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<channel>
	<title>Mitu Khandaker</title>
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	<description>Digital star stuff, contemplating the stars.</description>
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		<title>GDC Microtalk: How Designing for Love Can Change The World</title>
		<link>http://mitu.nu/2012/04/07/gdc-microtalk-how-designing-for-love-can-change-the-world/</link>
		<comments>http://mitu.nu/2012/04/07/gdc-microtalk-how-designing-for-love-can-change-the-world/#comments</comments>
		<pubDate>Fri, 06 Apr 2012 23:14:17 +0000</pubDate>
		<dc:creator>Mitu</dc:creator>
				<category><![CDATA[General]]></category>

		<guid isPermaLink="false">http://mitu.nu/?p=604</guid>
		<description><![CDATA[At Game Developers Conference this year, I was very lucky to be able to participate in a Games for Change &#8216;microtalks&#8217; session, on the topic of &#8220;How Designing for Love Can Change The World&#8221;. The session was moderated by Jane McGonigal, and compared by Jane Pinckard, and featured talks by Chelsea Howe, Martin Hollis, Scott Brodie, [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://mitu.nu/wp-content/uploads/2012/04/Slide01.jpg"><img class="aligncenter size-medium wp-image-627" title="Slide01" src="http://mitu.nu/wp-content/uploads/2012/04/Slide01-300x225.jpg" alt="" width="300" height="225" /></a></p>
<p>At <a href="http://gdconf.com">Game Developers Conference</a> this year, I was very lucky to be able to participate in a Games for Change &#8216;microtalks&#8217; session, on the topic of <strong>&#8220;How Designing for Love Can Change The World&#8221;</strong>. The session was moderated by Jane McGonigal, and compared by Jane Pinckard, and featured talks by Chelsea Howe, Martin Hollis, Scott Brodie, Michael Molinari, and myself. The session was, very kindly, <a href="http://venturebeat.com/2012/03/23/the-deanbeat-video-games-can-be-about-love-not-just-violence/">covered</a> on a <a href="http://www.develop-online.net/news/40134/GDC-Experimental-developers-make-love-not-war">number</a> of <a href="http://uk.gamespot.com/features/a-game-of-you-and-me-reflections-on-love-and-friendship-in-game-design-6365448/">outlets</a>, and also, is now available on the <a href="http://www.gdcvault.com/">GDC Vault</a>, I believe.</p>
<p>My biggest takeaway from this experience, though, was that trying to talk about complex things, <em>including complexity</em> in five minutes is <em>really</em> difficult. Because, essentially, this is what this talk was about: the complexity of love, and of human experience.</p>
<p>My original draft was at least twice as long, as <a href="http://twitter.com/gkokoris">George Kokoris</a> in front of whom I practiced (he can attest that I was trying to talk twice as fast) can assure you. So, in the interests of time, my talk became way more polarised than I&#8217;d have liked &#8211; and, of course, there was plenty of <em>l&#8217;esprit d&#8217;escalier</em> in there too; I think I realised that <em>subtlety</em> really  doesn&#8217;t really well, work when addressing a crowd.</p>
<p>I&#8217;ve written up the session here for posterity, with added notes where appropriate.</p>
<p/>
<span class='collapseomatic ' id='id4015'  title="<b>So, here it is.  Click to expand...</b>"><b>So, here it is.  Click to expand...</b></span>
<div id='target-id4015' class='collapseomatic_content '></p>
<p/>
<em>Please note: the format was such that it was 20 seconds per slide &#8211; so, there are many slides, and therefore many pictures.</em></p>
<p><a href="http://mitu.nu/wp-content/uploads/2012/04/Slide02.jpg"><img class="aligncenter size-medium wp-image-628" title="Slide02" src="http://mitu.nu/wp-content/uploads/2012/04/Slide02-300x225.jpg" alt="" width="300" height="225" /></a></p>
<p>This tak is about romantic love, and the scientific method. These things may seem contradictory, but bear with me. Though first, let’s talk about space. Most of you will already know, that expanding out from the earth is a sort of ‘bubble’ of radio waves; all the broadcasts that have ever been sent, by anyone on the planet.</p>
<p><a href="http://mitu.nu/wp-content/uploads/2012/04/Slide03.jpg"><img class="aligncenter size-medium wp-image-629" title="Slide03" src="http://mitu.nu/wp-content/uploads/2012/04/Slide03-300x225.jpg" alt="" width="300" height="225" /></a></p>
<p>We’re sending out children&#8217;s TV shows &amp; speeches by dictators, all our achievements, all our follies, all the Kardashians. Our media forms a sort of weird mix tape of the human experience, for anyone who might care to listen. It&#8217;s been asked a number of times: what would any extra-terrestrial observers make of it all? What would they make of us?</p>
<p><em><strong>Edit:</strong></em> Of course, we have not been <em>meaning</em> to send out <em>these</em> messages, so this might be a weird analogy. Perhaps a better analogy would be that of  the Voyager probes, 1 &amp; 2 sent out in 1977, containing the famous Golden Record – intended as a ‘cultural Noah’s Ark’.</p>
<p><a href="http://mitu.nu/wp-content/uploads/2012/04/Slide04.jpg"><img class="aligncenter size-medium wp-image-630" title="Slide04" src="http://mitu.nu/wp-content/uploads/2012/04/Slide04-300x225.jpg" alt="" width="300" height="225" /></a></p>
<p>Obviously, we haven’t been broadcasting games (or sending them out on Voyager&#8230;), but it’s interesting to ask ourselves: if alien beings, far in the future, were to assess what life on Earth was like, from only our archive of videogames, what would that teach them? What legacy are games leaving for us? It’s likely a very narrow sort of picture of what it is actually like to be human.</p>
<p><strong>Edit:</strong> Regarding games leaving a narrow picture &#8211; mostly about shooting things: this stuff is fine, obviously, but, as I said, narrow. There is nothing inherently wrong with games about conflict over borders, or ideology; conflict is often one of the greatest sources of human complexity. However, the problem is that games don&#8217;t really reflect this complexity very well, which should be something that games are basically <em>ace</em> at doing.</p>
