PAX banned booth babes from their events and they are just one of many events including E3 to start banning booth babes. This is an excerpt of what PAX had to say on their booth babe policy:
PAX has a strict ‘no booth babe’ policy with the purpose of creating an environment where everyone can feel comfortable and welcome, and the focus is on games, not hired booth staff.
Booth babes are defined as staff of ANY gender used by exhibitors to promote their products at PAX by using overtly sexual or suggestive methods. Partial nudity, the aggressive display of cleavage and the navel, and shorts/skirts higher than 4” above the knee are not allowed. If for any reason an exhibit and/or its contents are deemed objectionable to PAX management, the exhibitor will be asked to alter the attire of its staff.
Cosplayed characters that are playable in-game are an exception to this rule (within reason), and exhibitors must obtain permission from show management prior to the show.
As Reggie points out, cosplayers shouldn’t be breathing a sigh of relief, because it’s obvious they are next. Hot women make not-hot women uncomfortable, therefore they must be banned. As Game Dev newsletter subscribers already know, Alpenwolf has bravely responded to this attack on women by adding a female character to First Sword and making her the face of the game.
About more in the near future. “Morwyn Shadowsong” is already scheduled to be featured in a photoshoot for a popular men’s site and will also be appearing in miniature, cartoon, and 3D formats. She will also be the protagonist of a novella, The Gladiator’s Song, which will be published later this year by Castalia House.
Johnny Wilson, the former editor-in-chief of Computer Gaming World, is one of my all-time favorite people in the game industry and one of the individuals I most respect on the planet. He’s written one very good book with Rusel DeMaria on the history of the industry, and I’m hoping to get another one out of him for Castalia House.
Like a lot of the old school game industry people, Johnny is more than a one-trick pony; in addition to being a professor at DePaul University, he’s also a theologian and a pastor. The whole Gamasutra interview from 2012 is fascinating, but in light of #GamerGate, I found these two answers to be particularly prescient.
Was there any moment that made you realize game journalism had finally reached the main stream?
Considering the shoddy state of mainstream journalism today (even some once-great newspapers are pure sell-outs), I guess we reached that bottom rung level a long time ago. I know that when I was editor, I had definite ideals of serving the reader, avoiding conflict-of-interest, and getting behind the corporate facades and into the real stories. The truth is that I don’t know of any modern publications—analog or digital—that have those ideals.
Do you think game reviews with percentages and stars somehow cheapened game journalism?
No, I think the desire to get the “first” coverage cheapened game journalism. In the pen and paper world, we used to talk about “shrink-wrap” reviews. I know that some of the early pioneers in the hobby game magazines would talk about popping the shrink-wrap, looking at the components, reading the rules, and writing the review without even pushing pieces around. My feeling was that European publications, because they had a more competitive environment (and efficient distribution system), rushed reviews to press. That doesn’t really serve the reader at all.
My argument with, for example, PC Gamer’s percentage system wasn’t that they used percentages, it was that an astute reader would notice that the magazine (at least, during the Gary Witta era) always had some sacrificial lamb of a product that they rated in low percentage ratings. But, if you looked at those games, a lot of them were never released in the U.S. and certainly weren’t advertisers in that publication. At CGW, we didn’t have enough editorial space to deal with games that weren’t going to be released in the U.S. So, we wouldn’t even have touched those games. On the other hand, there were times that lousy games we might have been tempted to ignore were actually advertised in our publication. If they were advertised, I felt an obligation to review them. And I had more than one advertiser yell at me that I shouldn’t treat them that way after what they had spent. I shrugged my shoulders on one occasion and said, “Ironically, I probably wouldn’t even have assigned the review if you weren’t trying to get my readers’ attention.”
