Female Villains Can't Win

NWN 2 Villains
NWN2 Villains

The lineup for the villains in the next Never Winter Nights game has gotten some press over at Joystiq. Despite neither of the female villains being the “evil hot babe[s] we’ve grown accustomed to in the role playing genre”, the contrast between their stances and that of the male villain are striking.

He’s hunched slightly, in a way that looks like he’s going to charge you; a very active stance, and not one that draws attention to either his sexual organs or his musculature (the former being the trope for “powerful” women and the latter being the trope for “powerful” men). Described by Joystiq’s Alan Rose as “a frenzied berserker”, this “bald dude” seems to typify the Brute; he’s not exactly a high class villain, but even so he’s only one of many types of villain archetypes that one can choose from.

Which brings me to the next villain in the lineup; the “blue chick”. In terms of body type, if you took away the blue skin, changed her head, and upped her breast size a cup, she could almost be the twin of the other female villain. Of course, the one-size-fits-all female body type isn’t an issue confined to NWN (or even video games), and I gotta give the company points for the differences that are there.

In some ways, the blue villain isn’t the ideal of beauty: most notably, she has an odd-shaped head. But, looking at her posturing and her outfit there is definitely an element of sexuality that isn’t there with the Brute. While, with her sword raised high there’s no doubt that there’s an element to power in the blue villain’s posture, she’s shown in a 3/4 pose that causes the lines of her arms form a V that emphasises her chest. Costume wise, though I’m not sure what’s skin and what’s fabric, she appears to be wearing a chainmail loincloth and a halter top that is open to cleavage.

Finally, we have the last villain. Though her face is the recipient of Rose’s criticism (“Seriously, if you take away the flotation devices, we’ve got some serious androgyny going on here.”), I rather like that her face is less feminine than the blue villain’s. No, it’s not because I hate attractiveness, but rather because it seems to be one step in the direction of portraying many different types of women.

That said, she, too, is sexualized for all of her supposed androgyny. Her hands-on-hips position is, again, one of power (in this case its’ the power of defiance), but it also emphasizes her hips in a way that makes it clear that she’s supposed to be read as feminine. Her costume, with the focal point being her cleavage, does the same.

Honestly, I feel bad for the female villains out there — not only do they have to contend with the sexist digs if they don’t fit the “hot villain babe” category, but they still can’t seem to get away from sexualization even when it seems that their characters aren’t there to be sexualized! Come on, video game companies, won’t somebody think of the villains?


That's not Mii!

Update Dec 30, 2006: I’m admitting it straight up: I jumped the gun on this one and looked foolish because of that. I should have taken the time to frame it properly (examining why the preview program was this way, rather than addressing the Mii system, which wasn’t out yet) and then waited for the Wii to come out to do a comparison with the actual Mii system (which has its flaws as well as its good points).

However, my mistake is not an invitation to break the discussion rules. Commenters seem to be incapable of pointing out my flawed logic without calling me “stupid” or using terms like “whining” or “crying”. Since those kinds of comments are the only one this post continues to receive, I’m shutting off all comments. I’m not sure there’s anything else to be said on this issue, anyway, unless I make a new post that discusses the actual Mii system.

***

For those of you not in the gamer-know, one of the features that’s going to be available on Nintendo’s upcoming console, the Wii, is that you’ll be able to make an avatar of yourself, which will appear Mii channels and even represent you in some of the games. Sounds cool, right?

Well, not if you’re a glasses-wearing, green-haired loving, spiky haired woman who wants an avatar that even slightly resembles her. That’s right, folks, your resident blogger has checked out the Mii preview that was recently leaked.

Male-normative mindset, meet gaming avatar.

Since there is only one body type to choose from, the only ways I could signifiy my gender are long hair, eyelashes, and red lips. Every other combination I’ve tried resulted in it looking like a man. I’m not a man, I’m just not a wide-eyed, lip-puckering, long-haired girl. But that doesn’t make me any less female, or any less interested in having a Mii who, I dunno, looks even somewhat like me.

Since this is pre-launch, there’s still hope that they’ll introduce more body shapes. Maybe even some non-human ones (’cause sometimes I don’t want a freaky chibi-styled human to represent me, even if it did look like the correct gender). I’m hoping, because otherwise it’ll put a serious dent in my willingness to buy a Wii — especially if the avatar-using games are popular.


The 55 Greatest Moments in Gaming… as long as you aren't a woman

So, GamePro did this feature on The 55 Greatest Moments in Gaming (you may have to reload the page to get past the ad). I check it out ’cause, hey, I’d like to see what others find memorable about video games. Now, mind you, when I clicked on the link I knew what I was getting into: the video game industry is historically a “boy’s club” environment and I’m going to take a wild guess and say that the three editors who created the list are all guys.