<p><a href="http://mitu.nu/wp-content/uploads/2012/04/Slide05.jpg"><img class="aligncenter size-medium wp-image-631" title="Slide05" src="http://mitu.nu/wp-content/uploads/2012/04/Slide05-300x225.jpg" alt="" width="300" height="225" /></a></p>
<p>Moreover, what would our games or broadcasts say about the human experience of love? There’s any number of love stories out there already, but, rather than telling one particular story as such: how do we model the very experience of love itself? What it’s <em>like</em> to love? Because we could look at any one relationship, any one couple…</p>
<p><center><iframe src="http://player.vimeo.com/video/39910138" width="400" height="225" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen></iframe></center></p>
<p>… for example, this one. But as we start to expand out, we see that the details we think are so important, do not matter at all from a cosmic perspective. After all, aliens would not care about our silly obsessions with borders, or shades of skin, or limits we place upon sexuality or gender. From afar, none of those things seem important.</p>
<p><strong>Edit:</strong> <em>The meandering point I was actually trying to get at, here: F*ck a heteronormative approach.</em></p>
<p><a href="http://mitu.nu/wp-content/uploads/2012/04/Slide07.jpg"><img class="aligncenter size-medium wp-image-633" title="Slide07" src="http://mitu.nu/wp-content/uploads/2012/04/Slide07-300x225.jpg" alt="" width="300" height="225" /></a></p>
<p>Love is the most <em>interesting</em> bit, and ours is a planet full of people in love. At the <a href="http://dirolab.com">Digital Romance Lab</a>, we took the approach that this notion suggests: if we want to teach someone who is not human about our experience of love, and we had only the medium of games to express ourselves, how would we do it?</p>
<p><a href="http://mitu.nu/wp-content/uploads/2012/04/Slide08.jpg"><img class="aligncenter size-medium wp-image-634" title="Slide08" src="http://mitu.nu/wp-content/uploads/2012/04/Slide08-300x225.jpg" alt="" width="300" height="225" /></a></p>
<p/>[Note: not like this.]
<p/>
We adopted a philosophy of experimentation and iteration (a bit like dating, one might say). If we have an idea, we simply build it, in hopes of discovering whether it is a design path worth pursuing, even if it is a failure, and we’ve had a few of those. But, we also ask the question of which part of love’s complexity we want to portray.</p>
<p><a href="http://mitu.nu/wp-content/uploads/2012/04/Slide09.jpg"><img class="aligncenter size-medium wp-image-635" title="Slide09" src="http://mitu.nu/wp-content/uploads/2012/04/Slide09-300x225.jpg" alt="" width="300" height="225" /></a></p>
<p>After all, love is paradoxically both universal and personal, experienced in many different ways. It’s this complexity that makes love so compelling when it comes to games. There’s a lot to cover, a lot to model. It presents a fascinating opportunity for developers to explore this experience, which both unites us and gives rise to so much diversity.</p>
<p><a href="http://mitu.nu/wp-content/uploads/2012/04/Slide10.jpg"><img class="aligncenter size-medium wp-image-636" title="Slide10" src="http://mitu.nu/wp-content/uploads/2012/04/Slide10-300x225.jpg" alt="" width="300" height="225" /></a></p>
<p>Love stories are also interesting when they go a bit wrong. Perhaps it is failures in love that make the successes all the better, prepare you for them, make them ever more victorious. Just like games. The discordant feedback of unrequited romance easily parallels the feedback loop of a game. We explore, we struggle, we learn, we move forward.</p>
<p>[<strong>Edit</strong>: the next few slides were a very fast, sweeping overview of some of the game-jam projects that came out of <a href="http://dirolab.com">Dirolab</a>, to illustrate the purpose and ideology behind the project, so omitted here.]</p>
<p><a href="http://mitu.nu/wp-content/uploads/2012/04/redshirt.jpg"><img class="aligncenter size-medium wp-image-643" title="redshirt" src="http://mitu.nu/wp-content/uploads/2012/04/redshirt-300x65.jpg" alt="" width="300" height="65" /></a></p>
<p>Some of this thinking has fed into a game I’m working on independently, called <a href="http://redshirtgame.com">Redshirt</a>. It’s a life sim set on a space station, blending classic sci-fi tropes with the impact that social networking has on our emotions. Amongst other things, it’s about capturing things like the uncertainty of sending a flirty message, seeing they are online, awaiting a response. It’s about allowing social experimentation, and trying to navigate social physics.</p>
<p><a href="http://mitu.nu/wp-content/uploads/2012/04/Slide14.jpg"><img class="aligncenter size-medium wp-image-640" title="Slide14" src="http://mitu.nu/wp-content/uploads/2012/04/Slide14-300x225.jpg" alt="" width="300" height="225" /></a></p>
<p>Games in which we may love but also fail at love, are about allowing players to think systematically about their actions &amp; their consequences when it comes to romantic decisions. Games can be models for understanding real things, important things, and particularly useful for trying to interrogate things as weird and as complex as love. Games are the ideal engines of interrogation.</p>
<p><a href="http://mitu.nu/wp-content/uploads/2012/04/Slide15.jpg"><img class="aligncenter size-medium wp-image-641" title="Slide15" src="http://mitu.nu/wp-content/uploads/2012/04/Slide15-300x225.jpg" alt="" width="300" height="225" /></a></p>
<p>After all, video games may increase our capacity for complex systems thinking. They teach us that things – including love – may be complicated and beautiful and universal all at once. They allow us to poke and prod at its weirdness, via the scientific method; harnessing our natural awe, wonder, and curiosity about the world, interrogating it through logic and iteration.</p>
<p>Perhaps our best traits as humans, really, are also our most basic of traits. Yet, they are also the ones we forget about so often: <strong>how to love, </strong>and <strong>how to explore.</strong></p>
