibilities.
While it's a sci-fi game, the ship is a fairly lawless, wild west-like place, which would make much harder for women to advance to positions of power. Out of 10 leaders listed, 3 are militia/mercenary leaders, 2 are "frontiersmen". Out of 5 leaders of the actual factions, 2 are female.Looking at all the character portraits up until now, will this be another Dudebro game? Where are the women?
It is a bit disappointing to hear the same excuses everybody else has been using since forever. It is a matter of what you choose to represent and whether you end up enforcing the same stereotypes over or start creating new possibilities. Not at all different than the design choices involved in mainstream vs. niche gaming genres. Even the act of making a game like AOD was a step against the wind in this sense. Why not carry the same attitude and underlying philosophy to all creative aspects of a game? It could only be more refreshing as a setting, more inviting to a wider range of players without compromising your niche core design (unless your design hinges on the game having a Dudebro setting) and more memorable as an experience. Otherwise, how is it any different than the school of thought behind mainstream game development?
But well, at least 2 out of 5 leaders is better than nothing. Thumbs up for that.
I do not mind the black leader, he fits a well-known stereotype in North America, after all. I am also willing to try the learn-by-doing ideas that VD has, even though I hate such systems, because I am interested to see what he finds exciting at this point and what ITS can do with it.
But if at some point ITS change things in order to reach new audiences (the ones everybody else is also trying to reach, you know, the non-racists/non-sexists who are specifically trying to reach certain races and women), they should not be surprised if part of their older audience abandons ship. There are things I do not find entertaining, and I am not willing to suffer through them in my entertainment time.
unironically a sterile, agenda-driven, 50-50 gender split would ruin my verisimilitude with the setting and I would enjoy the game a lot lessWhy not carry the same attitude and underlying philosophy to all creative aspects of a game? It could only be more refreshing as a setting, more inviting to a wider range of players without compromising your niche core design (unless your design hinges on the game having a Dudebro setting) and more memorable as an experience
The insecurity of some men, terrified of women in their games... almost the same as the insecurity of mainstream gamers terrified of good design with depth in their games.
There will be plenty of women in the game.
It is a bit disappointing to hear the same excuses everybody else has been using since forever. It is a matter of what you choose to represent and whether you end up enforcing the same stereotypes over or start creating new possibilities. Not at all different than the design choices involved in mainstream vs. niche gaming genres. Even the act of making a game like AOD was a step against the wind in this sense. Why not carry the same attitude and underlying philosophy to all creative aspects of a game? It could only be more refreshing as a setting, more inviting to a wider range of players without compromising your niche core design (unless your design hinges on the game having a Dudebro setting) and more memorable as an experience. Otherwise, how is it any different than the school of thought behind mainstream game development?
But well, at least 2 out of 5 leaders is better than nothing. Thumbs up for that.
There will be plenty of women in the game.
Interstellar brothel anyone?
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Hey, feminazi is better than straight up nazi, which is what most of counter non-arguments boil down to :
Cherry asked for more female characters in the game itself. And you rant about how having more than token female characters in the game would be pandering to a non-existing female audience and be gender politics? Jesus fucking christ on a pogo-stick, talk about being triggered.His core audience - which is probably >85% male
Of course it does. Variety and diversity among characters is a richness and improves a game - as long as they are well thought out. It's boring to have SCHEMING WHITE GUY #75 once more, especially when a game setting does not force it.But does it matter whether or not there are female faction leaders in the game?
Cherry asked for more female characters in the game itself. And you rant about how having more than token female characters in the game would be pandering to a non-existing female audience and be gender politics? Jesus fucking christ on a pogo-stick, talk about being triggered.
I'm not questioning women in games. I welcome women both playing games and being represented in them. What I'm questioning is the economic reality behind what you're asking, here. Specifically you. With respect to this game. Considering the target audience and its core demographic.
Of course it does. Variety and diversity among characters is a richness and improves a game