Sean Duncan – Antenna http://blog.commarts.wisc.edu Responses to Media and Culture Thu, 30 Mar 2017 23:48:47 +0000 en-US hourly 1 https://wordpress.org/?v=4.7.5 #1ReasonToBe and Many Reasons To Still Worry http://blog.commarts.wisc.edu/2013/04/09/1reasontobe-and-many-reasons-to-still-worry/ http://blog.commarts.wisc.edu/2013/04/09/1reasontobe-and-many-reasons-to-still-worry/#comments Tue, 09 Apr 2013 13:45:21 +0000 http://blog.commarts.wisc.edu/?p=19499 GDC-1ReasonToBeThe 26th annual Game Developer’s Conference recently met from March 25 through March 29, 2013. As it has in the past several years, the GDC met in San Francisco’s Moscone Center, spilling out into surrounding events, parties, and satellite unconferences (such as this year’s Lost Levels). As the industry’s largest event, GDC brought together over 23,000 developers, journalists, marketers, academics, and fans. Unfortunately, I was not able to attend this year’s GDC, but as I viewed the events from afar, a number of major themes seemed to develop through the blog coverage and ongoing Twitter conversations.

One of this year’s key stories seems to be regarding how the industry deals with difference and inclusivity, both for developers and for the industry as a whole. The games industry has rightly been accused of failing to accommodate perspectives beyond those of the young men that have stereotypically been seen as the industry’s primary consumers. A potential watershed moment during this year’s conference was the #1ReasonToBe panel, featuring developers including Brenda Romero (Wizardry, Jagged Alliance), Robin Hunicke (Journey, Glitch, Funomena), Kim McCaullife (Microsoft Studios), Leigh Alexander (journalist for Gamasutra, Kotaku, and others), Elizabeth Sampat (Storm8), and Mattie Brice (independent game critic/journalist).

The panel cleverly pushed the devastasting #1ReasonWhy hashtag into new territory, incorporating both problems facing women in the games industry and “reasons for women to be” in the games industry. Presenters recounted horror stories of both casual and explicit sexism within the industry, while aspiring to start a larger conversation in the industry on issues of gender. The #1ReasonToBe hashtag on Twitter is still ongoing, albeit with less of the vigor that typified the #1ReasonWhy hashtag.

How much of this represents a real and significant shift in the culture of game design? For some, it seems clear that the industry is undergoing significant change on several fronts — The New York Times summarized GDC 2013 as the year the indies “grabbed the controls.” As quoted in the Times piece, game designer Eric Zimmerman has decided to end his annual, provocative Game Design Challenge (won this year by Jason Rohrer, for the second time in three years), explaining that “The idea of doing strange, bizarre, experimental games is no longer strange, bizarre or experimental.” Perhaps, in this context and in this particular moment, panels such as #1ReasonToBe may gain significant traction in the industry.

Unfortunately, even while there was a concerted effort by attendees and regular GDC organizers to reframe who the “games industry” is, some of the events surrounding GDC were still problematic. The International Game Developer’s Association came under widespread criticism for scantily-clad women dancers at their professional conference party. This drew the attention of the aforementioned Brenda Romero, who on the same day she was awarded a Women In Games lifetime achievement award very quickly resigned as co-chair of IGDA’s Women in Games special interest group (along with other IGDA resignations, including outgoing board member Darius Kazemi). On top of this, the creators of Minecraft, Mojang Specifications, threw a party that several developers alleged included women who were paid by the company to socialize with (predominantly male) game developers. Mojang has denied these accusations.

So, how do we come to some sense of where the industry is going? Was 2013 a breakthrough or just a case of an industry that’s moving to address its problematic gender culture while thousands of other attending developers were fine with business as usual? The discussion of gender and inclusivity at GDC2013 included very little from the Nintendos, Microsofts, Sonys, Capcoms, Activision Blizzards, Valves, and so on. In this regard, perhaps Zimmerman’s statement about the shift toward experimentation and change was correct; though the era of the AAA studio has not necessarily passed, AAA products and AAA studios were certainly not the story at this year’s conference. Rather than feature rollouts of new gaming consoles or prodcuts, the industry focused on deep discussions regarding its own culture and ways forward.

In-conference discussions of inclusivity and difference are just the tip of the iceberg, however, as the struggles with these very issues in the male-dominated, party-centric culture around the conference may indicate. How do we bridge this gap?

