Interactive Media

Did History Not Include Women? On Gender Bias in Assassin's Creed

In last week’s blog and newsletter, Caitlin and I celebrated the release of Assassin’s Creed Unity, highlighting how AC and Time Traveler Tours & Tales both To Turn History On. Taking the slogan “history is our playground” as their starting point, Assassin’s Creed developers combine historical research, high art graphics, and state-of-the-industry gaming technology to put users into history. Literally. It’s really quite cool.
 

But while wandering their magical tours through time – from the Middle Ages to the Italian Renaissance, the American and French Revolutions – I found myself wondering,


Did history not include women?

AC's cast of playable protagonists (the one through which users experience the storyworld) are fictional. On their quests, they meet such fascinating historical figures as Richard the Lionheart, Leonardo da Vinci and Niccolò Machiavelli, George Washington, Benjamin Franklin, and Benedict Arnold, Napoleon Bonaparte, Maximilien Robespierre, and the Marquis de Sade.


There is only one woman character in Assassin’s Creed Unity: Elise de la Serre. She, too, is fictional, the childhood friend and sometime love interest of the main, and only playable character, Arno Victor Dorian. Now we’ll admit she is no shrinking violet. She brandishes a weapon along with Arno, being on a revenge quest of her own. And while she cuts a very sexy figure, she does appear on screen fully clothed.
 

But to be a non-playable character means that Elise cannot act upon the storyworld. She's merely window dressing, part of the background story, scripted and fed to us whenever we, as Arno, wander down the appropriate rabbit hole that, like Dumbledore’s pensieve, triggers the memory that Arno, and we, need to collect the clues and knowledge necessary to complete his mission.
 

Click image to view Anita Sarkeesian's Feminist Frequency.

Click image to view Anita Sarkeesian's Feminist Frequency.

As it turns out, compared to most female video games characters Elise has it pretty good. Indeed, thanks to the swift education provided yours truly by the #gamergate loudmouths and such whip-smart objects of their scorn as Anita Sarkeesian, I have recently learned that in video game culture female characters are more often objects of male desire. "Damsels in distress in very little dress," as I have dubbed them, they exist in their storyworlds as possessions withheld from their playable male sidekicks or victims to be saved from the evil villain. More often than not, they endure serious misogynist abuse waiting for their hero-princes to level up and free them. Sometimes, many times, their only escape is death, usually execution style.
 

Those of you familiar with the story of Beware Madame la Guillotine will, I hope, agree that one very cool factual female assassin from Revolutionary France fame, Charlotte Corday, would have made an excellent member of the Unity cast.


Just for fun, I did a quick Google search to see if I could turn up any discussion as to why she didn’t make the cut. Here’s what I found on GameSkinny:

Earlier this year, Ubisoft’s creative director Alex Amanico told Polygon that playable female assassins were cut from Assassin’s Creed Unity due to “the reality of production”...

I’m sorry, but what does that even mean? That it takes a different technology to make a female character run at stealth speed than a male one? I doubt it.
 

And when Wired.co.uk asked Ubisoft’s in-house historian, Maxime Durand, if the AC series is “somewhat limited in creating female protagonists by the fact that much of human history hasn't been great for women?” he responded,

You're right -- it was difficult to be a woman and the presence of women was much more restricted than it is now.

This explains why women characters were overlooked in AC how, exactly? Isn’t the question just offering both company and historian a free pass?

So while we applaud the Assassin’s Creed franchise for their accurate and amazing visual representations of past places, and while we appreciate that, at the very least, their female characters aren’t objectified tropes of victimized female characters, we take AC to task for not advancing the misrepresentation of women in video games, and the under representation of women in history.
 

Interactive media have the potential to be brilliant educational tools. As we wrote here, AC is an exciting “way into” history, especially for those young people who find history “boring,” that can then be supplemented with more factual materials such as Beware Madame la Guillotine.


But when interactive media merely perpetuate antiquated social biases, it can take humanity back in time (in more ways than one) rather than advance it.
 

The average gamer in the US is male, aged 30. Present gamer culture appears to be an un-moderated boys club as revealed by the recent #gamergate debate. Fifty years after the feminist revolution, there’s really no reason why game developers can't evolve gender representations and make women heroic too.
 

If you agree that female characters, like Charlotte,
deserve to be protagonists of their own games,
please LIKE and SHARE this post!


Coming up next: In the interest of first-hand research
Caitlin introduces Sarah to Assassin's Creed gameplay
while Tock the dog expresses her opinions on tropes vs. women in video games!

