The problem isn't 'girlfriend mode', it's making games easier then blaming it on women

Why are developers so afraid of challenging players?

When Gearbox, the developers of Borderlands 2, unveiled one of the games new features to a journalist from Eurogamer they might have been forgiven for not anticipating the reaction it got. Although since Gearbox are also the developers who cured the constipation preventing the movement of Duke Nukem Forever into the world maybe this lack of awareness isn’t surprising.

Their intentions seem laudable. They’ve put an optional character into their game designed so that somebody who lacks experience with gaming can join the game using this character and enjoy themselves. We can all point and rage on Twitter regarding the fact that an employee of Gearbox chose to describe this character as a "Girlfriend Mode", a sexist assumption that belittles female gamers, but beyond that is something of an even more insidious nature. Here we are seeing the casual assumption that to give a game mass appeal, particularly to a female audience, it must be made easier.

The evidence of this assumption in the minds of developers is manifested right across mainstream gaming. While a certain level of dumbing down, or streamlining as it called when it actually works, is forgivable in games that are genuinely inaccessible it is less forgivable in games that have been defanged by their makers to offer no challenge to players. From Call Of Duty: Black Ops, where even on a higher difficulty setting it is possible to complete the first mission without actually shooting anybody to the supposedly higher-brow LA Noire, where the game bends over backwards to make failure impossible, time after time we are seeing games that won’t let you fail.

Two things are damaging about the desire of developers to encourage inexperienced players by dropping the challenge level of games. The first is that this simply ruins games affected by it. The video game is a wonderful art form, the marriage of player and game when the two are well suited is a thing of beauty (even if to the outsider the perfect marriage of game and gamer looks a lot like somebody sitting in front of a colourful screen for an unhealthy length of time getting gradually smellier and hairier) but this unity is based upon challenge and the overcoming of that challenge. A game without challenge is just it is a tale, full of sound and fury, signifying nothing. That challenge can come in many forms and some are more oblique than others but still the game should offer some level of opposition to the player.

The second is that by associating declining levels of challenge in games with accessibility and in particular with female gamers we risk creating a culture where female gamers and particularly developers are blamed for some of the worst trends in game design. This association is what motivated much of the hatred directed towards Jennifer Hepler at Bioware. The venom in the attacks on her constituted such an overreaction that it would be comic were it not so vicious. What Hepler suggested, that a player could skip the action to get to the cut-scenes, is of course sacrilege to a gamer and an insult to anybody who actually considers game play to be the defining part of the process of playing a game. But it didn’t warrant the torrential hatred that flowed forth.

The idea of actually skipping the game itself to get to the story is probably the last thing an employee of Bioware ought to be suggesting given that the Mass Effect trilogy’s final chapter has a story that stinks so hard it can strip the bark off a dog. However while Bioware has come in for a lot of criticism over the years for a lot of reasons it was telling how the tone and nature of so much of that criticism changed when the subject of it was a female employee.

So when Gearbox employ the term "girlfriend mode" for a character in a first person shooter who is designed to be playable by people who can’t shoot, that’s problematic. That’s them telling the people who play their game that they added a skill-free character option because of women. A game without challenge is a bad game and so the logical conclusion is that games are being made worse to accommodate women.

Women make up half of the population of gamers and while many favour puzzle games and world building games, usually derisively written off as casual, it is clear that these games are not free of challenge. There has not been some grand delegation of women demanding slower moving enemies and more ammunition for the BFG-9000. Developers didn’t stick training wheels on games to tempt the current generation of gamers, of either sex, and they shouldn’t now if they want to win over the next.

 

This piece wants to appeal to women, so we had to put a picture of some kittens on it. Photograph: Getty Images

Phil Hartup is a freelance journalist with an interest in video gaming and culture

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How wine crosses national boundaries

With a glass of wine, and a bit of imagination, wine can take us anywhere.

Wine offers many pleasures, one of which is effortless movement. You can visit places that make the wines you love, but you can also sip yourself to where these grapes once grew, or use a mind-expanding mouthful to conjure somewhere unrelated but more appropriate to your mood. Chablis, say, need not transport you to damp and landlocked Burgundy, even if the vines flourish there, not when those stony white wines suit sun, sea and shellfish so well.

Still, I’d never been to Istria – a triangle of land across the Adriatic from the upper calf of Italy’s boot – either in vino or in veritas, until I tried a selection of wines from Pacta Connect, a Brighton-based, wine-importing couple obsessed with Central and Eastern Europe. 

The tapas restaurant Poco on Broadway Market in east London has fiercely ecological credentials – it uses lots of locally sourced and sustainably grown food and the space is a former bike shop – but this fierceness doesn’t extend to entirely virtuous wine-buying, thank goodness. I’m all for saving the planet: waggle the eco-spear too hard, however, and I’ll be forced to drink nothing but English wine. Trying each other’s wines, like learning each other’s customs, is vital to understanding: there’s no point improving the atmosphere if we all just sit around inhaling our own CO2 at home.

The world is full of wine and it is our duty to drink variously in the name of peace and co-operation – which are not gifts that have frequently been bestowed on Istria. I have sought enlightenment from Anna, the Culinary Anthropologist. A cookery teacher and part-time Istrian, she has a house on the peninsula and a PhD in progress on its gastronomy. So now, I know that Istria is a peninsula, even if its borders are debated – a result of Croatia, Slovenia and Italy all wanting a piece of its fertile red soil and Mediterranean climate.

From ancient Romans to independence-seeking Croatians in the early 1990s, all sorts of people have churned up the vineyards, which hasn’t stopped the Istrians making wine; political troubles may even have added to the impetus. A strawberry-ish, slightly sparkling Slovenian rosé got on splendidly with plump Greek olives and English bean hummus, topped with pickled tarragon and thyme-like za’atar herbs from the Syrian-Lebanese mountains. A perfumed white called Sivi Pinot by the same winemaker, Miha Batič, from Slovenian Istria’s Vipava Valley, was excellent with kale in lemon juice: an unlikely meeting of the Adriatic, the Atlantic and the Mediterranean. Sivi Pinot is another name for Pinot Grigio, which seems fair enough: as long as we can raise our glasses and agree to differ, names should be no problem.

But sometimes we can’t. The other Slovenian winemaker on the menu, Uroš Klabjan, lives three kilometres from the Italian city of Trieste, where his Malvazija Istarska would be called Malvasia Istriana. Either way, it is fresh and slightly apricot-like, and goes dangerously well with nothing at all: I see why this is Istria’s most popular white grape. His Refošk, an intense red, is also good but there is a complicated argument over when Refošk should be called Teran. Like battles over parts of the Balkans, these wrangles seem incomprehensible to many of us, but it’s sobering to think that wine can reflect the less pleasant aspects of cross-cultural contact. Intolerance and jingoism don’t taste any better than they sound.

We finish with Gerzinić’s Yellow Muskat and rhubarb parfait: Croatian dessert wine from an ancient grape found around the world, with an English plant transformed by a French name. There’s nothing sweeter than international co-operation. Except, perhaps, armchair travel.

Nina Caplan is the 2014 Fortnum & Mason Drink Writer of the Year and 2014 Louis Roederer International Wine Columnist of the Year for her columns on drink in the New Statesman. She tweets as @NinaCaplan.

This article first appeared in the 23 June 2016 issue of the New Statesman, Divided Britain