Tag Archives: rant

Narrative, Video Games and You

Accessed from http://www.wired.com/images_blogs/photos/uncategorized/2008/11/25/fallout3_dogmeat.jpg

Fallout 3 belongs to Bethesda Studios, Zenimax and whoever.

“Let’s go, pal.”

These immortal words set the world on fire. At least, they did in my small corner of the intertubes that deals with video games as fans the country over rejoiced at the announcement of the long awaited Fallout 4.

You see, over the last week the video game industry has been holding their annual trade fair show: the Electronic Entertainment Expo (better known as E3). This is little more than console developers and big publishing studios’ chance to put out a metric tonne of advertising and build hype for upcoming titles meant to push units and sales. It’s big. It’s glamourous and it’s entirely not for me.

You see, I’m a PC gamer which means I primarily enjoy my little hobby on my personal computer instead of utilizing one of the many handheld and dedicated machines built to solely play these morsels of amusement. I am primarily stuck to this “one console” lifestyle due to an element of cost. It’s not financially feasible for me to purchase every single platform which can run these video games and so I stick with the one that has the broadest options and the lowest cost. The fact that I need to have a computer anyway makes this a no brainer in terms of decision making.

As a PC gamer, however, E3 has spent most of its years quite joyfully ignoring me.

I don’t begrudge them by any means. The show is what it’s meant to be: a massive marketing ploy funded by the big companies willing to throw enough money at it. I pay a little attention to the trade fair for the select few games that would be ported to the PC a year later.

Well, this year things were different! This year they had a PC conference! And then they went and promptly showed multi-platform games that are primarily console focused and will be ported to PC later. Needless to say, I didn’t watch.

I did hear that Bethesda finally announced Fallout 4 and I did watch the trailer.

And now, here we are.

For the world’s quickest summary on the Fallout franchise and why I’m discussing it now: Fallout was originally a isometric role-playing game produced by Interplay and developed by Black Isle Studios back in the days when Interplay existed and Black Isle Studios was still around. The franchise was inspired by Wasteland which, in turn, was inspired by Mad Max in dropping the player into a world ravaged by a massive nuclear apocalypse. The primary difference between Fallout and Wasteland is the visual aesthetic. Wasteland projected a world that was created when the bombs landed during the grim and gritty 1980s. Fallout envisioned a world lost in the far more incongruous 1950s.

Needless to say, I’ve enjoyed Fallout more than Wasteland because of the anachronistic element that, for the most part, was better executed in the original Fallout and Fallout 2. However, Interplay died as video game companies are wont to do and the IP sort of floated in limbo for many years until Bethesda snatched it up.

Bethesda then released a rather successful third person shooter/action role-playing game Fallout 3 that, outside of sharing the visual elements, setting and lore had really nothing else in common with its prior games. It was… ok. I enjoyed it when it first released but it’s certainly not aged well. It’s a mixed bag made all the worse by the fact that Obsidian Entertainment got to do a spin-off of sorts in Fallout: New Vegas.

Accessed from http://games.kitguru.net/wp-content/uploads/2012/06/dialogue_wheel.jpg

Mass Effect and its wonderful wheel belongs to BioWare and EA and whatnot.

This ended up being everything that Fallout 3 was not. I loved it and you can read my reviews on its DLC somewhere in these archives.

That’s a long story short. So what does this have to do with the opening quote?

Well, Bethesda’s reveal trailer for their next instalment ends with the protagonist uttering those lines to his faithful canine companion.

And that has me in a furor.

I do not like voice acting. It has been an ever expanding and ever popular development in video games. People praise it for increasing their immersion with the medium. Companies spend big bucks hiring named actors to read a handful of lines so they can advertise that Sean Bean or Patrick Stewart or whoever is in their latest release. The player then gets to listen to upwards of twenty to forty hours of Nolan North voicing the main character and then a handful of three or four people voicing every single other person that you meet. Which wouldn’t be a problem if you only ever meet three or four other people but by the time you’ve come across your third city populated with the uncannily same voiced citizens you either wonder if the world has developed instantaneous transportation or why mimicry seems to be the past-time of choice for its minor characters.

I understand the love for voice acting. It lets people forget for a moment that they’re playing a video game and buy into the illusion that they’re playing a really lengthy movie. The problem is that video games aren’t movies and shouldn’t ever have made that their goal.

Now, I’m not going to try and argue that voice acting can’t bring value to the medium. One of my most cherished games is Baldur’s Gate and it has voice acting. It has some of the best and I can’t help but still recall some of the more powerful speeches given by its primary antagonist and just how spot on the actor delivered them. But for every Baldur’s Gate, there’s a dozen Deus Ex games where it’s distracting, aggravating and possibly controversial.

