Character Gender in Interactive Fiction, Part II by Doug Atkinson (datkinson@lisp.purdy.wayne.edu) Continued from last issue First a correction to the first part. In "Character Gender in Interactive Fiction" we erred in saying "In Save Princeton, your roommates are male, so you probably are as well." As the game's prologue states, the game's opening location is a dorm room you've just wandered into, not your own room. As the game's author, Jacob Weinstein, told us, "In fact, in implementing Save Princeton, I went out of my way to avoid any mention of the player's gender. If you hang around the jock long enough, you'll be told: The jock starts to hit on you, and then realizes that he doesn't know whether or not you're female. 'Oh, well,' he says philosophically. Offhand, I can't remember any other reference to gender in the game. Trying to kiss various characters usually results something along the lines of 'But you've only just met!' Trying to kiss the naked man in front of Tiger Inn results in something a little more interesting, but still gender-neutral." -------------------- I. Introduction -------------------- In part I of this article, I discussed the role of player character gender in IF. I covered the Infocom spectrum and several shareware games, the fact that most of them feature non-gendered characters, and the possible reasons for this. In this article, I will be covering non-player characters (NPCs). Many of the reasonings in the first article don't apply to this one -- a game can have only one player character (usually) but many NPCs, so the programmer can stock the game with abandon. As before, the main focus will be on the 33-game Infocom oeuvre. In this half I won't cover shareware; since each game has only one main major character, but most have several NPCs, fair treatment would take too much space (and make this article even later than it already is!). ------------------------------------- II. Infidelity: The Single Adventurer ------------------------------------- I must begin by disposing of games which have no NPCs, no fleshed- out NPCs, or only androgynous NPCs. The only Infocom game with no NPCs at all is Infidel, the game where everyone's abandoned you, saving the implementor the trouble of coding them. Obviously NPC gender matters not a whit in a game with no NPCs. A "fleshed-out" NPC is harder to define, because every IF character is limited by their coding and none can hope to approximate a real person. However, some NPCs are little more than scenery, or merely so mechanical a part of a puzzle that they never approach life. Compare these two hypothetical game transcripts, one based on a real game: There is a dwarf sleeping here in the toll booth. The gate is closed. >E The gate is closed. >GIVE THE BRASS COIN TO THE DWARF The dwarf wakes up, bites your coin, and hands it back. "Fake," he mutters as he nestles back into sleep. >GIVE THE GOLD COIN TO THE DWARF The dwarf wakes up, bites your coin, and tosses it in a basket at his feet. "Go ahead," she mutters, pulling down the gate-opening lever and nodding off in one smooth motion. >E There is an automated toll gate here; it has a basket at chest level. >E The gate is closed. >PUT THE BRASS COIN IN THE BASKET The machine angrily spits the fake coin back at you amidst a flurry of red flashing lights. >PUT THE GOLD COIN IN THE BASKET A green light comes on, and the gate opens with a cheery "ding." >E Functionally, the dwarf and the machine have exactly the same role; they keep the player from passing unless they cough up the gold coin. The fact that one is alive and one is not is a matter of window- dressing, and making the dwarf male or female is merely a cosmetic detail. (This is not to say that window-dressing is not important; more on this later.) That said, inanimate puzzles can also take on a life of their own, even if they aren't intelligent. The Vogon Hold room in Hitchhiker's Guide to the Galaxy, with its battery of complications to keep you from the coveted Babel Fish, seems just as malevolently self-aware as the unicorn in Zork II ("The unicorn bounds lightly away...The unicorn bounds lightly away..." ad nauseam). The line between an NPC and a puzzle element is blurry, then. My working definition of an NPC has the following elements: A) mobility; B) a wide range of interaction with the player; and C) a wide range of purpose in the story. A) and, to a lesser extent, C) can be sacrificed if B) is strong enough. Belboz in Spellbreaker and the Bird Lady in Trinity never move from one place, and their role in the story is mostly to exposit and give the player something useful, but they (the Bird Lady especially) make up for it on strength of personality -- they feel like people, not automata. A well-defined character doesn't have to move. This does eliminate characters who exist purely as the solution to a puzzle, such as the ostrich in Stationfall. Many animals in IF have this function; those in Enchanter hang on the edge because you can talk to them with the NITFOL spell. Characters who exist only as obstacles will only be considered NPCs for the purpose of this article if they can interact with the player enough to feel fleshed-out, and hide the mechanics of the game behind them. Thorbast/Thorbala in Leather Goddesses of Phobos qualifies, because s/he talks to the player and has enough personality that his/her role (to keep the player from getting at the lad/lady in distress) isn't blared out. The bark-skinned horror in the same scene is only a game mechanic, not a real NPC; it just gives a time limit to solving the Thorbast/bala puzzle. (The Monkey