But, did our star ratings cheapen our review work? No. If anything, the stars sharpened our efforts. The reviewers suggested a number of stars and the editor covering that genre was expected to defend that star rating in the general editorial [OK, “Star Chamber”] meeting where we debated the ratings. The meeting often required a half-day or more of heated discussions before we approved those reviews to go to press. We didn’t discuss the reviews among ourselves as much before the star ratings were implemented. To be honest, I resisted the star ratings for as long as possible. I wanted the readers to READ the reviews. But, the bottom line is that I just kept getting hammered by readers that we NEVER gave bad reviews when I thought it was clear that we gave bad reviews. I eventually realized that our readership was becoming younger and more casual and, as a result, we had to spell out what we really thought.
The world wide web was the death of game journalism. There simply isn’t any reliable metric to determine which site is really reliable and which journalists are legitimately trying to do their work and which are merely “fan boys” getting their dopamine fix by slamming people and using “tabloid” style headlines. It always makes me nervous when I read reviews on the web because I don’t feel like I can trust anyone to have played the game all the way through.
Go read the reviews from the older CGW issues sometime. The difference between the level of expertise and the depth of knowledge possessed by the writers then versus the writers of today is astonishing. The dirty little secret of the SJWs in game journalism today is that they don’t actually know very much about games, which is why they always lean towards using their nominal game reviews and articles as a platform for non-gaming issues.
I wrote for both Electronic Entertainment and Computer Gaming World, and writing for the latter was always rigorous. Chris Lombardi not only sent my first review back to me for re-writing, but rejected an article on games as the realization of the Wagnerian concept of Total Art that later appeared in a BenBella SmartPop book. The most notable thing CGW had that most modern game sites lack was integrity.
Reaxxion posted the translation of a recent interview with me by Werta Best of old-games.ru. Among other things it features the original CD sleeve cover of Rebel Moon that hasn’t been seen by anyone in decades.
Who was the first member in your team who proposed the revolutionary idea to use the beautiful color lighting in the developed RM game engine? Attention please, it was before Unreal release! Did your team perform an overview of the graphics capabilities for other first person shooters published before RM?
That was my partner Andrew’s idea. We knew Marc Rein and the guys at Unreal very well, in fact, our audio guy and housemate is now their audio director. Because we came from a high-resolution graphics background, we always looked to push the envelope in one way or another. Expanding the color depth was something we wanted to do as soon as the hardware could handle it. The problem was that you were still limited to 256-color palettes in the textures due to memory limitations.
What’s in your opinion was the reason for poor commercial success of Rebel Moon Rising – is it because of previous game has low popularity (Rebel Moon, 1995) or due to low resolution of sprites used in both games?
One word. QUAKE. Rebel Moon Rising got pretty good reviews and was well-regarded by other designers, but once people had a taste of 3D, they didn’t want to go back to 2.5D. It’s not like that surprised us. After all, I was the one who originally trademarked “3D Blaster” years before and I’d spent a lot of time out in the Bay Area as a Transdimensional Evangelist trying to convince Creative, Hercules, and Diamond, among others, to adopt 3D acceleration long before Jensen Huang got Nvidea going. We knew 3D was going to be big for the shooter market, but we didn’t have time to write a 3D engine on Intel’s schedule. And more importantly, we discovered that the graphics bus was too slow to let the MMX properly support 3D at the higher resolutions we originally intended to support.
The original MMX was actually four times faster than it was able to deliver, but the limitation was the bus, not the chip’s performance. We were the ones who discovered the problem; Intel was absolutely horrified when we proved it to them by blitting a 2-bit black rectangle. Commercial success was always an afterthought, as our Intel relationship guided most of our decisions and generated most of our revenue. We were very pleased with effects for varying of gravity on some level’s maps – it was one of the most original gameplay ideas in both Rebel Moon games. Has anyone used same method for walkthrough of levels in other games published in 90-s? Who was the author of idea in your team?