But, hey, I wouldn’t be me if I didn’t call the list out on its gender representation, so here goes. I’m going to look at some numbers regarding the games chosen and the way the article framed said games, then I’m going to organize the relevant games into three categories: 1) Sex and Sexuality, 2) Sacrifice as Heroism, and 3) Miscellaneous. The tropes that I criticize here, I might add, are not confined to this list; indeed, they are pretty common when looking at women in fiction and that includes gaming.

I. Crunching Numbers

So, I’ve done a little breakdown of the gendered references in the list. Mind you, there is a certain element of subjectivity to these lists, especially with the second one because I chose designate references of “you” to mean the character as N/A, even if the character was obviously male. But, still, I think it’s worth taking note of.

Gender of Player Characters in Chosen Game
Female Male Both Neither
2 32 12 9

Gender References in Article
Female Male Both N/A
4 10 3 38

So, what do these numbers mean? Well, firstly that the editors found more memorable moments in games with male protagonists than with any other game. This is, no doubt, due in part to the prevalence of male-only games — heck, they list Fable, which was supposed to be this amazing game where you could choose everything about your character down to his sexual preferences, and yet, somehow, they thought that “gender” wasn’t one of those important choices players would like to have.

Anyway, aside from lack of availability, another possibility is that we tend to grativate towards characters like us in a lot of cases. Growing up, if there was a time where a female character was an option, I’d take it. Unfortunately, those times were very few, so I had to settle for male characters more often than not. But the men out there don’t have that problem, so I can see why there would be an imbalance.

As for the references, well, overall I believe most of the references fell under “N/A” because they were highlighting specific features of the game — most of which weren’t relevant to gender. That the “male” references outnumber the “female” ones is, I think, a product of the games chosen — if the games focus on men (male protagonists, male main characters driving the storyline, etc), then it’s only logical for them to have more references. It should also be noted, that the “female” references outnumber the amount of games highlighted with female protagonists, though not ones with female player characters.

Now that the background is out of the way, we can move on to examining the way that the references to women were treated.

II. Sex and Sexuality

That the number one type of reference to women is in relation to their sex and sexuality is in no way surprising. How many times have we heard the old “sex sells” adage when yet another game sexualizing women comes out? In this world, women are always viewed through a lens of sexuality in a way that men are not, and that lens extends to video games and other forms of popular culture.

55. Dead or Alive Xtreme Beach Volleyball (Xbox): That very first game with the D.O.A. girls changes your appreciation for game visuals. It’s rumored that the release of DOAX coincided with an…er, spike in the demand for computer animation courses in high schools and universities as gamers across the country sought to better understand the exquisite mystery that is “jiggle” physics.

Though last on the list, it’s first to be seen. The DoA series has become legendary because of its so-called “jiggle physics”. While the game is entirely populated by women — something pretty much unheard of in most video games — their purpose is primarily for titilation and the gameplay is made secondary to that. Not exactly the most memorable in terms of making strides for gender equality in video games.

Which brings us to the next one on the list…

47. Leisure Suit Larry in the Land of the Lounge Lizards (PC): Walking out of the bathroom with toilet paper on your shoe in this masterpiece of crude humor and soft-core debauchery, from the days when there was no ratings system and sixteen color EGA graphics were state-of-the-art.

I’m not sure what kind of fame the Leisure Suit Larry games had, but when I was little I knew about them, and if you search Abandonware sites you will find that it has no shortage of games in the series. While there’s no specific references to women here, seeing as the entire premise of the game is to get Larry laid, I’d say that it has a firm place in the “sex and sexuality” category. While this series is certainly memorable in terms of being one of the pioneers of adult PC games, I’d have to say that it gets a “pass” on gender parity, or, really, anything relating to the positive portrayal of women.

41. Smash TV (Arcade): Laying waste to countless foes, collecting ten keys, progressing to the correct part of the map, and making it into the elusive (and babe-filled) Pleasure Dome.

I can’t comment on the game itself, as I haven’t heard of it outside of this reference, but I think that the goal of the game being the “babe-filled” Pleasure Dome says it all. Again, male entitlement to women’s bodies isn’t exactly the most progressive idea here.

21. Combo Pack: Super Mario 64 (N64) and Tomb Raider (PS): The one-two punch in the polygonal revolution changed video games forever– moveable cameras and true three-dimensional gameplay put these two games a full step ahead of everything that had come before. Remember what it was like to look at those games for the first time?

You may ask why I include this one in this section. To those of you, I have two words: Lara Croft.

Love her, hate her, think of her as helping women or hurting them, there is one truth of her: she is a sexualized character. Even as the capable protagonist of her own series, made into not one but two movies, and still going strong many years later, when we think of Lara Croft, the first thing that comes to mind isn’t usually her puzzle-solving prowess, but rather her T&A.

I can’t say what affect the Tomb Raider series has had on the portrayal of gender in video games, but I’m not ready to put Lara into the “solution” category when so much of her fame is dependent on her sexuality.

III. Sacrifice as Heroism

Women as nobly sacrificing themselves, or otherwise dying to aid the cause of the (normally male) protagonist is a longstanding trope in fiction. So, again, it’s not surprising that it made a couple appearances on this list.

