Gaming’s ‘Black Panther moment’ is coming, but it won’t be like the film -

  • Intermittent Denial of Service attack is causing downtime. Looks like a kiddie 5 min rental. Looking into some solutions.

CatParty

Boo
True & Honest Fan
kiwifarms.net
https://venturebeat.com/2018/04/10/...oment-is-coming-but-it-wont-be-like-the-film/

Gamergate may have cast a long shadow across the game industry, but thanks to the #metoo and #timesup movements — and a little film called Black Panther— the tide is shifting, according to panelists at today’s GamesBeat Summit in Mill Valley, California. For the first time in gaming history, toxic gamers are losing esports deals and facing consequences for their actions, while developers are realizing that authentically diverse characters can help their games appeal to as many people as possible.

Moderated by Tipatat Chenavasin of The VR Fund, the Summit’s diversity panel included Olde Sküül CEO Rebecca Heineman, Sugar Gamers’ founder Keisha Howard, and GlassLab’s product engagement lead Paula Angela Escuadra. In response to a question by Chenavasin, the panelists agreed that the games industry is nearing a “Black Panther moment” where diverse characters are socially and financially beneficial, though they cautioned that gaming’s moment won’t look just like the film’s.

After explaining that diversity wasn’t just about checking “strong” and “minority” boxes, Escuadra said that Black Panther succeeded because it went beyond race and language, actively demonstrating an awareness of its characters’ distinctive cultures. Despite sharing a “hero prevails” theme with Marvel’s Thor: Ragnarok, Panther’s hero-king had his own unique power dynamics, and he surrounded himself with people who had skills he didn’t have. The authenticity of the characters, their motivations, and the societal misunderstandings they confronted really spoke to people.

Howard added that even with a large budget, a single game won’t have the impact of a single film. With a movie, “the viewer is consuming it in 2 hours, 15 minutes, and you’re done … but the beautiful thing about the video game industry is that there are so many different types of games, and players.” She expects that rather than one title impacting all viewers in the same way, multiple games across different genres will impact various types of people.


“Our Black Panther moment will look like something different that doesn’t have anything to do with our aesthetics,” Howard opined. “A really good game has customization: In Mass Effect, my Captain Shepard was amazing, because I could represent myself. [The film] Ready Player One had VR people who could look like cats. [In a game,] we’re no longer thinking about race or gender or age because we could be an alligator.”

As an early pro gamer — having won a 1980 national Space Invaders championship before going on to develop games herself — Heineman pointed out that the movement towards focusing on a player’s skills rather than their gender or race was “already underway.” In esports, she said, the only things that matter are your speed of thought and motion: “Do you suck or don’t you suck?”

Heineman noted that in video games, people in wheelchairs and intersex gamers can already compete on a level playing field rather than being segregated by physical traits or gender identity. To that point, she mentioned a League of Legends tournament that ejected a toxic gamer who was insulting an intersex woman, supporting and comforting someone who was contemplating leaving the sport.

All of the panelists agreed that esports are now providing some of gaming’s most powerful recent incentives for good behavior. “Now that there’s so much money especially going into esports, kids now understand if they’re going to create a lucrative career in gaming, they have to behave right,” said Howard. “You can’t hide behind anonymity. You can no longer really hide your behavior successfully… it’s not as easy as it once was to be a troll.”

Heineman went further. “To be a pro gamer, you give up some of your privacy, that’s just the way of the beast… if you wish to have a career in esports, you need to be on your best behavior when you play. Everything is recorded, no matter what you do, what you say, someone’s going to have a recording of it. It’s going to come back to haunt you.”

Chenavasin concluded the panel by asking each panelist for one piece of advice audience members could use to increase diversity or positivity around diversity. Escuadra’s top tip: “Ask someone who you trust what your blind spots could be. Being able to acknowledge what you may not be able to notice all the time is a good first step.” Similarly, Heineman told developers to “listen to your fans and customers. If people are complaining about your games, why are they? You may have a bias.”