<p><a href="http://mitu.nu/wp-content/uploads/2012/04/Slide16.jpg"><img src="http://mitu.nu/wp-content/uploads/2012/04/Slide16-300x225.jpg" alt="" title="Slide16" width="300" height="225" class="aligncenter size-medium wp-image-642" /></a></p>
<p style="text-align: center;"><a href="http://mitu.nu/wp-content/uploads/2012/04/tumblr_lzi3kthGZG1qdnv98o1_500.jpg"><img class="aligncenter  wp-image-644" title="tumblr_lzi3kthGZG1qdnv98o1_500" src="http://mitu.nu/wp-content/uploads/2012/04/tumblr_lzi3kthGZG1qdnv98o1_500.jpg" alt="" width="343" height="525" /></a></p>
<p></div>
</p>
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		<title>On &#8220;Fake Geek Girls&#8221; and Gratuitous Gendering of Actual Human Problems</title>
		<link>http://mitu.nu/2012/04/04/on-fake-geek-girls-and-gendering-of-problems/</link>
		<comments>http://mitu.nu/2012/04/04/on-fake-geek-girls-and-gendering-of-problems/#comments</comments>
		<pubDate>Wed, 04 Apr 2012 00:46:14 +0000</pubDate>
		<dc:creator>Mitu</dc:creator>
				<category><![CDATA[General]]></category>

		<guid isPermaLink="false">http://mitu.nu/?p=620</guid>
		<description><![CDATA[Last week, Forbes published an article entitled Dear Fake Geek Girls: Please Go Away. Written by technology blogger Tara &#8216;Tiger&#8217; Brown, the article appeared, on the surface, to be about unceremoniously ousting out somehow-exclusively-female &#8216;posers&#8217; who weren&#8217;t as into some arbitrary measure of &#8216;geekiness&#8217; as they &#8216;should&#8217; be. Given this angle, it attracted many good [...]]]></description>
			<content:encoded><![CDATA[<p>Last week, Forbes published an article entitled <em><a href="www.forbes.com/sites/tarabrown/2012/03/26/dear-fake-geek-girls-please-go-away/">Dear Fake Geek Girls: Please Go Away</a></em>. Written by technology blogger <a href="http://blogs.forbes.com/tarabrown/">Tara &#8216;Tiger&#8217; Brown</a>, the article appeared, on the surface, to be about unceremoniously ousting out somehow-exclusively-female &#8216;posers&#8217; who weren&#8217;t as into some arbitrary measure of &#8216;geekiness&#8217; as they &#8216;should&#8217; be. Given this angle, it attracted many <a href="http://www.themarysue.com/on-the-fake-geek-girl/">good rebuttals</a> <a href="http://sexyvideogameland.blogspot.co.uk/2012/03/about-that-fake-geek-girls-article.html">criticising the piece</a> and <a href="http://kotaku.com/5896920/the-fake-threat-of-fake-geek-girls">calling for inclusivity</a>, all of which were totally correct in their internal logic, of course.</p>
<p>But, the thing is, I feel that <em>everyone</em>, including, sadly, <em>Brown herself</em>, seemed to miss the point of what she was <em>actually</em> trying to unearth with the article, and what happened instead as a result.</p>
<p>I noticed this when I saw that some friends, a few hours after the post went viral, were pointing at <a href="http://twitter.com/tara">Brown&#8217;s twitter feed</a>, as purported examples of further internalised misogyny. I had a look, and, what I found most striking amongst the barrage of replies she was fielding was her repeated vague references to <em><a href="https://twitter.com/#!/tara/status/184667337545355265">not wanting to name names</a> </em>in the article, and references to there being <em><a href="https://twitter.com/#!/tara/status/184754476098392065">people who laugh behind the backs of &#8216;geek guys&#8217;</a></em>, apparently explicitly <em><a href="https://twitter.com/#!/tara/status/184753975550156804">for profit</a></em>.</p>
<p>Indeed, it seems that Brown <em>actually</em> wanted to write this article about people &#8211; who, perhaps, in her own cross-section of life have been mostly women &#8211; whom she knows, whom she had in mind, and who have been openly <em>disingenuous</em> and specifically <em>insincere</em> in their intentions towards others.</p>
<p>But instead, I think this happened:</p>
<p><a href="http://xkcd.com/385/"><img class="aligncenter" src="http://imgs.xkcd.com/comics/how_it_works.png" alt="" width="410" height="211" /></a></p>
<p>I hope you can see the parallel.</p>
<p>What happened here isn&#8217;t necessarily Brown&#8217;s fault, because this exists in a culture in which women are systemically called out for behaviour which, when attributed to their male counterparts, wouldn&#8217;t raise any eyebrows &#8211; or, is even <em>valued</em>. It&#8217;s the same crap that <a href="http://pwq.sagepub.com/content/34/2/186.abstract">calls out women for &#8216;self-promotion&#8217;</a>, yet this is apparently, perfectly acceptable for men, and <a href="http://blogs.hbr.org/cs/2011/10/women_dont_go_after_the_big_jo.html">actually helps them to get ahead</a>. It also reminds me of this quote I read in <a href="http://www.guardian.co.uk/lifeandstyle/2011/dec/04/why-british-public-life-dominated-men">a Guardian piece in December 2011</a>,  which asked why British public life &#8211; in radio, television, and across media &#8211; men dominated. <a href="http://www.guardian.co.uk/profile/katherinerake">Dr Katherine Rake</a> said:</p>
<blockquote><p>&#8220;The number of women at the top often hovers <strong>around a third</strong>, and then stalls.&#8221; Once women reach that level of visibility, she suspected, there was a feeling they were <strong>everywhere</strong>, and their presence was becoming a bit <strong>too dominant</strong>.</p></blockquote>
<p>Emphasis mine. The above astonished me, though I&#8217;ve since noticed that exact fallacious thinking surface a few times in casual discussion. In short, <em>we notice when women do things</em> which we&#8217;re not expecting them to do, and men are often not held to the same standard &#8211; and this disdain can come from both men <em>and</em> women. All this is the reason why the <a href="http://knowyourmeme.com/memes/idiot-nerd-girl">&#8216;idiot nerd girl&#8217; meme</a> surfaced in the first place, and this erroneous thinking on Brown&#8217;s part fed straight into it. It&#8217;s a cultural problem, and it is up to us all as a culture to be wary of this.</p>