I don’t know. I asked Andrew and he doesn’t recall either. Our culture at Fenris Wolf was always one of pushing things further. We created the first escort mission in a shooter, we were the first to support MMX, the first to implement speech recognition in a multiplayer game (you could switch weapons and send predetermined messages using your voice), and we also introduced a number of smaller innovations like in-level variable gravity. Given that the game was set in space, the idea of blowing up a gravity generator and then having it affect the gameplay would have seemed pretty obvious to all of us at the time. The net game levels walkthrough in RMR is more interesting than single player maps. It seems that RMR game originally was planned as a coop game only and single player levels are just the secondary product from net levels. Is it right?
No, it’s precisely backward. The problem with single player was that Intel’s testers simply weren’t gamers. We created the first two levels, which are borderline retarded and come complete with arrows on the floor pointing GO THIS WAY, rather late in the process because the testers couldn’t manage to complete levels that any competent gamer could play through in minutes. So we had to dumb everything down. We didn’t even do the multiplayer stuff until the retail release with GT, but because Intel wasn’t involved with those, we could design them for proper gamers. That’s probably why they are more interesting.
In our opinion, for Rebel Moon Rising game very effective way was used to a sharp change of the game environment – teleportation to another planet (in alien world). And it was made one year before popular Half-Life! (teleport to Xen…). This significant jump was originally planned in the RMR game scenario as well as concept art?
In light of the fact that we were using an expanded color depth for the first time, my decision to set the storyline in space, on the Moon, was a very, very bad one. I thought it would be visually impressive to have these rich jeweled tones of the lasers and lights contrasted against the grays of the environment, but the effect was just too subtle. And our artists, while smart and talented, were all very young and hired straight out of art school with no computer or 3D experience. We should have done something more wild and garish like Unreal.
The decision to shift the focus to the alien environments allowed us to bring in more color and interesting visuals than was permitted by an environment mostly filled with black space and Moon rocks. The jump was definitely planned in the design document and it was always part of the story, but we did end up putting more of the levels in the alien environments than originally planned due to the desire to incorporate more interesting graphical elements.
I’m always pleased to see that the old games aren’t forgotten, including my own. Werta and his team of programmers are amazing; they not only ported Rebel Moon Rising to the modern versions of Windows, but even ported the original Rebel Moon to it. And they managed to get the nine demo levels of the unfinished Rebel Moon Revolution working so you can see some of the still-advanced twin AI systems at work.
It’s good to see Reaxxion continuing to grow and providing more SJW-free game-related content.
Is there anyone who specializes in texturing very high poly count STL files who might be interested in tackling our pair of orcs? If this is solidly within your bag of tricks, please contact me. At this point, we’re looking for volunteers.
If you want to see Orc Gladiator #2 soon, sign up for Castalia House’s Game Development newsletter. We’ll be sending out the first one within the next two weeks, we’re just trying to nail something down before we can announce it to the subscribers.
Sam Roberts of Reaxxion carefully considers Anita Sarkeesian’s list of recommendations to “make games less shitty for women”. This was #3 on his list of eloquent, well-reasoned, and above all, illustrative responses:
Have female characters of various body types
My response: No.
The temptation is always to say that Ms. Sarkeesian misrepresents the gaming industry, that there are actually plenty of female-friendly games, or that characters like the ones above are “strong women”, whom feminists should love. This is the wrong answer. By making this argument, you’re implicitly agreeing with Sarkeesian and her like that games need to be feminist-friendly; you’re just disagreeing on how feminist-friendly they are right now. And once you’ve agreed with her there, you’ve given her the power to dictate what is and isn’t allowed. After all, who’s going to know better about what games are SJW-friendly—you, or a women’s studies major?
There is nothing to discuss. I speak only for myself, but my opinion happens to be shared by nearly ever game designer and game developer in the industry, regardless of whether they are Left, Right, or somewhere in the middle. We make the games we want to make. We play the games we want to play. If Anita Sarkeesian, or anyone else, wants to see different games made, then she is welcome to make her own. We’re not going to do it.