And much like everything else, the real use of voice acting needs to be focused on playing to the medium’s strength rather than trying to co-adopt techniques from elsewhere wholesale without any concern for its impact on the product. This brings me to the reason why I loathe seeing voice acting. In role-playing games–a genre that’s already well beyond a movie’s experience as those that are twenty hours in length are generally considered “too short”–the addition of full voice acting for every character heavily detracts from the main draw of the game. For every line that needs to be voiced, there is way more than a dozen of lines that have to be cut due to file size and cost of production reasons. Voice acting really bloats the memory usage of a game and pushes against the technological limits that our current computers can maintain. It also puts monetary strain on developer’s budgets that now have to pay actors for every line delivered. So, to increase the ever popular “immersion” of a play, the developer must sacrifice options and length.

If I’m ever given a choice between depth of experience or “ermersion,” well I think my choice would be rather clear.

The irony, of course, is that people always bemoan how the modern role-playing games are often filled with cliches and shallow plots. Well, part of the reason for this is your demands to have everything voice necessitates that your options are extremely reduced down to an inconsequential option between three “attitudes” that all say the same but let you say it nicely, neutrally, or dickishly.

However, even if we were somehow able to handwave away the practicality of voicing every piece of dialogue and somehow made it a non-issue (whether through the magic of technology or accepting that unvoiced is superior) it, ultimately, wouldn’t address why video game stories can’t compete with novels.

The real reason plots are paper thin and contradictory while characters are shallow and stereotypical is because there is no environment in the video game industry for producing great stories. Unlike a novel where the focus is placed primarily on character interactions, motivations and world pressures, the onus first and foremost for games is being games. Thus, the majority of the development is placed on rendering and bringing to life all the game systems, physics, lightning and technical doodads that bring a digital environment to life. We’re looking at an industry that has teams of hundreds of people working to create a project. How many of those are going to be writers? Probably less than 1%.

Accessed from http://i.ytimg.com/vi/He09JaBVZdE/maxresdefault.jpg

Deus Ex belongs to Eidos though it’s best Chinese voice acting is still in Ion Storm’s hands.

And if we chose to solely focus on role-playing games, the genre that arguably has the most people working as writers in it, things become even more bleak. While we will have more people working together to give words to voices scattered all across the wasteland, the sheer organizational and manpower requirements necessary to fill them all with good voices is practically impossible. The reason that novels work is because there are few “cooks in the kitchen” so to speak. You can keep consistent voice and tone when you have one or two people overseeing it. When you need three writers just to fill one city and start including the writers that are tasked with creating the companion characters, major quests, major locations, minor locations, minor quests, primary villains and whatnot… well the number of competing voices starts to create a traffic jam of different hands in the pot.

So, yeah, I’m disappointed to see Bethesda opt to create their new game with a voiced protagonist because it places an emphasis on writing that they never were capable of achieving in the first place. Having actors try in vain to bring non-nonsensical writing to life simply makes the experience awkward. On the other hand, Bethesda doesn’t really have the ability to make a strong story experience without voice acting either so it’s really a moot issue in the end.

So what’s the solution? Ultimately, I don’t know. I know I’ve been scaling back my expectations and I’m no longer looking for improvement in narrative and writing within video games. I think that expectation was wrong in the first place. I’ve ranted before about how the nature of television creates poor story structure and it’s unfortunate that video games share a similar fate. This isn’t to say some of it can’t be interesting, however. I still enjoy Obsidian’s work and there are a handful of talented writers in the industry. The simple fact is, however, when someone says they want a game with a “good story” and I hear a person reply back with “well, read a book” I don’t think I’m going to argue that response.

Our expectations for what makes a good story simply cannot be met in a digital space. However, I do think there is room to grow. The one element that video games beat out all other mediums is in that dreaded “immersion” factor. Nothing else lets you get in there, get your hands dirty and shift the pieces around quite like video games do. So, perhaps in the future there will be a way to really deliver some truly reactive and compelling writing. Until then, however, I think we’re going to have to simply smile and enjoy the few nuggets that appear and get repeated over and over again.

Because war, war never changes.

Lawful or Evil Stupid?

The Nature of Man:

Are you Lawful Stupid or Stupid Evil?

