Thursday, 8 November 2012

Callum: Script - First Draft

This is the completed first draft of our script for the 5 minute extract.  This WILL be updated, edited and changed in parts.  It is NOT the final shooting script.



1: Women. They’re strange, difficult to understand creatures. They have feelings and thoughts, but said feelings and thoughts consist almost solely of “shoes” and “boys” and, occasionally, “sex”. They look pretty, taunt us with how pretty they are and spray stingy liquid in our eyes when we get too close. Their only purpose in life: to make sandwiches and babies. Outside of that, they’re nothing. Toys to be played with. Helpless creatures with no real thoughts of their own, right?

2: Wrong. Women are strong, women are powerful, women are, in many ways, superior to their male counterparts. And, if not superior, then equal in most every way. We are not weak, we are not emotional time-bombs, and we are certainly not useless toys that men can play with. Stop that.

This is something that movies and TV are working hard to fix. In the last decade, tens, dozens, maybe even near the hundreds of strong female characters have popped up. Characters who do more than just stand around being eye candy, getting kidnapped and talking about periods. Characters who, if you get engrossed enough, can feel like real human beings.

Videogames, however, are still stuck three decades in the past.

Title Sequence (9 seconds)

2: Pop quiz! Who is the first female character in a videogame? Time's up. If you answered Ms. Thunder Thighs here (picture of Chun Li), (comical buzzing sound) you are wrong. And if you answered Ms. Wakka Wakka (picture of Ms. Pac Man), (comical buzzing sound) you are also wrong. No, the first recorded instance of a female protagonist in a videogame, a playable female protagonist in a videogame, is Ladybug.

1: Ladybug is a long forgotten 1981 arcade game that managed to pre-date Ms. Pac Man by a couple of months but had a lot in common with Ms. Puck Face by being a maze game. Maze games back then being like FPS' today. Ms. Pac Man and Lady Bug were strong female characters, even if one of them is technically an insect rather than a recognisable lady, pixels back then not being what they are today. So, why are they strong?

Well, they both instigate the plot, they both do their own thing and they both don't have their entire lives revolve around or be ruined by men. They let nothing stand in their way, they aren't slaves to their emotions and, unless you look at some horrible, drudgery corner of the Internet, they don't get their kit off for no reason. They are both strong female characters.

2: And, in fact, it'd probably be very fair to say that they are the only truly strong female characters in videogames, alongside Chell, GlaDOS, Alyx Vance and, of course, Commander Shepard. But that still only means that I can count the number of truly strong female characters on 1 hand and an extra thumb. In addition, three of those are from Valve games, two are from games with little to no story and one is part of a character creation suite where the default option is a male. That's bad.

So, this begs the question of, “Why?” Why are women so poorly treated in videogames and yet you can turn around and see 900 examples of big burly men who are always in control of the situation and know what they are doing and are never the victims of a horribly misguided rape scene? Well, there are three main reasons. Poor story writing in general, cultural differences and a misaimed target market.

Interview Segment (40 Seconds)

1: Bad videogame writing usually stems from an over-reliance on stereotypes and cliches; the things that the industry grew up with, essentially. Damsels in distress, unflappable white heroes, minorities and foreigners either being helpers or just plain evil. Some games have moved past such outdated things, but most haven't and that's precisely why you can fit most every female character into one of three generic archetypes.

First, there's The Girl. There's pretty much nothing more to her personality, she's just The Girl. She's usually on the team purely to tick a box on the diversity checklist though sometimes she may get some semblance of a personality. Don't hold your breath, though, for any groundbreaking characterisation as it pretty much amounts to...

Model 1: Let's do the mission, guys.

1: Or...

Model 1: I totally want to have sexual relations with you, player character.

2: But the important thing is that the developer tried, right? That's pretty much the attitude of the developer too. And, since the character is pretty much just a blank slate, you can also expect them to be sexualised in some way, shape or form. Either their power armour has a lack of sleeves, they prefer tight fitting tank tops to actual armour or they star in a fantasy RPG; but you better believe that they will be sexualised the hell out of.

Cut-off Point.

There is more to the script, in case we get through all of this script long before the 5 minute mark.

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