LITR 4332 American Minority Literature
Model Assignments

Research Project Submissions 2013
research post 2

Higginbotham, Tom

4/25/2013 

Gaymes and Gamers

            In the last research post, we investigated the significance of "coming out" as a literary device and discovered it to be an important, even central facet of LBGT literature. Specifically that it is often ideal to not provide a tidy arc of development for the main character or characters, but rather feature a significant section of their coming out process, leaving the ending more open to interpretation, mirroring real-life coming out being a life long ordeal. This post will narrow its focus specifically to the realm of LBGT literature in video games, as well as the relationship of game and gamer culture to LBGT issues.

            The first game to cover is Dys4ia, an autobiographical game by solo game developer Anna Anthropy about her experiences with hormone replacement therapy. The game divides itself into four levels which, while numbered chronologically, can be persued in any order. Each level is made up of a series of simple screens, each adding to the narrative both via text and an interactive, visual representation. The first screen of the first level, for instance, draws the player character as a irregular shape, with an arrow pointing to the other side of the screen. The way through is blocked only by a brick wall with a hole in it, but due to the way the hole and the player character are shaped, it's impossible to get through, accompanied by "I feel weird about my body." Similarly, each screen creates a scenario just like that where players move through the narration. Because Dys4ia is made up of these smaller, self-contained screens, or "mini-games" the design relies on simple instruction or self-evident direction through design, such as mouths shooting projectiles at the player character, now a shield, or the player character flying through the air past hoops they need to jump through. Through these simple, wordless design choices, as well as visually, the game plants itself deep in the roots of retro gaming, adopting a graphical style similar to atari-era graphics, a very simple, almost monochrome style with basic shapes and even more basic animation.

            What stands out right away from a construction aspect is that Dys4ia draws on many common concepts of game design, usually in an effort to subvert them. Case in point, the prior mentioned wall scene which, in any other game, would have a win condition, a requirement to be met which would count the player as "victorious" and move to the next challenge. Dys4ia is not a game about challenge, however, as much as it doesn't have a win state it doesn't have a lose state either. Rather, it is a game about telling a story in an interactive way; the narrator feels "Weird" about her body and in the same way, the player is made to feel weird about the form given to them and, just as the narrator doesn't have an immediate solution to her puzzle, the player isn't allowed to solve theirs.

            Significantly, while not being a coming out story in the strictest sense, level 4, "It Gets Better?" does not end the game totally resolved in much the same way as other LBGT coming out literature. While undeniably upbeat, the narration does acknowlege the story's incompleteness as well as problems yet unmet, such as the looming spectre of health issues due to the therapies and continuing resistance from outside forces, one of the last screens featuring a pixelated butterfly ascending towards the sun with the words "It's a small thing, but I feel like I've taken the first step towards something TREMENDOUS." Followed by a similar image to the wall scene, only this time with the player character's shape changing randomly, the player not being able to try to make it through the hole before the screen flashes to "The End" which is moments later replaced by "Just the Beginning."

            The second game A Closed World, developed by Singapore-based Gambit Game Lab, is much more traditional, both in the sense of being a game and being a coming out story. The game opens with text on a black screen; "Has it ever occurred to you just how much of our lives is affected by the answer to a very simple sounding question? The words we use...The clothes we wear . . . Even who we fall in love with" before the game itself asks you, the player, "Are you male or female?" The game doesn't allow the player to choose their orientation, merely their gender, likely being a very subtle play on the idea that orientation isn't selected, though I can't cofirm or deny that as a design choice. The game itself forms around the traditional turn-based RPG (or Role-Playing Game) formula of gameplay, using the well-established genre of game as a platform from which to give the narrative. Unlike Dys4ia, A Closed World does, in fact, have a win and lose state, the instruction menu telling the player to "Seek out the demons in the forest. Defeat them or wander amongst the trees forever." What the game doesn't tell you is that the demons in question are not hellspawn, but friends, family members, your lover, and even yourself, and that the forest is both an actual forest and an extended metaphor for the messy business of coming out.

