In light of some deeply troubling times that have persisted in our neck of the woods, I’m absolutely delighted to share a bit of positive news with all of you. Did you hear that Girls Make Games — an international organization committed to providing young girls with access to game development workshops — just got to visit the White House? Heck yeah.
It’s part of the Obama Administration’s Computer Science For All initiative, which provides American students with the skills necessary to succeed in the rapidly expanding digital landscape. That includes game development, and who better to consult for assistance than the bright minds of young girls?
Twenty very lucky participants between the ages of 11 and 14 headed to the White House on December 7, 2016 for a two-hour intensive workshop. We’ve got a ton of uplifting pictures to share from the event, and even a super adorable tweet straight from Ruthe Farmer, the White House Senior Policy Advisor for Tech Inclusion.
We’ll not only be sharing more about this lovely story, but also the names of similar organizations that you might be interested in applying to or supporting! Let’s keep this message of positivity and inclusion going, shall we?
OSWALD: I have great affection for you, Bruce.
Telltale’s latest venture, Batman: The Telltale Series, is a wonderful little romp through familiar territory. I’m not even that much of a comics fan, and yet I found myself swept up in all the excitement of Gotham’s seedy dive bars and dimly lit alleyways. I desperately wanted to unravel the secrets lurking behind the Wayne family, and I was utterly delighted by the complex discussions regarding Harvey Dent’s health. Therapy option? Better mental health facilities? Hell yes. Telltale even subverted the time-honored tradition of fashioning Catwoman into a walking trope, offering her agency and motivation in spades.
And yet, it was the introduction of Oswald Cobblepot that gave me pause.
Since attending grade school with Bruce Wayne, Oswald has gotten himself into quite a bit of trouble — there’s a laundry list of illegal activity and jail-time, which visibly upsets Bruce. You see, the two used to be very close as children, and Oswald wants to meet up again after all these years. Their little reunion is sidetracked by a flurry of close combat, and you have to fight off a few criminals alongside your old flame. After, Oswald licks his thumb and reaches forward to tenderly wipe a bit of blood off Bruce’s face. The moment is undeniably charged, and Bruce doesn’t so much as flinch — as if he’s familiar with that kind of intimacy from Oswald.
But you never get the opportunity to seal the deal. Unlike with Selina Kyle, who you also fight alongside and share a romantic moment with, there isn’t any dialogue choice to close the distance between Bruce and Oswald. You’re not allowed to explore bisexuality in Batman: The Telltale Series, and as I reflected on all the games I’d played from them in the past, a distinct pattern began to emerge. Every time the leading men of Telltale edge closer to a revelation that challenges their heterosexuality, the narrative rushes to reassure us that the moment never took place. Pay no attention to the man behind the curtain!
Let’s take a look at what signals the characters are sending us, shall we? There will be some minor spoilers for Tales From the Borderlands, and a major spoiler for Telltale’s Game of Thrones.
Happy Sunday, friends! It’s time for another list of all the super exciting opportunities waiting for you in the games industry. Many of the following recommendations were kindly brought to us by Miss N and Imogen, so send them some love whenever you get the chance. ❤
In particular, we’ll be focusing our attention on boosting any and all efforts to provide folks with assistance in order to get to next year’s Game Developers Conference (GDC). If you know of any scholarships that we haven’t mentioned in this post, please reach out! We want to make sure everyone has an opportunity to attend one of the most anticipated events in the industry, and that means providing some much-needed help.
As always, if you know of an inclusive gaming space or games project you’d love to see promoted on our Sunday Loot series, drop us a comment below or check out our contact list! We’d love to hear from you, especially about new and exciting spaces where all gamers can hang out.
So: last week was a bit of a colossal trashfire. Like so many of us, I’m still shocked, scared, and angry. However much the optimist in me wants to believe that it’ll all be okay, that we’ll get through the next four years somehow, it’s impossible to ignore the fact that even in the single week since the election — even in the scant hours following the results — events have shown that we’re already entering an era of extreme hatred, ignorance, and backlash for all the social progress this nation has made in the past decade. This election wasn’t just about a woman not being elected president of the United States. It was about a man being elected on a platform of bigotry and hatred.
