Once again, weāre talking about why we canāt play war games as female avatars. This time, guest blogger Brad Gallaway weighs in on the male-dominated Brink.
https://lastchance.cc/why-modern-video-game-armies-lack-female-troops-5488592%3C/a%3E%3C/p%3E
Since most games that feature player customization give people the basic choice between male/female characters as a matter of course, I figured that Crackdownās mono-gendered approach was going to be the oddball exception; a one-off thing, or a blip on the radar that would quickly fade away. Unbelievably, thatās not so.
Enter Brink
A team-based shooter developed by Splash Damage and published by Bethesda, it was recently revealed that Brink has no options for female avatars despite one of its main features being incredibly deep avatar customization. Everything from race to body type to clothing, from the videos Iāve seen and the interviews Iāve read, it seems as though there are an absurd number of options for players⦠except being a female.
Interestingly, Splash Damage CEO Paul Wedgewood has given speeches where heās publicly stated that one of the most important things is to be āAAAā in whatever you do. Thatās certainly a philosophy I can get behind, although I must admit that Iām having a little bit of trouble reconciling the concept that female characters arenāt a part of AAA-level presentation.
So whatās behind all this? Did Splash Damage think that no female players were going to be interested in their game, so why bother including them? Was it unthinkable to the devs that male players might want to choose a female avatar? Are they somehow biased against females, or perhaps even incapable of properly rendering female 3D models?
Doing a quick search of the Splash Damage message boards, a few of the threads feature āofficialā responses which basically state that the developers (allegedly) had a choice between having in-depth customization options for male characters, or having less options for both male and female. In the circumstance described, female avatars got the ax.
Now I can certainly understand the realities of operating under a budget and the drive to turn out the best product possible, but I have to admit that thereās something very disturbing to me about having a choice between fifty different pieces of upper torso clothing or including an entire gender, and then deciding to go with the clothing. What does such a decision say about the attitude of Brinkās developers, and the studio itself? What message will be taken away by female players who check out the game only to discover that they havenāt been given any representation? Not including female avatar options might have seemed like nothing more than a practical choice to Splash Damage, but taking a look at the bigger societal picture and the changing face of todayās gaming constituency, itās pretty clear to me that more that shouldāve been taken into account.
Inclusion and respect, or outfits and haircuts? Iāll take the former, thanks.
Reprinted with permission.
Brad Gallaway is a lifelong gamer, a thirtysomething married man and father of two. He blogs about games and writing at Drinking Coffeecola, has been the senior editor at GameCritics for the last ten years, and can frequently be heard on the GameCritics Podcast.