runic knight said:
True, very true. I do think that encouraging people to use better stories for their games will help things a lot more then merely labeling what tropes they use though. It encourages more depth and more variety in characters and character types, and by nature of that, more fleshed out female characters will be generated as a result. Also, it would help elevate the medium as an art and story telling form and with that growth as well as better understanding of games as story telling mediums, you wont get a dozen variants of "guy rescues princess", or "manly brown chest-high wall shooter military game". Then, it would become a lot easier to identify negative portrayals of women apart from solely poor character design and bad story telling.
Fair enough. It isn't the problem she's trying to address, though it is one that maybe the industry and player base should be looking into independently.
Let me give you an example of what I'm talking about as far as complexity. The Beasts in Metal Gear Solid 4. They're all female, they're all bosses, they're all built like super-models turned into tanks, they're all victims of some horrific trauma, they all do a seduction slow walk "attack" phase when you best their tank form (in skin tight latex), you get a special reward for tranquilizing them repeatedly instead of killing them outright, and they are all controlled by a former boss who is a man, they all have their story told after their defeat by a man. Which parts of that are poor story telling and which parts are sexist? That's the hard part to disentangle.
Point by point: they're all bosses. That means they are important, they aren't comic relief or some side character. Game story telling conventions allow for not telling much about level-bosses other than "they want you dead and are on the other team" so their lack of being fleshed out, lack of lines, and lack of "backstory" isn't because they're women, it's because that's how games do things.
They all look hot. Not really a game mechanic of story-telling there, that's a bias. Making them attractive under the tank-suits is a choice that's made probably more because they are females than because of any other reason. This can be supported by the fact that the male bosses of previous games all look ridiculous (including the back-from-the-dead guy controlling these chicks) or just have a 'soldier' appearance (because it's military themed).
They're all victims of horrific trauma. Well that's a half-and-half. The game's theme is about the hell of war and what it does to people, so that's part of the story and so the story-telling generates a lot of damaged people who have trauma relating back to war. Of course, the fact that some of the male bosses elsewhere in the series are less severely traumatized than these girls is something to consider. I mean, they don't just have PTSD or something, they were imprisoned, tortured, starved, killed babies, etc. It's taken to an extreme. Why? Could be because they are women - could be because of something else. Couldn't one of them just been a stone-cold *****? Maybe the one in charge? See below.
The seduction walk sequence. No reason for that other than that they are hot chicks come out of a tank shell that I can think of really. There's our nugget of sexism without linkage to story-telling mechanics.
Tranquilizing over killing - no other enemy in the game has a reward for tranks. What's the deal there? I don't know. Could be story-telling break issue, could be sexist. I'm going to go with sexist, because there's never real hesitation (or the option not to kill generally) male characters and bosses.
Controlled by a man. It doesn't just not make sense, it's sexist. That these super-bad-ass bosses couldn't be working under their own steam because they are women raises some question marks. On the other hand, it could be that bad story building again, what with the man controlling them being a former boss that the story wanted to use as a link back to previous games and stories. Another half-and half, but with a strong skew towards sexism because it doesn't make a damn bit of sense and they have to hand-wave it in explaining it ridiculously.
A guy tells their stories. Well yeah, they're knocked out or dead so that makes some sense and is primarily a story-telling element that could be seriously improved upon. Not sexist in the slightest.
So just in this example - without going into any serious depth and making lay-person observations - we have 2 points story-telling based issues, 2 points that are sexist, 2 half-and-halves, and 1 either-or.
I'm not bringing this up to debate the example - I'm sure a healthy debate could be had on any one of those points - but to show that its a complex issue that requires a lot of parsing of "why" before determining that the "why" is the one you're looking to ferret out. It would be VERY easy to just look at what they are wearing and look at what amount of screen time they have and say its totally sexist. It would VERY easy to say that, since they are bosses and powerful enough to challenge the player-character there can't possibly be any sexist element about them. It's hard to actually get into the machinery and find out what is motivating which parts to function.