Frankly, these ladies all look a bit beefy to me. Where are all the slender, snake-hipped girls with cheekbones you can shave with and BMIs of 17? Surely this is the rankest misogyny by bearded, round-bellied patriarchs!
Anita Sarkeesian is not, by her own admission, a gamer. Nor is she a game developer, let alone a game designer. Kotaku quoted her as follows:
Sarkeesian mentioned her time in grad school, which I believe was the same time she was saying in that clip that she wasn’t a fan of games. “If you asked me at the time, I would probably have said I wasn’t a gamer,” she said. Under her breath she added: “I don’t even know if I want to say that now, but whatever.”
She’s not a gamer. She knows nothing about games. She is a classic SJW entryist, invading a culture to which she does not belong in order to change it according to her principles. Her list of “improvements”:
“Eight things developers can do to make games less shitty for women.”
Avoid the Smurfette principle (don’t have just one female character in an ensemble cast, let alone one whose personality is more or less “girl” or “woman.”)
“Lingerie is not armor” (Dress female characters as something other than sex objects.)
Have female characters of various body types
Don’t over-emphasize female characters’ rear ends, not any more than you would the average male character’s
Include more female characters of color.
Animate female characters to move the way normal women, soldiers or athletes would move.
Record female character voiceover so that pain sounds painful, not orgasmic.
Include female enemies, but don’t sexualize those enemies.
My response, as a professional game developer, is simple and straightforward. Go to Hell. I don’t tell Anita Sarkeesian how to publicly media-whore herself for a living and she has no business telling me or any other game designer how to make the games we wish to make. Only one point would even theoretically improve any game in even a minor way, and it could be applied equally well to TV and movies, namely, point 6. What is the point of motion capturing a giraffe if you’re trying to portray a cheetah?
If she thinks my game, or any other game, is “shitty for women”, that’s her right. And it’s my right, and the right of every other single game designer and developer in the industry to tell her that I don’t give the smallest quantum of a damn what she thinks. It is also our right to continue ignoring her recommendations as we go about making the games we want to make rather than the games she would prefer made.
I am, however, willing to implement one of her suggestions. We will implement her point #7 in First Sword if Anita Sarkeesian volunteers to submit to a physical but non-sexual beating and have the painful sounds she makes in the course of that beating recorded. Solely in the interests of verisimilitude and making games less shitty for women, of course. That’s not a threat, it is merely an offer. She can, of course, refuse, and thereby inform the world that her commitment to her cause is rather less than total. Then we will continue doing exactly what we were doing before she started trying to tell us what to do.
However, her points do serve to demonstrate the utter futility, the utter idiocy, of giving in to her demands. First the complaint was that there weren’t any women. Now the complaint is that there aren’t enough women, they aren’t dressed right, they’re the wrong color, they don’t walk in the approved fashion, they make the wrong noises, and so on. It never ends.
Any game developer who is dumb enough to think the demands are going to stop there simply hasn’t been paying attention to anything that has happened in the last 50 years. Just say no to SJWs. Just say no to non-gamers trying to tell game industry professionals how to do their jobs.
If you think you might be interested in supporting the First Sword kickstarter, or want to otherwise support what we’re doing on the game front, please sign up for Castalia House’s Game Development newsletter. All you need to do is enter your email address, no name or anything else is required. I think I can assure you that it will be, in the long run, even more significant than Castalia House. If Castalia was the first step, this is the second.
This is entirely separate from the New Release newsletter, so even if you subscribe to that for the books, you’ll need to sign up separately for the Game Development one. As with New Releases, you can expect we’ll be occasionally giving away free stuff to subscribers, although what that might be, I can’t possibly say. And obviously, there will be no spamming or selling of information.