<p>Indeed, Brown isn&#8217;t <em>entirely</em> without blame. She was not helped by the hit-grabbing headline when it came to misrepresenting herself, misrepresenting women. As an apparent advocate for women in technology, this was a massively irresponsible move on her part, as it plays not only into the aforementioned cognitive bias to gratuitously gender behaviours, but also, because it plays into the existing stereotype of &#8216;women-attacking-women&#8217;. Stereotypes which are admittedly perpetuated by a whole cornucopia of complex factors, but nonetheless, need to stop.</p>
<p>Brown&#8217;s article was not about &#8216;<em>fake geek girls</em>&#8216; at all, even though she <em>thought</em> it was, due to the way we gratuitously attribute gender to problems which need not be gendered. It was, instead, about calling out the very real, very undesirable human behaviour of <em>insincerity</em>. This is a far cry from women &#8211; and men &#8211; who are superficially into popularised &#8216;geek culture&#8217;, who self-identify as &#8216;geek&#8217;.</p>
<p>Insincerity and disingenuity bother me. <em>Really</em> bother me, and, believe me, I&#8217;ve personally experienced it spewing forth from <em>all</em> corners of the gender spectrum. Insincerity is a problem, and I do think it should be called out wherever it appears, but let&#8217;s recognise it as a human problem. Turning it into a gendered issue simply plays into our weird culture-induced cognitive biases, and is simply <em>harmful</em>.</p>
<p>I&#8217;d seen Brown make some mention of a follow-up piece to clarify the statements she&#8217;d subsequently made on Twitter, though as far as I&#8217;m aware, it has not yet appeared. (Do correct me if I&#8217;m wrong.) I&#8217;d be very interested to see how she extends her original discussion beyond the glittery lights of the Forbes blog.</p>
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		<title>A reminder.</title>
		<link>http://mitu.nu/2012/04/02/a-reminder/</link>
		<comments>http://mitu.nu/2012/04/02/a-reminder/#comments</comments>
		<pubDate>Mon, 02 Apr 2012 12:35:07 +0000</pubDate>
		<dc:creator>Mitu</dc:creator>
				<category><![CDATA[General]]></category>

		<guid isPermaLink="false">http://mitu.nu/?p=613</guid>
		<description><![CDATA[An always-pertinent reminder. From http://collections.vam.ac.uk/item/O1137440/poster-your-heart-is-a-weapon/ I think I originally saw this via Laurie Penny, who said, on Twitter: &#8220;I want to paste this over every bloody &#8216;Keep Calm and Carry On&#8217; that I see&#8221;.]]></description>
			<content:encoded><![CDATA[<p><a href="http://mitu.nu/wp-content/uploads/2012/04/weapon.jpg"><img class="aligncenter size-full wp-image-614" title="Your Heart is a Weapon" src="http://mitu.nu/wp-content/uploads/2012/04/weapon.jpg" alt="" width="450" height="600" /></a></p>
<p>An always-pertinent reminder. From <a href="http://collections.vam.ac.uk/item/O1137440/poster-your-heart-is-a-weapon/">http://collections.vam.ac.uk/item/O1137440/poster-your-heart-is-a-weapon/</a></p>
<p>I think I originally saw this via <a href="http://pennyred.blogspot.co.uk/">Laurie Penny</a>, who said, on Twitter: &#8220;I want to paste this over every bloody &#8216;Keep Calm and Carry On&#8217; that I see&#8221;.</p>
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		<title>Announcing Redshirt</title>
		<link>http://mitu.nu/2012/02/29/announcing-redshirt/</link>
		<comments>http://mitu.nu/2012/02/29/announcing-redshirt/#comments</comments>
		<pubDate>Wed, 29 Feb 2012 19:34:38 +0000</pubDate>
		<dc:creator>Mitu</dc:creator>
				<category><![CDATA[General]]></category>

		<guid isPermaLink="false">http://mitu.nu/?p=596</guid>
		<description><![CDATA[I&#8217;m so pleased to be able to finally talk about the game I&#8217;ve been working on these past months! It&#8217;s called Redshirt. Here&#8217;s a little blurb about it: &#8220;Redshirt is the comedy sci-fi sim about social networking aboard a space station, starring the station&#8217;s most ambitious low-ranking peon: you! Navigate the professional and interpersonal politics of the ubiquitous &#8220;Spacebook&#8221; [...]]]></description>
			<content:encoded><![CDATA[<p><img class="aligncenter" title="Redshirt" src="http://thetiniestshark.com/wp-content/uploads/2012/02/logo_large-259x300.jpg" alt="" width="259" height="300" /></p>
<p>I&#8217;m <em>so</em> pleased to be able to finally talk about the game I&#8217;ve been working on these past months! It&#8217;s called <em><strong><a href="http://redshirtgame.com">Redshirt</a></strong></em>. Here&#8217;s a little blurb about it:</p>
<blockquote><p><strong><em>&#8220;Redshirt</em></strong> is the comedy sci-fi sim about social networking aboard a space station, starring the station&#8217;s most ambitious low-ranking peon: <em>you</em>!</p>
<p>Navigate the professional and interpersonal politics of the ubiquitous &#8220;<em>Spacebook</em>&#8221; to curry favor among friends and colleagues. As intense intergalactic conflict rages around you, it&#8217;s up to you to accrue those all-important &#8220;likes&#8221; on your status updates! Whether you&#8217;re looking for love, opportunities for promotion, or even a chance to play Zero-G golf with the captain, you can schmooze your way through social circles and claw your way up the career ladder. Perhaps you too can finally achieve the dream of an off-station transfer, or even the Redshirt&#8217;s opportunity of a lifetime: being sent on an away-mission!&#8221;</p></blockquote>
<p>So basically, it&#8217;s about a future (as represented by many of your favourite science fiction franchises!) in which we&#8217;re all still obsessed with social networking. The game is due out sometime in 2012, and is being published by fellow UK indie dev <a href="http://positech.co.uk">Positech Games</a>.</p>
<p>For more information, visit the <a href="http://redshirtgame.com">website</a>, or, if you&#8217;re feeling really meta, you can also like the <a href="https://www.facebook.com/redshirtgame">Facebook Page</a>! Keep an eye on there, and <a href="http://thetiniestshark.com/">The Tiniest Shark</a>&#8216;s blog, for more information shortly. I&#8217;ll start posting a series of (really, quite cheesy but informative!) development video blogs soon.</p>