Howard’s suggestion was particularly deep. Developers generally “want to hire the best people with the best skills,” she said, but there is a large community of people out there who bring special assets to the table — loyalty and diversity — if you’re willing to train them. “I don’t think the way people are hired is going to continue to work,” Howard said. “Game companies have to be open to developing talent, not just hiring people who are prepackaged ‘right.’ “
 

CIA Nigger

Not a fed, just a random object on the street.
True & Honest Fan
Retired Staff
kiwifarms.net
Wait, is this literally WE WUZ VIDEO GAMES?

Best timeline for sure.
If that's the case than Assassins Creed Origins already came out.
DIWm_G4UIAAYs3O.jpg
 

SiccDicc

The Defenestrator
True & Honest Fan
kiwifarms.net
Moderated by Tipatat Chenavasin of The VR Fund, the Summit’s diversity panel included Olde Sküül CEO Rebecca Heineman, Sugar Gamers’ founder Keisha Howard, and GlassLab’s product engagement lead Paula Angela Escuadra. In response to a question by Chenavasin, the panelists agreed that the games industry is nearing a “Black Panther moment” where diverse characters are socially and financially beneficial, though they cautioned that gaming’s moment won’t look just like the film’s.
I looked at their collective works and they're pretty much just Facebook games or the games you used to get on those old 90's CDs with the chess and such. So... pretty sure they don't know what they're talking about.
 

Done

True & Honest Fan
kiwifarms.net
Pretty sure the latest iterations of the comic book don't actually sell very well, at least in floppy format. Marvel's "Get Woke, Go Broke" strategy striking again.
I don't think even Christopher Priest's run (which is considered definitive to the point where he was typecast as a "writer of black characters") sold all that well. Black Panther was always a niche character until he got a movie.
 

Haramburger

kiwifarms.net
I looked at their collective works and they're pretty much just Facebook games or the games you used to get on those old 90's CDs with the chess and such. So... pretty sure they don't know what they're talking about.
Sugar Gamers' founder Keisha Howard had me look her up. Literally a twitch channel with zero videos, only streams live.
https://www.twitch.tv/sugargamers/videos/all

SG-TEAM.jpg


ABOUT US:
Founded as a community for female gamers, Sugar Gamers has evolved into a passionate organization of trend setters and communicators within the worlds of tech, fashion and gaming.

Sugar Gamers was founded in 2009 by Keisha Howard. She wanted to meet women with interests and ideas similar to her own, so she went on this adventure to not only find them, but unite them. Though our community isn’t one of hardcore pro-gamers- we have been recognized by companies such as Twin Galaxies and have received awards for our innovations and positive contributions to the gaming and technology communities.

The approach that Sugar Gamers takes to this industry sets us worlds apart from our counterparts. More importantly, we value real life interactions just as much as our online community. We work diligently to have events that make the fun of “geek” culture come alive while being surrounded by remarkable and unique individuals.

ABOUT PROJECT VIOLACEA

Sugar Gamers has been an advocate for underrepresented demographics in the video gaming and geek community since its inception in 2009. Our membership roster is diverse, with each Sugar Gamer possessing a variety of skills and contacts, but all share one thing in common—a passion for geek culture. While hosting events designed to encourage positive participation of women, Sugar Gamers also works to combat sexism, misogyny, and homophobia within this community. Sugar Gamers’ inclusive attitude has made it the largest organization of its kind in the Midwest.

Sugar Gamers is now taking it’s stance on inclusion in geek culture to the next level with #ProjectViolacea, an open-source multimedia experience that allows writers, illustrators, game coders, and cosplayers to take part in this creation shared by all.

The approach to content creation in #ProjectViolacea is unique. Taking cues from software development firms producing open-source programs that allow users to improve upon a company’s initial offerings, Sugar Gamers has created a transmedia platform allowing users to artistically interact with the source code/core concept. This crowdsourcing iteration is part of their nationwide #CreateNotComplain Campaign. Rather than complain about the underrepresentation of women, minorities, and members of the LGBTQA+ community in geek culture, Sugar Gamers has produced a creative platform that allows users to create their own stories within the larger world, designing characters that they identify with and creating stories that can potentially effect the main #ProjectViolacea story line.

