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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The non-fiction novel that takes readers inside the head of Raoul Moat

Andrew Hankinson’s depiction of Moat’s unravelling is being marketed as biography/true crime, but its semi-fictional world is something more complex.

In July 2010, just weeks after becoming Prime Minister, David Cameron expanded upon his vision for the “Big Society” that he had first unveiled at the 2009 party conference. It promised a “big advance for people power”, in which individuals would be responsible for their actions. “To be British is to be sceptical of authority and the powers that be,” he told conference. “There is a ‘we’ in politics, and not just a ‘me’.”

That same month, just two days after being released from HMP Durham for the assault of a child, the self-employed gardener and former doorman Raoul Moat shot and injured his ex-girlfriend Samantha Stobbart and killed her boyfriend Chris Brown, who he wrongly believed to be a policeman. Moat went on the run, shooting a policeman at point-blank range, then fleeing to the rural Northumberland town of Rothbury. For a week, the story of this exotically named, delusional man who left behind a wealth of material, including letters and four-hour-long Dictaphone recordings, was given joint top billing with Cameron’s “Big Society” – soon to be as dead and buried as Moat, who, cornered by police after a seven-day hunt, killed himself.

The journalist Andrew Hankinson’s depiction of Moat’s unravelling is being marketed as biography/true crime, yet really is a non-fiction novel, in which writer and reader squat inside a mind that moves from irrational anger and self-pity to despondency. Moat’s is a solipsistic narration, in which he is the perennial victim – of circumstance, enemies, authoritarian bureaucracy, police harassment and past lovers. There is little room here for the outside world. Like most outlaws, Moat believed that everyone had failed him. “All my life I wanted death,” he laments.

The real-life Moat story, however, was more than that of a lone fugitive. It was also about rolling news coverage and Facebook groups, some of which celebrated Moat as a Ned Kelly-type folk hero – a “#ledge”. When Cameron denounced him in parliament he inadvertently elevated Moat to a clearer anti-authoritarian position: the antithesis of a “Big Society” citizen, in fact. It is also the story of the Northumbria Police force, which did its very best to show that it had everything under control when it really didn’t.

And, bringing an element of farce to a tragedy, it featured the subplot of a thoroughly leathered Paul Gascoigne – the most exciting and idiosyncratic footballer of his generation – tearing through the countryside in a taxi with a fishing rod, a dressing gown and a rotisserie chicken in an attempt to bring a sense of calm to the situation. “All I want to do is shout, ‘Moaty, it’s  Gazza! Where are you?’” he explained en route during a live radio phone-in. “And I guarantee he will shout his name out: ‘I’m here.’” Gascoigne’s pantomime intervention added to the chaos: now another disenfranchised northern male was running amok. The parallels were evident: Gazza’s career had been beset by injury and alcoholism, Moat’s bodybuilder’s physique was no longer in prime condition after weight loss in prison. Both were separated from their families and prone to self-examination. Onlookers knew it could quite easily have been Gazza holed up in those woods.

Other exponents of the non-fiction novel such as Norman Mailer and Gordon Burn would surely have put all this in, yet Hankinson chooses not to cover any of the peripheral subplots, instead using a second-person narrative to burrow deep into Moat’s paranoia, sourcing all his text from real material. This narrative sacrifice in favour of a singular voice gives the book thrust and authenticity of voice, and manages to show the nuances of a man who was articulate and often capable, and had reached out to social services on many occasions for help. None of which excuses Moat’s action – but it does explain his choices. Where the tabloids favoured the simplicity of the textbook “cold-blooded killer”, Hankinson’s portrait lets the reader make his or her own judgement. Clearly Moat was a bully, and yet he was not born that way. Few are. “There’ll be books written about all this, and you’ll be made out to be some crazed fucking maniac,” he says to himself, with both foresight and grim resignation.

Elsewhere the semi-fictional Moat brushes over past transgressions and labours over the tiniest slights in such repetitive, droning detail that the reader’s sympathy soon wanes. The book’s strength lies in the real-life Moat’s keenness to confess – to be heard, finally, beyond death – through these nocturnal monologues, recorded in his tent after yet another meal of charred burgers. From these remnants, Hankinson deftly assembles the man’s inner workings, lending credibility to his portrait while, beyond the myopic commentary, we know, although we don’t see it, that the outside world is closing in. Critics might ask: why give voice to a loser? Perhaps because in the right hands any real-life story is worth telling, and history should never just record the heroes and victors. The losers play their part, too.

Ben Myers’s novel “Beastings” recently won the Portico Prize for Literature

You Could Do Something Amazing With Your Life [You Are Raoul Moat] by Andrew Hankinson is published by Scribe (211pp, £12.99)

Ben Myers’ novels include Pig Iron and Richard, a Sunday Times book of the year. His writing has appeared in The Guardian, NME, Mojo, Time Out, 3:AM Magazine, Caught By The River and many others. www.benmyersmanofletters.blogspot.com

This article first appeared in the 05 February 2015 issue of the New Statesman, Putin's war