
Over at The
Hathor Legacy, a blog about women and gender issues in media,
Kris Ligman wrote a post
comparing Portal (2007)and Mirror's Edge (2008). I disagreed with
most of it, and I will go through the main points.
Ligman asserts that Mirror's Edge was trying to copy
Portal, and based upon superficial evidence, she draws
comparisons between the two characters and the marketing of the two
games. The only similarities the two games have are: woman of colour
protagonist (Chell's race/ethnicity are ambiguous), first-person
perspective, minimalistic graphical user interface (GUI), and a theme
song with the same name. It's hard to find weight to the imitation argument because the games have quite different design philosophies and different goals for their lead characters. It terms of marketing, it's difficult to draw useful comparisons, because each was released with different promotional goals in mind.
She first argues that Portal was
"subversively feminist" because Valve de-emphasised Chell's
sex and ethnicity:
Why is this progressive?
Well, as much as video game theorists often try to pose games as
narratives, video games are frequently about as character-driven as
pinball. First-person titles in particular are known to dispense with
developing their protagonists beyond a certain extent because the
protagonist is merely an avatar; a proxy. It makes sense (lazy
sense), then, for most game designers to unerringly default to what
is “neutral:” in many cases, something white and male. Even as
gamers grow accustomed to different races and ethnicities for their
leading men, casting a woman in the lead protagonist’s chair, as in
film, is always a conscious choice and a statement. So if we’re
talking presentation, what is bold about Portal’s Chell is
that the game makes no effort to make any such statement. She is a
matter-of-fact component of the game that Valve does not attempt to
either justify or show off.
Whilst Ligman believes that only Portal is
progressive, I actually believe that both games are progressive in
their own ways. Portal is progressive in that it plops the
player into a very standard blank slate FPS character in Chell. This
normalises the notion of having a woman as an avatar, which is a good
thing. Mirror's Edge is progressive in that it normalises
quite another notion -- having a woman as your protagonist and star
of the videogame in a way that is not, in my view, particularly
problematic from a sex or race perspective. This is also a good
thing.
Ligman goes on to discuss Faith's presentation in
Mirror's Edge:
Contrast this with the recent
Mirror’s Edge and how their female protagonist, Faith, is
presented. First, the player is always aware of Faith and her gender:
we hear her panting as she runs and grunt when she gets hurt; we see
bits of her body out of the corner of her vision and can see her
reflection in glass windows. We also hear her address other
characters, and she serves as our narrator as well. None of this is
bad, but for a title so overtly attempting to parrot Portal
that it even commissioned a theme song with the same name, we already
see significant divergence from the other’s approach.
Portal and Mirror's Edge were designed
with different goals in mind. Chell is a typical first-person
perspective tabula rasa character. She has no personality to speak
of; she is merely an avatar for the player. Portal provides no
explanations for how Chell got to where she is, no insight into
Chell's feelings, and no overarching plot to provide a framework for
Chell's activities. Portal is a primarily goal-driven game.
The game play is the most prominent selling point of the game, not
the story and not the character.
However, Faith is an atypical first-person
perspective character. She has a personality, motivations, and
emotions. Mirror's Edge is a character-driven game. The story
of Mirror's Edge provides context for all of Faith's actions
and motivations. There is a definite goal by the developers to
actively tell a story (through dialogue and cut scenes), which is not
the case with Portal, where there is very little active
storytelling. Whilst the game play is one of the selling points of
Mirror's Edge (like most games, really), it was not the only
marketing hook. We also had the additional selling point of the plot.
One of the design underpinnings of Mirror's Edge
is freedom of movement, and the way they wanted to accomplish this
was through making the player feel as if she is Faith. The reason
that the experience of embodying Faith is played up to the degree it
is in Mirror's Edge is not only because DICE had the distinct
design goal of providing this immersive experience to the player, but
also because of the character-driven nature of the game. I think it's
incredibly progressive for a game to do this, because in most
character-driven games, you have no choice but to play a white male.
The scope of the two games was also different.
Portal was never meant to provide a stand alone gaming
experience -- it was packaged with other games when it was first
released. It wasn't long enough or marketable enough to stand alone.
Mirror's Edge, however, was meant to provide the player with a
well-rounded, stand alone gaming experience. Mirror's Edge has
a Story Mode, Time Trial Mode, online functionalities, and unlockable
extras. Portal did not have anywhere near the same amount of
content as Mirror's Edge either in terms of actual game play or extras.
I don't think the argument that Mirror's Edge was
trying to copy Portal is a particularly strong one, given the
fact that each design team had hugely different goals underpinning
the projects and that Mirror's Edge has only very superficial
similarities to Portal. I also don't think there is any weight
behind criticisng Mirror's Edge for failing to be more like
Portal.
Ligman later analyses Faith and the Mirror's Edge
marketing campaign:
Then, there’s Faith
herself: featured prominently in the flurry of promotional materials
and emblazoned across the game’s box art, she is anything but the
virtual easter egg that Chell is. She’s ‘the Female as Exotic:’
a character whose difference becomes part of the sales pitch. The
lithe and pretty Asian-American Faith is cast by the game’s story
as an individual alienated by society, who through a combination of
poor life circumstances and innate athletic talent has taken up an
illegal, high-risk occupation as a black market rooftop courier.
I did not view the marketing campaign of Mirror's
Edge as particularly sexualised or exotifying Asians. I strongly
feel that it wasn't overt, in fact. It's not like I wasn't expecting
problematic content in the marketing, either, as a feminist and an
Asian woman. If anything, I was pleasantly surprised to see very
little (if any) Asian exotification or othering with Mirror's
Edge's marketing. I never got the impression that EA/DICE sought
to slavishly to pander to the male gaze. I didn't think EA/DICE were
really flaunting Faith's sexuality or her "exotic" race.