            The actual gameplay takes place partly in an "overworld" where the player explores the forest, examines clues, and uncovers demons and in a turn-based format, both you and the "demons" taking turns selecting an attack in the form of either a Passionate appeal, a Logical argument, or an Ethical claim, adopting pathos, logos, and ethos into a rock-paper-scissors-style mechanic. Health bars in this game give way to a "composure" meter, losing composure meaning losing the argument. The reasoning behind the design may not be apparent at first, and indeed, I can't imagine someone who isn't familiar with at least this kind of game understanding the significance of the chosen genre at all, but with a little bit of digging, it's there.

            I can think of two reasons why the turn-based RPG format was chosen for this game. One, it's a very light-skill, mechanics-heavy style of game, meaning that players, regardless of skill, can take the game at their own pace, spending more time manipulating the mechanics slowly rather than the player character quickly, allowing much more in the way of story, narration, and exposition without breaking up flow too badly. Two, games of this variety are normally very high-stakes, narrative-wise. A major cliche in this genre is to cast the player in the role of a "Chosen One" off on a world-spanning journey to save the planet from an ambigious but omnipresent evil. Fights are implied to be big, spells powerful, and monsters terrifying, and to bring that sort of scale into a single boy or girl dealing with their family says a lot for the perspective of a person staring down that kind of challenge. This sort of "adjusted perspective" comes through in the visual design of the demons themselves who don't look like family members but vaguely human monsters, often several times larger than the player character.

            Each of the demons takes its own form, but probably most interesting is the form of the lover, seen as a beautiful, white, long-necked beast caught halfway in the mud of the ground. It becomes revealed through the battle that the lover chose not to accompany the player character into the forest, as seemed to be their plan earlier. The visual metaphor, a pure creature trapped in the mire is quite possibly the most striking of the entire game.

            After clearing the forest, the player enters a fog "The words thou'st heard cannot be unheard things / The things thou'st seen cannot be unseen /  The emotions thou'st felt cannot be erased . . . were it not for such suffereing, where wouldst thou stand now?" and much like Dys4ia ends on a positive, if completely open-ended note, both acknowleging the hardships faced and not dismissing those yet to come, but also relishing in the step taken forward.

            The third game we'll be looking at is almost staggeringly more literary than the prior two and also my personal favorite of the three. The game is titled Personal Trip to the Moon: a video game about dysphoria and astronauts, designed by another solo developer publicly known only as "VoEC." The game is similar to Dys4ia in the sense that it is both also about gender dysphoria and it doesn't have a traditional win/lose state, but rather uses foundations of game design as a vehicle to create the experience of the narrative.

            Personal Trip to the Moon spends most of its time manipulating classical femenine symbols, such as mirrors and the moon itself, to give an emotional account of gender dysphoria. The game begins with quiet somber music and the (male) player, lacking other options, walks stage right to a mirror. His reflection proving both quite femenine and quite sentient, asks the player to find the missing piece to the broken mirror, the crack for which is roughly groin-level to both the player character and his reflection. To simplify this thought, a man followed by unhappy music approaches a mirror--again, a classical femenine symbol-- to speak to his female reflection who asks him to replace her missing piece around the groin area. To be absolutely clear, none of this is outright stated, all of the implications are entirely interpretive, and that is the kind of level that Trip to the Moon is working on; a deeply symbolic interrogation of gender dysphoria which isn't so much trying to tell a story or make a point as much as it is exploring an emotion or idea. If I were a professor teaching a class on the literature of games, I would lecture on this game.

            I'll save the more in-depth description I gave the other two games because there really is too much layered to adequately cover it all, so instead let me simply give an example of what is possibly the best moment in the game. Shortly after the mirror scene, the player walks to the edge of a rooftop and, having lost control a few feet ago, steps to the very edge. On-screen instructions appear "Press Space to Fly" and, upon doing so, the player character closes their eyes and stretches out their arms. At this point it seems entirely likely that the player character is about to commit suicide and it seems like an intentional lead-on considering the still-somber tone of the game so far but it's not long after the music begins to crecendo that the game keeps its promise and the player flies high into space where they're given a quest to fetch five items to repair a lunar lander and save a handful of astronaunts. What's interesting isn't that, though, but the fact that if you go back down to Earth and try to fly down the same building you thought you might jump off of earlier, the game lets you fly down for eternity, looping the same background over and over, never letting you reach an end. When the player finally gives up and starts to fly spaceward again, they'll find that they didn't spend nearly as much time flying up as they did flying down; no matter how long they spent flying towards the ground—or perhaps more accurately, away from the moon where the reflection is found—they never ultimately made any progress at all. When a game is so fraught with interpretive potential that even the optional testing of the boundaries can have meaning, it deserves its own paper.

