bikiniarmorbattledamage:

This was part of a much larger bit by Extra Credits on messages sent by games and how design decisions can (even unwittingly) transform games into propaganda.  Games do have an interactive aspect, but the core principles remain true for any media product.

Overall it’s a very important aspect that creators should consider with any sort of system where appearance changes with progress – whether it’s part of item choice, character plot arc or just revising character appearances between chapters.

There’s a reason we have the “More Advanced Armor = Skimpier” box on the Female Armor Bingo.

– wincenworks

It’s time to bring back this great reminder that when you create something it will carry a message, whether you intend to or not.  Accordingly, before just jumping on board with a trope like bikini armor, boobplate or battle thongs it’s worth considering what message might be included with it and whether it’s a statement you want associated with your product or yourself.

Not only can it help you avoid having to babble nonsense to try to convince yourself and others you didn’t do something embarrassing, it will open you up to a wide variety of options and probably help you stand out in a market that is really over-saturated with sexualized content.

– wincenworks

The video as a whole is a really great introduction to character posing in animation and why Tracer’s “lookatmubutt” pose needed to be replaced. But the last bit is the most important part for BABD, as Dan brings up how sexualization tends to compromise everything else that is established about a female character instead of being properly used as a character-building tool. Not surprisingly, two heroines we talked about a lot on BABD are brought up as examples.

Regarding Tracer’s pose redo, while I agree the new one is technically more in-character and dynamic, I still think Blizzard did a half-hearted fix job by choosing posing that’s still gratuitously sexualized for the “improved” look.

And for the record, Tracer’s design devoting way too much attention to her butt(crackhas been a problem since Overwatch’s beginnings. If Blizzard has genuine interest in objectifying her less, they could start with making her pants not ride up her colon. 

~Ozzie

h/t: @greybeck


Since Overwatch’s release date is pending, I’ve been seeing a lot of people getting excited about it’s diversity (particularly in comparison to it’s primary rival) and Tracer as a character – and I’ve noticed something.

Pretty much every favorite Tracer moment tends to frame her from the shoulders up for two reasons.  The first is that her facial expressions are magic (hopefully Disney is taking notes) and secondly because most of the top half of her costume seems designed with her personality and role in mind.

The rest of it seems designed with the intent to make sure that there’s no confusion here, the plucky, fun female character is also definitely slim and ha great legs and butt. 

Clearly her appeal is enough they really didn’t need to do that.

– wincenworks

Relevant part starting at 13:52 

The video as a whole is a really great introduction to character posing in animation and why Tracer’s “lookatmubutt” pose needed to be replaced. But the last bit is the most important part for BABD, as Dan brings up how sexualization tends to compromise everything else that is established about a female character instead of being properly used as a character-building tool. Not surprisingly, two heroines we talked about a lot on BABD are brought up as examples.

Regarding Tracer’s pose redo, while I agree the new one is technically more in-character and dynamic, I still think Blizzard did a half-hearted fix job by choosing posing that’s still gratuitously sexualized for the “improved” look.

And for the record, Tracer’s design devoting way too much attention to her butt(crackhas been a problem since Overwatch’s beginnings. If Blizzard has genuine interest in objectifying her less, they could start with making her pants not ride up her colon. 

~Ozzie

h/t: @greybeck


Since Overwatch’s release date is pending, I’ve been seeing a lot of people getting excited about it’s diversity (particularly in comparison to it’s primary rival) and Tracer as a character – and I’ve noticed something.

Pretty much every favorite Tracer moment tends to frame her from the shoulders up for two reasons.  The first is that her facial expressions are magic (hopefully Disney is taking notes) and secondly because most of the top half of her costume seems designed with her personality and role in mind.

The rest of it seems designed with the intent to make sure that there’s no confusion here, the plucky, fun female character is also definitely slim and ha great legs and butt. 

Clearly her appeal is enough they really didn’t need to do that.

– wincenworks

@nuttynutifications submitted:

Extra Credits’ latest video is about how the player character’s appearance might affect how the player plays the said character, based on a RL experiment on how people’s mental capacities are affected by whether or not the test subjects were wearing lab coats when solving problems.

While tangential to the bikini armor thing, this video immediately provoked me to think: giving the player character an outfit that doesn’t look entirely ridiculous or immersion-breaking might actually boost the player’s performance. And now, we know that there are many, many people who find bikini armor ridiculous and immersion-breaking.

I feel it’s particularly worth noting since (intentionally or not) Extra Credits starts discussing the importance of how tropes cement our vision of a character – thus it should be obvious that if you want people to believe your character is complex and deep… best not to dress her up like a 70s pulp fantasy pinup.

Especially if you want your story to be great storytelling or represent a deep, immersive experience for the player.

