ROME (Reuters) – A Brazilian transsexual caught up in a scandal which prompted the resignation of a senior Italian politician — the center-left governor of Lazio region, which includes Rome — was found burned to death in his home Friday. Police found a body following a fire in a basement flat in a neighborhood frequented by transsexual prostitutes and court sources said magistrates were treating the death as murder.
Forensic tests were expected to identify the remains as those of a transsexual known only as Brenda, police said.
Brenda and another Brazilian transsexual were at the center of a case involving the blackmail of former Lazio Governor Piero Marrazzo by four police officers who secretly filmed him having sex and taking drugs with one of the transsexuals.
via Transsexual in Italian political scandal murdered | International | Reuters.
Here’s what I wrote to Reuters:
I’m upset that you referred to Brenda, the murdered Brazilian transsexual at the center of an Italian political scandal, using male pronouns (“he” and “his”) rather than the correct female pronouns. It was even more shocking to see such direct insult in an article about how she burned to death in a firebombing.
It’s rather terrifying to the transgender community, worldwide, to imagine that our identities will not be respected even after our deaths. I can only hope that tragedies like this, the sadly regular occurrence of transgender people murdered for being honest about who they are, will serve as a wakeup call about the brutal power of language. Organizations like Reuters set the tone for society with their use of language, and differences like “he” and “she” mean the difference between “normal” and “abnormal” (whether or not someone’s gender is “legitimate”), which can mean the difference between life and death.
The Reuters stylebook (thank you for putting it online!) does not directly address transgender pronouns, but here is the advice of the AP stylebook: “Use the pronoun preferred by the individuals who have acquired the physical characteristics of the opposite sex or present themselves in a way that does not correspond with their sex at birth. If that preference is not expressed, use the pronoun consistent with the way the individuals live publicly.” I hope you will use this wise advice in the future. Thank you!
David Sirlin is a familiar proponent of increased simplicity and usability in video game interfaces. It's a principle he put into practice rebalancing Street Fighter II for Super Street Fighter II HD Remix. At Montreal International Game Summit, he continued the theme with a polemic that used the famous writing handbook The Elements Of Style by Strunk and White to argue that a design must do its best to avoid needless effort on the player’s part.
Using one of William Strunk’s celebrated style rules, “omit needless words,” as a basis, Sirlin took the audience through an entertaining series of case studies demonstrating obvious pitfalls overlooked by many developers.
via MIGS: Every Click Counts | Edge Online.
Hotel Dusk, a game that is very dear to my heart, had one glaring problem that came close to ruining the entire experience (and makes me tepid about the sequel announcement): despite being the most text-heavy game I’ve ever played, you could not press A to finish displaying a block of text. You had to wait for the text to draw itself, letter by letter, onto the screen, at the end of which you completely forgot what you were reading. It was maddening.
Okami made a similar mistake, except only for scenes deemed important by the developers. The thing is, Okami also let you skip entire cutscenes. I never wanted to skip the unimportant cutscenes because I could rapidly advance through the text and read it quickly, but skipping the important cutscenes was always a wicked temptation. That is, a decision they probably made to ensure you paid attention to some cutscenes only made me want to skip those ones. (facepalm)
The moral of the story: little annoyances matter. They can add up to a serious blemish on your game (and one, sadly, that reviewers will generally fail to point out).
How ought we to respond to fulminations against videogames by people who don’t play them? A great many, of course, may be safely ignored. But when an interesting writer decides to take a passing kick at games, it can be worth digging for the grain of truth in the stereotypical criticism. A case in point: recently, I was reading an article by the philosopher Zygmunt Bauman, published in the Polish newspaper Gazeta Wyborcza last spring, which after a meditative beginning about language and exile suddenly targets videogames, along with TV and cinema – they all purvey, he argues, a kind of Manichean pornography. I quote at length to give the flavour of Bauman’s rhetoric:
‘Surely, compared with the refined artistry of cinema, television, Nintendo or PlayStation, the everyday life in the barracks of the concentration camps or the communist bloc must seem like some abortive creations produced by provincial amateurs and manufacturers of cheap kitsch. These lucky beasts [the kids of today] have known almost from the day they were born that monstrous things are the creation of monsters and sordid things are created by scoundrels, and that monsters and scoundrels therefore have to be exterminated before they get a chance to exterminate us, and that, since those who are being exterminated are the spawn of the devil it must follow that those who subdue them are nothing but angels? So as they sit at their computers with their faces ablush, trying to defeat the electronic monsters at their own wicked game, to respond to their trickery with their own, even more refined, tricks and mow them down in their multitudes before they start mowing down ours, it does not in the least offend their own high opinion of themselves. After all, these electronic monsters ambushed them out of pure cruelty whereas they, on their part, were only trying to save themselves, and while they were at it the rest of the world, from the brutes. Humanity is divided into executioners and their victims, and once the latter finally exterminate the last of the former, we can safely store brutality in one of the deposits of memory (or forgetting) and slam the door behind it’.
via Survival Horror Syndrome | Edge Online.
It’s hard for me to admit, but much of my craving to play videogames is often a desire to pick up a controller and start beating up enemies. It’s so cathartic to flip from your normal life and play a fantasy where you’re a spry young warrior mashing through monster after monster, with no real consequence other than the gratitude and prestige brought by your heroics. “Enemies” (in the videogame sense of endless minion baddies) are such a useful trope that it’s hard to cast them off, even when you know that too many games use them as a crutch.
Of course, what I like most about Bauman’s argument is his reminder that good people can do bad things. Part of why videogames have mined World War II so relentlessly is that it seems like a time when good was good and evil was evil; in the same comforting vein of Pong’s famed instruction “avoid missing ball for high score,” a certain wartime nostalgia creeps into the implied instruction of “point gun at Nazi, shoot.” What do we do when our big enemies these days are decentralized and omnipresent, from Internet-enabled terrorists to flu seasons to killer-bee scares to online predators to Wall Street wheeler-dealers? In the real world, we’re slowly pulling out of Iraq and slowly pulling into Afghanistan, a war we entered with strong public consensus in favor but that now sparks a debate on whether or not we should stay, on whether or not doing good for Afghanistan by staying is even possible. It’s a long way from “if he’s a Nazi, shoot him.”
See also Raph Koster’s “The Evil We Pretend to Do.”
Saudi Arabia is the birthplace of Islam, the custodian of its two holy mosques, the world’s energy superpower and the de facto leader of the Arab and Muslim worlds — that is why our recognition is greatly prized by Israel. However, for all those same reasons, the kingdom holds itself to higher standards of justice and law. It must therefore refuse to engage Israel until it ends its illegal occupation of the West Bank, the Gaza Strip and the Golan Heights as well as Shabaa Farms in Lebanon. For Saudis to take steps toward diplomatic normalization before this land is returned to its rightful owners would undermine international law and turn a blind eye to immorality.
via Op-Ed Contributor – Land First, Then Peace – NYTimes.com.
This is a very strange argument when Israel’s excuse for holding up the peace process is that they’re saving diplomatic negotiation as a sort of reward for good behavior, even when their citizens are dying in rocket attacks. Israel and the United States will not engage with Hamas until they renounce violence and recognize Israel, while Hamas is only willing to give Israel a grudging acceptance, and then only if they return the Occupied Territories. If Saudi Arabia joins in this game, it will ensure a kind of reverse Mexican standoff that will ensure nothing gets done, and that Israelis and Palestinians will keep dying in endless conflict merely for dreaming of a homeland of their own.