            Now of the three games I've covered so far, there's been a trend: all three have been very small, independant affairs, exclusively free and browser-based and never more than about a maximum of ten minutes long and there's a reason for that. By and large, LBGT themes have not made it, or are only just making it, into the mainstream of gaming. Historically, games and LBGT haven't gotten along famously, many games—especially japanese games—portraying specifically gay men as excessively flamboyant and femenine such as the 2006 Clover Studio game, God Hand, where the first boss was a duo “Mr. Gold and Mr. Silver” an astronomically gay set of twins, each wearing nearly-not-there outfits with peacock feathers. Or Streets of Rate 3 where another sub-boss named “Ash” appears what approaches bondage gear, pirouetting across the screen.

            Surprisingly, one Japanese company to buck this trend has been Nintendo which has had not one, but two transgender characters in its games, one dating back to 1987. The two characters, Birdo and Vivian are both Male-to-Female transgender characters, confirmed by Nintendo on both counts. What's more, neither character is particularly defined by their transgenderdism, though that may be giving Nintendo a bit too much credit as, at least in the case of Birdo, there isn't an overabundance of character development around them.

            While games in history, even recent history, have had a sort of sketchy past with LBGT themes, particularly homosexuality, there does appear to be a positive trend. One such leader of that trend is developer Bioware which has gone out of its way to portray LBGT persons as normal human beings, even including gay or lesbian romance options in many of their games. When one player complained loudly on the official forum that Bioware was ignoring their core demographic of the “Straight Male Gamer” by including these romance options, Bioware developer David Gaiter went so far as to publicly respond, “The romances in the game are not for “'the straight male gamer,'” they're for everyone. We have a lot of fans, many of whom are neither straight nor male, and they deserve no less attention.”

            While there may appear to be a positive trend insofar attitudes are concerned, gaming culture still has one other major hurdle to cross where LBGT themes are concerned: Nobody seems to want to talk about it. Nobody seems to want to talk about sexuality at all. Of all the games currently in circulation, only a fraction of them want to handle sexuality in anything approaching a mature way and of those, barely a fraction even touch on Lesbian, Gay, Bisexual, or Transgendered relationships. There are big names in that ring such as Bioware and we're seeing more big names throw their hats in as the topic becomes more fashionable, but one still has to make considerable effort to search for a game which even includes an LBGT character, let alone discusses the idea.

            So what have we learned from our entirely-too-long adventure through gay gamingdom? From a literary standpoint that games can be just as thoughtful and informative as any other literary medium, and in some cases more so. Games are entirely capable of examing the same themes as a novel and can often use the visual, interactive “language” of game design to get a point across without words at all. From a cultural standpoint, that the conversation of LBGT themes in video games is happening, the conversation just hasn't gone especially far yet, as a majority of gaming culture seems to still be adjusting to the idea. No surprise there, though. Gamers can't even be trusted to draw a woman without some kind of contrivance to show as much bust as possible, lord only knows how long it'll be before the mainstream of gaming can move beyond gay stereotypes.

Bibliography

            Anna Anthropy. Dis4ia. 2012. Newgrounds.com Flash-based http://www.newgrounds.com/portal/view/591565

            Gambit Game Lab. A Closed World. 2012. Flash-based http://gambit.mit.edu/loadgame/summer2011/aclosedworld_play.php

            VoEC. Personal Trip to the Moon: a story about gender dysphoria and astronauts. Kongregate.com, 2012http://www.kongregate.com/games/voec/personal-trip-to-the-moon

            Nintendo. Super Mario Bros. 2. Nintendo. 1987. Nintendo Entertainment System

            Nintendo.  Paper Mario: The Thousand Year Door. Nintendo. 2004.  Gamecube

            Walker, John. "Dragon Age Writer on Characters' Bisexuality." Rock Paper Shotgun. Rock Paper Shotgun, 25 Mar. 2011. Web. 25 Apr. 2013. <http://www.rockpapershotgun.com/2011/03/25/dragon-age-writer-on-characters-bisexuality/>.