The player assembles a squad of 20
units from a large pool of recruits before going to battle. The characters have
“potentials” that can affect their performance on the battlefield in various
ways. Some male units get a boost to performance when there are female units
near them. In one particularly interesting scenario, a gay character gets a
huge performance boost when around other male units, but some male units lose
performance when he’s around.
Making each character’s back story
relevant in gameplay is a logical mechanic that ends up being a missed
opportunity in most games, but Valkyria Chronicles embraces it.
Characters who grew up in rural areas are more effective in deserts or forests
than those who grew up in urban areas, and those who grew up with each other
are more powerful when working together. The player can choose to keep the same
squad throughout the game, or mix it up between each battle. The game seems to
encourage players to do the former by placing the experience system on the
squad rather than individual characters – a character that has fought in one
battle is considered to be just as powerful as a character that has fought in
ten.
Switching between characters forces hardcore players to
read their back stories and become familiar with their likes and dislikes if
they want the biggest tactical advantage in selecting their squads. Apart from
reading about characters in the in-game encyclopedia, players are introduced to
all of them in the game’s many cutscenes. Every chapter in the game features
one battle and roughly eight cinematics that develop the plot around it. They
can be skipped, but doing so often means the player will miss valuable insight
into the characters that could be useful in the next battle.
According to a Ludica article on gender and space, research into
games and gender has found that “women and girls resonate with games that have
storylines and character development, and they might even stray from the game’s
goals to explore a secondary plotline.” (Fullerton et. al 6) The emphasis on
back story in Valkyria Chronicles hardly suggests that it was
designed for women, but it is a noteworthy implementation of an element
associated with feminine space for a masculine audience. The cast’s diversity
and relevance to the plot and gameplay was highly praised by the gaming press
as well. The developers could have easily drawn up an arbitrary set of
attributes for each character, but instead chose to support them with plotlines
and relationships for players who want it.
The PlayStation 3 JRPG market is dominated by white and
Asian males. Valkyria Chronicles was largely restricted to that audience
before it was even released because of genre association and a lack of
marketing. It’s interesting, then, that most of the characters are not
over-sexualized. Henry Jenkins notes that "girls who play boys games find
the games' constructions of female sexuality and power are designed to gratify
preadolescent males, not to empower girls. Girl gamers are aggressively campaigning
to have their tastes and interests factored into the development of action
games." (Jenkins 358) Although it occasionally falls to stereotypes, Valkyria
Chronicles stands out by doing a decent job of factoring in the relevant
tastes and interests of the female gamer. The majority of the male characters
are average-looking because they were drafted into the military from humble
backgrounds. Most of the female characters are able to maintain a proper center
of gravity because they don’t have oversized breasts. In a twist, the
game gives some villains the opposite treatment: they are heavily
over-sexualized with bulging muscles or bouncing boobs, yet the plot’s few
instances of romance never include them, instead focusing on the average
protagonists.
Fron et. al asks: “Is it possible that the difficulty in producing
'games for girls' or games for adults, or games for ‘everyone’ lies in the
inherent properties of the technology of digital games themselves? Or are
[hegemonic practices] tied more to the marketing and production process that
has developed over the past three decades?” (Fron et. al 3) It’s not entirely
clear what the developers intended with this characterization, but it flies in
the face of the traditional bikini-clad Final Fantasy girls and testosterone-pumped
heroes that players have come to expect from the JRPG genre. The game’s success
among hardcore gamers supports the notion that the hegemonic stereotypes in
question are less a product of the medium and more a product of marketing.
This brings us to one of the “four tricks” for design research
presented by Brenda Laurel: “Pay attention to what you learned, even if it
doesn’t match your personal taste or the prevailing truisms about your
audience.” (Laurel 42) Valkyria Chronicles was a modest success, selling
through about 600,000 units worldwide. It spawned an anime in Japan, and a full
sequel is in the works for PSP. This game created a lot of buzz when it was
released because of its unique battle system, but it would not have been nearly
as memorable (or capable of supporting an anime) without a cast of characters
that players could care about and even relate to. In many JRPGs, it’s a
difficult task to remember the five or six party members the game offers.
Valkryia Chronicles features a cast well over 50 without being
overwhelming. There aren’t enough games that put story on the same level as
action in development, and this game stands out as a result. Hopefully more
developers will pay attention to it and throw archaic stereotypes of JRPG
enthusiasts out the window.
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Works Cited
Fullerton,
T., Morie, J. & Pearce, C. (aka Ludica) (2007). "A Game Of Ones Own:
Towards a New Gendered Poetics of Game Space." In Proceedings, Digital
Arts & Culture 2007, Perth, Australia, September 2007.
Fron, J., Fullerton, T., Morie, J.
& Pearce, C. (aka Ludica) "The Hegemony of Play." In Situated
Play: Proceedings of Digital Games Research Association 2007 Conference. Tokyo,
Japan, September 2007.
Jenkins, Henry. "Complete
Freedom of Movement: Video Games as Gendered Play Spaces" The Game Design
Reader, ed. Salen, Katie and Eric Zimmerman.MIT Press:Cambridge, MA, 2006.
330-363.
Laurel, Brenda. (2001). Utopian
Entrepreneur. Cambridge, MA: MIT Press, 2001.
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