Zeke63 said:
Hey all, I am doing a thesis on the above topic for my senior year of undergraduate school. I wanted to break free of my own perspective and knowledge by asking for examples on the escapist. Please post about any women characters in games that exhibit a believable personality that breaks gender roles. The opposite is just as welcome also, that being a female character that is depicted stereo-typically. Thanks!
Sounds like a rather unoriginal thesis topic. Hasn't this been done to death already?
OK, well if you're going for it, I'd recommend you don't make the mistake most pop-sociologists make when they turn their fleeting attention to videogames, and that's to assume that videogames and game conventions arose in a vacuum. Almost every character archetype/stereotype you can find in games has an existing precedent in literature or film. Video games are a relatively new artform but they're a logical extension of books and films and use a lot of the existing tropes. No need to assume that "men are portrayed as strong and heroic because
developers and gamers are sexist, women are portrayed as sexualised and helpless because
developers and gamers are sexist", as many do. For the roots of these stereotypes, look to Hollywood, comic books, anime, etc.
Next unexamined premise: the idea that videogame characters are often well-written at all, and men (let alone women) in games often "exhibit a believable personality that breaks gender roles". Just like the lead in a Hollywood action movie is likely to be a straight, white, tall male with dark hair, men in games are often picked from a really quite restricted stable of archetypes. Sure, you could probably successfully argue that men in games have a
wider range of roles and variety of acceptable appearance than women (the same is also true of society as a whole, if you listen to the feminists, and I think they may be on to something). Certainly "being attractive" is a box that women in games often need to have ticked before they're allowed in, whereas the "unattractive male who is competent or endowed in some other way" (Marcus Fenix, Zangief, etc) is a viable possibility.
Next up: what's this?
Did you say "a stick man"?
Wrong! It's a stick
figure, or a stick
person. There's no suggestion of maleness or masculinity there. The fact that we'd call it a stickman - and if we wanted to draw a "stick woman" we'd need to give her some hair or a skirt - reinforces the point that we live in a society where things are male by default, and being female is a variation or addition to that (I'm not saying this is necessarily harmful, at least not all of the time, although many would disagree).
So, the same is true of videogaming avatars, at least historically. Put pixels on a screen, make it personified in some way, and suddenly that flapping ball becomes Pac MAN, the little running figure is Pitfall Harry, and a bloodied chunk of flesh is Super Meat BOY. Where the blue blazes am I going with this? Well, for better or worse videogame characters are generally male, and I don't think that has anything to do with the gender of the developer, the gender of the gamer, or the "inherent misogyny" of either. It's just the invisible guiding hand of society that makes male "default". So, what then is the place of a female character in a male game? Typically it's either to complement the male character (the damsel in distress, the weak but fairly helpful mage/healer/cleric who stands behind the big tough Warrior, etc) or as a counterpoint (the "tough girl" trope). It's rare, but not unheard of, for the main character to be female "just because" (exceptions: FemShep (and notice how even she needs a differentiating prefix), Faith from Mirror's Edge, Chell from Portal, etc etc).
Point, err, three? "If all you have is a hammer, every problem tends to look like a nail". So it is with videogames. The most immediately gratifying situation to put a player in is one where they have a danger to face, the threat of failure, but the power to prevent it. Classic Space Invaders, or Doom, or Modern Warfare: man, gun, enemies. Gameplay has historically been limited to combative scenarios. Within that context there's not much scope for character development or the discussion of emotions or flowery soliloguys, big explosions and seeing the End Boss go down in flames are much more immediate and visceral. So please, don't disingenuously assume that games have
shunned intelligent storylines, the truth is that they just haven't been possible to really pull off, at least not before full motion video and voice acting in games became possible.[footnote]I realise that this isn't quite true - Roberta Williams was making King's Quest back in 1984, so there's always been narrative-based gaming. But we're talking about mainstream trends, right?[/footnote]We're dealing with an emerging artform here. So
should developers now be setting their sights higher? Well, yes and no. On the one hand games are now capable of just as much richness of spectacle as the average movie is. On the other, whatever narrative the developer wants to insert needs to fit within the context of somebody sitting in front of a 2D screen with a controller in their hand, which is a situation technically identical to gaming in the 1980s. It'd be a fair question to ask whether games
should try to tackle mature and intelligent storylines, and to what extent gameplay should be restricted or railroaded to still allow gamer interaction and freedom.
Time for a silly question: WHY is it important for women to break gender roles, and WHY should videogames be the platform for this? There's the assumption here that this is something that needs to be done (does it?) and that videogames are a suitable medium for this change (are they? As opposed to literature and film?)
Oh yeah, and lastly, I think it's important to differentiate women as characters and women as avatars. Pre-made female characters (Lara Croft, Bayonetta, etc) are usually written with "femaleness" in mind, with all the pros and cons that entails. Many games now offer a lot of character creation where you can freely choose the gender and physical appearance of the protagonist (like WoW) and arguably this is a much more culture-free way of achieving diversity and possibly even equality. However this is at the cost of obliterating any established "role" for the character and reduces them to being an "everyperson", which could be seen as pointedly ignoring sex, race, appearance and so on, rather than truly representing it ingame.