Yeah I see what you're saying. People use different tools to convey different things. The Last of Us opener, uses nervousness and limited agency in Sarah to communicate the depth of the outbreak, the loss of what was in the world before, and its a very powerful method for that opener. I still think the solider who shot her was outright stupid, should've switched off his mic and used his head. So that part threw me off a little bit. I'm going into the story like.."well she didn't necessarily have to die."Netrigan said:I really should pair this quote down to the relevant bit, but lazygargantual said:Tf00t made his example with double dragon saying you had 7 seconds to introduce a character as someone needing protection. Perhaps were not as limited by technology nowadays, but DiD depends on the project and its context to everything else. Not that one can't use other brief symbolic indicators to frame the importance of a character outside of being damseled but i'd say it depends on the circumstances.Netrigan said:Not a Metroid fan, but I am a bit aware of the controversy over attempts to flesh out her character.ultreos2 said:Let me talk to you about one of my favorite game series. Metroid.Netrigan said:We exist on a board where people seem to think game endings, DLC, Call of Duty multi-player, and Anita Sarkeesian are "problems". This kind of thing ranks quite a bit higher on the list of First World Problems than just about everything which is regularly complained about here.Shodanbot said:Not a superhero comic reader (Yuck...) but last I checked it was called "Green Lantern", not "Fridge Girl. Oh, and that tit in the green tights...".Netrigan said:SNIPITY-SNIP
But you know what? Gonna write a story. No plot developed yet, but it will feature ladies getting done in, bodies from floor to ceiling and a fridge when there's no more room, if I can fit that in somewhere. That one is to offend you, because you look for things to be offended by. I like that. The second feature will be gorgeous gogo-boys dancing in their underwear for the sexual gratification of other men (Note to self: Research Sebastian Young, thoroughly...<3). That one is just to confuse you.
How I'll get those two to fit together in a lovely little package will eat at me for days...
Those frustrated women are mostly middle-class with very few problems that aren't emotional. Maybe folks can't live without a few "problems" in their lives. Maybe if they join a cause, regardless of how irrational, they think it gives them a personality. Maybe it's hard to sympathise with folks who think this is a "problem" to be concerned about. Maybe, maybe, maybe.So in the scene you just described, I totally see the context you're seeing... but I can also see the frustration many women have with yet another female character being thrown on the fire for male character development.
And perhaps you missed a bit of the context of my remarks. Why should an *ahem* interesting female character be thrown under the bus for the service of a *ahem* boring male character.
Since I love tossing out examples of the greater pop culture, the somewhat disappointing SyFy show and MMO, Defiance. The show isn't bad, with a sizable cast of characters who grow more interesting with every passing episode. It's the kind of show that promises to be quite good once they figure out how all the pieces fit together. The biggest exception to the rule would happen to be the boring white guy "rogue with a heart of gold" character at its center. The show has a huge Boring White Guy Problem and he's the star of the show.
Boring is boring. I'm a guy and I get annoyed when really interesting female characters get tossed aside to try to develop these lost causes. If they start offing properly good characters in a feeble attempt to make him slightly less boring, I'll probably move on.
As for Green Lantern, fridging the only decent character in the book was the latest (and for me, final) sin in a desperate attempt to make the book edgy. Just a few issues earlier they made the beloved previous star of the book evil and killed off dozens of popular characters... all in the service of setting up this lame Gen X Spider-Man wannabe who had to get his own, edgy "with great responsibility..." moment. Oh, woe with me, for my inability to be a proper super-hero has cost me my one and only decent supporting character... I shall declare vengeance on the man who killed her (a lame-o reject from the cancelled Captain Atom book, because we suck that hard) but at the last minute I shall wuss out and let the guy live because we can't be *that* edgy.
So, yeah, I'm kind of pissed they killed her off... and Kilowog... and fucked up Guy Gardner's on-going book... and wiped out the Guardians... and set off an entire fanbase whining about the shockingly stupid treatment of Hal Jordan... and just about everything else that particular writer did either on his own or at the behest of DC Editorial which couldn't find it with both hands, a flash-light, and a detailed map of their backside.
Back to our First World Problems.
One of the reasons I asked for examples was because I try to understand why people are expressing frustration. I just rewatched her second Damsels video and what came out loud and clear was her on-going frustration with a lack of interesting female characters in most of these games (a frustration I very much share). In an interview, she expanded her thoughts on Dishonored where she talked about how they set up a potentially interesting character with the Empress... then killed her off to start the story of a male character. She enjoyed the game, is hoping for a sequel, but her experience with the game is tinged with disappointment as there's no attempt to craft any interesting female characters other than the dead one.
So the problem isn't so much with Gears of War having Dom mercy killing his wife, but with women being relegated to a very thin strip of a male character's often-repeated story arc. Female characters are often important only in their absence, rather than their active participation within the narrative. That they can complete their duties while dead is offered up as proof of how limited their contribution is.
So you can imagine I was pissed with other M right?
Well... Not so much.
You see unlike other so called Metroid fans here or so claimed, I knew the backstory of her parents, and Ridley before other M. It was portrayed in a comic series in Nintendo Power back when Super Metroid came out.
So she was raised by the Fedaration, under a figure she regarded as a father. And people said "they destroyed our lifeless non existent character who only served to be a woman in essentially every former game!" When really the story had been layed out nearly a decade before to be exactly like that.
What people whined about was that Samus didn't live up to their ideals. Ignoring that she was still the same badass but had incorporated a storyline already written for her nearly a decade before hand.
The US audience essentially refused to see the character I already knew was there because of my love for the franchise.