– wincenworks

bikiniarmorbattledamage:

Tangentially related to BABD’s subject matter, but very important point for the gender in gaming discussion.

Just as the association of colors pink and blue with femininity and masculinity, the link between certain game mechanics and gender is a result of completely arbitrary choices made fairly recently, while the mechanics were being developed.

Therefore, marketing different types of games to “opposing” gender demographics does NOT prove that men and women are inherently attracted to different facets of aesthetic or forms entertainment.

~Ozzie

I think this is also worth remembering not just in terms of game mechanics but those assigned to female characters.  Limiting female characters to support roles, femme fatales or rewards means that the designs of female characters limited to just those that serve these purposes.

– wincenworks

Predictably, after we published a short post on how Dark Souls 3 knows what is what, there was immediately people insisting that (despite their lack of any expertise or data beyond anecdotal evidence to back it up) there really was a real important difference that games should address.

Hilariously there is always agreement from these people that men get stronger or bulk up quicker, but they can never agree what women do better (though often default to either being charming or agile).

So I thought it was time to bring this one back, and also to point out three rather critical problems with this analysis.

The first is that, warriors don’t aim for peak bulk, peak lifting power, etc. They aim for a complex combination of traits that gives them the most advantages and the least disadvantages in the combat scenarios they encounter. Ideal fitness for a spearman is different to ideal fitness for an archer or a rifleman, none of them focus exclusively on “power” in training terms.

As combat style and schools of fighting need to be able to be passed on to people, there is usually a range of ability in which they are effective and the “optimum” levels of speed, strength, etc are those attainable by many.

The second is that while yes, aspects we associate with sex and gender such as hormones and the presence of certain body parts may have some effect on performance – they are but one of many, many, many, many, many factors.

Human beings do not come off production lines and have standard issue upbringings until adulthood.  Everything from your early childhood experiences to your access to types of trainers to your body’s natural quirks plays a factor in shaping your baseline and your limits.   There’s a reason why only a tiny percentage of the population ever achieve what top athletes do regularly.

Three is that tendency among the masses do not mean rules for the individuals, particularly in factors where large parts relate to social pressures and expectations.  A single character is as unlikely to be a “standard” person and anyone you meet.

Chances are you don’t know many people who are exactly standard height, exactly standard weight, exactly standard proportions, exactly standard fitness with a certified IQ of exactly 100 and a personal income exactly in the mean and median for their age, location and profession.  You probably know someone who’s exceptionally tall or short though.

Below the cut are a small sample of such factors which can easily make as much difference as one’s gender but are rarely considered by games or other media.  One reason is that they (like gender) are beyond people’s control, and many of them are quite personal. So people tend to feel being judged over them and having all kinds of assumptions made is a bit of a personal violation.

So it’s probably well past time that we stopped making all kinds of assumptions and judgements based entirely off gender too.

– wincenworks

  • Genetic predisposition towards traits such as muscle mass, limb length, lung capacity, lactic acid development, tissue regeneration rates, etc.
  • Body’s responsiveness to hormones such as testosterone (this varies from individual to individual)
  • Lifestyle factors relating to the production of hormones such as testosterone
  • Endorphin releases in response to exercise (also varies from individual to individual)
  • Your overall brain chemistry including such factors as susceptibility to addiction, anxiety, etc.
  • Tendency towards sports types activities during early childhood (which effects brain development as well as body development)
  • Access to protein and other nutrition needed for peak training during development and adulthood
  • Access to quality trainers who teach proper form and techniques early on (this is why gymnasts and ballerinas are recruited as toddlers)
  • Access to a variety of trainers and approaches throughout development (to allow the discovery of your personal optimal program)
  • Access to support to allow full time commitment to training during development and as an adult
  • Presence or absence of disability or ability impairing disorders such as scoliosis, myopia, epilepsy or pectus excavatum
  • Presence or absence of serious injuries or temporary illness during major periods of development
  • Presence or absence of illnesses or other disorders that effect hormones, growth, emotional well being, etc.  This covers everything from natural mood disorders, internal cysts, benign tumors to parasite induced disease.
  • Presence or absence of opportunities in alternative paths and careers (combined with social pressures to pursue or not pursue)
  • Presence or absence of competition and the standard of that competition (to set challenges, baselines and exchange feedback with)

This was part of a much larger bit by Extra Credits on messages sent by games and how design decisions can (even unwittingly) transform games into propaganda.  Games do have an interactive aspect, but the core principles remain true for any media product.

Overall it’s a very important aspect that creators should consider with any sort of system where appearance changes with progress – whether it’s part of item choice, character plot arc or just revising character appearances between chapters.

There’s a reason we have the “More Advanced Armor = Skimpier” box on the Female Armor Bingo.

– wincenworks