Educational Value in Assassin’s Creed? I Say Yes.

Surprised to be reading about the educational value of a video game on a blog dedicated to education, history, literature, and learning?
 

So am I. But bear with me. I’ll admit I’ve been a cynic about video games since they evolved from Pac-Man. I could never understand why would anyone want to waste their time killing virtual enemies on a screen when they could sink into a great story with a movie or a book, practice a sport or an instrument, or just goof off outside.
 

Caitlin opened my eyes. We were talking about immersive storytelling and she referenced Assassin’s Creed.
 

You play that game? I asked.
 

You don’t? She said. You’d love it.
 

So I checked it out and, you know, she was right. Although the object of the game remains killing (the weapons and gear being big motivators), the assassin’s sandbox is a beautifully crafted 3-D environment rich in historical context. The parent company, UBISOFT, even has historians on the payroll!
 

Assassin’s Creed gameplay revolves around an age-old rivalry between two ancient secret societies: the Assassins and the Knights Templar. Their enmity dates to the Crusades and follows their successors through the Middle Ages and Renaissance to Revolution and modern times. Each game in the series assigns players the task of completing a covert mission, usually involving the assassination of a highly protected public figure.
 

Assassin’s Creed and Time Traveler Tours & Tales share a similar mission: both Turn History On. That mission dramatically intersects with the game’s latest release, UNITY, set during the French Revolution, the era in which our flagship heroine, Charlotte Corday, inscribed her name in the annals of immortality.
 

Is the game historically accurate? As a visual illustration of the age, yes. It is stunningly rendered and fully succeeds in transporting you to the time of the Revolution. It makes you feel like you’re part of the history, says Caitlin, which for a history nerd is very exciting!   
 

Even for the non-nerd, it’s a fantastic “way into” history. And that’s where its educational value lies. As Caitlin informed me,

Assassin's Creed allows you to not only learn about history, but to experience it. You explore places you could never could otherwise. From the streets of Jerusalem to the top of Notre Dame Cathedral, Assassin's Creed encourages kids to learn from being there.

So let your kids get their "pure stealth" on (i.e., let them play). Then, their interest sufficiently piqued, grasp the opportunity to build their critical thinking skills by offering them more historically accurate information on the period. Seize the chance to engage them in doing real historical research. Immerse them in uncovering what really might have happened through authentic sources and other media.
 

Assassin’s Creed makes no claim to be anything other than Historical Fiction. Though a graphical and technological tour de force, it does take liberties with the facts.
 

The scene in the catacombs, for example, shows human bones stacked and organized in decorative patterns. But this didn’t happen until the early 1800s under Napoleon, who factors into Unity in a way he really didn’t in life. Another scene shows the protagonist, Arno Dorian, in the shadow of the Eiffel Tower, which was built 100 years later for the 1889 World’s Exhibition. In another, we see the Statue of Liberty under construction, still shackled by scaffolding, also about 100 years too early. And the Cathedral spire, from which Arno takes his death-defying leap into a haystack, was actually taken down during the years of Revolution and replaced in the 1860s.

Don’t even get me started on the accents! Enjoy Conan O’Brien, as the Clueless Gamer, on that.
 

Even staff historian, Maxime Durand, admits that the developer “takes some liberties creating visual assets, just to do what's best for gameplay'' (Wired Magazine). Whether this is right or wrong is definitely arguable. But they wouldn’t be the first creators to do so: How many of you, like me, grew up believing that Switzerland was just over the mountains from Salzburg after watching the Sound of Music?
 

The point is, Assassin’s Creed is immersive and engaging and a brilliant way to capture the attention, in particular, of the young person who’s convinced that “history is boring.”
 

Engagement and learning originate from the same part of the brain. Story and play are our most powerful teaching tools. We all construct new meaning on the foundations of what we already know. So let your teens learn what they can within Unity. Then put something historically accurate in their hands, like my interactive story BEWARE MADAME LA GUILLOTINE, available in app, iBook, and paperback editions. Or bring Revolutionary Paris to your classroom with Marcie Colleen’s Curriculum Handbook.
 

Use game, book, and role-play to spark discussion, see where it leads. There’s a great bibliography at the back of the book if they want to explore the era even further.
 

They may want to know, for instance, why Charlotte Corday doesn’t figure in Assassin’s Creed Unity? She was Revolutionary figure, after all. And an assassin.
 