I’ve complained about the Dungeons and Dragons alignment system in the past. It is a mechanic which I abhor and one that I’ve spent arguing with Derek over for far too many hours. For those unaware, part of your character creation in D&D involves choosing your hero’s nature. This has been conveniently distilled into the cross section of two diametrically opposed axises: Law vs Chaos and Good vs Evil. Figuring where your character stands in relation to these extremes is meant to create a simple two point summary which summarizes the individuals moral and personal beliefs and attitudes. Thus, we have the classic combinations taking on certain mythological archetypes. Lawful Good individuals value order and charity and are typified by the knight in shining armour motif of the selfless crusader out championing the virtues of his lord and god while raining down benevolence and charity to the unkempt, destitute peasants ravaged by dragons, goblins and an curiously high tax rate for medieval societies. The Chaotic Evil individual, by comparison, is that wicked warlock who spends his evenings in fogged choked graveyards practicing debased necromancy so as to raise an army of filthy and plague bearing undead to march upon the same destitute peasants in the hope of getting his own share of their exorbitant property costs.

It’s all very clean. It’s all very orderly. And it’s all so very useless.

As I mentioned, I hate the alignment system. I hate everything it tries to represent. I hate everything for which it stands. Above all else, I hate how it operates as a classic trap, luring unsuspecting new players and dungeon masters into shallow, derivative cliches that halts the game as everyone bickers over the finer details of law and chaos.

Accessed from http://www.wga.hu/framex-e.html?file=html/a/alenza/satire.html

Satire on Romantic Suicide by Leonardo Alenza Y Nieto (1807-1845).

You see, the prime flaw of the alignment system is positing that there exists within the D&D framework a standard, objective truth concerning Good and Evil. Certain behaviour is, as alignment is so classically defined, intrinsically right or wrong. Sure, defenders will wring their hands and assuage that these are merely guidelines used to better categorize and assist in forming a character’s decision making. And they’ll maintain this stance as the party casts Detect Evil and sees the party’s rogue light up like a Christmas tree in Times Square. Alignment is a mechanical tool within the D&D universe itself. It is not a moral or philosophical debate–it exists as a real, tangible thing which is affected by both magic and gods in ways wholly beyond our understanding. Thus, as a true core element of a being’s identity, there must be actions and behaviour which is intrinsically connected to this alignment. If a paladin can detect evil then evil must exist to detect. You can’t have a fiend who gives to the poor and helps the needy for that would be indistinguishable from the paladin himself.

This seems obvious enough. Surely the only difficulty with the system would be hammering out the finer details of what constitutes evil and what does not.

And that statement alone should make obvious how futile an endeavour that would be. We can not agree on what is moral in our own society even without throwing in magic and fantasy into the mix. Take, for instance, the simplest example of murder. Surely murder is an evil action. And yet, every single D&D campaign is rife with heroes going through wholesale slaughter of goblins, gnolls, orcs, kobolds and whatever. “Ah,” says the alignment purist, “but these creatures are inherently evil thus their destruction is a good action!”

So murder in-of-itself isn’t bad but who you murder is. And yet, any campaign worth its salt will have helpful orcs, drow who have turned from their oppressive society or kobolds more interested in friendly exchange than kidnapping babies and worshiping dragons. Would it be just, moral or good to slay Drizzt on sight? He is a subtype of elf who were chased underground for their worship of the malevolent deity Lloth who delights in slaughter and torture. Of course not, for Drizzt has cast aside his society and its bloodlust-filled ways and walks a more charitable path. Well, what of Deekin the merchant? Should I stumble across him on the streets of Neverwinter would I be within my right to run him through with my sword and steal all of his merchandise? No? Because he is simply not situated in a dungeon awaiting eager adventurers to kick down his door and cut of his head on their way to the fabled dragon horde?

The alignment system is quick to tell us that animals lack the necessary intelligence for placement on the alignment system. They are what has become the Unaligned. They have not the self-awareness to judge their actions in a greater moral scope and players don’t have a free pass to slay every cow which they encounter on their way to the city. And yet, possessing the intelligence required to hold an alignment also gives the being the capacity to change their ways. Would not then the good path be to try and rehabilitate these societies instead of murdering them? And yet, paladins have been the quintessential figurehead for Lawful Good and their sole duty is to act as the judging blade to slice down all those that disagree with them. “But they wouldn’t” isn’t a valid excuse as examples demonstrate that they would.