Grinder in Beyond Zork has always felt real to me, even though he has a fairly limited script and doesn't move.) Only four games (but a wide, wide range of possible NPCs to consider) are actually eliminated: STARCROSS, where the aliens (or, indeed the game) never quite overcome the feel of the basic "do- A- to-achieve-result-B-and-get-20-points" mechanics; Sorcerer and Hollywood Hijinx, where the major NPCs don't appear until the endgame and really don't do much; and Nord and Bert, which is surreal enough that the player barely interacts with the environment, let alone the other characters. Finally, a few games have NPCs whose gender is really irrelevant, whether they have one or not. Floyd the robot in Planetfall and Stationfall is one of the best NPCs in IF, but he is only male by name. His personality is that of a child, but not a specifically masculine or feminine child, and his role in the story doesn't suggest a need for a gender. (His companion in the second game, Plato, is similar, although his absent-minded nerd personality is one that cliche would assign to a man.) Under this criterion, Planetfall and Stationfall are eliminated, as is Suspended, where the robots the player controls are designed as masculine and feminine but not really male or female. --------------------------------------- III. The Boy's Club and the Genre Piece --------------------------------------- There are some Infocom games with a preponderance of male NPCs: the original Zork trilogy and Zork Zero, The Lurking Horror, Cutthroats, Border Zone, Sherlock, and Arthur. The Zork trilogy stands apart from the others, partially because of its age; except for the thief, the well-developed and active NPCs (the demon and the Wizard) were added when the original MIT mainframe game was split apart. At the time it was written, there was no real theory of IF, and the game grew in chunks rather than being written as a whole. It's hard to judge the series by modern standards. To answer the question at the end of part I of this article, there is only one female in the original trilogy; the princess you rescue from the dragon. Since the role of the NPCs is mostly as puzzles, not fleshed-out characters, this is a place where gender is only window- dressing. Would it really matter to the game if the troll were female? (Again, more on window-dressing later.) Zork Zero is only included here because there is only one major NPC, the jester, although he's ubiquitous throughout the game. It should be noted that the rest of the games listed are genre pieces, and so something must be said about the genre piece. A story (or game) qualifies as a genre piece if it is written to epitomize an entire field of writing, not merely to be set in it. As a result, a genre piece carries with it a certain awareness of the conventions of the genre, and they are usually closer to the front than in other writings. Example: Starcross and Planetfall are not science fiction genre pieces, because neither one stands out as representative of a particular school of SF. At no point is the reader led to think, for example, "Floyd is here because all SF of this type has a comic robot sidekick," especially because Planetfall isn't primarily a comical game. Leather Goddesses of Phobos is very much a genre piece in the space opera genre, albeit with a sex farce laid over it. Such elements as the world-conquering aliens, the kidnapped hero, the jungles of Venus, and the canals of Mars are very much in the space opera genre, and there's every sign that Meretzky was aware of that and added them intentionally. When writing a genre piece, the writer must know and abide by the rules of the genre, or break them consciously. Character roles are an important part of this. In a standard heroic fantasy genre piece, for example, the male hero rescues the damsel-in-distress, and to reverse this is a move whose ramifications must be considered. (LGOP does reverse it in female mode, with no real effect on anything, but this is a parameter that can be changed with relative ease. Also, LGOP is such an odd game that changing conventions really doesn't have the impact it would in a more conventional game.) Changing the rules can change the whole piece, sometimes complicating it unbearably. (Why is the detective in Witness male? It's a 1930s Chandleresque hard-boiled detective piece, and all the heroes of those stories were male. If you made the hero female you'd also have to explain why there was a high-ranking female in the L.A. police force in those times. Since it doesn't really matter, better to leave it alone.) A few of the games above, Lurking Horror, Border Zone, and Cutthroats (to an extent) are set in male-dominated genres. The best example is Lurking Horror, which was inspired by the works of H.P. Lovecraft. Lovecraft's female characters are as rare as hen's teeth, and to make matters worse, the story's set at a technical school, a place that tends towards a masculine majority anyway. It's harder to justify the shortage of women in Border Zone, since women certainly have a place in espionage (even considering that BZ is closer to the Le Carre end than to Ian Fleming). Cutthroats' lack of females is not especially defensible, since females can treasure-hunt as well as males. Finally, Sherlock and Arthur are not only genre pieces, but pieces adapted from literature and set in the past. The only females in Sherlock are Mrs. Hudson, Queen Victoria, and a certain guttersnipe, and the only one I can remember in Arthur is the Lady of the Lake. Only Mrs. Hudson really interacts with the player much. Despite the limitations