Response to “Brink: No Girls Allowed”

It’s rare that I get riled up enough to do specific blog posts about things I’ve read, but this blog post by Brad Gallaway, regarding Splash Damage’s decision to not include female avatars in their upcoming game Brink, really annoyed me quite a lot.

Sometimes I wish people that wrote about games would consider the practical implications of what they’re talking about. Brad has already responded to some earlier commentators saying that you needn’t try and school him on the technicalities of games development whilst at the same time dismissing the excuse of production out of hand anyway.

Of course, the technical requirements that he knows all about seem to be limited purely to creating a new model for females. Yep, that’s it! That’s all you need to do to create a female avatar. Err… no. Far from it.

Adding an additional gender affects the entire game’s development pipeline at a fundamental level. Just thinking about it for a few minutes immediately raises a number of issues, and it becomes clear very quickly that it’s not just the customisation and clothing as Brad has suggested. What about the animation? What about the additional programming and design work? What about the new skeletons, rigs and skinning for the new avatars? The modelling of new characters and outfit pieces is actually the least impactful part of the entire pipeline!

Let’s talk about animation for a minute. The game is promoting itself as a game where free-running/free-flowing movement is a priority. The animation has to look great otherwise the illusion of this incredibly physical universe will be broken. If you add another sex into the equation that essentially doubles the amount of animation work needed (otherwise someone would no doubt be complaining that the female avatars are ‘too manly’ and ‘not representative’ enough).

“At whatever point in the development process the decision had to be made, Splash Damage decided that having female models was less important than having the other features that were included. There is no denying this — the developers have said it themselves.”

I don’t doubt that at some point the question of female avatars was raised and knocked back and I don’t doubt that other features were considered to be more important, but that is the business of game development. Not every feature that you’d love to include in your new game is equal in the land of deadlines, budgets and manpow– people-power! Adding a female avatar would have fundamentally hindered the overall vision and scope of the project or seen it released incredibly over-schedule and/or over-budget.

A number of commentators on Brad’s blog have suggested that games developers should “make the effort and [...] spend the time and [...] treat everyone with respect.” Perhaps this particular commentator thinks money, time and highly experienced staff can be grown on trees?

It’s not about sexism, it’s not about inequality, it is not about lazy developers. It would be awesome if we could have female avatars in Brink, but I bet there’s a whole bunch of other great features that exist (and a whole load of polish work that goes towards making a AAA-title) because they made the call not to include them. I’m not saying it’s an easy call but games development is a careful balancing act, and at some point you need to rein in your project otherwise you’ll go bust.

Sorry Brad, there is nothing “disturbing” about deciding to go for a male-only cast, it doesn’t say anything about the studio’s attitude towards women… It just makes sense. Common, business sense. And at the end of the day, you have to consider the business implications otherwise there’d be no games developers and you wouldn’t get to play games like Brink. Ever.

Class 5 Week 7 – Quick Update

Wow, I had an incredibly good day of work yesterday. Efficient, got plenty done (just check out the IOGraph!) and I’m happy with the results! Yep, I definitely feel like I’m out of my mid-term lull!

Take a look:

I’ve not looked at the guy at all yet, only the girl and the mechanic. I started with the girl as she’s only in the first 2 seconds and I’m already pretty happy with her movement. Unfortunately she doesn’t get quite as much time on-screen as I’d like, but that can’t be helped right now.

I haven’t really done anything with the mechanic in shot 1 or 2 yet. I need to come to a decision about a few key acting choices before I get too heavily into those scenes. Chris had some great suggestions that I want to run past Mario in the Q&A today. The main stuff I looked at was the pointing and I think I’ve got some pretty good physicality there.

Need to do a bit more work before my Q&A later today, but looking forward to it! Any comments, questions or suggestions are greatly appreciated!

Class 5 Week 6 – Assignment & Critique

So… I’m feeling a little more on-track after my outburst on Sunday. Well, feeling a little more on-track after my hand-in/critique actually. On Sunday morning I had the feeling that my work was looking preeeetty shit. By the end of play on Sunday, I was actually reasonably happy with it. Take a look:

This has the updated camera, based on my feedback from last week. Obviously, there’s still no facial animation but the basic blocking is done with a few in-betweens.

Mario went quite in-depth with his critique, which was great as it gives me some goals to achieve and something I can actively work towards sorting out, rather than just “carrying on”.

Here’s what he said in more detail:

Characterisation

Consider changing the pose/style of the mechanic’s animation when his voice changes for the line “I thought you wanted to?”, as though he was ‘playing a part’ before and now he’s broken out of the character he thought he was meant to be.

The guy doesn’t seem to feel terribly worried any more after he says “What?!”

Body Mechanics

Add in some additional breakdowns for the girl to show the change of weight during her movement; between FRM24/25 both her feet move at the same time.

Put in some anticipation before the mechanic stands up; this should help to ensure that the movement reads properly across the camera cut.

Add more asymmetry to the guy after he says “WEREWOLF?!”. At the moment his face, head and shoulders are all completely parallel to the bonnet of the car.

Minor Fixes

Watch the knee at FRM20, it’s close to looking broken.

Check the silhouettes on FRM48, where the foreshortening of the arms is creating a high “traffic area” in the hands and the mechanic’s arm in the first shot. Be careful that the mechanic’s arm and head don’t create a tangent around FRM238.

Overall

I feel like Mario is starting to get the concept now, starting to understand what it is I’m trying to attain with this shot, so that feels good. I do need to be clearer about my goals and what the characters are meant to be feeling in each shot and I should have been from the start.

For the record, I LOVE the idea of changing up the mechanic’s personality quick dramatically after the guy asks “Why are you talking that way?!”, I think it’s a brilliant idea and I’m hoping I can do it justice!

As for the guy not being terribly scared after he says “What?!”, that was actually the plan from the start (one of those things I didn’t make clear). I wanted the absurdity of the conversation to distract him from the fact that he’s just heard a werewolf that he should be pretty concerned about. I will mention this at the Q&A this week.

The other part of our hand-in this week was another facial expression:

c5w6 - Sketchbook 1

Mario had no suggestions for improvements, but once again suggested that I’d been “cheating” by using deformers or lattices to create certain shapes: not true! Again, something to mention at the Q&A ;)

B+

As I said, I think I’m on the way up, out of my mid-term lull. I’ll certainly be attacking my blocking over the coming days to see if I can really exaggerate the characters and acting choices a lot more. I may even start tackling some of the facial animation.

Regardless, I need to get a move on with this stuff as I’m flying off to Florence for a couple of weeks to see Marie on Thursday. I will (of course) have access to a computer and (limited access) to the internet, but the more efficient I can be, the more time I can spend doing nice stuff.

Now, about those earlier nights I was talking about…