<p>&nbsp;</p>
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		<title>On Women in Game Development</title>
		<link>http://mitu.nu/2012/02/29/on-women-in-game-development/</link>
		<comments>http://mitu.nu/2012/02/29/on-women-in-game-development/#comments</comments>
		<pubDate>Wed, 29 Feb 2012 15:13:04 +0000</pubDate>
		<dc:creator>Mitu</dc:creator>
				<category><![CDATA[General]]></category>

		<guid isPermaLink="false">http://mitu.nu/?p=573</guid>
		<description><![CDATA[Late last year, I was very lucky to be asked by the Guardian&#8217;s Keith Stuart (after accidentally volunteering to be on his GameCity Breakfast Panel) if I&#8217;d mind answering some questions for a piece he was writing on women working in the games industry. Being as passionate as I am about diversity (in all things, [...]]]></description>
			<content:encoded><![CDATA[<p>Late last year, I was very lucky to be asked by the Guardian&#8217;s <a href="http://twitter.com/keefstuart">Keith Stuart</a> (after accidentally volunteering to be on his <a href="http://www.guardian.co.uk/technology/gamesblog/2011/nov/01/gamecity-highlights">GameCity Breakfast Panel</a>) if I&#8217;d mind answering some questions for a piece he was writing on women working in the games industry. Being as passionate as I am about diversity (in all things, and especially so in those who create our most important medium), I was, of course, very happy to help.</p>
<p>The article appeared in G2 in print, though is <a href="http://www.guardian.co.uk/technology/2011/dec/08/women-videogames-designing-writing">also available to read online here</a>. Keith did an excellent job with the piece, and I was very happy to be quoted a couple of times. The experience was particularly useful as it gave me a chance to express, in longform, my thoughts on the subject, about which I care so deeply, yet I haven&#8217;t written about properly for a very long time (and, also, since I got <del>older and wiser</del> more of a clue, quite frankly).</p>
<p>I thought I&#8217;d share my answers, in case I do not get round to expressing this stuff elsewhere on this blog any time soon.</p>
<p>&nbsp;</p>
<span class='collapseomatic ' id='id4572'  title="So, here are my long-form interview answers, posted in full.  Click to expand.">So, here are my long-form interview answers, posted in full.  Click to expand.</span>
<div id='target-id4572' class='collapseomatic_content '></p>
<p>&nbsp;</p>
<p><strong>1. What made you decide to get into games development?</strong></p>
<div id="target-id731" style="padding-left: 30px;">
<p>I think the realisation hit me comparatively late that <em>there are actually people whose full-time job it is</em> to make the games I’d loved my whole life. I was about twelve years old or so when it happened, which, coincidentally, was around the time that I also started to teach myself programming. However, game development did, admittedly, take a back seat to my other (rather embarrassing) aspiration, which I genuinely pursued for far too long: to be an astronaut! That’s right. I even did Computer Engineering at university; secretly hoping that maybe I could still hedge my bets a bit. However, when I finally realized that the dream could not be (I was <em>rubbish </em>at sports), I finally knew that I was going to make games for a living. Even then, it wasn’t straightforward. After graduating, I started a videogames-related PhD at the University of Portsmouth – which I’m still finishing off – but, I also decided that if I wanted to make games, something I was genuinely passionate about doing, then I should actually, you know, <em>start making games.</em> So, I decided to start my own company, and make games independently.</p>
<p>Who knows, perhaps if this game dev thing works out really well, perhaps I can ‘do a Garriott’ and indulge in a bit of space tourism later on?!</p>
</div>
<p>&nbsp;</p>
<p><strong>2. How do you think women are represented in development? Are there anywhere near enough working in the industry?</strong></p>
<div id="target-id1431" style="padding-left: 30px;">I think it’s appallingly clear that women are profoundly underrepresented in games development (and gender, and other points of view, are generally not at all well-addressed). Things are getting better, of course, but it will take a <em>lot</em> of work to get numbers to where they should be. I’ve been attending Game Developer’s Conference for the past three years; this year (2011) was the first time that there was a line for the ladies’ loos. That was a nice (though inconvenient!) sign of progress, at least.</div>
<p>&nbsp;</p>
<p><strong>3. Why do you think the numbers are so low in the mainstream industry? Do you think it&#8217;s that historically games haven&#8217;t appealed as much to women, or is there something else about the industry itself?</strong></p>
<p style="padding-left: 30px;"><strong></strong>It’s not that games “don’t appeal to women”, to suggest that would be incredibly simplistic; instead, the reason why we haven’t <em>associated</em> gaming as a ‘thing that women do’ is a complicated mix of marketing, early arcade culture, and deep-seated cultural expectations, as well as many other factors.</p>
<p style="padding-left: 30px;">There is nothing about the <em>form</em> of video games that precludes women from playing; however, there are, unfortunately, a lot of things that in games – and gamer culture – which women could point to and go “this isn’t for me”, whether that’s eyerollingly hypersexualised female characters, or just the openly misogynistic attiudes to be found within many gaming communities. There are still too many games which fulfill their own stereotypes, and that definitely makes me cringe a bit. Games don’t need to appeal to women; they just need to stop actively offending them.</p>
<p>&nbsp;</p>
<p><strong>4. Do you think the industry, or the education system, should be doing more to attract women into the industry?</strong></p>
