Is Feminism Dead? A Response to the VICE Debate on Feminism

Introduction – Is Feminism Dead? YouTuber Khadija Mbowe pointed me in the direction of a new Vice video where a group of different women debated some contemporary feminist issues. As you might expect (given that it’s Vice we’re talking about here), it was something of a shitshow; a selection of liberal, moderate, and conservative women were selected on the panel and then asked to answer broad questions within mainstream feminist discourse with very light facilitation or clarifying questions from the moderator, so that the majority of the video is women with vastly differing political perspectives talking past each other instead of articulating their similarities and differences in opinion. The overall impression is not that feminism is a serious topic that is inherently worthy of discussion, but rather that its value in our current post-feminist society is at best debatable and at worst actively harmful, merely a tool used by crazy,…

In Praise of the Woman-Aligned Man

A lot of people, when talking about feminism, have the misconception that it serves only to benefit women at the expense of men. This harkens back to centuries-old conspiracies of women (invariably framed as witches in consort with the Devil) meeting in secret to make plans to overthrow and subjugate their husbands; see chapter 2 of Federici in the sources for details. Even today, many (particularly on the political right) claim that the true goal of feminists and the women’s movement is to merely invert the structure of patriarchy and make men subservient to women. I won’t be directly rebutting these claims (since they are usually deployed in bad faith in an effort to litigate who is a “real” feminist and what feminists “really” believe and related conspiracizing), but I will say that as a feminist and as a woman I support the struggle for women’s liberation because I would…

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What is Socialism? A Beginner’s Guide

As a socialist, I am often frustrated when discussing my beliefs because most people do not understand them. Calls to reduce inequality by socializing health care, housing, etc. are invariably dismissed on the grounds that this will give too much power to the government. The popular understanding seems to be that socialism means state ownership and control, so more government doing stuff = more socialism. Before I can even make a case for socialist solutions, I have to first correct these misconceptions and explain the meaning of the words I’m using. Having to do this repeatedly gets old fast.

Time and Time Again

I started replaying Chrono Trigger recently for the first time in over 10 years. I’d purchased the Steam edition months before and putting it off for some reason. Procrastination is a hell of a drug. Since I’ve been working on a JRPG combat system prototype, I was excited to revisit one of the games that most inspired me to try my own hand at the genre with its fluid, streamlined gameplay. It’s been a lot of fun, naturally. I haven’t made time to dig into a long narrative-focused game like this in a while, actually. The combat and exploration mechanics are as stellar as I remember, and avoiding skippable encounters only adds to the satisfying challenge of the bosses, which are normally a little too easy if you’ve been grinding. Double techs, especially the more flashy elemental+physical combos, are still a joy. Picking my own names for the characters has…

RPG Combat Prototype: Character Abilities

As promised, we’re going to dig into each of the playable characters today. To keep things simple for the demo, we’ll just have four of them. Each will have just a few options in their toolkit: a weapon or two, a couple types of consumable items, one skill, and a few magical abilities each. This will keep things simple enough that the player isn’t overwhelmed with choices, but still has enough options to adapt to different tactical situations. For right now I’m not going to crunch any numbers; we still need to get the concepts ironed out. Let’s get into it:

RPG Combat Prototype: Demo Structure

This will be a bit unusual, as I’m going to be doing some design work for a game which is already in large part implemented, but bear with me. The bones of the RPG combat prototype are complete, but it’s not exactly playable yet; it needs to be filled with playable characters, enemies, items, abilities, and other content so it provides a (hopefully) engaging experience for the player. In addition, the scenario needs to be designed in such a way as to provide a good opportunity to introduce the player to the game’s core mechanics and test out how well they can learn how things work and overcome challenges in a satisfying way. Hence, we need to design a demo. I’m planning on splitting up the demo into three steps: A very simple, easy fight where the player can play around with each character’s abilities enough to see how everything works…

Minimalist Metroidvania: Level Design

When planning out the level, we want to make sure that the player experiences a sense of progression. That is to say, the challenges they face should start out simple to ease them into the game and then become progressively more difficult. There should be some fluctuation, of course – without moments of low tension as well as high tension, the pacing won’t be satisfying. But overall, the player should start off dealing with relatively simple problems and steadily progress to tougher ones. In addition, the game should present new elements, abilities, and obstacles to the player one at a time so they have sufficient opportunity to learn each one in isolation before having to handle all of them at once. And even when they are handling multiple things at the same time, dealing with a pair of familiar concepts should come before having to manage a group of three…

Minimalist Metroidvania: Concept

So now that we’ve figured out the building blocks of the gameplay, it’s time to bring it all together and start planning from a top-down perspective. That includes not only a big picture view of the game experience, but also an eye towards the fluffier side of game design: what it’s about narratively, and what it’s going to look like. It will also answer the question, “Why are all the enemies skeletons?” Thrilling stuff. To decide these things, I looked through what I’d done so far and realized there was a bit of a conundrum caused due to the player having both a ranged attack and a melee attack: in most cases, the melee attack had to be more powerful. This ordinarily could be resolved with a little creativity, such as by saying “the main character can just throw rocks or something – that’ll handle it,” but I had a…

Minimalist Metroidvania: Enemies

If you’re wondering why this wasn’t posted on Saturday, that’s because I decided retroactively that these “daily” posts would be more manageable if they were only on weekdays. I’ll see about upgrading to every day once I’ve got the regular update schedule thing down. Today’s topic is enemies. This is an area where it can be easy to go overboard with large amounts of content. To maximize the economy of development, we want to aim for only a small number of enemies that each provide a distinct, interesting challenge to the player, ideally ones that don’t require a large amount of unique graphics for each one. This small list of enemies can then be combined in different groups, layouts, etc. for specific enemy placements to mix up the moment-to-moment gameplay. To get the most bang for our bang, we need to identify the core function for each enemy type, of…

Minimalist Metroidvania: Weapons

Continuing from yesterday’s minimalist Metroidvania, we’re going to dive into the meat and potatoes of the core gameplay: the combat! Since we want to keep the scope small, there needs to be just enough variation to keep things interesting, and no more than that. First we’ll start with the player’s weapons. Similar to Gather, one of my design goals here is to give the player both a ranged and a melee attack so that they have some short-term tactical options. To properly incentivize switching, though, I’d like to make a couple changes: Melee attack is a vertical slash instead of a horizontal strike. This makes it much easier to hit enemies, especially multiple enemies at once, which is sort of the point of melee combat. Melee attack should push (small) enemies back on hit. This gives the player just enough crowd control to manage mobile enemies that like to get…