Still Sexism in costume choices? Really?
If the issue was that the art people would rather make new than port, then why is it that the male and huge options are exactly the same?
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I suspect you knew this already.
Because the "Huge" model is nominally male and it makes more sense -- and would be more expected -- to have both "Male" models match in costumes than to match the male and female models.
I suspect you knew this already. |
Perhaps because they have males and females on the art team, and those people can relate to male and female costumes. There aren't any huges on the art team**, so no one is applying their experience to influence those costume sets.
** Nate is a producer, not an artist |
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The fact of the matter is that the argument was about model types and how much work it is to make things multiple times, yet they do it every single time with male and huge.
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They choose to make the items twice for the male and the huge, and they consistently choose to do so. If it was simply an issue of variety between model types, then there would be items that exist only on male and not on huge, and vice versa. |
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I hear cigars and cigarette holder's for women will be future costume options for the incarnate store.
Does 3DS Max not have something similar to a Lattice Deformer? Could quickly modify the costume geometry to go from the base model (Male) to the others (Female and Huge) and then paint skin weights from there. Wouldn't be modifying the texture UVs so you wouldn't have to do any work there.
Not giving Females or Males/Huge a certain texture is just plain stupid. That requires less work than giving other body types gender-specific costume pieces. My Female Shadow Knight can use the High Collar Cape with Plain, Arcane, and all the rest but for some reason Occult was restricted to Male/Huge characters. What?
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Erm... yeah. I don't know who was arguing anything different. Females get different parts because they want variety between the two genders and porting pieces so each side gets the same exact stuff means less variety overall. The only one who seemed hung up on "Huge" as a separate type was you. Sure, it might mean that each male part takes twice as long to do (since you have to do it twice) but it doesn't change the fact that they need to make the decision for the female part as to whether they're going to copy the male part again or come up with something new.
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Would you have been OK with that?
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Erm... yeah. I don't know who was arguing anything different. Females get different parts because they want variety between the two genders and porting pieces so each side gets the same exact stuff means less variety overall. The only one who seemed hung up on "Huge" as a separate type was you. Sure, it might mean that each male part takes twice as long to do (since you have to do it twice) but it doesn't change the fact that they need to make the decision for the female part as to whether they're going to copy the male part again or come up with something new.
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No, the decisions are plainly and obviously gender based and not model based. Imagine if all the really big and heavy armor in the game was reserved to just the Huge model. That would give us ' ' more diversity ' ' because then that would have freed up the art team to give the Male and Female models other and different types of pieces: More suit jackets for Males and more Tops with Skin for Females.
Would you have been OK with that? |
If their sole or primary rule was "more diversity > duplicating", then Huge and Male would be different. But they aren't (at least, not in any parts that I can think of), so it isn't. Proof by contradiction.
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I very much disagree and I've seen spectacular costumes in all manners of design. I'd always love more stuff but I think comments like this do a disservice to the "issue".
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What I've been clamouring for, from the very first moment this issue came up - and for me it truly became evident when the Magic pack came out - was a less skewed output regarding costume pieces. It does not have to be identical. It does not have to always match item for item and tit-for-tat, but a less skewed selection of a greater variety that would enable female characters to have a better set of options for dress that is not inclined towards the absolutely slinky would make almost automatically for greater equality, and lesser levels of unfortunate social undercurrents.
I'd never bar anyone from making a female toon dressed in what could easily pass for underwear if they so wish. Some people - even some people who posted in this thread - obviously are inclined to make these sorts of choices in their costume creation. That is okay. But the fact that making costumes of a different variety is difficult is not okay. This is what I essentially want corrected. Surely, the artistic mettle of the developer team is sufficient that it can be applied, from time to time, to original female pieces, if they so wish it, that portray female power of a more comparable type to men. They could view it as a challenge, if they feel so inclined.
As for myself, my characters, who do not choose to dress to show everything at all times, have been stuck with a nigh-onto-unchanged set up jackets, skirts, blouses, pants, since Issue 13 came out. That makes me sad. But what disappoints me even more is that so few people truly see the problem with the costume choices we are given. I have to agree with Kid Crisis that, while I wouldn't want to accuse the developer team of any sort of bias - at the least not without any kind of evidence - the social tendencies underlying the presentations that we're seeing are problematic. Call me a misguided feminist, if you will, but I feel it's my duty, as a female player of this game, to point them out.
I don't ask for complete identity. I don't even ask for complete parity. But I think female toons deserve greater variety of styles and options than what they get, and at least a somewhat comparable ease in making them to the male models. I don't think that is an unreasonable request, or a limiting one.