It’s a simplistic black and white system trying to describe a game that encourages, promotes and pushes its players to explore shades of grey. I think anyone that has played the game can see the fruits of this broken system as well. Poll a player base and I’ll be surprised if you don’t find a great proportion who have had their share of moments of their DMs telling them “You can’t do that. It’s against your alignment.” Most experienced players would scoff at such actions but how quick are people to jump to calling for paladins to lose their abilities for betraying the sacred mantra of the ever undefined Lawful Good code? Or how frequent are there denunciations of DMs not dropping player alignment when they stray into territory someone else deems unworthy of their moniker? Should players be held at the whimsy of the DM’s personal moral code and definition of what a real Neutral Good alignment means? Why must these conversations come up for a system that was always only meant to assist beginning players with stepping out of their own skin and inhabiting the mind of someone else? It’s a tool for policing and it is far too rare that one is rewarded for their alignment compared to the numerous punishments for betraying it.

Well, I was thinking of this dilemma in the shower, as one is wont to think of random things while under running water. Personally, I think the biggest problem is that baggage which the system carries. Good and Evil are more than just words. They’re personal ideals that change from person to person and situation to situation. To try and create some absolute yard stick used for measuring them is an impossible task. Law and Chaos aren’t any better and lead to their own set of troubles. I mean, we’ve all know that one Chaotic Neutral character.

Accessed from http://www.wga.hu/framex-e.html?file=html/a/amerling/franz_1.html

Emperor Franz I of Austria in his Coronation Robes by Friedrich von Amerling (1832).

Really, I think if we were to break down a sort of guidepost for character behaviour, it would have to be one that is less restrictive. An alignment should be just that: a guidebook and not a rigid code. It should give a suggestion to a character’s natural response but not dictate their reactions to every situation. Good and Evil is too encompassing. It’s too mutually exclusive. I think it is prone to cognitive dissonance. My character is good thus he can not do evil. But unlike in the real-world where we reshape our belief to compensate for the dissonance, in D&D we can bar an action from being performed to preserve our belief. However, part of the complexity of real people is being faced with the consequences of actions which we didn’t have the full benefit of considering or weighing against our morals. The system should be amiable to these issues, not ready to punish them.

Thus, I think renaming the axises would go a long way to fixing the alignment system. Instead of Good and Evil, we need something that is less oppressive. Altruism vs Selfishness are two concepts that encapsulate the original premise but have a lot more wiggle room. For example, if I were a Good character, I would be more inclined to assist the oppressed out of the goodness of my heart. However, to maintain my purity, I’d extend this charity to near all circumstances even if it were against the desires of my party. Hell, if we were about to be rewarded by an evil character, a good one would have a moral opposition to receiving anything from them. However, an altruistic person could be more negotiable. Now they aren’t constrained by the full encompassing weight of Goodness. They could be open to accepting payment from an able body especially if the party promised that some of their gains were donated to the needy. Now we needn’t completely turn down the quest given by the bandit chief because the paladin can’t abide aiding such criminal scum. We could accept his ill-gotten coin and altruistically turn around and give it to the church to feed the poor and hungry. The paladin is appeased, the party is appeased and the game can continue without coming to a screeching halt as an ultimatum is drawn in the sand.

Likewise, Law and Chaos could be commissioned into Conformity and Individualism. I especially like this pairing because both carry as many positives as negatives in their connotation. More than that, however, we get away from the cartoony depictions of the extremes of the spectrum. The Lawful Good was just as insipid and disruptive as the Chaotic Evil. Every child would need a hug from the LG just as every puppy would need be kicked by the CE. But a conformist doesn’t necessarily need such extreme reaction. Describing your character as a Conforming Altruist communicates readily far more what Lawful Good was meant to without needing to quibble whether the paladin needs to uphold all laws or when does he earn the right to judge whether a law has betrayed the idealisms of Goodness too much. Furthermore, our Selfish Individualist needn’t be as moustache twirling as they are now in D&D. They can be. Our Warlock can still sit in his graveyard unconcerned with his societies ethics over honouring the dead and raise his little skeleton army to steal in his name all he wants. But you can have rulers who are also Selfish Individualists, running their kingdoms without a care for the well-being of their nobles or peasants but without need to sacrifice every virginal daughter to a devil in order to fulfill the requirements of his alignment.

More than anything, these titles leave a lot of room for differences amongst the alignments themselves. They don’t immediately conjure any stereotypes or stock tropes. A Selfish Conformist does not have the baggage which a Lawful Evil name would suggest. It allows both heroes and villains to occupy the same alignment space without any question. And, more than anything, it means that people can drop the constraints of the alignments and focus on the core aspect in the first place: playing their character.

What is Good Writing?

As with most discussions this didn’t just come out of nowhere. It started with a comment my brother made, which I have mostly forgotten (I have no memory for details). Ultimately he was mocking me for thinking the first part of Name Of the Wind was good, and thus I had not sense of good writing.