25. Breath of Fire II (SNES): Mina sacrifices herself to become Nina’s “wings.” Tragic, but sacrificial game progression earns Breath of Fire II bonus style points.

For the record, I hated that part of BoF II. Hated, hated, hated it! Tag-along sister sacrifices herself so that her sister can carry Ryu, the hero, and his band of merry followers to challenge the evil goddess? Annoying, not tragic. Ranks up there with Tiga asking Ryu if he could marry Katt. I hated that scene so much that I retconned it in my mind that she kicked the crap outta Tiga and he respected her after that. Too bad the reality was that she coddled him after he treated her like property.

But, personal opinion aside, I’m insulted that they chose that as the defining moment of BoF II. I mean, hello, if we’re talking game dynamics (which they do), what about the Shaman system? It wasn’t exactly user-friendly, but it was one of the most innovative gameplay options I had seen since Dragon Warrior IV. I mean, is it just me, or is that a hell of a lot more memorable than some cliche trope of sacrifice?

1. Final Fantasy VII (PlayStation): Aeris is killed by Sepiroth in one of the most heartbreaking scenes ever in a video game. Those big, cute eyes will never blink again under the wrath of Sepiroth. You’d only be lying if you said you didn’t cry.

Which brings us to the “most memorable event”; the death of Aeris. I’m going to admit something right off the bat — I never saw this scene. I got my PSX waaay after FFVII came out and, well, I never played it. I heard about it when my friend came in one day wailing about how Sephiroth killed his favourite character. I heard that it was very well done.

So, really, I can’t offer too much of a comment on their choice to include this point — which, in terms of what I saw of fan reactions, really does seem to deserve the title of “most memorable” — but rather that it’s interesting that the most memorable event is of a woman who died so that she could later protect the hero, Cloud.

IV. Miscellaneous

Then there are one-offs that are stand alones or I don’t really know how to categorize.

53. Final Fantasy VI (SNES): The opera house sequence with Celes and Locke.

I was always a fan of Celes, although the whole attempted suicide thing rather bugged me. Locke was okay, but I was never all that into the idea of them in a relationship. Regardless, the opera house sequence was my all-time favourite part of FFVI aside from, maybe, the fact that Terra was this kick ass esper who, despite her emotional issues, was the love of my life. I mean, green hair, devastating attacks… GREEN HAIR. Did I mention that my all time favourite FF character is Rydia? I sometimes wonder how much of my personality was molded by that character.

But, I digress. I’m not entirely sure how to categorize this one, except perhaps tagging it with being romance related. But I dunno.

11. Prey (PC): We won’t ruin it for you, but suffice it to say that the big reunion with your abducted girlfriend isn’t quite what you were expecting.

Never played this game, but from the blurb it seems to be some sort of play on the “Damsel in Distress” trope. Would have to play the game, or talk to someone who did, to figure out how they utilized it. It seems like there was some sort of twist, but that could be anything from the fact that your gf wasn’t kidnapped but was rather part of the organization that “kidnapped” her to the people who kidnapped her turning her into a monster who is the final boss. Like I said, didn’t play it, don’t know, can’t offer a real comment.

Update: A reader has e-mailed me with a visual walkthrough that reveals the truth about the twist. At the risk of being spoilery (though the original list completely spoilered the ending of Shadow of the Colossus, which would have pissed me off if I hadn’t already beaten it, so I don’t feel too bad here) I guessed right about the “twist” — it was my latter supposition. Aside from it being a horrible cliche — having a person guess the “omg memorable twist” without having played the game and knowing nothing of it aside from a screenshot and a blurb ain’t exactly the paragon of excellent writing — seeing as it wasn’t a “twist” on the concept of a damsel in distress, I gotta give this one a thumbs down for gender as well.

3. Metroid (NES): You beat the Mother Brain, race through the tunnels, and when you reach the surface of the planet…blammo! You discover that your hero Samus Aran is a woman. The sneaky game manual referred to Samus as a “he” making the revelation all the more surprising. Cool feature: you could replay the game with Samus sans spacesuit.

That last line almost had me put it into the “sex and sexuality” category because even Samus, this hardcore fighter who kicks the crap out of metroids in a non-sexy space suit, has to have the lens of sexuality applied to her as soon as her true gender is revealed. Not exactly Empowerment 101.

But, still, I remember when Metroid first came out, and how happy mom and I were when we beat it and realized that our kickass Samus was the same gender as us. And, if we look at later Metroid games, it’s not like she’s running around in a bikini, but rather continues in her traditional suit. So, at the very least, it seems that aside from that “shock reveal” Samus is still Samus, even if we now know that she has boobs and a vagina.