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A 21st Century Sherlock http://blog.commarts.wisc.edu/2010/08/01/a-21st-century-sherlock/ http://blog.commarts.wisc.edu/2010/08/01/a-21st-century-sherlock/#comments Sun, 01 Aug 2010 14:19:10 +0000 http://blog.commarts.wisc.edu/?p=5353 Sherlock raises issues on how one modernizes the Victorian Sherlock Holmes to fit in an alternate 21st century London, as well as shaping a world that a century's worth of Holmes has never impacted.]]> Yesterday, Kristina Busse discussed Sherlock in terms of alternate universes, and I’d like to talk a little more about our universe’s impact upon this production (in which Sherlock Holmes and Dr. John H. Watson are well-established fictional characters), and how the series represents a 21st century Holmes and Watson.

The producers (Mark Gatiss, Steven Moffat, and Sue Vertue) have stated that their inspirations were the most-maligned of the Rathbone films of the 1940s (e.g., Roy William Neill’s Sherlock Holmes and the Secret Weapon), in which Holmes and Watson fought Nazis during World War II. Not intending to create a simple “pastiche” of Holmes, Gatiss and Moffat have both spoken of “blasting away the fog” of Victoriana (which appears to have been quite successful in terms of ratings and appreciation, by the way).

So far, Sherlock has presented several hat-tips to attentive Holmes fans, from references to other Holmes stories (Mrs. Turner, James Phillimore, plus a scene swiped from The Sign of the Four), an explanation of Watson’s wandering war wound, and even hints of Billy Wilder’s excellent The Private Life of Sherlock Holmes (through a character played by Gatiss). Moffat and Gatiss attempt to “reclaim” Holmes — they argue that the adventures of Holmes and Watson weren’t nostalgia to those who read the stories in The Strand Magazine, and there is nothing in principle standing in the way of modernizing the Canon (down to specific details, such as Watson’s Afghanistan war injury). The cleverness of this update is in how it dances between an interpretation of Holmes and Watson that stays true to elements of the source texts, while also exploring changes necessary for the 21st century setting.

As we’re in an era of CSI and investigative specialization, Holmes’s skills have been refined to be about making deductions and connections, and less about the forensics that typified many of the original cases. One senses that much has been done to remove the impact of the real Holmes and Watson — that is, as popular fictional characters — in order to make this series work. This manifests in clever and subtle ways; in the aired first episode Holmes and Watson staked out 22 Northumberland St from a restaurant across the street, a spot that is actually the location of the The Sherlock Holmes Pub. Additionally, in shooting the (unaired but included on DVD) pilot, the production carefully framed exterior shots near the Baker St. underground station so the real-life Holmes statue wasn’t visible, leaving one to wonder what they’ll do if they ever film in the Baker St. tube station itself (see below). In the aired first episode, these scenes were re-staged as taking place in a park, perhaps in order to avoid the issue entirely.

DSC07156 London Underground Baker Street

One way of thinking about these choices is as as a kind of inversion of “The Game,” or the playful exercise of fans in which Holmes and Watson are assumed to be real and brought into the events of the late Victorian/Edwardian era (Holmes solving the Jack the Ripper murders being a common topic of many pastiches). Holmes scholars are celebrating the centenary of The Game next year, and this new Sherlock sets itself apart from many of other renditions by being forced to address that 2010’s world is one in which Doyle’s stories, Rathbone’s and Downey Jr.’s films, and Livanov’s and Brett’s television performances have all had their mark upon the public consciousness. Rather than insert Holmes and Watson into history, the actual impact of these fictional characters must be accommodated or removed.

There was much sensationalism over the BBC’s decision to not air that 55-minute, £800k pilot. The producers insisted that the switch to a 90-minute format was behind this decision, but having seen a few brief clips from the pilot, it seems that the choice to bring in director Paul McGuigan (Push, Lucky Number Slevin) had an impact as well. That is, the visual style of Coky Giedroyc’s pilot seemed relatively staid, not distinguishable from many police procedurals, and perhaps heightening a sense of Sherlock as a “rerun” rather than a hard “reboot.” If the pilot was visually not very distinct from other recent mysteries, many which owe great debts to Holmes productions, how are we to believe that a Holmes and Watson didn’t already exist in this world, even as fictional characters?