Naturally, I was offended. I like to think that I can recognize good writing from bad writing. Which brought me to today’s question: What is Good Writing?

A scribe at work.

A scribe at work.

To answer the question I started by considering the various aspects of writing: plot, character depth and progression, setting and world building, language and dialogue, description, grammar, flow of prose, voice, style, etc. I tried to tease apart the various components of writing as I would break down the elements making up a film (director, writer, actor, cinematographer, etc). With my list of components making up writing I tried to strip away the least important elements. I argued with myself that plot was not as important – a good book could follow a familiar plot and still be interesting because of good writing. However a bad book could have a new and exciting plot and still be terrible to read because of poor writing. Thus, plot was not necessarily part of the intangible writing.

I tried to remove characters under similar arguments. I am drawn to classic archetypes. But then I thought of books that included those familiar archetypes but failed to properly develop the characters. These flat, boring imitations were bad writing. So perhaps I character depth and development was critical to good writing.

How else could I form a base definition of good writing?

Book cover so you know to avoid this poorly written specimen.

I decided to look at books that exemplified good writing and bad writing (for contrast). Examples of bad writing were far easier to remember. First on the list: Name of the Wind which had started this whole problem. At the time, I was intrigued by the opening pages. I read with a curiosity. Then the pages started to elapse and I continued to wonder when the story was really going to start. From my perspective I was reading a very long (and often ridiculous) character introduction. I never got to the end to see if anything came of the opening which held promise for me. As for the bad writing, what caught my eye was the author’s failed attempt to play up classic tropes. The killing of the family (too clichéd for words), the sojourn in the city to show how the child was first bullied and then became stronger and I quit by the time the lead reached university (it was Harry Potter all over – only worse). For me the bad writing was in the character and plot development.

I am not good at reading details in books – mostly I skim read. While this allows me to eat through a story in an afternoon, it does mean I will miss the little details. I was blind to the black on black on black description that proliferate the start of Name of the Wind. I also missed the compulsive bottle polishing performed by the main character. A shame as these two examples are comical for all the wrong reasons. However, this is also an example of terrible writing; world inconsistency and illogic of action (and boring detail).

Now what about an example of good writing?

All the Book covers - the first books are way better than the later ones.

All the Book covers – the first books are way better than the later ones.

For various reasons my mind drifted to my bookshelf and the Harry Potter collection I have there. First, Harry Potter is not brilliant writing. That said, I thought of books 1&3 which I hold as the very best of the series. Are they good writing? Well, they have engaging characters, tightly written plots and an engrossing world. They had that intangible feel, the spark in the writing that I notice in the books that I really like. In contrast the latter half the series is undeniably terrible. It is a combination of things: a plot that is recycled throughout all seven books, a world that becomes internally inconsistent, a villain without motivations (moustache twirling is not a real motivation), and a main character so obnoxiously whiny I really wanted to punch him in the face. They were also bloated, rambling and poorly written. It was more than just bad plots and undeveloped characters. There was something in the stringing of the words and sentences together that was rough, poorly edited, primitive – ultimately bad. It is an interesting series in that I feel you can see deterioration of the actual writing over the seven books.

For an undisputed example of good writing I had fall further back to one of the classics: Pride and Prejudice. It is well written, with compelling characters and a tightly organized plot. There is definite character development. There is functioning world that does not contradict itself. And most importantly it is fun to read. It is good writing.

But was I any closer to defining good writing?

Meh book.

Meh book.

Well, I tried to apply my thoughts and examples to a book I was reading: The Golem and the Jinni by Helene Wecker. Reading the first few pages led me to think this was not an example of bad writing. There were characters with goals and flaws. There was semblance of a plot. However, the style was such that each character of future importance came with their own backstory. It was a trifle cumbersome to read. You would be following the goings-on of the Jinni when he came in contact with another character (on in at least one instance, he came in contact with a tertiary character that then interacted with a secondary character). The introduction of the secondary character was followed by a two page synopsis of that individuals history: he was born in … went to school… married, had a family and was happy until the day when… and that is why he ended up in New York. It was consciously done and thus I attributed it to the style of the book. However, I cannot say it was a good style. I slogged through some 200 pages or so before the two main characters met. I then continued to plod forward until eventually I became bored with the pace and skipped to the last chapter.

What can I take away from this experience? Was it an example of bad writing or an incompatibility between author and reader?