Among the other benefits subscribers get is the chance to have first crack at all pre-Alpha, Alpha, and Beta testing. And just to show you the sort of thing we’ll be showing subscribers, here is a glimpse of a Warhammer Fantasy Battle-style tabletop we’re assembling. We’re still in the process of getting the miniatures into 3D; right now the High Elven Spearguard and the Elven Archers are complete and we’re working on Goblin Archers and Elven Cavalry. Eventually, this battlefield will feature nine regiments; the regiment featured below is the same one that can be seen on the right side of the stockade in the image above. The terrain will not normally be flat green, that is merely a toggle to show the extent of the playable “table”.
You will probably notice that these screenshots have absolutely nothing to do with gladiators. That’s because what we are designing is a 3D miniatures playing system. First Sword is only one of literally scores of games that we intend to be playable in our system. Anyhow, if it’s potentially of interest, sign up for the newsletter.
First off, please do not post OT comments early in a thread. That is implicitly saying “because I don’t care about X, I think everyone should be discussing Y, which is of more interest to me, instead”. You can certainly discuss Y if you like, by all means, but do so on your own blog. If you want to bring something to my attention, then email it to me.
Now speaking of bringing things to people’s attention that may or may not be of interest, Alpenwolf is in the process of preparing a major kickstarter for First Sword. It will take place in the April-May timeframe, and I hope the Dread Ilk will support it with all their well-renowned and oft-feared staunchness. As I mentioned a few days ago, I’ve expanded the concept of First Sword to encompass a spectrum of gameplay formats for reasons that will eventually become clear. Among the various questions I’ve been wrestling with is the best way to keep everyone informed about its progress, since, as with Alpha Game, the development of a game is a highly specific subject in which not everyone is likely to be equally interested. The options are to post all of the development-related posts on the currently dormant Alpenwolf blog, to post them at Castalia House, or to post them here. Obviously, major announcements will be posted here, but I am aware most readers here are not interested in multiple gamedev-related posts per week here.
So, I’m leaning towards doing them at Castalia, since we want to build it up as more of a destination site, we already sell some games there, and we have one game designer, Ken Burnside of Ad Astra, already blogging there. I’d also like to let those of you who are on the Castalia House New Release newsletter list know about our upcoming Game Development newsletter. Please note that if you are subscribed to the former newsletter, you will NOT be automatically subscribed to the latter. We don’t spam and we don’t cross-mail either. However, we will be accepting subscriptions soon and will also provide a signup link to the new newsletter when we send the next New Release installment out. Anyone who is interested in any type of gaming from tabletop to tablet is going to be extremely interested in what we’re doing with First Sword, because it is not only a game, it is a game engine designed for a high degree of modding capability. As the image of Gragbol Man-killer, Orc Gladiator #1 will no doubt inform tabletop players, First Sword is the first example of a game system that will be playable on the physical tabletop, as a Vassal module, on a computer or mobile device, or as an ongoing campaign game.
This multi-tiered approach has long been a vision of mine, as the original version of Rebel Moon Revolution was designed to be both a 3D tactical shooter and a 2D strategy game. We created two levels of AI for precisely this purpose, dividing them into TacAI and StratAI so that the StratAI could be replaced by a human player moving 2D counters around on a map that was essentially the top-down version of the 3D environment. The movements served as triggers to send orders to the TacAI that replaced the orders otherwise provided by the StatAI. In retrospect, I doubt we would have been able to successfully pull that off even if GT Interactive didn’t go down the drain (taking both Fenris Wolf and Rebel Moon Revolution with it), partly due to time constraints and partly due to the fact that our StratAI programmer contracted cancer and died. But we are going to be able to pull it off here, because after learning from my past tendencies to design more than I could reasonably produce and bringing in some very smart and experienced new development partners, we’re applying the concept in a much simpler, much more easily accomplished fashion.
While we eventually hope to expand the concept to the full-blown multi-tiered squad-level combat game originally envisioned, in the meantime, we’re going to initially make this multi-tiered combat management gameplay work at the gladiatorial level. We’re putting together the various elements for the Kickstarter now, so if you’ve got any more thoughts concerning rewards you’d like to see, this is the time to throw them out there.