McGuigan relies on a different visual pallette, with lens flares, graphics overlays, deft use of split screens, and, most notably, the presentation of on-screen text rather than cutaways to illustrate the pervasive use of mobile phones and inner thought processes (see below). It seems Euros Lyn (director of episode 2, “The Blind Banker”) will follow the same approach, and McGuigan returns for the final episode of the series. Reminiscent of some videogames (Quantic Dream’s recent Heavy Rain, in particular), this provides a striking, contemporary look to Sherlock. The Holmes and Watson of the 21st century both engage with modern technology, but unlike Rathbone/Bruce also have their inner thought processes represented in manners that remediate popular media. To be a plausible 21st century Holmes, one must be shown as thinking like a 21st century person, within a network of mobile phones, Internet-enabled devices, and even video games.

Sherlock is at once both an update of the classic and a novel creation. As it evolves, it will be interesting to see more of the world in which Holmes is just now appearing for the first time, as well as how this is conveyed through the changing visual style of the series.

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The Plight of the Rockstar Wife http://blog.commarts.wisc.edu/2010/01/24/the-plight-of-the-rockstar-wife/ http://blog.commarts.wisc.edu/2010/01/24/the-plight-of-the-rockstar-wife/#comments Sun, 24 Jan 2010 14:46:51 +0000 http://blog.commarts.wisc.edu/?p=1262 Rockstar San Diego's Red Dead Redemption

In the past few weeks, a fresh controversy about the working conditions in the industry of game development has arisen, this time centered on Rockstar San Diego.

Rockstar are best known as the developers for the Grand Theft Auto series, with Rockstar San Diego’s current project the upcoming western-themed sandbox game, Red Dead Redemption. A sequel to 2004’s underrated Red Dead Revolver, and highly anticipated as one of the more interesting open world game settings in recent years (think “Grand Theft Horse“), the game’s multiple delays have had fans and industry folks a tad concerned.

In a Gamasutra blog post on January 7th, we see what might be a cause of these delays. A set of anonymous “Rockstar wives” have levied claims of mismanagement and unethical workplace conditions on Rockstar San Diego:

To whomever it may concern,

In response to the unfortunate circumstances, some wives of Rockstar San Diego employees have collected themselves to assert their concerns and announce a necessary rejoinder, in the form of an immediate action to ameliorate conditions of employees.

The turning for the worse came approximately in the month of March of 2009. Till present, the working conditions persists to deteriorate as employees are manipulated by certain hands that wield the reigns of power in Rockstar San Diego. Furthermore, the extent of degradation employees have suffered extends to their quality of life and their family members.

Conclusively, if these working conditions stay unchanged in the upcoming weeks, preparation will be made to take legal action against Rockstar San Diego. This is the course that naturally presents itself, as either these conditions were manufactured from unawareness and actions to improve conditions will prove such innocence. Or if no action is seen after this letter, it clear that other aspects are the cause of the deteriorated conditions of Rockstar San Diego employees and must be further addressed. Rest assure, all that is desired is compensation for health, mental, financial, and damages done to families of employees.

With all due respect,

Determined Devoted Wives of Rockstar San Diego employees.

The “Rockstar wives” allege Rockstar San Diego’s management has instituted mandatory six day, 12+ hour work weeks, not provided appropriate pay for overtime, and created a culture in which stress is causing very real health problems for its employees (and their families). Rockstar has responded to these claims, and this is, of course, not the first time “industry wives” have been the ones to blow the whistle on allegedly damaging working conditions (the EA spouse scandal, started with a post on Livejournal in 2004, later revealed to be Erin Hoffman). EA’s case was resolved after a class action suit, and working conditions have apparently improved.

The underbelly of game development is one that rarely gets much discussion in public or academic discussions of games — assuming the “Rockstar wives” claims are accurate (and there’s some off-the-record indication there may be), these sort of claims arise periodically, then spur on “that’s just what we do in this industry” rejoinders until another class action suit is brought. It’s been six years since Erin Hoffman’s scandal, but these sorts of workplaces persist in the game development industry.

Assuming the “Rockstar wives” have something legitimate they’re on about, what needs to change about our reaction to this kind of industry scandal? How should news about unethical development conditions temper or shape what sense we make out of a media artifact?

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