imposed by the genres and pseudo- historical periods involved, the authors of these two games underused women somewhat, though the choice of storyline constrained them. One avenue for feminine characters in the source material, that of villainness (e.g. Irene Adler, Morgaine le Fey) was cut off by the decision to use Moriarty and King Lot as villains. This leaves the potential roles for women in Arthur rather thin indeed -- the damsel-in-distress role is rather cliched, and the inclusion of a romance would have been out of place given Arthur's age and the author's unwillingness to change the future of the stories. As for Sherlock, the male NPCs also tend to be limited, so the omitted females aren't really missing all that much, I suppose. --------------- IV. Mixed Games --------------- WHAT IS TERRY'S PLAN? G. In fact, Terry never shows up at all. H. By the way, what gender have you assumed for Terry? -- Invisiclues hint booklet, "The Witness" (Stu Galley) The rest of the Infocom oeuvre contains both males and females, in varying proportions. The next section contains a count of the gender ratios of the remaining games, with commentary. (Note: The NPC gender employs a subjective judgement of which characters are significant and which aren't. In some games it's easy, in some it isn't.) Plundered Hearts: 6 male, 1 female (14% female) Plundered Hearts is the only Infocom game with a fixed female character. This, and the fact that it's a romance and a genre piece, partially accounts for the high percentage of males. (It would have been rather gutsy for Infocom to release a lesbian romance, after all, and the 17th century pirate setting is primarily a masculine one, though there are exceptions.) It's mildly surprising to find it this low, however. Spellbreaker: 3 male, 1 female, 1 neuter, 1 questionable (16-33% female) The neuter character is the green-eyed stone; the female is the roc. This game really has very few NPCs; you only really interact with Bozbar and the merchant. The questionable character is the shadow, whose gender is the same as the main character's, which is not specified in the game. Enchanter: 3 male, 1 female, 1 neuter (20% female) The Terror is neuter. The Hitchhiker's Guide to the Galaxy: 6 male, 2 female, 2 neuter (20% female) The count of neuter characters is a little arbitrary. Strictly speaking, Eddie and Marvin are masculine but not male. Ballyhoo: 8.5 male, 2.5 female (23% female) Yes, there is one character (Andrew-Jenny) who counts as half male and half female. A Mind Forever Voyaging: Outside world: 2 male, no female Simulation: 1 male, 1 female (25% female) This was difficult to count. I decided to count only Perelman, Ryder, and your simulated son and wife as NPCs, though there are any number of very minor characters. Suspect: 9 male, 3 female (25% female) Witness: 3 male, 1 female (25% female) As with Deadline, I chose not to count Sergeant Duffy. Leather Goddesses of Phobos: 7 male, 4 female (36% female) Actually, six of the characters' genders vary depending on the gender of the player character. There are 4 fixed males, 1 fixed female, 3 of the same gender as the player character, and 3 of the opposite gender. The numbers work out to be the same either way. I had to make more subjective decisions about NPC importance here than in any other game. I wound up counting the salesman, scientist, harem guard, and Sultan(ess) as significant, but not the gorillas or the Venus Flytrap. Wishbringer: 7 male, 4 female (36% female) Wishbringer is unique among Infocom games in having a female as the main villain. (Note that Brian Moriarty is responsible for many of the games with high proportions of females -- Trinity and Beyond Zork are also his.) Beyond Zork: 5 male, 3 female (38% female) This counts the shop woman as one character, not three. Seastalker: 5 male, 3 female (38% female) Bureaucracy: 6 male, 4 female (40% female) Note that the NPCs in Bureaucracy are basically caricatures, and conform strictly to traditional gender roles for these caricatures (male nerd, female stewardess and bank tellers, etc.). I counted all the bank tellers as one character; otherwise, the percentage would be bumped up to 53%. Trinity: 2 male, 2 female, 1 other (40% female) The statistics are a little misleading. The only really developed NPCs in the game are female (the Bird Woman and the Japanese woman), and I was tempted to count it as 0-2, but finally relented and put in Charon and the bubble boy. The "other" is the roadrunner, the only animal who has a significant role. Deadline: 3 male, 3 female (50% female) I chose not to count Sergeant Duffy, since he's really a utility, not a person. Moonmist: 4 male, 4 female (50% female) The count is a little skewed here, because the number of characters in the game depends on which of the four variations you're playing. There are only 2 females who appear in all variations. Numbers aren't all that matters, though. I tried to account for this in part by limiting the count to the well-developed characters only, but the way characters are used matters just as much as how many there are. The important question is not so much, "Are there a lot of women in this game?" as "Are the women in this game good characters?" In the mixed-gender games, the female characters are generally as good (or as weak) as the males. Infocom didn't seem to be prone to the authors who couldn't write women, but thought they could; if there were any they stuck to writing games like Cutthroats and Infidel. Some games are worth a closer look: Bureaucracy and Hitchhiker's Guide to the Galaxy: "Everyone always asked me, why