What do you think about the educational value of Assassin's Creed, in particular, and video games, in general? Click comments to your right and let me know. It's a hot topic right now. Just last night it was discussed on KQED Radio, with parents, teachers, and researchers weighing in on both sides of the issue.
 

Stay tuned for my next post: Gender Bias in Assassin’s Creed? I Say Yes.
 

Turning Kids on to History? Join the TTT&T Community!

Sarah Towle speaks with Marcie Colleen, Curriculum Developer for Time Traveler Tours & Tales, about curriculum writing, Process Drama, and her all-new Curriculum Handbook for Beware Madame la Guillotine.
 

Coming September 2014, just in time for Back to School, it’s perfect for Social Studies, History, English Language Arts as well as Dramatic Arts classrooms, and an excellent complement to European and World History curricula.

But the fun doesn't stop there.
 

To test and distribute this dramatically-new teaching and learning tool, Sarah and Marcie are opening the doors to authors and educators worldwide dedicated to turning kids on to history.
 

Join TTT&T’s Teacher Vanguard today! Get both curriculum guide and book FREE in exchange for your feedback. Become part of an international discussion on immersive teaching practice.
 

Don't wish to join the Vanguard?
But still want access to the BMLG Curriculum Handbook?

Pre-order your copy at the low introductory rate of just $9.99.
Available for pdf download by 15 Sept 2014.

Calling All Educators: Join the TTT&T Teacher Vanguard Today!

The team at Time Traveler Tours & Tales is dedicated to revolutionizing student discovery of history and culture by bringing the very best in interactive creative nonfiction storytelling to the mobile and tablet formats.

Just as our storyapp tour, Beware Madame La Guillotine, brings the streets of Paris to life for educational travelers, so the ALL NEW Beware Madame La Guillotine Curriculum Guide, by Marcie Colleen, re-energizes high school English Language Arts, History, Drama, and Social Studies curricula by bringing to life within the classroom walls Paris during the French Revolution.

The only travel necessary is through imagination and exploration.

Using engaging, hands-on techniques in concert with the Beware Madame La Guillotine interactive book, this truly innovative teacher's guide aids learning communities in creating a full sensory classroom experience through improvised dramas and discussions, while simultaneously stressing reading, writing, and research skills.

It also offers teachers across the disciplines an ideal opportunity for collaboration.

Marcie’s Curriculum Guide for Beware Madame La Guillotine emphasizes both teamwork as well as independent learning, using a variety of tools and technologies. It builds space for necessary reflection, empathy, and self-investigation, and motivates students to make cross-curricular connections.
 

We invite Educators worldwide to join TTT&T's Teacher Vanguard!

  • Be the first to beta-test and review Marcie's unique approach to teaching and learning;

  • Receive, for free, the Guide as well as a download of the complementary iBook for each of your students;

  • Join a growing collaborative association of international educators dedicated to creating engaging classroom communities for the benefit of all learners.

Marcie Colleen's Beware Madame la Guillotine Curriculum Guide is aligned with various national learning standards, including the US Common Core, as well as the IBO Middle Years Programme. Her exciting, interdisciplinary approach targets all learning styles, ensuring that students experience history personally, thus providing a deeper connection to content, as well as more profound insight into the human condition.

We hope they -- and you -- will have fun traveling back through time with our complementary interactive book and Curriculum Guide to the French Revolution.

Contact us here for more information about the TTT&T Teacher Vanguard. Today!

What Makes a Bologna Ragazzi Digital Award Winner?

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On the evening of my Bologna Children’s Book Fair launch of Time Traveler Tours & Tales, I had the great fortune of being present for the 2014 Bologna Ragazzi Award celebration and prosecco toast. This was only the 3rd year for the digital category of the Ragazzi Award. To date, it is the closest thing the digital book world yet has to the Caldecott or Newberry.

It's a unique contest in that it's free to enter, there are no gimmicks, and both entrants as well as judging panel are international. What's more, the judges are particularly interested in discovering unknown talent.

The annual Digital Ragazzi Award shortlist has become my go-to source for all things cutting-edge in story-based interactive media for kids. As soon as the lucky 20 shortlisted titles are announced, I run straight to the appropriate distribution channel – the app store, iBookstore, etc. – to download the winners, mentions, and finalists in both fiction and non-fiction categories.

I play with them. I study them. I try to glean everything I can from these standard bearers in the digital publishing space. I pluck from them every trick, tidbit, and tantalizing technique that might inform the look and feel of the future Time Traveler Tours & Tales media library.