<p style="padding-left: 30px;"><strong></strong>When I was younger and naïve, I liked to think that things would somehow reach some sort of automatic equilibrium with respect to the number of women in the industry; but, unfortunately, that doesn’t take into account all the factors which are actively dissuading women from entering the industry. When I think of incidents such as the recent <em>Dead Island </em>controversy, in which some not-meant-to-be-seen code was found, referring to the game’s female character as a ‘feminist wh*re’, it boggles the mind; it’s no wonder that developer friends have often admitted that development feels like a bit of a boys club.</p>
<p style="padding-left: 30px;">It’s a complicated issue, though, which does go hand-in-hand-with wider cultural sexism; but I do think that as an industry, we should be doing as much as possible to counteract this sort of culture. After all, the form of video games and the content of individual games, are two separate things; there is nothing about the form of games, which means we have to produce content that can potentially isolate half the world’s population. I believe that if we love our medium, then it’s our responsibility – regardless of gender – to make sure that we are maximising its potential.</p>
<p style="padding-left: 30px;">The lack of women in the industry also goes hand-in-hand with the wider issue of a lack of women in other science, engineering, and technology disciplines. The responsibility for fixing this divide, I think, lies with education, at the earliest possible levels, both at home and at school. You don’t, for example, see girls being encouraged to play with LEGO as much as boys, which is sad. [<em><strong>Edit</strong>: This was written before the whole <a href="http://www.huffingtonpost.co.uk/alex-porter/lego-girls-gender-stereotypes-_b_1271729.html">'LEGO for girls' thing</a>, which, quite frankly, misses the point entirely...</em>]</p>
<p style="padding-left: 30px;">I think games, though, are themselves a great way to get girls interested in engineering; for example, programming in isolation might not inherently appeal to some people, but the creativity involved in making something as fun as games might be just the hook they need. Indeed, when I went back to do a careers fair at my old (all-girls) high school, most girls looked a bit dubious at the ‘Computer Science’ banner above my head. However, when they discovered that I make games, they were immediately interested.</p>
<p style="padding-left: 30px;">Getting kids – both boys and girls – hooked on the creativity of making games at a young age is key. Luckily, there are increasing numbers of tools which make it easy to do just that, such as <em>Scratch</em>, or Microsoft’s <em>Kodu</em>.</p>
<p>&nbsp;</p>
<p><strong>5. Do you think there are any games or game trends that have drawn more women into the industry recently? Everyone likes to think that casual titles and platforms like Wii and iPhone have brought in more female players &#8211; would you agree?</strong></p>
<p style="padding-left: 30px;"><strong></strong>That <em>does</em> seem to be assumption, and it’s possible that with ‘casual’ titles, there is less scope for content that might potentially isolate a female player. Or, perhaps, the oft-quoted suggestion that the (majority) number of women who play Facebook games don’t actually consider it to be a game – but rather than activity that they do online – so avoid all the ‘baggage’ that the term ‘computer game’ might come with.</p>
<p style="padding-left: 30px;">However, rather than creating games which are targeted at women, the solution lies partly in developing a wider range of good-quality games which appeal to kids. I think if we get kids – girls <em>and </em>boys – passionate about games from a young age, then that is a significant proportion of the battle won. We need to get games to a stage where they are gender-agnostic.</p>
<p>&nbsp;</p>
<p><strong>6. Who do you think are some of the most influential women in games development today and why?</strong></p>
<p style="padding-left: 30px;"><strong></strong> It’s difficult to assume who might be ‘influential’ – it’s often said, anecdotally, that women are more reluctant than men when it comes to ‘promoting themselves’ (and, once again, the reasons for this are complex &#8211; but also to do with being more likely to leave themselves open to criticism which wouldn&#8217;t necessarily be aimed at her male counterparts) so it’s possible that the most hardworking of women aren’t even very well-known at all.</p>
<p style="padding-left: 30px;">(That said, there are definitely numerous prominent women in the industry, whom I admire, for example, Brenda Brathwaite, Jane McGonigal, Kellee Santiago, Robin Hunicke, to name just a tiny handful.)</p>
<p>&nbsp;</p>
<p><strong>7. What would you say to female students or young women coders and designers thinking of entering the games industry &#8211; how would you encourage them?</strong></p>
<p style="padding-left: 30px;"><strong></strong>Well, I haven’t ever worked for a proper, commercial studio, so I’m not sure what to advise with regards to that – instead, I’ve jumped straight into independently making games, having started my own company. Now is a great time to do just that; if there’s a direction you’d like to see games take, then do as much as you can to make that change yourself. Start making games. That advice goes for everyone, regardless of gender. I’d say that overall, my path into development has been a bit unconventional; but the truth is, I don’t think there is really a properly ‘conventional’ route into games. The industry is wonderfully eclectic like that.</p>
<p>&nbsp;</p>
<p><strong>8. Recently, several major titles &#8211; the likes of Gears 3, Uncharted 3 and Deus Ex &#8211; have been written by women. Do you think that having women in major development roles on games has a palpable effect on the content? In other words, do women bring something new to game narratives and construction, or is that too much of a generalisation?</strong></p>