V. Conclusion

I’m not saying that I think these items shouldn’t have been included, but rather that the list is unsettlingly unbalanced. The game industry is not exactly known for its female-friendly games (and no, I’m not talking Nintendogs here, I’m talking games that don’t patronize women in some way), but have the editors never played Beyond Good and Evil? The Longest Journey? Kings Quest 7? Kyrandia 2? I’m not blaming the editors, or GamePro, or even the developers who made this game. This isn’t about blame; this is about noticing a pattern and putting a stop to it.

You want more women to game? You want more women buying your products, subscribing to your magazines, and participating in the gaming community? Then stop boxing women in games into a small subset of tropes like those seen above, stop believing that the only people you’re writing to are young, white, heterosexual men and boys. And, for those games, publishers, magazines, and people who have started catching on that women — yes, even women gamers — are people, too, good for you. Keep up what you’re doing because this gamer, for one, appreciates it.


When he loves the console more than you

In her post, Frustrations of a Growing Up Gamer, Ariel has been musing about what growing up means for her gamer status. I can definitely identify with her struggle, and it’s worth a read for any adults finding that growing up changes the way that they interact with their fandom.

One thing she said really struck a chord with me for reasons other than personal gamer issues:

I want to protect what I have: I don’t ever want someone to come over to spend time with a machine instead of me.

Photo by Female TechAs a matter of principle, I constantly rail on the Girlfriend Lists. What Ariel said above is something that I think lies at the heart of these lists: No one likes it when their partner is more interested in an object than in them.

I say this as an avid gamer, who has spent countless hours playing all sorts of video games with not only my partners of the time, but also my friends and my family. Heck, I sat down and helped my sister’s husband beat Blood Rayne 2 when I was visiting with her, and then we took turns playing some Terminator 3 game that he rented. So, really, I know what it is to love the video games. Because I do, I really do.

But, I gotta say, one of the things that sticks in my mind about my first boyfriend was that he liked video games more than he liked me. And, mind you, I was a gamer long before he and I got involved. I remember the first time I flew out to see him (he went to school in New York and I was still in highschool in Miami), he spent the entire weekend playing Street Fighter Alpha 2. I couldn’t even play it with him because fighting games were the only kind of game he played consistently, so I couldn’t even begin to hold my own against him.

He may sound like an extreme case, but from what I’ve seen of gamer message boards, it’s exactly that type that the Girlfriend Lists cater to. These lists pretend that you can have your cake and eat it too — slavish devotion to gaming, easy access to sex and emotional comfort that a girlfriend provides, and a hot gamer chick who you can brag to your buddies about. Except that it turns these guys’ (potential) girlfriend into another object for amusement and social status, and — especially these days — most girls and women don’t stick around very long after they start getting treated like that.

Hence the “need” for the Girlfriend Lists, I suppose. Now that seems like a vicious cycle, now, doesn’t it?


Feminist SF Carnival: 4th Edition

Welcome to the Fourth Edition of the Carnival of Feminist Science Fiction and Fantasy Fans! We’ve got quite a collection here this time, a whole host of topics organized by medium: Comic Books and Novels, Film and Television, and (my favourite) Video Games!

Comic Books and Novels

Feminist Superheroes
Transexual Fury: Summer Camp Special!

Starting this edition off with a bang are two posts talking about comic books in general. First, reappropriate‘s Jenn entertains us with her post, Meme: the Comic Book version.

Peachblossom of A Libertine‘s post, Feminist Superhero Books, talks about how the issue of feminism in comic books was tackled in the book, Wonder Women: Feminisms and Superheroes, by Lillian s. Robinson.

This one is a bit old, but it’s too good to leave unremarked on. Elkins of Notes from the Tundra examines the very real problem of girl on girl hostility in fandom and the world at large with her post Paranoia in Online Fandom: CMC, Girls’ Aggression, and Overanalyzing the Texts.

My assumption about this paranoia and the behavior that it engenders always used to be that it was simply a side-effect of the nature of CMC itself. The other week, however, while I was at the beach, I read a book someone had recommended to me on the subject of girls’ particular modes of aggression–Odd Girl Out: The Hidden Culture of Aggression in Girls, by Rachel Simmons–and it was really shocking to me just how well many of the things that this book described were things that I strongly associate with online fandom dynamics. That in turn has made me wonder to what extent much of the “paranoiac” behavior that I’ve been seeing in on-line fandom might be an artifact not only of CMC, but also of the predominantly female demographics of the fandom circles in which I’ve travelled.

Ampersand of Alas, a Blog connects this phenomenon to the feminist blogsphere at large in his post, How Girls Express Aggression and Online Fandom Dynamics.

In another instance of relating comics and feminism (this time with a superhero twist), this one Charlie Anders of othermag comments on a talented artist who is using comics as a medium to explore the anti-trans policy of Michfest, a popular women’s festival. The post, Superheroines team up to fight the real enemy, is worth a read, but don’t forget to check out the comic itself as well. It should be noted, however, that since the publishing of the comic, the festival that is alluded to has changed its policy and is now inclusive of all women.