#ProjectViolacea’s first iteration will be a web comic, serving as an instruction booklet in narrative form. Users will learn about the world, the characters that inhabit it, the rules of the world, and receive basic “thought tools.” They can then continue to follow the core story line in the #ProjectViolacea web comic series, or can create their own characters and spin-off material by submitting it through this website.

Users will vote on content in “story competitions” and the material with the highest votes becomes a part of #ProjectViolacea canon, appearing in other iterations of the property—video games, television, animation, etc.

#ProjectViolacea is an ever-mutating idea. It is the hope of Sugar Gamers that gamers, comic nerds, and cosplayers will help the property evolve and change into something that fits everyone’s needs.
Literally brainwashing/indoctrination tools. Nobody said black women can't play World of Warcraft, just don't stand in the fucking fire & do what DBM tells you to! Who funds this shit...
 

Haramburger

kiwifarms.net
the Summit’s diversity panel included Olde Sküül CEO Rebecca Heineman

Reminds me of Brianna Wu/GiantSpaceKat's website:
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You sneaky fucking bitches, Parallax & Interplay® made these games, you're just porting them to Steam. Battlechess is even older that your stretchmarks.

I checked the Steam store page for Descent, and strangely it's still listed as just Parallax & Interplay for the developer & publisher, and looking at their community discussions page there was a legal issue back in 2015:
"Hey, Folks. Here's the story.

Parallax Software still exists and still owns the copyrights to the Descent games. Under our 21-year-old agreement, Interplay has the exclusive rights to sell Descent and Descent II, and they have been doing so on Good Old Games and Steam.

The problem is that Interplay has not paid to Parallax any royalties since 2007. We've talked to them about this numerous times over the years, and finally took action this fall. We served Interplay official notice that they were in breach of the contract, and when they still failed to pay we terminated the agreement.

This means that Interplay has lost the right to sell the Descent games, which is why they came down from GOG. (We're not sure why they're still on Steam; they shouldn't be.)

Interplay does, however, still own the Descent trademark, which they are free to use or license as they see fit (such as for Descent: Underground) as long as they don't violate our copyrights.

As for whether Descent and Descent II will be available for purchase again, we hope so. We'd be very happy to work things out with Interplay.

Matt Toschlog & Mike Kulas
Parallax Software"

upload_2018-4-16_16-9-16.png


No words.
 
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LazarusOwenhart

Terrainist Shitlord!
kiwifarms.net
You know what I'd play if they ever made it? Zulu: Total War. You could play an epic campaign in Africa fighting over squares of jungle. There are no upgrades or buildings beyond mud huts available, no need for a tech tree. The endgame is using your army of 4000 spear chuckers to defeat 150 half dead, dysentery infected Brits. Should be easy.........
 

Chiang Kai-shek

His Excellency Generalissimo
kiwifarms.net
Reminds me of Brianna Wu/GiantSpaceKat's website:
View attachment 428109

View attachment 428110

You sneaky fucking bitches, Parallax & Interplay® made these games, you're just porting them to Steam. Battlechess is even older that your stretchmarks.

I checked the Steam store page for Descent, and strangely it's still listed as just Parallax & Interplay for the developer & publisher, and looking at their community discussions page there was a legal issue back in 2015:


View attachment 428113

No words.
The Wu comparisons don't stop here. Rebecca Heineman (deadname William Salvador Heineman) is a MTF like Wu who also wrote Sailor Moon and Ranma 1/2 fanfiction on Fanfiction.net. Unlike Wu he seems to have some programming experience. This is all on his bare wikipedia page btw.

Edit: searched up his fanfiction page. (archive) Most of his fanfiction involves series that have gender bending in them. Ranma 1/2 and The Wotch. Now while Ranma 1/2 is a comedy anime The Wotch is something different. It's a genderbending webcomic that started as an erotic roleplay and it is barely pushing the not fetish comic. Bad webcomics wiki has more information on it. But in my opinion this leads me to believe that Heineman might be a autogynephile. So Jon and Mat would make good friends.
 
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