<p style="padding-left: 30px;"><strong></strong>Well, I think it’s difficult to assess what ‘women’ as a whole might bring to a medium; everyone is an individual, after all, and my skills and interests are probably very different to any other women’s skills and interests. However, it is fair to say that having women in major development roles would make games less likely to be actively offensive to women (and by extension, to everyone); after all, this is the only thing games <em>really</em> need to do in order to achieve gender egalitarianism. This also goes for any other gender or cultural identity. Diversity is a wonderful, incredibly healthy thing, and we should always embrace it.</p>
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		<title>Re-post: Gaming Made Me: EverQuest</title>
		<link>http://mitu.nu/2012/02/29/re-post-gaming-made-me-everquest/</link>
		<comments>http://mitu.nu/2012/02/29/re-post-gaming-made-me-everquest/#comments</comments>
		<pubDate>Wed, 29 Feb 2012 00:41:04 +0000</pubDate>
		<dc:creator>Mitu</dc:creator>
				<category><![CDATA[General]]></category>

		<guid isPermaLink="false">http://mitu.nu/?p=555</guid>
		<description><![CDATA[Note: this is a repost (for posterity) of my contribution to Rock, Paper Shotgun&#8216;s Gaming Made Me, a series of highly personal retrospectives on landmark computer games. This is dated 18th June 2011. Original article can be found here. EverQuest was like magic. I feel like I’m cheating a bit writing this; after all, this isn’t about [...]]]></description>
			<content:encoded><![CDATA[<blockquote><p><em>Note: this is a repost (for posterity) of my contribution to <strong>Rock, Paper Shotgun</strong>&#8216;s Gaming Made Me, a <a href="http://www.rockpapershotgun.com/tag/gaming-made-me/">series of highly personal retrospectives</a> on landmark computer games. This is dated 18th June 2011. <a href="http://www.rockpapershotgun.com/2011/06/18/gaming-made-me-everquest/">Original article can be found here</a>.</em></p></blockquote>
<p><img class="aligncenter" title="" src="http://www.rockpapershotgun.com/images/11/june/eq/2.jpg" alt="" /></p>
<p>EverQuest was like magic.</p>
<p>I feel like I’m cheating a bit writing this; after all, this isn’t about one of the games that I played when I was the tiniest, my perception of the world at its most plastic. The games I played then – illicitly, on a Commodore 64 that wasn’t mine; and later, on a series of hand-me-down consoles – certainly defined a lot about the person I would become. However, not all of our most formative experiences happen when we are tiny, young, and impressionable. Instead, many happen when we’re at our most vulnerable, our most confused, our most lost: during our mid-teen years. When I was 16 years old, EverQuest made me.</p>
<p>The thing is, I don’t know quite how to tell you about this. Lots of clever people have said lots of clever things about what games could mean, what they could be. It seems trite, almost, to speak of an experience which was, essentially, about a simple sort of escapism. There are, after all, so many anecdotes about just that. My life was in a complicated sort of situation then. You can blame being a first-generation British-Asian girl. There are probably a few less anecdotes about that. If only there were more. But anyway, this, I guess, is simply mine.</p>
<p><span id="more-555"></span></p>
<p>I got into EverQuest about a year after its 1999 release. I’d taken a break from PC gaming for a number of years, all my gaming experiences at the time happening instead on the N64. And so, when a friend introduced me to the concept of EverQuest, I was entranced. By that time, the game was already into the first of its many myriad expansions, The Ruins of Kunark, adding yet another vast continent to its already inconceivable, breathtaking sense of scope. I had little concept of what might even be possible in this bizarre, new type of game; this massively multiplayer online roleplaying game. A pervasive world. A world that pervades me, my actions, or anything I might do. A world that is, quite frankly, huge. Which has oceans to cross by boat. It blew my mind. I re-read the box and the manual, over and over, as I waited to install it for the first time.</p>
<p><img class="aligncenter" title="" src="http://www.rockpapershotgun.com/images/11/june/eq/1.jpg" alt="" /></p>
<p>(I wish I still had that original box. As it happens, I only have the Gold Edition box I’d bought to replace it a few years later, when the original CDs had become too scratched, too well-worn, from all the times it had laid about on my teenage desk from all the re-installs. That game went with me on every machine I owned.)</p>
<p>“Any sufficiently advanced technology is indistinguishable from magic”, goes the infamous Arthur C. Clarke aphorism. To me, that’s exactly how EverQuest seemed. Magic. Past the triumphant fanfare of the loading screen, what awaited me was a world teeming with possibility. Having never played anything of the sort before, I simply didn’t know where the limits could lie. And that part of it was so important: I couldn’t see the seams. (Well, okay, there were the<em> LOADING, PLEASE WAIT</em>… notices when zoning. But, for the rest of its magic, I forgave that.)</p>
<p>These days, with being a more experienced programmer, and with my design sensibilities more attuned, I can see through the curtain. Now when I love a game, it is often in a very different sort of way; in the way that we find beauty in the skill and achievement of others. For the most part now, my appreciation of games lies within the cleverness and mastery it took to create it. To me, EverQuest marks the last bastion of my innocence and naivety, which made it seem truly, and irrevocably magical.</p>
<p><img class="aligncenter" title="" src="http://www.rockpapershotgun.com/images/11/june/eq/3.jpg" alt="" /></p>
<p>After all, in my previous experience, most other games had revolved exclusively around the player; my own success determined the story’s success. A game world was a dead thing; brought to life only in the places I inhabited and encountered. Other games would exist exclusively around – and for – the player; an uncanny solipsism. EverQuest seemed the opposite; a world that lived and breathed, independent of, and even despite the player. It would grow, and change, and things would happen, whether or not I was there. That was beautiful.</p>
