Interview

What's it like to be a female game character, Lara Croft?

Diana Maria.jpgLast weekend I bought a collection of 11 Tomb Raider games via humble bundle and am quite happy as I missed some of them like old friends - especially the first level of TR 2 which I played hundreds of times as a demo on my first iMac back in 1999. As a matter of fact, I still know every detail of the first minutes with a degree that is only compareable to Super Mario Bros 1-1 and the first level of Mirror's Edge. Well, saying this, I stumbled upon this really interesting interview with game character writer Rhianna Pratchett, known for Faith from Mirror's Edge and, of course, Lara Croft in the first part of the reboot. It deals with a wide range of topics like the differences between male and female characters, guys with boobs, LGBT character designs and cultural baggage:

I didn’t want to just make Lara a male character with boobs. It’s always kind of a…it is a human story at heart. But there things—the language she uses, or the way that she interacts—that could be said to be more feminine. I’m very much not talking about her sense of vulnerability or being scared. That again has been rolled out as: male characters aren’t shown as being scared or vulnerable, why should female characters? Well, just because it hasn’t been done with male characters doesn’t make it wrong! It’s probably more of a problem of the way we depict male characters.

Kill Screen: Tomb Raider writer Rhianna Pratchett on why every kill can't be the first and why she hoped to make Lara Croft gay

Image: „Diana Maria“ von Lara Croft Double Diana Maria Dorow - Diana Maria Dorow. Lizenziert unter CC BY-SA 3.0 de über Wikimedia Commons.

 

Interview: Doug Wolens on "The Singularity" Movie at Singularity Hub

If you don’t have time to read The Singularity Is Near but want a more in depth understanding of the singularity, this is the film for you. Like the phenomena it attempts to explore, it takes off at an accelerating pace

Exclusive Interview With Doug Wolens, Director of "The Singularity"

The Singularity - Will we survive our technology - Trailer

Interview: Charles Cecil (Beneath a Steel Sky) on Gamasutra

Charles Cecil, the adventure game legend behind the acclaimed Broken Sword and Beneath a Steel Sky, talks to Gamasutra about his 30 years as a storyteller, his work on the new Doctor Who video game series, and how "point-and-click isn't broken."

Interview: Revolution's Cecil On A Career Of Storytelling

Interview with C. Mangiron: A Request for Creativity

Cultural adaptation or localisation in video games is unique because it goes beyond words and text and can include the modification of the images and graphics as well. It is probably the type of translation that allows maximum customisation of the product. Images and graphics that would not be acceptable in the target culture can be modified or completely omitted to adapt the game fully to the target market’s culture and expectations.

Languages and the Media: Interview with Carmen Mangiron on Cultural Localisation in Video Games

Interview with the creator of the Na'vi language

Fictional languages are by far the largest group of artistic languages. Fictional languages are intended to be the languages of a fictional world, and are often designd with the intent of giving more depth and an appearance of plausibility to the fictional worlds with which they are associated, and to have their characters communicate in a fashion which is both alien and dislocated.

An interview with Paul Frommer, Alien Language Creator for Avatar

Nintendo: Iwata fragt

Der Präsident von Nintendo, Satoru Iwata, hat eine ausführliche Serie von Interviews mit Kollegen durchgeführt, die Ideen zur Wirklichkeit werden lassen.
Die Interviews aus der Sparte "Iwata fragt" gewähren Ihnen einen Blick hinter die Kulissen von Nintendo-Produkten, indem sie mehr über die Zeit, die Energie und die kreative Vielfalt verraten, die erforderlich sind, um solche Produkte ins Leben zu rufen.

Iwata fragt