Gizen said:
kael013 said:
Steven Bogos said:
She is, of course, from Russia.
Of course she is. I mean everyone knows Russia has the monopoly on big, strong women with kinda deep voices, right? /s
Honestly, this is just a gender-swap of TF2's Heavy, so it seems to me that Blizzard just made her for diversity's sake.
"There is also talk about diversity in different body types in that not everybody wants to have the exact same body type always represented. And we just want you to know that we're listening and [b/]we're trying hard and we hope Zarya is a step in the right direction."[/b]
That statement pretty much screams that Zarya wasn't created because it was a character design Blizzard thought would be cool, but because it ticked off a few boxes on a bloody checklist.
I'm sure I'm gonna get flak for this, but I'm not sorry. If a dev creates a character it should be because they've got a collection of ideas they think would be pretty cool together, not because a vocal portion of their consumer base is telling them what to do (that goes for you too publishers). Basically, let the artists create whatever the hell they want and either take it or leave it. But if you're one of the people telling devs what to make: congrats, you're one step closer to becoming a dev yourself! Get some skills, go grab some friends, and start up your own indie studio. Solve the character and workplace diversity issues at the same time.
And everytime any company adds a sexy female to their game, it's ONLY because they think it's cool and not just ticking a box on a checklist to appeal to people who think sexy females are awesome, right? Everytime a ruggedly handsome and confident and/or powerful male character is added, it's only because it's cool, not because it's just filling out a checklist that has been determined to appeal to as much of the mass market as possible, right?
No, they're definitely going through a checklist too. That's why I had a parenthesis calling out publishers for executive meddling. Sure, on some level the devs think it's cool, but there were limits put in from the beginning. I hate that.
[quote/]The argument you're espousing is flawed on multiple levels, not the least of which being that games need to make money. This isn't the life work of some starving artist who's sacrificing everything to create his perfect vision, this is a product by a large corporation produced with the goal of making money. As such, there's a certain degree of giving the audience what they want that's mandatory. Then take into account that a game is not produced solely as the creative product of a lone individual, but by a large team of hundreds of people, each of which likely to have their own interests and thoughts on what qualifies as interesting or cool. Do you really think that not a single person working on Overwatch thought this concept looked good and that every single person on the entire development team is genuinely interested in this?[/quote]
1. Implying that only the safe, formulaic approach makes money. It doesn't. Otherwise we'd never innovate and would still be committing genocide a la Doom.
2. Game design for large studios is, by definition, design by committee. It's impossible to get everyone's ideas into a game. The idea is to get the ones that the majority likes, that the majority thinks are interesting and cool. No, not everyone will like the end result or be interested in it, but that will always happen, so why not try to get something good that (most of) the studio is genuinely interested and proud of out of it?
[quote/]Then there's the interview Chris Metzen (one of the creative leads at Blizzard) gave where he said that his desire to create more varied female characters came from his own daughter asking him why all the women looked like super models, which, you will find very few sources that can provoke a more genuine desire to do something different than that.[/quote]
And that's good. That's what I want, game devs to create varied things [i/]because[/i] they want to create varied things. But their statement read like they were trying to vary things up solely to please the crowd. To some extent that's fine, but letting the consumer base tell you what should be at the core of a character's design is just as bad as letting the publishers tell you.
[quote/]But then there's also this to take into account. Any one who's focused on creating, anyone who makes art of any kind, whether it be visual, or audio, or writing, if all you ever do is make the same thing you like non-stop, your work will eventually stagnate. Good artists force themselves out of their own comfort zone and force themselves to create things that maybe they normally wouldn't think to, and maybe might not even normally enjoy, because it forces them to utilize and improve different skills than they normally would. Not everything they make will be a hit out of the park, but in the long run it leads to improvement.[/quote]
Since I draw as a hobby, I know this. What you seem to misunderstand though is that while they may not like the things they create outside of their comfort zone, the end result is usually something they're proud of and would like utilized, so the end result is the same.
What I'm saying is that devs should listen to the consumers, but keep it secondary in their design decisions. If they come up with a lithe character that they like, they should add it. If they come up with a heavy-set design that works better and they like it as well, they should scrap the lithe one - remembering the consumers' demands - and add the heavy-set one instead. The consumers' opinions are heard, but don't influence the design decisions any more than just trimming down the potential designs - something that the devs have to do anyways.