If I could make this shorter I could. I crai inside.
Gamasutra has a reasonable conclusion with valid premises. Just because you don't agree with it doesn't mean its sophistry.
For example would it be faulty that SE decides XIV should have more casual content update than savage content updates as a result of identifying a large presence of casual players ? Casual player here being an identifier. We can break down into however much nuance we want, main fact is that SE sees that their market is majority casual and will naturally gravitate towards casual play. In mainstream games, individual nuance can be considered, but if that nuance is not generally harmful, targeting a generalization is acceptable to bring in or retain market. Look to casual vs. savage players as an example. It would be remiss not to consider the gaming identities present in the XIV community and how your content draws them in or puts them off.
I'm curious as to why you keep saying with no consideration to the market ? The consideration here is the netural, socially acceptable interests in relation to the straight male in mainstream games. For example, female sexualisation is generally acceptable.I agree with this broadly . . .
I didn't suggest people can't have basic human empathy, sympathy, or emotions.The problem is the assumptions it must make for it to work . . .
Let me present a situation : you're wanting to paint an attractively sexualised male marketed for female and gay audiences, but your design team is comprised of straight men. Will I seek out people randomly or will my research be focused around certain identities that are attracted to men ? This is where your details of attraction come in and how identities afford for different insights. There are two sides to this coin. Just having a gay friend won't tell you what he finds sexually appealing in another man. Just being an activist doesn't mean I can suddenly speak with nuance for any identity I am an activist for. Me having and artist friend doesn't mean I suddenly understand the nuance of blending technique and colour theory. This also doesn't mean one doesn't completely have the ability to be able to sympathize.
The point I'm making is that sexual identity is an insightful perspective when selling to a majority that also shares your same sexual identity and can identify and share what convention beauty would sell best.
I resonate with you here and this is where I think Gamasutra holds a good point. Female sexualisation dominates and often is at the forefront because of the majority, largest, target. This can also considered 'safe' or the neutral in a global market. For example, female viera. A WoW study in 2014 estimated that 23 % of male players and 93 % of female players played female avatars. In 2017, YoshiP said that the ratio of male to female players was 7 : 3 or 57 % to 43 %. Female viera, a fan favourite and convetionally attractive model, therefore appealed to 58 % of the overall FFXIV population based on gender avatar preference alone. We could go into probability and statistics to address nuance, but the idea is to understand the generalizations of a market.Well itd be nice if there was something for everyone . . .
Bunny boy weird amirite, tho ? ugly cry
Individuals do have agency in the brainstorming process. But again, agency like creativity stops at the sole deciding committee. This could be YoshiP, this could be who he reports to, this could be investors, etc. Let's look at the process of Au Ra and how that image changed and what we were actually given. This is how creative process in a company goes like. Creatives, however beautiful the Au Ra originally were, were denied for what we have now.The problem is that this rejects the agency of the individual . . .
Again, we can't cater to every one of them, thus generalization. I really feel you're going too deep between the lines rather than taking the argument for what it is. A generalized reasoning. You're diminishing what identity is here to a very shallow point of view rather than seeing how it pertains to much more than just a list of physical attributes.
Not sure how we got to this point, lol ! Your favour nuance, this much is clear. What you presented is circular reasoning where both your premises having become your conclusion, and a premise can not be a conclusion. It's like saying my dog is the best because he thinks it therefore he is the best by his own thought. Gamasutra identifies a premise of a large presence of straight male in both developer and target market. The conclusion is lower rates of male sexualisation as socially acceptable straight male interests favour female sexualisation.And it comes to it's conclusion based on identity rather than the nuance of the individual, particularly when trying to understand a trend . . .
We're both making the same point here. Only mine with the added reasoning that just because we're moving doesn't mean mainstream is still not considering the safe market to be whatever mode of socially acceptable straight male is. There has been change, but it would be remiss to say female and male sexualisation are even on the same level as each other and Gamasutra offers reason as to why.I bring up 80s/90s because Im trying (and probably failing but the sounds of it) to show you a then vs now trend . . .
For someone who claims identity shouldn't be or isn't a factor, you surely use it quite a lot in your arguments. Perhaps your definition of identity is too shallow.Unfortunately, I just disagree with this outlook . . .
Identity is not just physical features. It's also comprised of our morals, ethics, values, relationships, personal experiences, lifestyles, ideas surrounding gender, culture, etc. It's a common phrasing in English to say "I identify with these morals, with these ethics, with these values" and so forth and so on. And one's identity is always changing in these regards. You accept that outlook can be affected by cultural identity but not by a sexual identity ?
You also say you don't want to make assumptions based on identity but do just that in the same line. We're human. We make assumptions and inferences without hesititation whether explicit or not. If someone says they're an RPG gamer, you might talk to them about FFXIV or WoW or Pillars of Eternity. Or you might see a friend on a computer playing an FPS and infer they like FPS games in general. It's how we contextualize, it's not some terrible thing to avoid. Focus groups and research teams alike target specific identities based on people's relationships such as teachers, doctors, parents, sexuality, etc in order to produce better results with insights from these different identities.
Yes, there are a multitude of factors, the article nor I said any one factor is the sole purpose. You seem so hasty to rule out identity in the process of it all as if identity is but all bad in the creative process. Having a sexual preference can have an influence on a creative work and it's not a bad thing. It's one thing to say it's not a factor in an instance, it's another to completely rule it out. Drawing towards your sexual preference is a common theme in art just as is drawing towards your own gender. The prevailing difference between you and I is that you seem so intensely attached to nuance whereas I feel nuance and generalizations have their appropriate places.It would be silly of course to not realize that some factors influence certain actions . . .
Yes, there is a difference between ethnicity, nationality, and culture. I don't think anyone has or is currently contesting this.I make this distinction because a lot of people fail to realize theres a difference . . .
We disagree on the details but agree on the overall message and that's fine enough.




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