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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Against the Law: Peter Wildeblood must be one of the bravest men who ever lived

BBC2's historical gay rights film evokes bewilderment, fear and agonising pain.

My head told me that Against the Law (26 July, 9pm), the BBC’s film about Peter Wildeblood, the only openly gay man to give evidence to Lord Wolfenden’s committee, wasn’t up to much. Wildeblood was one of the three men who in 1954 were convicted of buggery in the notorious Montagu case (the others being Lord Montagu of Beaulieu and his cousin Michael Pitt-Rivers) – a trial that led, thanks to unease about the verdict, to the inquiry that resulted in the Wolfenden report, which in 1957 recommended the decriminalisation of homosexuality in Britain.

The film is based on the book Wildeblood published (he was a journalist) after his release from Wormwood Scrubs. Its script, by Brian Fillis, was underpowered and off-puttingly didactic, and I couldn’t understand, at first, the decision to keep interrupting the drama with the spoken-to-camera recollections of a series of elderly gay men. But at some point my heart, which was aching, told my head to shut up. This is… good enough, I thought, watching the film’s last few moments, in which the 89-year-old Roger and the 77-year-old Percy tenderly kissed for the camera. I was mad for Roger. Did he remember Wolfenden? My dear, how could he ever forget it? At the time, he was having an affair with Lord Wolfenden’s son, Jeremy, which certainly added piquancy to the newspaper reports as he read them over breakfast.

If I’d been casting this piece, I might have gone for a floppy-haired Matthew Goode type for Wildeblood, the former public school boy – but that would have been my mistake. It’s hard to imagine a finer performance than the one given by Daniel Mays, an actor who is not even remotely floppy haired.

Here was all of the wit and compassion you find in Wildeblood’s prose, combined with emotions I’d hitherto only been able rather half-heartedly to imagine: bewilderment, fear, agonising pain. As Wildeblood watched his former lover, an RAF corporal called Edward McNally, turn Queen’s evidence during his trial, May’s face grew slack with disbelief. He looked, to me, as if some unknown hand was quietly disembowelling him. By which had he been most betrayed? Love, or the law of the land?

Everyone knows what followed, but it was horrible to see nevertheless. Mailbags were sewn; aversion therapy was discussed (the prison shrink, played with viper-like precision by Mark Gatiss, told Wildeblood he could either receive a series of electric shocks or a drug that would make him vomit for two days). I thought, not for the first time, that Wildeblood must have been one of the bravest men who ever lived – though it’s not as if he wanted for company: the director’s talking heads, silver of hair and soft of jowl, reminded us of this at every turn, and I was glad of the human punctuation they provided. For most of us, this stuff is history. For them, it had been life.

Some people are devoted to newts, and others to hobbits; a few enjoy recreating the battles of the Civil War. The film My Friend Jane (17 July, 7pm) got down and not very dirty with the Austen super-fans, by which I mean not those who have read Sanditon and The Watsons but types who like to dress in full Regency garb and dance to the sound of a spinet come Saturday night. Actually, it’s scarier than this. A former doctor, Joana Starnes, breathlessly described her new career as a writer of “top-tier JAF”. Translated, this means highly superior Jane Austen fan fiction. She’s produced seven JAF novels, which sounds like a lot until you discover that 60 come out every month.

Zack Pinsent, meanwhile, who is 22, makes his living as a period tailor in Hove, where he likes to promenade in fall-front trousers – a flap enables the gentleman thereby to pee – and top hat. I wanted to laugh at him, and all the other empire-line eccentrics in this odd little documentary. But there was something touching about their obsession; at least they didn’t attempt to intellectualise it, unlike those literary fan girls who have lately taken to writing entire books about why their lives would be meaningless without this or that great writer for company. 

Rachel Cooke trained as a reporter on The Sunday Times. She is now a writer at The Observer. In the 2006 British Press Awards, she was named Interviewer of the Year.

This article first appeared in the 27 July 2017 issue of the New Statesman, Summer double issue