I know that some books, sometimes terribly written books, can be engrossing. I pick them up and charge headlong to the finish without putting them down. Others I savour and all too many books I lose interest in and leave unfished. Personality and taste play a huge part in how a reader reacts to a book. The same can be said for art. I don’t like all art. However, while I may not like a painting, I can appreciate whether it is good or bad. There are qualities that distinguish a child’s crayon drawing of their horse … I mean dog, from those of a master artist. The viewer may prefer the crayon drawing but that doesn’t make it good. So I feel the same can be said with writing.

There has to be some defining characteristics that make the writing of some books good and the writing of other books poor irrespective of who much an individual enjoys the story. Only, after all this thinking I am still not certain exactly how to define those characteristics. It is a combination of plot, character and style that weave together to produce strong writing. A flaw in one of those threads weakens the entire work. And damage to more than one aspect will produce a piece of heavily flawed material, weak to all who read it.

 

This is not me - I typically use a computer and I am not a man.

Man Writing a Letter ~ 1665        This is not me – I typically use a computer and I am not a man.

*PS – I would really love to talk to someone who actually liked Rothfus’ Name of the Wind and can defend it as good writing. I am honestly interested to know what you enjoyed about this piece.

Pretty But Dead

Pretty But Dead – Why Breastplate Doesn’t Include Breasts

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Look upon this travesty and despair!

So this weekend there was apparently a marathon of bad children’s movies. One that happened to catch my attention was Percy Jackson And The Butchered Greek Mythology. I was intrigued by it partly by my sister’s mention that she had attempted the books and partly because Heather is an avid fan. How bad could it be, I wondered.

Well, pretty bad. But that’s not what I want to discuss today. Instead, I’d rather talk about a very specific, nit-picky detail that has farther reaching cultural infiltration. Specifically, when Percy arrived at the awkwardly titled Camp Half Blood there was a greater crime committed than horribly mangling the most culturally saturated mythology in the Western Hemisphere. I am, of course, speaking of Alexandra Daddario.

Though, to be fair to the young actress, it wasn’t her rather lackluster performance but more the costume she was squeezed into. Despite the impracticality of traditional sword warfare in a modern world riddled with guns, for some bizarre reason every single girl at this camp had been issued a custom fitted leather cuirass complete with delightful boob pouches. Granted, this design for women’s armour wasn’t a unique creation of the Percy Jackson movies. In fact, this type of armour design is rather ubiquitous in modern times.

female-armor

I mentioned how ludicrous this armour was which prompted a rather curious response from my family. “Women aren’t men!” they proclaimed, “and they can’t wear men’s armour. That would be uncomfortable.”

Well, of course it would be uncomfortable. Armour has always been uncomfortable. There was a kid in my high school who was really into the Medieval Ages and had a hobby of creating chain mail shirts. He was kind enough to lend me a finished one that he had fashioned for the day and I walked around school with it on. And I can tell you, the thing was heavy, cumbersome and restricting. But had I got into a knife fight, it probably would have spared my life or at the very least a few extra knife holes.

See, the sole function of armour is to deflect blows and edges from striking and piercing your fleshy bits. It’s not designed to be comfortable or a fashion statement. They’re basically giant metal shells that people wore if their lord valued their life over the handful of arrows that the enemy would drop you with. Having two large mounds in the middle of your chest is going to do the exact opposite of that. Those big pretty hills are going to be directing blows right into your chest instead of away thus increasing the likelihood that an attack pierces the metal and kills you.

Female_Leather_Drow__Armour_by_I_TAVARON_I

Female Drow Armour designed by I Tavaron. See more at his deviant art page: http://i-tavaron-i.deviantart.com/

As such, function has always trumped form. In fact, the concept that a woman’s shapely bits would even need special pounded pouches in the outer metal plates is rather ludicrous when you consider traditionally what was worn underneath. Warriors didn’t just throw a naked brigandine over their body. They wore a rather large padded jacket called a gambeson in order to cushion the body against the metal, absorb some of the kinetic energy of a blow and to reduce chaffing. Straight from wikipedia: “It was very insulatory and thus uncomfortable, but its protection was vital for the soldier.”

Over this, you would then wear the aforementioned chain mail shirt. Then you would finally wear your breastplate, cuirass, brigandine or what have you. If a woman managed to keep her shape through all that then surely she would make even the Venus of Willendorf jealous. Even more worrisome, if a woman fell over in one of these metal bodices, the pressure of the impact, increased by the weight of the armour itself, could very well crack her sternum which could lead to damaging your heart and lungs. These breasted plates are less protective shells and more metal death traps.