is Trillian such a cipher of a character. It's because I never really knew anything about her. And I always find women very mysterious anyway -- I never know what they want. And I always get very nervous about writing one as I think I'll do something terribly wrong. You read other male accounts of women and you think, 'He's got them wrong!' and I feel very nervous about going into that area." -- Douglas Adams, quoted in Don't Panic by Neil Gaiman. Neither of Adams' games have particularly strong women. In HHGG, Trillian is somewhat weaker than the others, partially for the reason quoted above; the game is an adaptation, and Trillian just doesn't do much in the original. The only strong character in the game, really, is Ford. The section of the game from his point of view gives a better insight into the character than Zaphod and Trillian's sections. In Bureaucracy, there are no strong NPCs, and that's probably a result of the genre. Humour doesn't require its characters to be as well-rounded as some other genres. The characters in Bureaucracy are archetypes, and archetypes are easier to work with. (Consider the reaction of the woman at the travel agency if you try to touch her: "'You're invading my personal space!' she shrieks. She is obviously from California." The humour of this line requires the recognition of the character as the spaced-out Valley girl archetype, and overlaying one's conceptions of the archetype on the character.) Bureaucracy is one of the games where the females are just as weak as the males. Leather Goddesses of Phobos: The comments about Bureaucracy apply doubly to LGOP, because LGOP is not just humor but outright farce, and depth of character would be detrimental to farce. Its handling of women can be summed up by the fact that six characters can change gender along with the player, and it matters not at all to their characterization. Deadline and Plundered Hearts: These two games demonstrate the distinction between choosing a character's gender based on the game's cultural context (where it makes a real difference to who the character is), and choosing it as window-dressing (where it's mainly cosmetic detail). Plundered Hearts is a romance, and Deadline includes a romance between two of the NPCs. Since these games are set in the real world, the romance element puts certain limits on the programmers, as this is an area where changing parameters leads to other important changes. Since the romance background of Deadline only comes out later in the game, and I don't want to spoil it too much, I'll look at Plundered Hearts instead. Could Nicholas have been a woman without changing anything? The answer is "no," of course, and this shows one of the hallmarks of a well-developed character: connections to the world. A lesbian pirate would not have been historically inaccurate, and the game could have retained the romance aspect (if some changes were made in the main character). However, she would have been subjected to different forces in her life, and could not be treated in the same way as the male pirate. A game in which the characters are superficial, like Leather Goddesses, can change this parameter easily, but if the character is well-designed, one change will lead to other changes. (Could the game have been written with a male main character and a female pirate? Not convincingly; see the section on Trinity and gender roles.) There are some minor characters in Deadline whose gender really didn't matter: the housekeeper and the gardener. The housekeeper is female, the gardener male. Does it matter to the game what gender they are? Not to speak of; it's just window-dressing. But is this totally unimportant? I would argue that it is not, that having a good gender mix (even in cases where it doesn't fundamentally matter) can help the game. If a game has no females, (if the default state for all characters the author creates is male, say) it doesn't feel like the real world. If the writer intends to model the real world, then having the NPCs mirror the people in the real world is a significant element. Seastalker: This is an artificial game background. "In Seastalker, you are a famous young scientist and inventor" (sounds just like my childhood :) ). Interestingly, the game's fairly equitable gender treatment seems connected, in part, to the artificiality. Realism doesn't play a role in determining character gender, and the characters are left to find their own level. (There's something to be said for this in the right setting -- but authors shouldn't just throw out the real world if the game's set there.) Trinity: Trinity contains one of the best examples of another role of character gender: using the player's assumptions of gender roles to heighten an emotional experience. >HELP WOMAN You begin to approach the old woman, but stop in your tracks. Her face is wrong. You look a little closer and shudder to yourself. The entire left side of her head is scarred with deep red lesions, twisting her oriental features into a hideous mask. She must have been in an accident or something. A strong gust of wind snatches the umbrella out of the old woman's hands and sweeps it into the branches of the tree. The woman circles the tree a few times, gazing helplessly upward. That umbrella obviously means a lot to her, for a wistful tear is running down her cheek. But nobody except you seems to notice her loss. -- "Trinity" (Brian Moriarty) I believe the scene above would not hold as much pathos if the character were a man. The player (I'm speaking in generalities here) is likelier to feel sorry for the woman, because of subconscious