It’s very easy to say that, right now, playing and talking about video games isn’t going to do a damn thing to effect change. That escaping into fiction won’t fix a single one of the world’s problems. That representation and diversity in popular culture is the least of our worries right now.
I say it matters more now than it ever fucking did.
Video games — and popular culture in general — are more than just escapism or entertainment, though they are singularly valuable as both those things. Popular culture is, literally, the form of culture that is being consumed by the most people at a given time.
Linda Holmes, pop culture blogger for NPR, once wrote that pop culture might not be what people ideally should be consuming, but it is what they’re actually consuming. It doesn’t matter whether a piece of pop culture is created for love or for profit; it’s the medium through which, for better or for worse, so many of us see the world, and that can influence people in unknowable, far-reaching ways.
“Blanket Fort Chats” is a semi-regular column featuring women and nonbinary game makers talking about the craft of making games. In this week’s post, we feature Marie Claire LeBlanc Flanagan, a Berlin-based game maker who’s teaching herself how to make experimental games. She loves ideas, creative expression, and french fries.
Miss N: Can you tell us a bit about your background and how you got into making games?
Marie: My path was not straight. My work is mostly in social enterprises. I’ve done work in alt-education with high-risk youth, created social arts experiences, and used my hands and hours on community building. I’ve led small, scrappy DIY organizations.
I founded Wyrd, a national non-profit dedicated to encouraging, documenting, and connecting creative expression across Canada. I am the Editor-in-Chief of Weird Canada, a website that celebrates and documents do-it-yourself, experimental, and emerging music, books, ideas, and art. I also made a day for the celebration of drone music.
A year ago, I felt like there was no more room in my life for me. I decided to move to Berlin and make experimental games. I had made one game, Þink, with DMG four years before, but otherwise had no exceptional background or experience playing or making games.
For a long time, I thought I hated games, but I was just playing the wrong games. I’m generally not very excited about competitive, complicated, disempowering, rule-heavy experiences where I am enacting a vision that fundamentally misaligns with my being. I’m into experimental narratives, soft experiences, deeply transformative ideas, ritual, and strange expressions of play.
In my very first days in Berlin, I signed up to volunteer at the Wikimedia Free Knowledge Game Jam, and they asked me, “Why not participate?” I said, “I have no idea what I am doing,” and they gave me a name tag that said “Marie Claire LeBlanc Flanagan: Game Designer.” That was that.
I pitched an idea at the jam, found a team, and made TexTiles, a paper prototype of a pattern-matching game using textile samples from the historical archives (and we actually won third place!).
Watch Dogs 2 (or WATCH_DOGS 2, as it’s stylized) is coming out on November 15, so if you’re among those preparing for the launch with its selfie reveal app, you might be wondering if it’s necessary to play the first game to get the full experience. My answer to that? No, not really. I’d even personally recommend against it, because there are lots of problems with the original both in terms of story and gameplay, but especially in story.
Spoilers ahead (some major).
The main carryover from the first game is DedSec, a group of rebel hackers who really love their skull motifs. While DedSec is the main focus of the sequel — and also more keen on branding than ever — they barely factor into the original game at all. They’re out there, they’re watching, and they’re even nominally represented by one of your hacker accomplices, but they’re ultimately inconsequential.
Despite what its title implies (y’know, who watches the watch dogs … particularly in the fully networked surveillance state that is the game’s backdrop), Watch Dogs is mostly about one man’s quest for revenge. That man is Aiden Pearce — perhaps one of the most unlikable video game protagonists ever written. Everything about his demeanor suggests Ubisoft was aiming for the cool lone wolf type, but overshot and depicted the other type of lone wolf: the type neighbors inevitably describe as a “nice, quiet man” before adding they never dreamed him capable of such terrible things.
But the terrible things in Watch Dogs don’t begin and end with Aiden. One of the game’s most prominent gameplay elements — apart from hacking almost everything in the world — is the ability to scan any person in sight. By hacking into Chicago’s Central Operating System (CTOS), Aiden’s phone can bring up anyone’s age, occupation, income, and a random fact about them. The tidbits vary wildly and can reference everything from nationality to sexual peccadilloes. They can also out an NPC as HIV positive, asexual, or trans — all traits that frequently lead to real-world harassment.