Fiairflair said:
The definition of objectification is more complicated than the explanation you gave.
objectification, n.
1. The action or an act of objectifying something; a material thing which embodies or expresses an abstract idea, principle, etc.
2. spec. The demotion or degrading of a person or class of people (esp. women) to the status of a mere object (see objectify v. 2); reification; (also) behaviour or an attitude characterized by this. sexual objectification: the regarding of a person or class of people (esp. women) only as a sex object.
objectify, v.
1. trans. To express (something abstract) in a concrete form; to render objective.
2. trans. To degrade or demote (a person, class of people, etc.) to the status of a mere object; to treat as an object; to reify. Also: to identify (a person) with a particular stereotype; to stereotype.
- Oxford University Press, accessed 26 March 2013. http://www.oed.com.ezproxy/view/Entry/129625?redirectedFrom=objectify#eid and http://www.oed.com.ezproxy/view/Entry/129623?redirectedFrom=objectification#eid
The objectification referred to by Jim and by others is the latter of those definitions (#2 in each instance). Not Jim nor Legion were at fault in referring to objectification as "a lack of agency or control."
Yes but it can't possibly be the "To degrade or demote a person to the status of a mere object" in games where for one they literally ARE objects in the game world, they literally are polygon models. Everything the game designer does turns them from objects into characters, it's not like you are starting with human actors or models and turning them into objects by contrived treatment. If you try to be too ambitious giving them AI controlled agency you risk turning them back into objects when the AI breaks and you can so clearly see it's a wind-up-mechanoid, running around mindlessly in circles... only playing voice recordings of real people.
So I think Jim is taking kind of a cheap shot at the AI comrade in Last of Us, it's not going to behave exactly like a fully fleshed out person... because really, it isn't.
Again, this term is inherently problematic for how it was coined in criticism of media like Film and print ads, it is subverted to the point of losing all significance in games as an art form from how integral the player's agency is in the story acting through the player-character, as an essential design element. It doesn't take account of subjectivity, the importance of player input in the narrative mode.
The "remote control toy" model for player-character in games was outdated when it was introduced and it's always been known to be without basis. People don't say "ahh, my character model died/got-hit/fell-off" they almost always say "aaah,
I died/got-hit/fell-off". The term "avatar" for such characters is deliberate, drawing from the concept from Hinduism as a kind of "incarnation" of the player, how they transcend worlds from the real world to the virtual.
There are some games where the players are so detached it's like the "remote control toy" model but that's considered a failure of immersion in design.
The only form of "Sexual objectification" that is relevant is in the sense of how a game
might have female characters who can only be defined by their how they are the objects of perspective in sexual terms, because of their sex.