They wanted to make Samus their own ideal, as opposed to the ideal Nintendo wrote for her.
She had her vulnerabilities, her weaknesses like all good characters have. But she was still strong, able, and came out on top at the end of the day despite all odds.
But she wasn't good enough because she didn't meet their ideals.
In the least she wasn't the generic hardass asshole male character every other character is and actually seemed potentially human, but hell didn't meet their standards.
I am bitter to the Anti other M communities to this day, for being so damned blind to the actual history of Samus.
I think this is more a case of Fan Expectation than anything else. If you leave something hanging out there long enough, fans claim it and you run afoul of their expectations... every single time.
If Valve decided to actually develop Gordon Freeman's personality instead of just making him a mute crowbar, then you can bet that fans would be outraged that said personality is a complete betrayal of everything Gordon stands for... which, in reality, is absolutely nothing.
Samus strikes me as another similarly empty vessel protagonist which fans filled with their own experience, and nothing could possibly compare to that.
But I should point out, this isn't what I'm talking about when I talk about interesting characters. Half-Life is beloved because the game filled the universe (well, starting with 2) with a bunch of interesting characters, most importantly your female side-kick whose life does not revolve around Gordon Freeman. You're an important part of her life, but she's got all sorts of stuff going on and you're frequently drafted to take care of her personal business.
As for samus, there are things you can imply about a character, even if they don't appear to be completely developed. Thats why so many fans of Metroid were averse to and dissapointed by Other M, because Samus's earlier depiction suggested a character with adventurous spirit and independence.
Another example of making a character significant within shorter frames of time (it certainly has been demonstrated before). Think about Health Ledger's Joker as opposed to Jack Nicholson's in Batman. You didn't get the origin story and buildup of becoming the Joker in the Dark Knight, but his character was fully realized in his mannerisms. where a viewer could easily infer about what fueled his nature. His tellings of his abuse when he held the knife to Rachel, his misanthropy and spite for the world, his looking to have a death wish, his dismissive looking away from people when he killed them, and his goal to pit society against each other and bring down their ideals (misery loves company). All of those are tell tale signs, that don't take as long to employ as a series of dedicated sympathetic character build up scenes.
The Last of Us and Buffy have the advantage of being more long form media. So it depends on how the story is framed. Is it a simple story that takes off and focuses on action and chase? Or is it a more in depth character drama? Depends on the plot and how the creator is framing desperation. Any character can be made to feel sympathetic for when they are lost or in distress. Such as when Tifa had to rescue Cloud, but it takes character development to do so.
So it like...should the rule universally be for popular fiction that no one gets kidnapped or in distress until we've been given a good few hour in to sympathize with them? Or maybe how everyone handles distress should evenly show people fighting for agency or submitting based on their personality, and not their appearance.
What if they demonstrate intelligence, agency, control and subversion despite their captivity like Holly McClane in Die Hard? I think What should be improved or more honed in upon with character in games is not defining character simply by their circumstances, but what they do, or are likely to do while in those circumstances.
I mentioned The Last of Us for its ability to get me completely committed to a doomed character in a very small amount of time. I'm absolutely floored by the connection I had with his daughter in the prologue. That has never happened before. I spent a handful of minutes playing as this character and I just fell in love with her.
It probably wouldn't work as well in a movie, because her character is pretty thin; but simply putting me in control of her for a short time created a bond. It's a great writing trick only video games can use.
I only just met Ellie, so I've not made any connection with her. I just got the game and need to run some errands later and am trying hard not to get sucked in before those are completed... or else they're mysteriously not be completed while I dedicate my day to this game.
I really don't want to get into older games where story was an after-thought at best. My judgment starts with fully acted cut-scenes. A game like Prey spent more than enough time with the girlfriend to get me to care... it just failed to draw me in.
Now com April in the old Ninja turtles side scroller just uses contrast and presumed innocence from the images of her in light contrasting to shredder's darkness in captivity. Simpler game, simpler drive. Another example, For me Leon saving Ada kinda worked in its cheesiness in Resident Evil 2 because it looked like he was just being dutiful and responsible, and she was struggling with the fact she worked for Umbrella and had to dump him eventually, but kept getting herself into sticky situations, that you felt Leon was more contextually equipped for because you were conditioned to play through it all as him. The information context isn't divorced from the game even though you're not as often playing through the perspective of the vulnerable, and usually when you are, its in duty of other characters in an injured or vulnerable state. Same contrast with Claire and Sherry. (though Sherry at least knew when to put her head down.)
Won't be a motivator for all players, but I'd say the TRUE WORST example of using death or distress in an attempt to make players care is Battlefield 3. Unequivocally...
There's no foundation or motivation to the story at all because the fact you're supposed to stop people with nukes is withheld for so long, and you're just shooting or listening to unmotivated faces, until significant plot details finally emerge, and you only know people because their name hovers. HAH! It's not all that ironic, but kinda funny, A game whose plot was actually made 10 times worse by attempting to withhold and subvert a CoD/Tom Clancy trope rather than embracing it from the very beginning and going from there.
But those characters are LITERALLY the definition of empty vessels, because you can't imply anything significant about them from even their appearance, or momentary actions. So one of them dying from a shot or next to a rocket explosion feels no different than any of the other faceless mook enemies you gun down. Even 2D lady victims can emote more of an mildly interested player reaction than them.
So for me, I guess the precedent of those tropes ain't bad. What I'm primarily concerned about is how a game employs them. For me, I look more at the individual rather than judge at face value, while aware of negative connotations in tropes I tend to dig and see if there's a little more beneath the surface or some kind of reasoning.