And finally, we’re happy to announce that the fourth issue of the Sci Phi Journal is now available in both EPUB and MOBI format at the Castalia House store. The first three issues have been very good and the fourth one looks like no exception. If you’d like to get caught up, issues One, Two, and Three are also available there. From a review of Issue #3:
“Suffice to say this is a thinking man’s SF magazine and is superbly chosen and edited by Jason Rennie.”
And as long as I’m in info dump mode, I may as well mention that ARTS OF DARK AND LIGHT Book Two is progressing very well, I am ahead of the revised schedule, the cover is being designed, and the 850-page book will likely be published in November rather than December as previously announced. I can’t vouch for the quality myself, but I will say that the two early readers have said that it is better than A THRONE OF BONES.
Mendicant Bias has clearly read his Lind and correctly applied it to #GamerGate and society alike:
We have seen the most important and fundamental values of our society torn down and destroyed by vandals who used the tactics of cultural Marxism to subvert our society. We have seen abominations like gay “marriage”, no-fault divorce (read: his-fault), government-subsidised abortion and freely available birth control, and universal suffrage become “acceptable”—as if these cultural freak shows could ever possibly be considered “normal”. We have seen our most fundamental rights of conscience, association, freedom of thought, free exercise of religious belief, and freedom of action circumscribed, shrunk, and destroyed before our eyes. And we let it happen.
The self-aware man who looks at how this happened will come away with a certain cold appreciation for the tactics of those who imposed this ashen, burning Hell upon us.
When it comes to gaming, we have repeatedly seen how SJW tactics work. They have used the fundamental decency of the average Western gaming consumer against him, by browbeating him into believing that he is sexist if he wants “believable” (i.e. non-ridiculous) women in games, or that he is “racist” if he doesn’t want games to become some sort of absurd paean to multiculturalism, or that he is a misinformed idiot if he thinks that women can’t be just as strong and effective in an FPS game as men.
They are exquisitely good at shutting down dissent. They’ve had forty years to entrench themselves and become institutionalised. And they have succeeded. They did this by capturing the single most important and powerful level of war. The Moral Level of War
He also explains why #GamerGate has been uniquely successful in resisting the SJW onslaught when everything from the US Army to the churches have been overrun like France in 1940:
The cultural Marxists who brought us to this point have used the moral level of war brilliantly, up until now, by bludgeoning anyone who disagreed with them into submission through the threat of being branded sexist, racist, and other double-plus ungood things. To the SJW set, any deviation from “acceptable” modes of thought was and remains Badthink. Hell, they even have their own programming language! (Note the satire.)
But they grew overconfident, and made a huge mistake—giving us everything we need to destroy them, root and branch.
Until recently, gaming “journalists” had a lock on how the consumer viewed the products that they paid for. Games that promoted “social justice” narratives were given high reviews—but when the rest of us actually tried playing them, we often found them to be unplayable garbage, because they sacrificed absorbing gameplay and great storytelling for smarmy preachiness and painfully stupid messages about “tolerance”.
When #Gamergate first broke, the reason for this appalling state of affairs became perfectly clear: the gaming media were in bed, literally, with the very same game developers whose work they were reviewing.
Overnight, they lost their moral high ground in the eyes of thousands of gamers all over the world. And they have continued to lose that support as gamers have mounted a vicious backlash against their immorality.
This is a very, very important lesson to absorb. You cannot win at the moral level of war when crippled by ambiguous values and a lack of moral confidence. This is why the Christian churches that compromise their principles and turn against their own historic values rapidly collapse. Defeat at the moral level of war destroys an institutions raison d’etre; once robbed of its core reason to exist, an institution ceases to grow and rapidly begins to decline.
Mr. Lind and I had a conversation about #GamerGate. He recognized it as an obvious manifestation of 4GW, so it’s interesting to see that the students of 4GW see it clearly as well.