Can I be like you when I grow up?Moving away from independent comics and into the world of The Big Two, Kalinara of Pretty, Fizzy Paradise says that she can’t find it in her heart to hate someone who brought such a touching moment of female solidarity in Darn You Geoff Johns.

In the wake of both the wedding between the X-Men’s Storm and Black Panther, as well as the Black Panel at Comic Con, it’s no surprise that bloggers are still talking about issues surrounding gender and race in comics. Starting us off is Ragnell of Written World and her post, It’s still bothering me…, where she writes about her disappointment in the way that the more popular Storm has taken a back seat to Black Panther. She continues her analysis of this issue over at Newsarama by discussing the implications of the cover art in her post, Amateur Art Appreciation: The Groom

Tackling the issue head on in her livejournal, I’m Sorry I Haven’t A Clue, spiralsheep discusses sexism towards black women in comics in her post, In which our heroine asks, “What would T’Challa do?” , she has this to say:

But when a writer takes an achievement, a genuine victory, away from one character and gives it to another then there’d better be a good reason, when a writer takes away a female character’s self-determination and gives it to the men around her there’d better be a good reason, and when a writer turns a black victim of white crime into a black perpetrator of crime against a white person then there’d better be a !%@%! good reason.

The eponymous blogger Tlönista has written, Rebels from the waist down, a post on the portrayal of women in her favourite dystopian novels:

It gets scary-depressing when you read the feminist blogs and take in a piece on Joe Francis one day and teen virginity pledges the next and realize that the pressures on women in 1984 and Brave New World still exist simultaneously here, so that resisting one is giving into the other.

And what better way to end a section on comic books than with everybody’s favourite hero? Yes, that’s right, Planet Karen has a very special strip about Mars.

Film and Television

Fembots and the men who love them
Fembots (and the men who love them)

Over at Real Men Are Not, Luke dissects an essay on “Fembots” in his post, We’ll Pick You Up: Fembots and the Idiot at Enterprise [eta – broken link removed].

I don’t care if you say that fembots are some male-created extension in science of an already patriarchal culture but don’t tell me that that’s really the “perfect male fantasy”? Talk about something original and actually news-worthy.

Superwomen, not Fembots, are the subject of Ide Cyan’s post over at Feminist SF – The Blog!. In My Super Ex-Girlfriend [Caution! Spoilers in link.] she explores the movie of the same name from a feminist perspective.

The use of oversensitivity to sexual harrassment in the workplace as a running joke is particularly odious and tiresome. In the mouth of the protagonist’s Black, female boss, it adds to the caricature of women in positions of power as unreasonable and unjust towards the poor hapless (White) males.

Earthsea?And We Shall March laments yet another bastardization of Leguin’s Earthsea series in the post, And Then Ghibli Screwed Earthsea.

What sci-fi carnival would be complete without some Trekkie-loving? First we a post on the original series of Star Trek: heavenscalyx of The Calyx of the Heavens touches on (among other things) the treatment of Marla McGiver in, Khaaaaaaaaaaaaaaan! But TOS isn’t the only of the Star Trek series deserving of attention! On the Hathor Legacy, a blog devoted to the portrayal of women in the media, Revena discusses the fluid gender expression of the character in Star Trek: Deep Space Nine – Jadzia’s Gender.

Kirylin of Kirylin’s Voice muses on Traits of a strong female character, looking at shows like Buffy the Vampire Slayer in contrast with shows of her youth, like G. I. Joe:

Thinking about Elisa; Gloria and Vanessa; Lady Jaye, Scarlett, and Cover Girl; R.C.; Tea and Alexisa… it makes me wonder what defines a “strong” female character.

And to wrap things up with this section, another post from Charlie Anders at othermag: So much for the feminist take on Doctor Who [Caution! Spoilers in link.], which discusses the relationship between the Doctor and his companion.

Video Games

Beyond Good and Evil
Feminist Video Games: Beyond Good and Evil?

Jeff of our very own Shrub.com kicks off this section by questioning why “feminist video games” didn’t pull up any matches in his post, Feminist Video Games?

Of course, there’s the larger question of what would make a game good from a feminist perspective. In addition to being good from a gameplay perspective, I’d say such a game would include female characters who are full agents in the game world, and who are treated as subjects rather than objects. I think a variation of the Mo Movie Measure applies as well, in that female characters should interact with other female characters in ways that aren’t centered around men.

And, speaking of feminism and games, you know it’s going to spark some controversy when Sony announces that it’s going to release a pink console. Ariel of New Game Plus discusses the politics of pink PS2s and PSPs in her post, Feminists and Pink Game Consoles.

In a more personal expression of feminism and video games, Brinstar of Acid for Blood asks her readers to help her live like a pro-gamer for a weekend in Send Me to Stockholm.

So why do I want to go to Stockholm to learn how to play FPS games with a professional Quake 4 clan? Because it sounds fun. I’d totally blog about it, too. And there would be pictures.

