After over a year of waiting, pussyfooting, lollygagging,
and managing some incredibly troubling technical issues that I would not have
foreseen a year ago, I finally finished the second act of Broken Age last week. It's
great for all the reasons that people are saying it's great: it's a call back
to the best elements of a genre long past, it's visually charming, marvelously
acted, and superlatively written. These
are all true statements. But what makes Broken Age revolutionary, the element of
Broken Age that I'd like to discuss
herein, actually has to do with its construction of gender.
I'm on a bit of a bender on the topics of race and gender,
and while the importance of an active discourse on the subjects is certainly highlighted
at present, gamers as a culture often seclude themselves from those discourses,
conceptualizing the "global community" as a sort of collectivized
entity represented by a singular, myopic, overweight white man. This stereotype has become observably
inaccurate in the modern era (in fact, I'm typing this as I look at the monitor
of my girlfriend's new gaming rig, which we're in the process of shaking down
at present) but many developers, big and small, still hold to it. There are noteworthy interruptions in this
pattern, and many of them introduce important discussions to the community, and
force gamers to confront notions of privilege and presumption in some pretty
amazing ways.
Broken Age is not
so forthright with its engagement. It's
not that Broken Age isn't subversive
- it's that it's beyond the point where it's interested in discussion. Broken
Age engages in the kind of somewhat problematic post-racialism that the
best works of Samuel Delaney turn on: the world of Broken Age consists largely of people, many of whom have different
colors of skin. In the world of Broken
Age, that fact is absolutely meaningless and, as such, it simply highlights the
absurdity of the weight with which many individuals still imbue those superficial
qualities with. That's a laudable
gesture, but it doesn't really establish grounds for a dialogue. That's not a bad thing, necessarily. Tim Schafer sets up lots of amazing dialogues
in Broken Age (in fact, it's tough to
ignore them all here, and I might have to write about it again come next week) and
an active dialogue about race doesn't have to be one of them. It's not Schafer's job to have that
conversation, and, frankly, he's probably not the best person to introduce it. But he does very explicitly introduce
inversions of gender type. And while
Schafer, again, might not be "the revolutionary" we asked for, his
colorful, subversive world presents the revolutionary ideas that video games,
as a genre, need.
To those who haven't played Broken Age yet, the game turns on the intertwined adventures of two
characters: the pugnacious young woman, Vella, and the sensitive young man,
Shay. Shay is raised to be a leader, to
fight and solve problems ably, but throughout most of his adventures there's a
certain softness to his interactions with the world: his training programs are
literally swaddling him for his own safety.
As such, he emerges from the world a leader, of sorts, but one whose
attempts at self-definition are often truncated by his own ill-preparation and an
utter lack of capacity for physical action.
Shay represents a kind of inverted male authority figure, subverted by
the more physically ably, and highly violent, Vella.
Vella comes from a long line of warriors, and the second
item she acquires in the game (after a cupcake) is a knife. The knife motif endures, as Vella's adventure
hinges on her ability to acquire and use edged weapons to solve puzzles, defeat
foes, and navigate obstacles using her physical capacity and strength. Vella is the though, the heavy, bringing
hard-core masculine energy to an explicitly female role that she's already
busting out of. Weaving her way into
beauty pageants through guile so she can assassinate a giant monster, literally
bringing down corrupt authority figures in her wake, Vella is a bad-ass. She's so given to fighting and hurting her
foes that upon meeting Shay, inside the beast she's been hunting, her first
thought is to beat the snot out of him, a threat that Shay responds to with
very real fear.
This empowerment saturates every layer of the game, from the
quality of the puzzles that each character engages with to the overarching
qualities that define each character.
Vella takes risks, and her fearless tendency to do so defines her as a
character and determines how she engages with the world around her. The inverse is true as well: if Vella is the
badass, given to beating down her foes to achieve her goals, then Shay is the
long suffering, enduring female archetype: swaddled by yarn pals, capable of
enduring even the strongest of hugs, and cloyed by the protective environment
forced upon him by the circumstances of life.
This subversion of gender type served two roles for me: it
called attention to preconceived notions of the roles that men and women
occupy, both in society and in games at large, and it forced male and female
players to observe their own stereotyped behavior from a new perspective, and a
character of their sex engaged in non-stereotyped behavior at length. By delivering his message with this one-two
punch, Schafer forced me to consider the nature of gender-identity formation,
and the manner in which I act as a gendered actor in my own life.
This wasn't a revolutionary moment for me, not by a long
shot. But the thoroughness with which
the motif of gender inversion presents itself throughout Broken Age's systems, paired with the total ubiquity of that
inversion, generated a kind of approach to examining gender in video games that
I'd never seen before, one that was simultaneously heavy handed and
subtly. The experiential nature of games
in general, and Broken Age in
particular, encourages players to invest themselves in the mindset of a given
character, and many of the puzzles in Broken
Age require discerning the thought process or pattern governing another
character's behavior, or intuiting facts about that character's history based
on what you know about them already.
That pushes players into a kind of engagement that they usually don't
have to deal with, pressing them not just to understand the world around them,
but to understand how other people, people who will often not be like them, see
the world, and to consider how these different perspectives translate across
various boundaries. The gender binary of
Broken Age has a fluidity to it, even
as it presents its stereotypes in neon, using symbolic language to construct
generations of mamma's boys and daddy's girls.
That kind of forthright storytelling, paired with such an invested and
tongue in cheek examination of our expectations of gendered behavior, is
commendable.
A young girl saves the world with weapons. A young man saves the world by giving and
receiving hugs. These plays against gender
might seem heavy handed when defined in such a light, but the way they unfold,
the way that flower cake-dresses and yes-sir leadership skills mesh with their
various behavioral counterpoints for each character establish a complex and
individual picture of gender that, while still rooted in measures of
stereotype, permits audience members to defy them, even as it forces them into
an existent set of definitions. Well
done, Tim Schafer. Well done.