To give the misguided designers a bit of credit, however, I can only assume that they were inspired by the classic  Grecian muscle cuirass commonly depicted in Roman and Greek art. Here we have finely articulated pieces included nipples, navels, abs and defined pectorals. Surely if the Ancient Greeks wore these then they must have been real. Except, archaeological finds of relatively unadorned cuirasses suggest otherwise. Considering the muscle cuirasses were typically depicted on generals and emperors suggests that these were strictly ornamental pieces used to display the idealized physique than actual armour suited for combat.

untitled

If ancient men can have them why can’t modern women, you sexist!

Unless, of course, ancient smiths were secretly trying to off the management during combat with faulty design. Which, if ancient bosses were anything like modern ones, might not be too far fetched.

This, of course, isn’t to say that you can’t take the unique physiological differences between men and women into consideration when crafting and creating armour for either sexes. It just depends how much you care about them being fitted and alive over pretty and dead.

boob-armor2

And not a breast to be seen though she’s got quite the upper shelf, if you know what I mean.

Story of Myself – Deconstructing the Mary Sue

Story of Myself:

Deconstructing the Mary Sue

My sister was perusing a book discussion thread this morning and tittered over some moderator’s listed rules for writing fan fictions. This humoured me as well, as I didn’t realize that hobbyist fiction written with established characters and copyrights would maintain a strict set of rules given their work is regulated strictly to free entertainment. However, a discussion about Mary Sues developed and a curious poster asked what the term meant. My sister read me a curious response stating that a Mary Sue is a “Girl, either real or imaginary, inserted into a fan fiction.”

marysue

Found on the Internet. I don’t even know how you’d properly cite a meme.

This seemed a grossly over-generalized description especially since the term has become associated with a great deal of negatively. The suggestion that any female added to a fan fiction is an immediate Mary Sue is both misleading and curiously stifling for a form of writing which, by its nature, is fairly irrelevant. The emphasis on gender also seemed rather strange as well and this prompted a conversation between my sister and me over what it actually meant.

And at first, I believed I had a great grasp of the concept. A Mary Sue, to my understanding, was an idealized version of the author inserted into a work of fan fiction. They served as a vessel of blatant wish-fulfillment, representing all the best perceived qualities of the individual and becoming immediately celebrated and adored by an established cast of characters even if it was incongruous with the established personalities or the world itself. If they had any flaws, then these were either downplayed or used for humorous or endearing effect. As it turns out, my understanding was not too far from the original concept of creation.

The term itself arose from a satirical Star Trek short written in 1973 by Paula Smith. Titled “A Trekkie’s Tale,” the story was set to poke fun at apparently commonplace stories written about adolescent female antagonists and their grandiose adventures on the USS Enterprise. So prolific was this phenomena that the editors of what I can only assume is a Star Trek fan fiction magazine called Menagerie released this statement on the characters:

“Mary Sue stories—the adventures of the youngest and smartest ever person to graduate from the academy and ever get a commission at such a tender age. Usually characterized by unprecedented skill in everything from art to zoology, including karate and arm-wrestling. This character can also be found burrowing her way into the good graces/heart/mind of one of the Big Three [Kirk, Spock, and McCoy], if not all three at once. She saves the day by her wit and ability, and, if we are lucky, has the good grace to die at the end, being grieved by the entire ship.”

Now, I am hardly versed in the fan fiction world. I would lie if I didn’t know anything about it. When I was younger, many of my own stories were a certain kind of fan fiction. Typically, I would be inspired by the ideas or worlds of other entertainment and spend hours creating my own stories in these worlds. I mean, who hasn’t been so enthralled with a work that they didn’t imagine themselves experiencing it in a more direct manner? The power of fantasy is its ability to carry us to incredibly imaginative worlds and places that are both exciting and strange. I can easily find youtube videos of people acting out their own Star Wars lightsaber battles, so this is hardly an isolated experience.

diablo concept art

Diablo concept art. All rights reserved to Blizzard Entertainment. Please don’t sue.

For me, however, I more enjoyed the world itself. The characters were entities completely unassailable in my work. I hadn’t created them so I didn’t feel comfortable trying to write them. My words wouldn’t rival that of the original authors and, to me, these individuals would only come across as pale imitations of the individuals I loved. Besides, my wish fulfillment was to have the adventure myself. I didn’t want to share the limelight with the great heroes who would inevitably take centre stage and solve all the issues on their own.

So my stories always involved unique locations and new individuals with, perhaps, tangential comments or references to the source material. My earliest remembered fan fiction was a story set in Blizzard’s Diablo world where a party of adventurers explored a cove for treasure and become the playthings of some unspeakable demon who had taken refuge within. I also spent one summer working on my own Harry Potter work that took place not in England but in North America with its own schools, teachers and political intrigues.