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I don't think it needs to be talked into the ground, I think the sexism is really pretty obvious, some people mind, some don't. People who want the jackets for females should be comfortable letting the devs know that. Don't worry that you'll hurt someone's feelings, we're all grownups here and this is what feedback threads are for. If the devs can tell we'd like these jackets, then they'll make them. This is one of those beautiful issues where you can be desirous of something cool /and/ help make the world an infinitesimally better place for young women to grow up in.
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And there is no excuse for not making the "occult" pattern available for female magic capes. I haven't checked in a while, but isn't the "long cape" option also unavailable with the high collar for female models?
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I've seen quite a few very nice designs as well. However, I will say this: it is significantly harder to make certain styles of costume for females than it is for males. My husband and I've been playing, for years now, a married couple who dress in fairly similar tones. It had always, almost without exception, been more difficult for me to design anything than it had for him. This holds true for several different styles of dress: dressy, casual, awe-inspiring, combat, etc' etc'. This is not an absolute digital yes/no issue, but the possibilities are indubitably skewed.
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I'm not saying you're uninformed, and I'm generally in favor of new stuff so I'm not going to say you shouldn't get a long coat or whatever, just that the hyperbole in the thread goes counter to what you (general "you") are trying to achieve.
I don't see much value in just going back and forth on it so I'll say that my main point was regarding the "lingerie" statements from several people in the thread. Claiming that women are stuck with lingerie or have all this sexy stuff thrust upon them or can't create non-sexy costumes does a great disservice to the argument because it's so easily proven wrong. Making a "fully dressed" female character in all manner of styles (civilian, superhero tights, power armor, magical garb, etc) is trivial. Arguments that imply that it's not just make the person look uninformed.
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I don't see much value in just going back and forth on it so I'll say that my main point was regarding the "lingerie" statements from several people in the thread. Claiming that women are stuck with lingerie or have all this sexy stuff thrust upon them or can't create non-sexy costumes does a great disservice to the argument because it's so easily proven wrong. Making a "fully dressed" female character in all manner of styles (civilian, superhero tights, power armor, magical garb, etc) is trivial. Arguments that imply that it's not just make the person look uninformed.
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I just wanted males to have a clock belt (and those cool sock sleeve gloves!).
<.<
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And there is no excuse for not making the "occult" pattern available for female magic capes. I haven't checked in a while, but isn't the "long cape" option also unavailable with the high collar for female models?
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So, my suggestion to the whole Paragon Team is this: Schedule time for a *programmer* to dive into the costume creator interface and sort it out. The art department has a really bad history of making that interface work correctly. Remember how the buzz cut for men went missing for a whole year? It took quite a bit of public shaming to get them to finally look into it. But we've had the same problem with other pieces that mysteriously appear and disappear.
Not to mention that the Art Department seems to be excluded from having to check in on the Patch Notes. Things get added, disappeared, fixed, and replaced without any Patch Notes. As the self-appointed unofficial keeper of the Missing Patch Notes, I know quite well how costuming changes are almost never registered in the Patch Notes.
There's just something *odd* in how the costuming department works when compared to say the Powers Team or the Design Team. We need a programmer in there to impose order. The artists create great and magnificent art. The artists don't do as well as keeping it all organized.
Which means, this now falls on Production's door. They're the new gatekeepers in the Studio. If the Art Team isn't checking in on path-note-worthy info, then that's Production's fault. If the Art Team needs help keeping their player interface organized, and they don't get it from the programmers, then that's Production's fault. So.. Second Measure, this is something you need to get your team on: Fix the problems in character costume interface.
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Edit: Really, it's not worth getting into over and over. Take care.
You really can't talk about artistic decisions being sexist without ultimately pointing the finger at the designers, and ultimately at the specific one(s) that made the decision and the artwork, and call them sexist explicitly. If you're going to do it, do it. I'm not fond of the vague cloud of sexism style assertions that seem to want to declare a bloodless war on chauvinism. Decisions aren't sexist; artwork isn't sexist. People are. If we're getting sexist artwork, its only because that sexism manages to survive and thrive from artists to designers to producers. A lot of people have to explicitly say yes for something to eventually get delivered to us in-game.
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Besides getting one's post modded for applying that term to the person, the reason to avoid that is the point I made earlier: That a sexist decision in one area in life does not mean that there is going to be automatic and similar sexist decisions in other areas of life. But if you call someone a 'sexist', that would be the most common interpretation of applying the label to the person and not just the action.
People who abhor a particular ideology whether it be sexism or violence or consumerism are not above being influenced by those things if they're systemically entrenched in their culture and thus partaking of them in unconscious ways: buying a luxury item, seeing a movie glorifying violent vengeance, or thinking that girl costume tops is all about corsets and lacy, puffy sleeves.
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