In a less personal post, Brinstar looks at the gender differences in the survivors of a new video game in her post, No Weapons for Women in Dead Rising. While all of the men players have encountered thus far will take a weapon to defend themselves, most women are offered a hand and ushered off to safety. Although I doubt anywhere is truly “safe” when zombies are involved.

And on an unrelated subject, in response to an e-mail I received, I call for readers’ opinions on the where they think the responsibilities of privileged groups lie when choosing avatars in roleplaying games. My post, Race and Video Game Avatars, is on Official Shrub.com Blog and is reproduced over at Alas, A blog, so be sure to check out the discussion at both sites.

Final Words

This concludes the Fourth Edition of the Carnival of Feminist Science Fiction and Fantasy Fans. Ragnell is hurting for hosts, so please e-mail her here and volunteer!


Girls don't want pink games… they just want pink games

According to a BBC News article, Games industry is ‘failing women’, girls don’t want girly games about makeup, they want girly games about relationships and chatting. Or something.

The chief operating officer for EA’s worldwide studios, David Gardner, had this to say on the matter:

They don’t want ‘pink games’. Thy are not trying to play girly games where Paris Hilton and Britney Spears go shopping and put make-up on.

[…]

The Sims is really a game about relationships – and that’s what girls want – they want relationships, they want to be able to chat.

Really, I’m thrilled that the video game industry is finally realizing that it has a vast, untapped market. But, picking and choosing stereotypes instead of realizing that women and girls, like men and boys, are people with varied tastes and preferences really isn’t the way to do it.

I mean, am I the only one who sees the logical disconnect between saying that girls don’t like “girly” games, and then pulling out the relationships and chatting stereotypes as the reason why many women play The Sims?

Could it, perhaps, be that the afforementioned “girly” games are stupid and badly made, while The Sims has a solid background and has had lots of thought put into it? Or perhaps that The Sims affords you a chance to play God, not only by controlling your sims, but also by downloading and even creating new content. There’s even the possibility that it attracts women because it’s not specifically marketed against us — if any objectification goes on, it’s completely player generated, rather than company generated.

I can see people playing it because they like forming (and breaking) relationships. That has been one of the fun aspects for me, too (as is amassing wealth, turning my characters into vampires, having my sims have more sex than I do, downloading cool stuff, etc). That Gardner would bring up “chatting” as a reason more women play The Sims, though, tells me that not only does he not know his company’s product very well, but he’s relying on stereotypes rather than actual evidence. The Sims is a single player game, the “chatting” that goes on in it is that you can click on a sim, select “chat” and they’ll speak in Simolean. Which is not, by the way, a real language. I hardly see that as qualifying.

Marketing towards women based on stereotypes isn’t working, the “girly” games that are cited as failing are proof of that. So, please, video game companies, stop cribbing off of my Top “Geek Girl”-Friendly Rules! list and start viewing your potential female consumers as a vaired and diverse group of people — you know, how you view your male audeince (save the teenage group, who you seem to think are sex-crazed, misogynistic, annoying and stupid children; while we’re at it, stop that, too).


Race and Video Game Avatars

I recently received an e-mail from a OS.CB reader regarding choosing a human character of a different race to play in a video game. The letter is as follows:

I’ve been struggling with coming up with an answer for this question, so I thought I would ask for your opinion on the matter.

As I was playing World of Warcraft, I decided that I would like to make an Alliance character. Sifting through the options, I chose to play a human mage. Being human, you can choose from a variety of skin colors. This is where the anxiety began for me; I really liked the look of having a black female mage. I had zero intentions of stereotyping her in any way; I just liked how she looked.

It comes down to this: as a white woman, I was too afraid to create a black character. I was afraid that I would be called racist, or accidentally offend people. My question is this: Can I, as a white woman, play a black female character, or is that too offensive?

I have done the same in Oblivion; I shy away from creating Redguard characters because I feel I don’t have the right to play as a black character.

I just wanted to hear your thoughts on the subject.

Video games often give us a way to explore different aspects of ourselves. When we’re given a choice over character development, oftentimes we will choose avatars that are in some way different from our “mundane” personalities. I have, in the past, criticized men who play as women, but I think that the important deciding factor in whether or not having a woman avatar is sexist lies in how the female persona is treated, not in the gender of the player. I think it’s important to ask questions such as: Has she been picked because she’s a hot piece of ass? Exotic in a way that a male couldn’t be to the player? Roleplaying wise, has she been picked to play The Girl, or is she a well rounded character who happens to be female?

My first thought on the matter of race would be to treat it as much the same thing: choosing a human character of another race is not inherently wrong, but it can become offensive if you treat that character like The Other. But, of course, I have the same dilemma that my reader did: as a white person, I’m coming from an outsider’s perspective and so I’m not in a position to judge if, in fact, the two situations (a man playing as a woman, or a white person playing as a person of colour) are comparable in any significant way.

