{"id":89740,"date":"2019-03-21T23:17:00","date_gmt":"2019-03-21T23:17:00","guid":{"rendered":"http:\/\/www.gamasutra.com\/view\/news\/339157"},"modified":"2019-03-21T23:17:00","modified_gmt":"2019-03-21T23:17:00","slug":"boyfriend-dungeon-dev-examines-why-game-fashion-sucks-and-what-to-do-about-it","status":"publish","type":"post","link":"https:\/\/sickgaming.net\/blog\/2019\/03\/21\/boyfriend-dungeon-dev-examines-why-game-fashion-sucks-and-what-to-do-about-it\/","title":{"rendered":"Boyfriend Dungeon dev examines why game fashion sucks, and what to do about it"},"content":{"rendered":"<p>How much thought have you put into the fashion options in your next game?<\/p>\n<p>Today at GDC Victoria Tran of Kitfox Games (<em>Boyfriend Dungeon<\/em>) gave a great talk about why fashion in games often sucks, and why devs should put more time and effort into&nbsp;making it not suck.<\/p>\n<p>Up front, she points out fashion isn\u2019t just clothes, and it\u2019s not just high-concept runway shows, either; it\u2019s the art and science of communicating information through what we wear and how we carry ourselves.<\/p>\n<p>\u201cI\u2019m not here to talk about what good fashion is,\u201d said Tran. \u201cI want to talk more about how we\u2019ve ignored it as a serious&nbsp;mechanic and an&nbsp;information-rich piece&nbsp;of storytelling\u201d in game development.<\/p>\n<p>\u201cThe first reason we should&nbsp;care about fashion is that fashion really increases our understanding,\u201d she continued.&nbsp;\u201cIt can put you in a certain time or era&#8230;it can convey a certain mood without walls and walls of text, and it can say where your character came&nbsp;from.\u201d<\/p>\n<p>Fashion is weakest when it&#8217;s&nbsp;meaningless, so Tran&nbsp;encourages game makers to look at what characters are wearing as a vital communication channel. Players will instantly make a judgment about your characters based on their outfits, so make sure they mean something.<\/p>\n<p>As an example of an outfit that\u2019s \u201cinformation poor\u201d, Tran pulled up a shot of<em>&nbsp;Xenoblade Chronicles 2<\/em> protagonist Rex, noting that his flashy \u201cDiver\u201d armor is striking but conveys almost nothing about what a Diver is or does.<\/p>\n<p><img decoding=\"async\" alt src=\"http:\/\/www.sickgaming.net\/blog\/wp-content\/uploads\/2019\/03\/boyfriend-dungeon-dev-examines-why-game-fashion-sucks-and-what-to-do-about-it.jpg\"><\/p>\n<p>Some players may feel strongly about Rex&#8217;s outfit because they have deep ties to the series, for example, or the game&#8217;s artist, but if they&#8217;re just seeing him for the first time, it&#8217;s hard to read him as a character.<\/p>\n<p>Fashion is a useful tool for evoking strong emotions in general, said Tran, pointing out that many people pick outfits for&nbsp;their in-game characters (when they have the option) for the same reasons they pick their own outfits: to feel strong, or attractive, or powerful, or just comfy.<\/p>\n<p>\u201cFor me, when I was too afraid to wear sexy outfits, I would wear them in games to explore how they made me feel,&#8221; said Tran.&nbsp;&#8220;Did I actually like this? Did I want to dress more&nbsp;cute? Did i want to dress more masculine, to feel more comfortable? Fashion can give you powerful feelings.\u201d<\/p>\n<p><img decoding=\"async\" alt src=\"http:\/\/www.sickgaming.net\/blog\/wp-content\/uploads\/2019\/03\/boyfriend-dungeon-dev-examines-why-game-fashion-sucks-and-what-to-do-about-it-1.jpg\"><\/p>\n<p>Games have been using fashion to elicit powerful feelings in customers for a long time, of course, but its almost always by putting women characters in ridiculously skimpy outfits. Tran says it can be powerful to give players room to express&nbsp;their characters&#8217; sexuality, but that power is quashed when devs&nbsp;don&#8217;t give players room to chose their own outfits.<\/p>\n<p>\u201cOf course I have to talk about sexualized fashion. I\u2019ve come to have very complicated feelings about it right now,\u201d Tran said, recommending everyone read Maddy Myers\u2019 <a href=\"https:\/\/kotaku.com\/the-inexplicable-sexiness-of-ivy-valentine-1830565103\">Kotaku article<\/a> on the fashion&nbsp;of <em>Soul <\/em><em>Calibur<\/em>\u2019s Ivy Valentie.