Mirror's Edge's marketing campaign depicted Faith as strong,
skilled, fierce, and active. I didn't see Faith's presence or
treatment as any more prominent than the presence of lead male
characters in the marketing campaigns of their respective. Mirror's
Edge is a character-driven game, and it's natural for
promotional materials to display her image. Therefore, it is a
highly problematic idea that Faith's mere presence in the
marketing materials exotifies her, that simply existing as an Asian American
woman is an overt, and blatant cry for attention to her sex, gender,
and race (tekanji
has more on this). It's like the problematic notion that women are
just asking to be harassed because they exist (see the experience of
any woman who attempts to speak on Xbox Live).
Let's recall how Portal was marketed. Portal
was not marketed at anywhere near the same level as the other games
contained in The Orange Box. Team Fortress 2 and
Half-Life 2: Episode 2, which were both contained in The
Orange Box along with Portal, were marketed heavily.
Portal may have gotten some passing promotion, but all of the
marketing muscle was behind The Orange Box in general, and
Half-Life 2: Episode 2 and Team Fortress 2
specifically. The reason that Portal was included in The
Orange Box was because Valve did not believe that it could be
packaged on its own and still sell reasonably well. Half-Life 2:
Episode 2 and Team Fortress 2 were marketed and promoted
more heavily than Portal because an innovative first-person
puzzle game where you don't rack up a huge body count and in which
you play a non-sexualised, mostly invisible woman, does not have the
same recognisable marketability as Half-Life 2 or Team
Fortress 2. We have to remember that the typical target audience
for games like HL2 and TF2 is slightly different from
that of console gamers. I think marketers believe they are selling to
an even more sexist, male dominated audience than console games.
I don't think it's a useful comparison to draw,
really, because Portal, by itself, was not viewed by Valve as
a AAA game, and Mirror's Edge was viewed as standalone AAA
material by DICE. That is why Mirror's Edge had the level of
marketing muscle behind it, and that is why The Orange Box as
a whole had a similar level marketing muscle behind it, and Portal,
on its own, was not marketed to the same degree.
This sentence from Ligman also stood out to me:
In the long run, however, the
fact that Mirror’s Edge and its surrounding marketing call
so much attention to her as female and non-white is not doing female,
non-white protagonists many favors.
Again, I disagree. I don't think Mirror's Edge
or its marketing called much overt attention to Faith as female or
Faith as Asian. Therefore, personally, as an Asian woman, I am happy
to see someone of my race and sex portrayed in the way that Faith is
-- strong, driven, skilled, aggressive, independent, etc. It's
incredibly rare to find a WOC (woman of color) like Faith in
videogames, in a starring role, and potrayed in a pretty positive
way. When I think of the few female Asian videogame characters (and I
can't think of that many) it makes me sad at the level of
hyper-sexualisation and exotification out there. It's bad enough that
I rarely ever see myself represented in media, it's even worse when
the representations I do see are so appallingly bad. I think Faith is
a massive step forward for WOC protagonists in games.
Ligman concludes:
Both games should certainly
be acknowledged for choosing to go with female, non-white
protagonists over the typical option. And Mirror’s Edge, if
it succeeds in nothing else, does manage to inch along the positive
trend which Portal brought to the fore in 2007. Still, the key
is not imitation, but reflecting seriously on what is presented and
how. Portal brought us something distinctive, while Mirror’s
Edge, when it was all said and done, just gave us more of the
same.
I am a little baffled about the mention of "trend" as I really don't know what this references. Again, I don't think that Mirror's Edge imitated
Portal to a degree that it supports any of Ligman's arguments
There are so few non-sexualised, non-exotified Asian
female protagonists in games, and I think that to call Mirror's
Edge and Faith "more of the same" or to state that
Faith is not doing non-white protagonists many favours is a just
absurd. Rather than doing
a disservice to non-white female protagonists, I think Faith does the
opposite, and for that, Mirror's Edge and Faith are both
worthy of distinction.
I would suggest that a better comparison of
marketing of AAA games that have female Asian protagonists (or even
WOC) is Mirror's Edge and Heavenly Sword. If there is
an example of an Asian woman marketed in the way that Ligman states
-- playing up the character's sex appeal, othering her, and
highlighting and exotifying her sex, race, and culture -- it's Nariko
from Heavenly Sword. Not Faith.
I think it's a massive step forward for DICE, the
developers of Mirror's Edge, to consciously and willingly
decide
not to depict Faith in a sexually objectified way, and to try and
stay true to her character and her profession in terms of the way she
is presented. I am so sure that there were some marketers at EA
Games, or maybe even internally at DICE, who wanted to play up
Faith's sex appeal, but the DICE developers seem to have resisted
that. I work in the games industry, and I can tell you that this
would have been no easy task. It is the job of a marketer to advise
companies to do whatever it takes for them to move product off of
those shelves. Conventional marketing "wisdom" in the
industry is that sexy women on game boxes attracts (young, male)
customers and will sell bajillions of copies. This conventional
"wisdom" is depressingly common in marketing departments
industry-wide. For Mirror's Edge to have defied that in terms
of its marketing is impressive to me. I viewed DICE's attempts to not
treat Faith as an exotic Asian sex object as successful, contrary to
Ligman's view.
In conclusion, I don't think Ligman's comparisions
and analyses of the two games and the two protagonists supports her assertion that
Mirror's Edge exotifies Faith as an Asian woman.
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