The_Kodu said:
I'm guessing it's all about emphasising the message that you're not fighting to win them but allow them freedom of choice.
It's the right to self determination rather than oppression and removal of choice mostly. Other than because it's how the game goes is the Damsel forced to stay with the hero in any way or could she just go off and do her own thing.
I'd understand the argument it's an object to win if the Damsel expressed interest in staying with the capture / claimed they went with the supposed capture of their own accord, but unless the game intentionally has this message I don't think I've ever seen it inadvertently expressed in games.
The only couple of games I can name which intentionally features it is an Xbox Live Indie game called "Monsters Probably Stole my princess" and "Braid". Just in case anyone is planning to now check it out
To me, the idea of the object is mostly conveyed in the mechanics and the general systems of a game. There are win states, such as a flag pole at the end of the level, and lose states, generally death. The problem is that, without characterization, there's little to differentiate the damsel in distress (i.e. the ultimate win state) from any other win state, such as the flag pole at the end of a Mario level or a button at the end of a DOOM level. Sure, games like Mario still haven't really broken away from this systemization, but at the same time, giving more character at least clearly separates a character like Peach from the flag pole.
Now, I understand that it is hard to break away from a lot of this systemization, but we could at least expect them to do as much as they can within the system they are using. Like I've already said, the Galaxy games did a very good job at making Peach feel like more of a character with some agency of her own, and 3D Land even managed to do that with some hilarious photos [http://www.mariowiki.com/images/3/3a/SM3DL_W6.JPG] given between worlds. Of course, Mario probably could find some different ways to present its systems, but it has sort of backed itself into a corner with Galaxy 2 declaring that the series is about the reuniting of people who are special to each other.
And honestly, I don't think all games do everything they can. Again, we've come a long way, and the evolution of Mario has basically shown us how far we've come. But I think we can still do more to either prevent, or at least strongly limit, letting our systems unintentionally deliver negative messages. And I also understand how hard it is to do given that we rarely think of gameplay itself as part of the story, but conversations can certainly help generate ideas.
Actually in one of her videos she brought up Sands of Time and claimed it was a standard Damsel trope, I'm pretty sure at least.
Well, I've been trying to find it but I still can't seem to find The Sands of Time in any of her videos, just forum posts from other people wondering about how Farah would fit into Anita's categorization.
Yes there is still progress that can be made however games shouldn't be forced to try and fit a progressive idea of 50% and should be allowed their own narravivte. Be it essentially Charle's Angels the video game about an all female hero group (not going into the arguments round the show it just happens to be an easy example of capable female characters) or if that does mean some games have sausage fest main cast. If it makes narrative sense then it should be fine.
Well, the issue right now is sort of a sense of overabundance of one type of story. I agree that some stories just don't make sense if they pretty much aren't just an all-male cast fighting each other (e.g. most WWII stories), but at the same time, when that is the only real story told in mainstream games, then we sort of have a problem not just of variety of games but also of excessive underrepresentation of certain people in game stories. I'd imagine, though, that the problem of seeing an occasional sausage fest shooter will be less problematic when it is just something we see on occasion, not the thing that dominates our store's shelves.
Again though it's limitations. Costs are sky-rocketing and the more you flesh out the more expense. I mean Dishonoured almost shows this issue as it was heavily criticised for being what 8 hours long single player only as a $60 game. Yes it was highly regarded but was also limited heavily by the choices made. compared to some 60 hour epics it just shows the difference is scope required almost.
Well, if a 60 hour epic can't at least offer a world as fleshed out as Dishonored's, then it's probably got a paper thin story and world. I mean, Dishonored essentially was a 20 hour game's world condensed into an 8-10 hour game.
Except outside of games revolving round crime and criminality / underworld or seedy activities then I can name three games with a brothel / prostitutes in it.
Legend of Zelda 2 where it's implied
Duke Nukem 3D
Duke Nukem forever
The first one being rather old and the other two being a parody of the stereotype hyper macho hero.
Well, maybe I'm just playing the right games, but they seem to work their way into approximately half the games I play, and most of that other half are all the Nintendo games I play.
PhiMed said:
Thinking that something is okay and doing it are not the same thing.
Is that contradictory statement to you?
Sorry, I must of misread the post.
Either way, I'm not sure exactly what you mean by how "believing a rape myth" and "thinking it is OK to rape" are the same thing. "Rape myths" could mean things like believing that women are raped because they dressed "improperly" or that rape prevention is should be the job of women. It isn't the same as believing rape is OK to do.