<p>From this magic, I felt anything could arise, and I loved it all, from the beautiful nonsense of the never-ending plague of giant-rats-who-carry-copper-coins at the gates of West Freeport, to, quite literally, Luclin (the moon) and back. The deserts of Ro, punctuated by an oasis, ripe for hunting low-level, mysteriously oversized sand beetles and spiders – but where, at any time, Cazel the sand giant could pop up and wreak destruction. The inevitable shouts of “Train to zone!” The ensuing corpse runs. This was a massive, hostile world, full of unknown danger. During boat journeys across the Ocean of Tears, I sat pensively, watching for some imagined Kraken. Yet, it was so very tranquil too. Sometimes, I would sit on the dock, half-heartedly fishing, watching that boat pull into the harbour, and away again. Really, I just loved the music there.</p>
<p>In Norrath, each zone felt so different, and so huge. With each area of the world so vast in its own right, the whole seemed more than the sum of its parts; a patchwork of tiny realities. My favourite memories are from my earliest days of the game, when the sense of wonder at the breadth of the world was at its most potent. Of course, it was a sense of wonder that never really went away, either.</p>
<p><img class="aligncenter" title="" src="http://www.rockpapershotgun.com/images/11/june/eq/4.jpg" alt="" /></p>
<p>EverQuest was a game that got under your skin. There was a reason, I suppose, that it was so widely referred to as EverCrack back in the day. EverQuest gave me a place to be. I mean <em>Be</em>. Sometimes, I would run across the length of one of Norrath’s then-five continents – just to travel. A kind of virtual dromomania. It seemed impossibly huge, the trek from Freeport, across the Commonlands, through the haunted-at-night Kithicor woods, through High Keep, and Highpass Hold into the twisty gorges of East Karana, and then across the vast plains of the Karanas, North and West. It seemed to take forever, and that was okay. Even that arduous-seeming journey was only just a small section of the world, and that was just brilliant.</p>
<p>Yet, exploration is not always simply about distances – often, it is about detail. I remember when, as a still-relatively-new player, I stumbled across a little gap in a wall in East Freeport, and, eventually, found myself in the city’s sewers, which I didn’t even realize existed. That too felt like magic. There were empty houses in North Freeport, with beds upstairs. When I could, I would ‘camp’ in one of those, to pretend I was actually boarding there (even though, of course, I didn’t need to).</p>
<p>The curious cultural differences between the races and their habitats made the world seem all the more alive. The wood elves, with their arboreal city of Kelethin, perched at dizzyingly treacherous heights. Halflings, with their little under-hill homes, and warm fanfare whenever you’d enter their town. The Erudites, mysterious, haughty and exotic, somewhere on a distant island. The intrigue in their dealings with one another. This was a world where even the gods held grudges. To gain faction with one race, may reduce your faction with another. Politics is difficult. <em>A Qeynos guard regards you dubiously.</em></p>
<p><img class="aligncenter" title="" src="http://www.rockpapershotgun.com/images/11/june/eq/5.jpg" alt="" /></p>
<p>It was a world teeming in lore, and intrigue. One that I threw myself into wholeheartedly, carefully compiling a folder full of backstories, and of maps. But of course, this tiny reality, re-skinned with fantastical races and drenched in magic, reminds us that our own is just as rich, just as complex.</p>
<p>Looking back, there were these small touches of meaning I couldn’t quite discern at the time. The way the persistence of the world mirrors our own reality – the world goes on, while we’re here for a fleeting amount of time. Only our experiences, and our interactions with one another matter. The world is shaped by the people who inhabit it. It was not the intention of the game designers that the East Commonland tunnels be such a bustling, exotic marketplace; it was the players. It just sort of happened, from the confluence of all these different players.</p>
<p>The implications of all this for me were profound. Getting to know a game this intimately means learning its context and its history. EverQuest grew, of course, out of the tradition of MUDs; I hadn’t even heard of these before, but, once hooked on the latter, I went back to investigate the former. I even created and ran my own MUD, at one point – a derivative of DikuMUD. From there, I went to pen-and-paper roleplaying. I think that devolutionary journey, too, made me.</p>
<p><img class="aligncenter" title="" src="http://www.rockpapershotgun.com/images/11/june/eq/6.jpg" alt="" /></p>
<p>(Funnily enough, I also ran an EQ pen-and-paper campaign too, a few years later. The books, still in my possession, are gorgeous. Essentially, a reskinned D&amp;D – though, with EverQuest owing its roots to there, that seems wholly appropriate.)</p>
<p>Eventually, time in the real world wore on, and everyone began to move onto new MMOs, and so did I. Of course, by then, I knew how these things worked, and although I certainly enjoyed them, somehow, the oblivious wonder that had been so key to my love of EverQuest could never be recaptured. It had changed me. That’s not to say I didn’t try again. I dabbled in running an emulated ‘classic’ EverQuest server, to explore the ‘old’ Norrath (which, by that time, had been altered by many more expansions), but it wasn’t ever the same. The zeitgeist moved on. I had moved on. Sometimes games are not just games, they are events, and they just can’t happen in the same way a second time.</p>
<p>And so nothing ever recaptured that feeling that EverQuest gave me. The beauty, the wonder, and the passive companionship I shared with everyone else who lived in Norrath back then; those who made it what it was. To those people: <em>A dark elf enchantress regards you warmly</em>.</p>
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