Crazzy349 said:
With the recent increase of Internet Feminists and White Knights of shining fingers, I know at this point I have been labeled a myriad of things, but lets try not to name call and try to have a nice discussion of the topic at hand. so, What do you think?
The major problem is that 80% of mainstream games and half of amateur games feature killing (usually some form of combat which results in death) as the primary mode of gameplay. This has terrible repercussions on characterization of both genders in gaming.
The solution is for game developers to care about gamers as people, enough to give them great characters who only happen to kill or even enter combat if that fits in with their situation.
Right now game developers know before they ever develop a character that they're going to make a game where the player directs the protagonist to kill 1,000 people, or monsters, or whatever. So the character becomes a slave to that need. There's no such thing as a "normal person" protagonist when you develop the game knowing the protagonist is going to kill 1000 monsters - obviously they are a special, heroic person who saves the hapless villagers from their own cowardice.
When someone sets out to kill 1000 monsters in reality they might kill a few if they're lucky and then are murdered by the monsters, in self-defense. Heroism in reality is a death wish, and that forms the basis for the underlying, unstated characterization of most protagonists in gaming, regardless of their gender.
The glory of the heroic deeds counterposes the depression of the death wish, and the killing of more and more monsters without dying (difficulty level adjustment and reload function carefully ignored) leads to a sense of impunity in the character. The monsters, or "monsters", know the hero is coming to kill them and they still can't stop him or her, resulting in their slaughter, effectively genocide of whatever falls under the "monster" category. (In slasher horror movies the killer considers the people he kills monsters, with often more justification than occurs in games. But because the protagonist in games is attractive and the killer in slasher films ugly, we know who is the hero and who is the villain). This genocide was given clear expression as far back as the early days of dungeons and dragons, where players would talk of "cleaning out" dungeons, not just cleaning it out of loot but cleansing the dungeon of the evil monsters by means of murdering them.
A question to ask is what gamers and developers are getting out of all of this - why is genocide against "monsters" or "the enemy" so utterly important for them to experience time and time again with only minor variations that they are unable to play or create games which they themselves know very well would have far better developed characters, both male and female.
If we can finally, after so very very long, finally solve this issue and get murder under control in gaming, we'll find it much easier to create good female characters, as literature has given us many, despite the centuries of male domination. If 80% of literature was about combat and killing, many fewer great characters of both gender would have been written.