In lieu of EA's Full Spectrum conference, Kill Screen did an interview with Rhianna Pratchett, writer of the new Tomb Raider. She is also known for Heavenly Sword, Overlord and Mirror's Edge. In the full interview, she talks about the inclusion of female and LGBT characters within games, and also about the challenges of writing a story that supports the gameplay (in this case, a story about the player character killing loads of human beings while trying to be empathetic). There's more at the link:http://killscreendaily.com/articles...first-and-why-she-wanted-make-lara-croft-gay/
On female and LGBT characters:
On supporting the large amount of killing through the game's narrative:
On female and LGBT characters:
Like I said, getting more diverse protagonists is important, and just getting them in there will be the first step. But I do think it is a bit disingenuous to have a gay character and then not speak to that. It’s kind of like having a straight character who happens to like people of the same gender. Exploring something about what it means to be a gay character, bisexual character, transgender character, in games, that would create some interesting stories. I’m not sure we’re there yet. But I think getting those representations into games is the first step. Once we’re more comfortable with that, actually speaking to those issues a little more broadly will be possible.
But also getting more writers in the process, and people that aren’t afraid to write about characters who aren’t them. That’s what writers do! You’re always exploring people who aren’t you. Once you get your head around it, you can feel comfortable in that space. So I think that once more writers and narrative professionals get involved, the more comfortable they will be to write different and diverse characters.
And like I said, from a narrative standpoint we didn’t completely ignore that Lara is female. But we didn’t sort of yell it out either. It wasn’t all about that—being female. But we did bring it in, because it’s part of who she is. She is a young woman, so we wanted her to feel like a real young woman. That was one of the problems in the past with old Lara. It became all about her gender, particularly about her boobs. There is more to gender than what you have on the front of your chest. [laughs]
I’d love to see more of that. It’s a shame that developers don’t do this. Are they just really nervous about doing anything that’s not men? So I think: Ok, this is where writers can help. Because we have to! Otherwise it would be Mary Sues as far as the eye can see. But like I said, first step: getting them in. Second step: exploring that more once we’ve got them. Ideally if we get that in, we can explore it more. But it has to be right for the game and the experience.
Yeah, we need to be braver about these things in general, really. In that same “Woman Warrior” article, the writer was talking to the art director on Gears of War, who was saying that it would be very difficult putting a female up front and center because female-lead games do not sell as well as male-lead games. But they’re not given the marketing support that male-lead games are. I certainly hope that Tomb Raider will turn the tide on that, and get people thinking about characters more.
On supporting the large amount of killing through the game's narrative:
It is very difficult. I think it is all about the suspension of disbelief that you have when going into a game. It’s very difficult to keep that good affable character when they’re having to slaughter loads of people. But what we tried to do with Lara was at least halve the first death count. As you say, she’s uncomfortable with having to do what she needs to do. Those feelings start to bubble to the surface, and she does sort of push them away because she knows she can’t think about what she’s doing. It will incapacitate her if does.
But, you know, it does bubble up. Mathias refers to it as well at the end. So what we tried to do there is give her a knowing-ness about what she’s doing. Certainly with the first kill having a lot of impact. She went quite a long time without having a weapon. Then there was the bow, and then quite a long time without a gun. There is lots of kills after that. But you can’t play the same card over and over again. Every kill cannot be like the first kill.
It’s about balancing the needs of gameplay with the needs of narrative. The needs of narrative don’t always trump the needs of gameplay. In fact, it’s usually the other way around. And so I’d say from a narrative perspective, we would have liked the ramp-up to be a bit slower. But, you know, there are other factors to be considered! When players get a gun, they generally want to use the gun. We were brave in going such a long time without giving players a gun in a game where you end up doing a lot of shooting. We tried to innovate a little bit, but narrative can’t always win. Ideally if you can find a sweet spot, that’s great. But sometimes combat, or gameplay or whatever, has to win out.