I most appreciate the cross-cultural perspective the Digital Ragazzi Award collection provides. This year’s candidates included 258 products from 37 countries. As the judging panel is also multicultural, it is particularly interesting to discover what resonates within such international diversity.

But, lucky me!, this year I didn’t have to guess how the winning titles made it through the judges’ screening process to rise above the rest. Because on the eve of the Bologna Children’s Book Fair, I joined an intensive master class sponsored by the Dust or Magic community and facilitated by Bologna Digital Ragazzi Award judge Warren Buckleitner (USA), supported by Klaas Verplanke (Belgium) and Cristina Mussinelli (Italy). Only Chris Meade (UK) appeared to be missing.

Master class participants and speakers comprised Ragazzi Award finalists, including Touch Press, represented by John Cromie, and Nosy Crow's Kate Wilson. Together along with the judges and honorees, we studied what constitutes best practice (Magic) and worst (Dust) in today’s interactive media for kids.

 

First, the winners. This year’s top prizes went to the following six titles:

Nonfiction

  • Pierre et le loup, Camera Lucida, Paris, France

  • ABC Actions, Peapod Labs, LLC, Chicago, USA

  • Double Double, And Then Story Designers, USA/Venezuela

Fiction

  • Love, The App, Niño Studio, Caba, Argentina

  • Midnight Feast, Slap Happy Larry, Murrumbateman, Australia

  • Jack and the Beanstalk, Nosy Crow, London, UK

 


What made the judges' feel they were in the presence of Magic?
The judges placed heavy importance on interactive innovations. These did not have to be numerous or even necessarily advanced (see Double Double). But they did need to suit the age and developmental stage of the target audience. They also needed to be seamlessly integrated within the narrative and visual content. In short, they needed to make sophisticated tech look easy by not being noticeable at all.

With the exception of Shaun Tan's, Rules of Summer, the judges tended to prefer works developed specifically for the digital environment, as opposed to digitized duplicates of print publications. Despite cultural differences between the judges as well as personal preferences for illustration versus narration, all four judges agreed without reservation on this singular point:

Digital media offer new ways for children and youth to access and experience content, and learn from it. Digital formats demand, therefore, that developers go beyond the limits of print and explore with their new media publications the boundaries that come with each and every format.

Other features that caused magical titles to shine through the crowd were:

  • Innovation, products that did something new or did something new with older tech

  • A new story, so many ideas are recycled

  • Quality in all product elements, from illustration to narration to audio to technical craftsmanship

  • Multi-touch technology used naturally to tell a story

  • Seamless integration of tech and storytelling assets

  • Responsive to touch

  • Intuitive to use

  • Scaffolds learning for the user


What broke apart and crumbled to Dust in the judges' hands?
In addition to mere digitized print content, other things that constituted Dust for the judges were:

  • Buggy products that crashed or took too long to load

  • Clumsy or obviously templated design

  • Art that doesn’t do anything

  • Good illustration with bad narrative, or vice versa, good narrative with bad illustration

  • Clunky mechanics, ex. pages turn accidentally, interactive elements in for sport, slow to load, not responsive to touch

  • Stuff already seen before, lacking any new innovation or surprising uses of older innovation

  • “Jabby” products, i.e., sprinkled with hotspots that don’t serve the content

  • “Flippy” products, i.e., when page advancement mimics a print book

  • “Evil” products: i.e., cash traps or peppered with links to web content

  • Wordy, especially egregious in products for non- or emerging readers

  • Background music that loops over and over and can’t be controlled by user

  • Content containing ethnic stereotypes

  • Endings that makes no sense

  • No credits – left the judges asking, who made this?


The Dust or Magic masterclass, called Generation Remix, concluded with facilitators restating that quality in all areas is paramount. This validated my mantra that storyapp craft is a team effort. It requires the combined efforts of storytellers, visual designers, interactive user design gurus, and dynamic coders, and let's not forget savvy marketing professionals, to make magical Interactive media for kids.

You can’t make a good salad with bad lettuce. Exceptional quality never goes out of style.
— Warren Buckleitner

Great products can be simple, as some of this year's winners are. But they must be beautiful and well conceived. Indeed, it's the best ones that make it look easy.

 


How do you know if your product is Dust or Magic? Put it in the hands of kids. They’ll show you, or "home" you. Every time.

But don't take my word for it. Take a look at the video below to hear from the 2014 Digital Ragazzi Award judges themselves.

Stay tuned for my next blog post -- an Interview with Pablo Conti, developer of Love, The App.