So, with this reader’s permission, I have decided to post the question to all of you: What do you think of a white person picking for their avatar a character of colour that’s clearly relatable to real life racial delineations and does this change when discussing a fantasy race that doesn’t have clear correlations to real life?


Feminist Video Games?

This is disappointing.

I’ve seen Beyond Good & Evil and The Longest Journey cited as exemplars of “feminist video games”, but not much beyond that.

Of course, there’s the larger question of what would make a game good from a feminist perspective. In addition to being good from a gameplay perspective, I’d say such a game would include female characters who are full agents in the game world, and who are treated as subjects rather than objects. I think a variation of the Mo Movie Measure applies as well, in that female characters should interact with other female characters in ways that aren’t centered around men.

So do other games fit the bill? I think a lot of them do to an extent, but have aspects that undo their positive messages. Final Fantasy X, for example, has several active female characters, but their stories each have problems. Lulu isn’t given nearly as much character development as the other characters, and the main element to her backstory is a romantic relationship. Yuna’s got a great story, but it cedes precedence to Tidus’ perception of Yuna. (Incidentally, how much cooler would FFX have been if Yuna rather than Tidus were the primary character we followed?) Rikku doesn’t get the pairing-off treatment, but does get the “fanservice” treatment, most notably during her reintroduction when the camera pans along her body.

It’s been a while since I played Suikoden III, but I remember Chris Lightfellow being a fairly complex and foreground character; the only drawback there was that she was the only female in an otherwise all-male group of knights (albeit the leader of the group). Xenosaga I contains the characters of Shion, a female scientist, and KOS-MOS, a feminine android, which both appeared promising, though I never progressed far enough in the game to find out how the characters were handled.

In other genres, the Metroid series gets cited as a feminist game, since Samus Aran is a hyper-capable woman who avoids (mostly) being objectified. While Metroid doesn’t quite fit the standards I put forth above, I think that speaks to my own bias toward adventure games and RPGs, which may be unfair.

What games do you all think meet the standard for good video games from a feminist perspective?


The Realism Defense

Earlier this month, Collie of Collie’s Bestiary posted about her experiences with Planescape: Torment.

A short while ago I started playing the computer game “Planescape: Torment,” and stumbled across this issue again, with painfully eye-opening results. Keep in mind, this game won numerous awards for its storytelling and quality in 1999, the year it was released — which makes me wonder in appalled horror just how awful the other games were. But to continue: I first noticed the sexual objectification of women with the game’s job/species designations, which float above the head of the graphical character on the screen. There were monsters, and men and women. As I recall, men were classified about 50% as townsmen and 50% thugs. Women were similarly classified as either townswomen… or harlots.

What?! Um, hold on. Why were there no male harlots? Why no female thugs? Is the game trying to teach us that women can only be for sale, and only men are capable of violence? I found myself bewilderedly wondering: are the creators of the game afraid of women or something, that they feel the need to so dehumanize women in the game?

My first reaction was to attempt to excuse these aspects of the game as “ignorable.” There’s no need to look at the portrait gallery to play the game, and the “harlots” don’t actually have much in-game purpose (they can improve Morte’s Curse ability; that’s about it). It seemed a waste to miss out on a game that had so much else going for it. This, of course, is precisely the wrong framing – it puts the burden on the player to put aside her own discomfort. Besides, there are other uncomfortable aspects to the game which are not so easily ignored, such as the geek-girl fetish of the Brothel of Cartesian Dualism Slating Intellectual Lusts, or how every girl’s crazy for a gothed-out Hulk. A better way of approaching these issues is in terms of the costs and benefits of the design decisions – is it really worth alienating a sizable portion of your audience for this?

I. Penalizing Women

There’s been a lot of debate over The Elder Scrolls: Oblivion‘s character creation process, which gave different attribute bonuses based on the character’s sex, and did it in such a way that male characters were more optimized, especially for fighting classes. As tikae notes:

It’s that if you want to have a female character, you’re going to be punished if you want to be anything except for a mage – and you’re still not going to be as good at that as male characters of most races are. It’s just how the numbers work. Making it a punishment to choose a certain gender is always going to be bad game design, whether it’s political or not.

First edition AD&D had an even more unbalanced portrayal of sexual dimorphism – the maximum allowable strength for women of any “race” was significantly lower than that for men, with no attempt to balance this penalty. In other words, men were penalized for playing cross-gender characters, and women were penalized for playing same-gender characters – again, especially warrior types.

Arcanum goes even farther than that – many of the species in the game are simply only playable as male. The designers cite the extra work and storage space that would be required to include artwork representing female dwarves, gnomes, etc., and explain it away in-game by referring to Victorian convention. The upshot, though, was that players had significantly fewer options if they wished to play female characters.

II. What Is Real? How Do You Define “Real”?

In addition to simply being glossed over, all of these examples of sexism in RPGs also get defended by portraying critics as valuing “political correctness” over “realism,” a defense that’s especially pernicious because it goes outside the game to make claims about the world in general.