&nbsp;\u201cShe&nbsp;does champion reclaiming sexiness for ourselves, though I find it hard to feel empowered when [women characters don\u2019t have non-sexy clothing options].\u201d<\/p>\n<p>She also cautions game makers about putting&nbsp;fashion and iconography from other countries and cultures in your game without doing serious research first. Putting every American video game character into an outfit sporting an American flag gets&nbsp;old fast, she argues; the same goes for characters from other parts of the world.&nbsp;<\/p>\n<p>\u201cGet sensitivity readers, hire diverse people to work on your project,\u201d she suggested calling&nbsp;out <a href=\"https:\/\/www.charisloke.com\/geekybaju\">The Geeky&nbsp;Baju Project<\/a> as a great example of how game artists can work a variety of &#8220;information-rich&#8221; fashion into their game&#8217;s assets.<\/p>\n<p>The Geeky&nbsp;Baju Project is an effort by&nbsp;artist Charis Loke to explore the intersection of popular culture with traditional garments and fan art, but what&#8217;s so special about it is the way Loke&nbsp;weaves real history in with creative designs that convey a game&#8217;s essence through fashion.<\/p>\n<p><img decoding=\"async\" alt src=\"http:\/\/www.sickgaming.net\/blog\/wp-content\/uploads\/2019\/03\/boyfriend-dungeon-dev-examines-why-game-fashion-sucks-and-what-to-do-about-it-2.jpg\"><\/p>\n<p>\u201cThese designs are not only fun, they\u2019re&nbsp;a way of learning about the history of traditional outfits,\u201d said Tran. \u201cEspecially from somewhere like Southeast Asia, which isn\u2019t well-represented in games.\u201d<\/p>\n<p><img loading=\"lazy\" decoding=\"async\" alt height=\"431\" src=\"http:\/\/www.sickgaming.net\/blog\/wp-content\/uploads\/2019\/03\/boyfriend-dungeon-dev-examines-why-game-fashion-sucks-and-what-to-do-about-it-3.jpg\" width=\"646\"><\/p>\n<p>Good fashion isn&#8217;t just a useful, vibrant medium for communicating information about your game&#8217;s design and narrative; it&#8217;s also just&nbsp;<em>cool<\/em>, and in a modern game market where it seems like every dev is fighting to get their game noticed, having a&nbsp;<em>co<\/em><em>ol-looking&nbsp;<\/em>game is a big plus.<\/p>\n<p>\u201cAs a community manager, I\u2019m always looking for things to hook in players,\u201d Tran explained. \u201cPlayers want to embody their ideal selves, online and offline, and fashion is a great way to help them do that.\u201d<\/p>\n<p>So where are all the fashion games these days? Mostly in the indie and mobile spaces, says Tran, which is an opportunity for canny devs who are interested in making more fashion-centric games to carve out space for themselves on PC and console storefronts.<\/p>\n<p>\u201cThis is a whole market out there that someone can get in on,\u201d Tran said, pointing to a fruitless search she did recently for a &#8220;fashion game&#8221; genre&nbsp;on Steam.<\/p>\n<p>Bottom line?&nbsp;&#8220;Fashion is fun,\u201d concluded&nbsp;Tran. \u201cAnd games are fun, so it\u2019s an ideal marriage.\u201d<\/p>\n","protected":false},"excerpt":{"rendered":"<p>How much thought have you put into the fashion options in your next game? Today at GDC Victoria Tran of Kitfox Games (Boyfriend Dungeon) gave a great talk about why fashion in games often sucks, and why devs should put more time and effort into&nbsp;making it not suck. Up front, she points out fashion isn\u2019t [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":89741,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[20],"tags":[],"class_list":["post-89740","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-news"],"_links":{"self":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/89740","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/comments?post=89740"}],"version-history":[{"count":0,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/89740\/revisions"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media\/89741"}],"wp:attachment":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media?parent=89740"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/categories?post=89740"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/tags?post=89740"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}