Feminist writing has existed since at least as far back as Ancient
Greece. Swiss women finally gained full voting rights across the country
in 1990. Film and television grant increasingly prominent roles to
female actors. And yet, the Triple-A gaming industry seems to be
steaming in the opposite direction, continuing to treat female
protagonists as more alien than sci-fi races.
The March
25 episode of Jimquisition
explores the conscious effort to limit, if not completely eliminate,
leading female roles in video games. It is a sad testament to the
misogyny of mainstream gaming culture, but also answers the question
many people (myself included) have been pondering for years: Where are
the women? Outside indie titles and niche markets, female leads are
rare, particularly if unaccompanied by a big strong male protector.
Typically they're either second-tier sidekicks at best, contrived plot
devices at w—actually no, there's a few rungs further down that I don't
want to touch.
Even when women do play the hero, character development and
psychology tend to be stymied. Samus' inner thoughts were never
seriously explored until Other M, the title that butchered her
established character by retreating into stereotypical gender roles.
Lara Croft enjoys perhaps even greater iconic status (unquestionably due
at least in part to her sex appeal), yet despite her 1996 breakout as a
strong lead and a Darker & Edgier reboot in 2013, her personality
remains nebulous to the point some describe it as tabula rasa;
not exactly promising ground for substantive character development. At
the far end we get the RE4 aneurysm Ashley Graham and the Dead or
Alive series, whose greatest claim to fame is the attention given
to bodily physics in beach volleyball mode.
It didn't have to be this way. Back in the early days of computer
gaming, a surprising range of genres were equal-opportunity employers.
Apogee's 1994 vertical-scrolling shoot-'em-up Raptor: Call of the
Shadows devoted two profile pictures to women, of a total of four.
Civilization II had a female counterpart for each male leader.
One third of MechCommander's pilot roster was female. Yet this
gender equity never translated into first-person-perspective games to
anywhere near the same extent, and with the Triple-A's nigh-exclusive
focus on shooters since the early 2000s, it is understandable, however
disagreeable, that women have been, are, and continue to be marginalized
in the mainstream. Sterling posits it as a chicken-and-egg problem: Is
the lack of titles because female gamers are generally disinterested in
the genres in question, or is the industry's unwillingness to broaden
its appeal shutting them out? As far as I know, no substantive
investigation into this question has been conducted, and from what
Sterling reports, there is no serious interest in an answer either
way.
What does the gaming industry lose by squandering one half of the global
demographic? Variety, certainly; the over-emphasis on marines (space or
otherwise) marinated in testosterone has turned me off of most of
today's FPS titles, while plot-wise they are as bland and predictable as
the fetid fondue of grey, brown, and anachronistic Kalashnikovs. There's
also the matter of alternative perspective: sure, Mass Effect
and Bethesda's latest RPGs nominally colour interactions based on the
player's gender, but what we really need are games that harness
the specialty of the female protagonist to produce an original story.
Women gamers exist even in such male-dominated franchises as
Halo (although God knows why given the average maturity of Xbox
Live); heck, there's a mod in the works for TF2 that would add
fully-voiced female counterparts to all the classes. An audience
exists for such a venture. That no-one in the leading companies
has sought to tap this latent consumer base betrays a thorough lack of
vision. Feminizing the genre isn't even unrealistic; imagine Call of
Duty from the view of Mariya Oktyabrskaya.
As with most perceived affronts to my egalitarian politics, the War on
Women is something I've actively opposed in DYOS; there are a
substantial number of senior female Union officers consciously chosen as
such, although bringing their full potential to the forefront has been
consistently thwarted by chronic delays and entire plots falling
through. It's also become an on-and-off fixation of mine within IOT,
beginning conceptually with contingency plans in The Aftermath
and rolling out in full force in the Multipolarity series. I
can't actually explain why it began, but I can certainly argue
for the particulars of a feminine mind leading to a different approach
to politics: however tongue-in-cheek its origin, the gender lens seemed
increasingly viable as a means of discoursing the fundamental antagonism
between the Lancers and christos' China over the meaning of democracy
and definition of legitimate rule.
The point I was trying to make in this cascading stream of consciousness
is that if fully and properly realized, female protagonists bring a new
perspective to familiar scenarios, and so long as the mainstream video
game industry refuses to break out of its protective male-centric
mindset and at least try offering women leadership
opportunities, it is squandering a potential wealth of innovative and
original ideas. In every other social sector we are constantly told of
the importance of female agency. It's the 21st Century, after all; it'd
be great if we could act our age.
The Gaming War on Women by @Thorvald (El Thorvaldo)
Originally published as a journal on DeviantArt April 2013, this was something I'd been mulling on for a while, and which the Jimquisition piece spurred me to write out in full. Given that GamerGate exploded only a year later, I'm not sure whether to be aggrieved or relieved that this somehow flew completely out of range of the firestorm that proceeded to engulf the discourse.
RIP whatever description I'd written on Buzzly.
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