Rust's logo |
Examples of character models from the game, with male characters on the right and female on the left |
In 2016, the game's developers decided to tie an avatar's gender to a player's Steam ID, as they had done with skin color. Additionally, half of Rust's players were automatically assigned female character models. Newman stated that the decision was based on both reality and diversity. He contended that Rust was "not about identity," and that the main objective was to survive. Newman went on to say that "player customization had got a bit out of control in other games," although he also stressed that he was "happy to have the diversity" in avatars, along with the other developers and some of the player base.
Despite some negative feedback, sales for the game actually grew after the changes |
Other players, however, responded negatively. In his statement regarding the gender decision, Newman described several examples of negative feedback. One male player wanted to have the ability to choose their avatar's gender in order to have "a connection to the character like most other games [he played]," instead of having "some political movement shoved down [his] throat." Another complained that this was the developers' method of forcing players to accept the studio's "feminist ideals." Although the decision was divisive, the controversy and the changes themselves lead to an increase in sales for the game unlike any Newman had seen outside of sales.
The introduction of female character models to the audience as a whole ultimately combats the "Smurfette Principle" that we discussed in class by making sure that there isn't a lack of female characters in the game. The basic models themselves have no gender signifiers outside of specific (and randomly sized) body parts, which helps to avoid stereotypical depictions of genders and gender roles. Furthermore, it echoes the possible policy ideas set forth by Elena Bertozzi in "You Play Like a Girl!," as the changes increased the number of female avatars in digital games. This could help normalize gender relations in online multiplayer games by deconstructing preconceived notions regarding female avatars, as explained by Bertozzi in her Everquest example.
There are potential downsides to the policy, however. Male players are randomly forced to experience the inability to choose to play as the gender they identify with, just as female players have had to do for decades with some games. An alternative would have been to allow both female and male players to choose which gender they wanted to play as while randomly generating an avatar. This would, however, go against the artistic vision of the game's designers. While the changes did reflect the reality of being unable to choose one's gender at birth, Newman discussed some complaints he received from transgender individuals. One transperson argued that "assigning a fixed sex was reminiscent of real-world transphobia." In response, Newman reiterated the argument that the game wasn't about identity, and the developers were "assigning gender randomly in game – not in real life." The validity of the complaint is downplayed in this instance, ignoring the very real opinions of a subset of players.
The introduction of female character models to the audience as a whole ultimately combats the "Smurfette Principle" that we discussed in class by making sure that there isn't a lack of female characters in the game. The basic models themselves have no gender signifiers outside of specific (and randomly sized) body parts, which helps to avoid stereotypical depictions of genders and gender roles. Furthermore, it echoes the possible policy ideas set forth by Elena Bertozzi in "You Play Like a Girl!," as the changes increased the number of female avatars in digital games. This could help normalize gender relations in online multiplayer games by deconstructing preconceived notions regarding female avatars, as explained by Bertozzi in her Everquest example.
There are potential downsides to the policy, however. Male players are randomly forced to experience the inability to choose to play as the gender they identify with, just as female players have had to do for decades with some games. An alternative would have been to allow both female and male players to choose which gender they wanted to play as while randomly generating an avatar. This would, however, go against the artistic vision of the game's designers. While the changes did reflect the reality of being unable to choose one's gender at birth, Newman discussed some complaints he received from transgender individuals. One transperson argued that "assigning a fixed sex was reminiscent of real-world transphobia." In response, Newman reiterated the argument that the game wasn't about identity, and the developers were "assigning gender randomly in game – not in real life." The validity of the complaint is downplayed in this instance, ignoring the very real opinions of a subset of players.