But what do we mean by realism in the context of gaming? I’m not talking about the tired idea that, in any story with magic or supernatural elements, there’s no need for verisimilitude – that’s just a defense of bad writing. When we speak of realism in a game, we usually mean two things: immersion and complexity.

Immersion is the believability of what Roger Giner-Sorolla calls mimesis:

As stated before, I see successful fiction as an imitation or “mimesis” of reality, be it this world’s or an alternate world’s. Well-written fiction leads the reader to temporarily enter and believe in the reality of that world. A crime against mimesis is any aspect of an IF game that breaks the coherence of its fictional world as a representation of reality.

Complexity is the depth of implementation of the game world. Immersion and complexity are often in conflict, as every additional detail is an opportunity for a crime against mimesis to be perpetrated. What we call realism, then, is the combination of the two: a world sufficiently detailed that “rings true” to the player.

Guilded Lilies points out that what breaks mimesis will vary from player to player, citing the requisite detail for any discussion of sexism in gaming, Lara Croft’s breasts:

I feel it is pretty safe to say that women and men have different impressions of male and female game characters in computer games. Exaggerated female body parts may fall into the category of fantasy elements that men are willing to accept, but for women, this might just be the fantasy killer that interrupts her experience of suspended disbelief. A woman knows intuitively that having to haul around an enormous rack would make, for example, Lara Croft’s acrobatics impossible. For a male playing the same game this might never arise as a conflict, and likewise enjoying the presence of such things, he may never be aware that suspension of disbelief is required to maintain his immersion in the story line.

III. Reality is Overrated

The thing is, realism alone – i.e., the combination of mimesis and complexity – is not necessarily entertaining. There are games which are perfectly consistent and coherent in their game worlds, but simply aren’t a lot of fun because those worlds aren’t very interesting to the player (for me, strategy games like Railroad Tycoon and Colonization fell into this category, as did Oregon Trail when I wasn’t trying to make my friends die of dysentery). And there are other games with interesting, believable worlds, but whose complexity bogs down the gameplay until it’s intolerable. Realms of Arkania is the classic example in PC RPG-land; Xenosaga and Star Ocean: the Second Story approached this point for me with their multiple point-advancement systems. What game designers should be asking themselves is not whether a feature will make the game more realistic, but whether it will make the game more fun.

IV. Scope is a Design Decision

The realism that’s being defended in the above examples is selective at best. Some elements get focused on while others are ignored entirely; it’s not so much that these design decisions are expected as it is that they “feel right” to the perceived core audience of male gamers. Gaming, especially fantasy role-playing, has been a “boys’ club” for so long that these little touches of sexism have become cliches that players take for granted. If an area is poor, the reasoning goes, it will have prostitution, and that will invariably take the form of female streetwalkers, no matter what the rest of society looks like. In a multi-species society like Sigil, why would all of the prostitutes be human women?

What the realism defense ignores is that any game – indeed, any narrative or documentary medium – is limited in scope. The game designer makes a conscious choice about what to model in the game world; including sexism under the guise of “realism” makes a statement that sexism is sufficiently important to be included in the world model.

V. A Misguided Attempt at Anti-Censorship

If these aspects of the game could be omitted without notice – since few people complain about the details that aren’t in the game – why does criticism of them always raise such a fuss? Aside from the general backlash against “political correctness,” I think there is a more specific backlash against perceived censorship of games a la the “Nintendo Code,” where adventurers went to cafes to drink soda pop and called each other “spoony bards.” The problem with such a response is that it conflates legitimate design decisions with “fixes” superimposed on the games – the equivalent of renaming the “harlots” to “dancers” or something and blurring the artwork, cosmetic changes that serve to break mimesis by emphasizing what’s omitted.

VI. Boys’ Club Backlash

I also think there’s a subgroup of players who are simply reacting to having their privilege challenged. The following entitlement-laden Usenet post on Planescape: Torment started a sizeable flamewar:

I also appreciate the way the women are dressed, showing much of their breasts and buttocks. To me it is not the main thing of course – who would buy a game just because some of these tiny little figures look a bit sexy, it is just not enough for any real erotic thrill, but it is a small aesthetic delight that adds to the overall thrill of the game. I think a bit of sexiness belongs within a RPG. As I understand it, it is part of the fantasy-world.

The later replies defending this mindset use all the standard arguments – it’s PC, they’re just trying to make games less enjoyable, there aren’t enough women players to matter, etc. I guess when the games are being specifically targeted to you, there’s nowhere to go but down.

Conclusion

Game designers would benefit from asking the following about any design decision, especially those that involve gender:

  1. Why am I including this feature?
  2. How will this decision make the game more enjoyable?
  3. For whom will this decision make the game more enjoyable?
  4. For whom will this decision make the game less enjoyable? Is there any way to minimize this?

Designers and players alike need to stop using the idea of realism – “that’s the way the world works” – as an excuse for condoning sexism in games when they’re called out on it. It’s simply passing the buck.