I don’t think there’s anything wrong with fan fictions as they are seemingly harmless in their adoration of an author’s stories. They’re just a reflection of the enjoyment readers get from the author’s work. I couldn’t get into them for the same reason I couldn’t write a proper one. While I enjoyed the original stories, it was the writing and characterization that I adored and no one but the original creators could truly do their stories justice.

That said, I have no interest in the Mary Sue character. I do prescribe to the traditional notion that characters should be well rounded, developed individuals complete with strengths and flaws. A character that is perfect at everything, is liked by everyone, can do no wrong and is always in the right is just boring to me. Most grievous is when these characters are clear author surrogates.

And it is the author surrogacy that may lead to the Mary Sue term’s most difficult characteristics. While this aspect is debated whether it’s necessary for a Mary Sue, it’s the one element I prescribe to the charge. I’m not sure why this specific self-indulgence makes the wish fulfillment even worse than an idealized character that’s not meant to represent the author but it’s something I find even more amateur than creating an unfaltering paragon. Course, by its nature, it’s hard to tell when a perfect character is acting as an avatar for the writer. A telltale sign is if they share some common characteristic, which may be exaggerated in the story even if it doesn’t truly deserve to be.

noli_me

Originally, this photo was of the book cover for the Name of the Wind novel but has been removed to avoid copyright issues. It was put up for completely unrelated reasons anyway. So, instead, here’s some crappy medieval art by Antonio da Atri (Noli me tangere – 1410)

But I’m not sure why this surrogacy annoys me so much. Ultimately, the author is going to insert themselves into their own work. When you break down the characters in the story, they essentially are aspects of their creator. Our perceptions and experiences are highly personal and while we may recognize similarities in those communicated by others, we can never truly feel the exact same things as someone else. We can only infer based on our experiences. Thus, no matter what character we write, on some level we are ultimately writing about ourselves.

Take, for example, my D&D stories. The characters are unashamedly based on those I actually know. However, if you were to meet the inspirations for Derrek, Jeremiah or Kait, you would invariably find that they aren’t truly like their fictional counterparts. In a sense, I use the real people to craft a mould for my characters but I must fill that mould with my own thoughts and decisions. When Derrek decides not to inform his friends about a dangerous magical ritual being performed in disguise, it is a decision that I made. I can’t know what the real Derrek would have done in that situation and certainly he wouldn’t have done it exactly as I describe.

In essence, a story is a collection of aspects of the writer. Each character is just a faucet, be it major or minor, of his personality. They think and act and feel as the writer imagines they would. And in that imagining, the line between the writer and the character blurs. When a character grieves over the loss of a lover, perhaps we are truly reading the feelings of a writer reflecting on her own loss of a close pet or relative. The more provocative, real and powerful these emotions the more we’re likely reading the personality of the creator.

And perhaps this is why I, personally, find the Mary Sue such an atrocious character. Their appearance almost universally degrades the personalities of all the supporting characters in the story. They stop being these small faucets breathed brief life by the care of their creator and instead become shallow cheerleaders whose sole purpose is to stand on the sidelines, cheering on one person. They are automatons created with the single purpose of making the author elevate themselves above all others. It is the dishonest murder of the self to feed the needs of the id and the desire for self-relevancy. Take the example from The Name of the Wind and how sycophantic all the minor characters are that surround Kvothe. They have little personality and their sole function is to praise Kvothe’s skills at whatever or to commiserate how awful the events of his life were. They have never suffered like Kvothe has suffered because they lack that bit of life to bring them alive. Had they been written with deeper backgrounds, I have to wonder if Kvothe would need such dramatic and over the top characteristics. By necessity, an author will have to break apart his own characteristics if he is to achieve individuality from his cast.

Course, Name of the Wind can’t have a Mary Sue because it’s an original work. But original works can certainly have the flaws inherent from Mary Sue-esque characters or situations.

Ultimately, I feel the existence of the Mary Sue is wholly unnecessary. By developing a cast of well rounded major and minor characters, the writer creates for themselves a scattered universe of their own personality. Each character, whether they be young or old, male or female, brave or cowardly are all small motes of their writer. There doesn’t need to be a single vessel for the author; they can find themselves in the hero, the hero’s parents, the rival, the mentor and everyone  in between. The death of the Mary Sue is the birth of a richer, more diverse world ready to bud from the seeds of conflict of an author struggling against himself.