conditioning on the importance of appearance for women, and the importance of helping old women. Whether the player consciously agrees with these ideas or not, they've been driven in at some subconscious level, and it's on that level that the scene becomes extra-tragic. I don't think Moriarty intended to play to traditional gender roles when writing this scene; if anything, the subconscious factors may have affected his choice. Certainly there's no overriding reason in the game why she had to be a woman. There is a lesson here, though: using the player's preconceptions helps heighten the experience. This is the flip side of the comment about archetypes under Bureaucracy, above. Letting the player fill in their own assumptions allows them to build more about a character in their minds than space allows. Taken too far, it can lead to lazy characterization and stereotyping, but to an extent it can be a useful tool. -------------- V. Conclusions -------------- Don't forget that all NPCs are currently objects, with only the semblance of life and constrained by their programming. The requirements of "coming to life" are different for interactive fiction than normal fiction, because the reader of a book never tests the characters' limitations. The reader/playgoer can only imagine Ophelia's answer to a question about her mother, but she won't be confronted with the answer "I don't know anything about that." All IF characters, male or female, are limited. The presence and role of female characters can have an important impact on the game, however. An all-male game, if not in an appropriate setting, sends messages: one is that the author doesn't care much about modeling reality, but would rather stick with a male default. If females (or, indeed, any characters) aren't handled well or given much depth, the illusion is broken; and the spell of the game depends on maintaining the illusion. Finally, showing a lack of concern for handling good females also shows lack of concern for half the potential playing audience. If more females wrote and played IF, wouldn't the field be larger, more varied, and ultimately stronger? -------- Addendum -------- After this article was completed, I obtained a copy of Graham Nelson's new game Jigsaw, which takes an interesting (and almost experimental) tack with its main NPC. Jigsaw's main character is of unspecified gender, and is quite attracted to his/her nemesis/alter ego, the enigmatic Black...also of unspecified gender. This obviously flies in the face of my earlier comments about gender and NPC relations, as relations between Black and the player character (White) become quite close at points. Whether this practice is successful is debatable. Some players have complained that they dislike not knowing Black's gender, and would prefer some specificity. On the other hand, it a) adds an interesting air of ambiguity to the game, and b) gives the player some freedom in picturing Black, rather than following Graham's idea of what an attractive person looks like. The difficulty arises because players aren't used to this sort of ambiguity; Jigsaw may be the first game to use this technique for a central character. An ambiguous main character is standard; an ambiguous NPC isn't. Also, the relationship between White and Black is one intimately connected with gender (nudge, nudge). If Black were the implacable hunter pursuing you across time and space, with no thought but claiming your head, the ambiguity probably wouldn't be as glaring. There are a few cues about player gender, which don't really prove anything but are interesting to debate: 1) White is disguised as minor officer on a cruise ship in 1912, and later as a British Army Captain in 1917, neither of which are roles open to women, suggesting White is a man. However, when White puts on the Army uniform, the game says "It should do as long as no one looks too closely." And no one does; or, rather, the only ones who do are a five-year-old and the owner of the uniform, who's bound, gagged, and in no position to comment. Likewise, the only person who notices White in the ship doesn't notice anything but the uniform. All this really suggests is that, if White is a woman, she can disguise herself as a man -- meaning that she probably doesn't have a figure like Jayne Mansfield's. 2) Whatever gender White and Black are, they're apparently of opposite genders. At one point Black makes a reference to being mistaken for an English honeymooning couple -- this is in 1956, a period when England (and the U.S., for that matter) were treating homosexuals in a particularly repressive manner (read a biography of Alan Turing for examples), and a same-sex couple would therefore hardly be taken for honeymooners. 3) Incidentally, some players have noted that, using Inform's "nouns" feature, Black is listed as male. This is not indicative of Graham's intentions so much as the fact that, in Inform, an animate character is male by default. (There are also two female characters, Miss Shutes and the Stewardess, who are listed as male, which is probably a bug or an oversight.) -------- Appendix -------- A few corrections to Part I of the article: First, I must recommend Gareth Rees' recent game Christminster, which features a female player character. It had not been released at the time of part I, or I would have covered it then. Second, I apologize for omitting two female authors of IF: Erica Sadun, author of One Hand Clapping, and Carol Hovick, author of Klaustrophobia. (I've never been able to get Klaustrophobia to run, but I have finished OHC, and should have remembered it.) - o -