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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Inside Syria's unending siege, civilians, not soldiers, are the chief victims

In Aleppo, civilian strife is just another tool of war.

Maria is a young mother who lives in Aleppo. She missed her opportunity to flee when the Syrian-Turkish border was closed to all but the seriously injured in early 2015. With her two children – Fadi, aged five, and Sama, aged nine – she stayed in the city.

Maria’s husband was killed by a barrel bomb that fell on their neighbourhood in 2014. After that, she took the children and moved in with her husband’s family. Her married brother-in-law asked her to be his second wife. She accepted the offer for the sake of security. This year he, too, was killed when a bomb fell on his shop.

Speaking to her on Skype, I referred to Aleppo as a city under siege and she quickly corrected me. “The city is not under siege,” she said. “We are human beings under siege.” Maria clearly felt offended by my words. She moved the conversation on to the images of a young Syrian boy, sitting in an ambulance, which have appeared on newspaper front pages around the world – a symbol of the human suffering in Aleppo. “What can I say? His silence and shock reflected all the pain of Syrians.”

Tearfully, she described her living conditions. “There are two widows, with three children, who live all together with our old mother-in-law. The good people around us try to give us food and clothing.”

She added: “Before, I used to cook a big meal for me and my family-in-law every day. My late husband was well off.” The children don’t go to school but they get some lessons at home – Maria used to work as an Arabic language teacher at a high school in the city.

The household’s other widow, Safaa, joined our conversation. “Since the first day of Eid ul-Fitr [the festival that marks the end of Ramadan, this year on 6 July], the siege began in Aleppo. There was no food or water. Children cried and could not sleep because of hunger.”

Safaa made food from pulses that she had managed to save, particularly lentils. As the area around the city is rich in olives and well known for producing za’atar herbs, the extended family depended on reserves of these for nutrition. “Al-za’atar al-akhdar [a dish of the herb, olive oil and a few other basic ingredients] has saved the reputation of Aleppo and its people,” Safaa joked, and both women laughed.

Then, suddenly, the Skype connection was lost and they both disappeared.

Another Aleppo native to whom I spoke, Ayham, described his desperation as he finished his engineering degree before fleeing Syria. “I am my mother’s only son, so I didn’t want to do military service, and I left, as I felt so insecure,” he told me. He had been living in Shahbaa, a neighbourhood controlled by Bashar al-Assad’s regime, while completing one application after another to study abroad. Eventually he was successful and he has now made it to a university in Europe.

Ayham’s parents were pushing him to leave because they knew that he was part of an underground anti-Assad protest movement. “There are two Aleppos,” he explained. “One is free and the other is controlled by Assad’s regime. Both are very unsafe . . . Living hungry was easier than living under threat.”

There are roughly two million people in the city, most of them women and children. Since the second day of the siege, there have been no fruit or vegetables available and only a few bakeries are producing bread. Compounding the starvation, the bombing has been intense, hitting hospitals, ambulances, blood banks and the Syrian Civil Defence base. Assad’s regime is targeting vital resources for civilians.
Even after rebel forces, in co-operation with the Islamist faction Jaish al-Fateh, managed partly to break the siege and open a new road into the south of the city through the Ramoussa area, they could not bring in enough food. The little that made it inside immediately sent prices soaring. Civilians could not use this road to escape – jets were targeting the routes in and out.

The eastern areas of Aleppo, which are still under the opposition’s control, are also still without aid, because of how risky it is to get there. All the talk coming out of the city today is about decisive battles between Assad’s forces and the rebels in the southern quarters. Civilians put the recent air strikes down to these conflicts – it has long been believed that when the regime loses ground, it intensifies its bombing as revenge, and to send a message to those who continue to resist.

People in Aleppo and the north-eastern territories of Syria are suffering and dying. They have no other choice. It seems that both Isis and the Assad regime are trying as hard as they can to destroy Syrian civilians, whether through direct attacks or by gradual starvation.

There is little information available, as both sides attempt to prevent the media from documenting life under siege. Isis accuses journalists of being agents of Assad, while the regime portrays reporters as terrorists. Pro-Assad social media accounts have alleged that Mahmoud Raslan, who took the footage of the boy in the ambulance, has links with terrorism. The same channels have yet to say much about Raslan’s subject – Omran Daqneesh, the five-year-old whom he showed, bloodied and stunned, after the boy was pulled from the rubble caused by multiple air strikes. Omran’s ten-year-old brother, Ali, has since died from injuries sustained in another attack.

After four hours, I heard back from Maria. She apologised for losing the connection and asked me not to worry about her. “All of us are fine. We did not die yet,” she said. Her daughter, Sama, has not been to school since last year, she told me, and now studies only Arabic poetry. They have no books, so she depends on the verses that Maria knows by heart. Sama misses her school and her friends, and though she remembers their faces she has forgotten their names.

Maria has made a doll for her out of scraps of fabric and they call it Salwa. Together, they sing Syrian folk songs for the doll, in particular one that goes: “Hey Salwa, why are you crying? I need a friend.” Maria is resigned. As she says, “We are back in the Stone Age.” 

K S is a Syrian journalist, based in Sweden since 2014

This article first appeared in the 25 August 2016 issue of the New Statesman, Cameron: the legacy of a loser