Rahkshi500 said:
mecegirl said:
I don't expect you to answer this, but since the topic has been brought up. You know what I never understood about the "cherry picking" criticism of Anita's videos?
Her videos are about tropes. So,take her damsel in distress video. At what point is she not supposed to talk about damsels in distress when the video is about damsels in distress? Unless she chooses to broaden the scope of an individual video then what's the damn point in not "cherry picking" examples of damsels in distress? A specific video isn't about comparing and contrasting different tropes, but about a specific trope. I mean, do people accuse TV trope articles of "cherry picking" examples? Because that's all her video's are, spoken TV trope articles with a dash of "why I think this trope is trite and overused." If a viewer doesn't want to watch a video about (insert trope here) then they shouldn't click on a video that makes it pretty clear that the topic of discussion will be (insert trope here).
Now, this is just my view of the thing, and not trying to get into an argument with you, but I just would want to at least answer or explain why.
I think it's mainly because she sets up a clear solid criteria in her videos and then uses examples that would fit within that criteria, but then in some cases uses examples that don't fit within that criteria at all. If you're gonna explain particular subject, you gotta make sure that the research and examples you're showing actually back up your arguments instead of just superficially looking at something without actually examining it. Context is important and key here. You can point out that she said that context doesn't matter when looking at the bigger picture, but the problem with that still it leads to the likelihood of using things superficially without examining it, and in turn would hurt your credibility if someone calls you out on it for making a mistake, and she has made these mistakes before in her videos.
Whether this explains things or not, and I doubt it will change your mind, but that's what I think, and I'd rather respect the wishes of the OP and not try to turn the thread into a discussion about Anita Sarkeesian, because this thread is not about her. If you would like to reply anyway, then maybe a private message would be preferable.
Yeah. You're right. Looking at trends in devs using exploitation, violence, damsel in distress as a prompt often over the years, or even quantitative examinations like the Bechdel test (which Sweden ridiculously SWEARS by) doesn't acknowledge the means by which creative products come about.
If we look at Kirby Ferguson's "everything is a remix" and see just how many creative innovations from the evolution of the home computer, to scientific discoveries, to evolution of music subgenres in society always build directly off of what comes before while adjusting certain aspects. Rahter than eeryone just doing something COMPLETELY different.
Copy, transform and combine. Without these games, she'd have nothing to blame, poke a stick at or make money off of.
It also lends itself as a partial explanation of why game design has gone on this way Instead of expecting it to be natural for as many prominent studioes to eschew even a single instance of depicted violence of sexploitation of women as those who said, "who cares. Just do it. we're all adults".
We can say its lazy for devs to go the exploitation route instead of framing more complex and decent people with agency. But one game went "HAM", the next studio saw it and also wanted to go HAM but take a different mechanical approach, and then another does their take and then another the cycle continues. How do a few hit songs end up spawing entire genres of music? If not we wouldn't have cultures and groups and identify works for better or worse around common aspects.
Why they haven't considered having a safer reasonable representation of women though? I mean Going "HAM" (hard as a ************ for those who might not have heard) in a creative work is a point of no return no matter what you're creating or putting out there. Its not a decision made lightly except for artists who've already built a reputation for doing so.
I presume most devs would've chosen to explore the boundaries of exploitation to see what kinds of unthinkable props they can turn into game mechanics, what kinds of shock they can induce, rather than stay behind the lines and NOT create a lot of things or constantly wonder what they could've done that they didn't, or only do it to men, and make all women mechanically sacrosanct. If equal, then equally vulnerable and destructible I suppose.
Our popular consciousness may not agree due to how we regard women in our media discussion. Now THATS an effect of our culture, where some games, like comedy club shock humor are composed of people who notice this and are playing at our hard inculcated cultural values.
Sometimes were supposed to be put off or amazed, and the easier it is to do it, we can't be surprised if devs take the cheap route as long as they build a narrative and get a reaction at the necessary parts. Of course Anita or a scrutinizing, jaded high-taste critic wouldn't be the target audience so that's not who they're aiming to engage.
But in the game, and in fiction, a prop is a prop is a prop, and that includes characters. Especially in some cases, VALUED ones.