I did find your counterpoints to be interesting to think about and read I'm afriad that I still have to disagree with the thinking behind them.
I appologise for the incoming wall of text.
zeldagirl said:
The argument you use for intelligence can be used for strength too. There are DIFFERENT types of strength - not all of them rely on 'muscle.' You can also complement different kinds of strengths with different types of weapons, equipments, and powers.
That being said, that I don't think was the point. The point was, there are ALWAYS individual differences - and therefore, there are women who exist who are stronger than men. Incorporating this idea into games is not difficult at all.
To be fair you can objectively measure physical strength quite easily, there are various forms of strength (physical strength, mental strength, emotional strength...the list goes on) in the context of video games 'strength' is almost always in relation to the raw physical power that a person can summon for tasks such as hitting, lifting, pushing and carrying items.
In other words, for the purpose of this discussion, strength does in fact rely on muscle and no amount of fancy wording or hypothetical contexts will take away from that fact.
The raw muscle power that a person has is very easily measured (give me a bunch of weights, a bench and a pen and paper and I could give you a rough estimate of whether I'm stronger than you are and make a strong case either way), this isn't a vague or esoteric quality like intelligence, another person on here made the valid point of fighting sports usually have divisions between weight classes for a very good reason.
About the idea of there being different fighting styles that work with the lack of strength a person may have, my own experiences learning various martial arts and getting into fights have taught me that this is completely and utterly rubbish and that fighting someone bigger and stronger than you places you at a considerable disadvantage no matter how agile or nimble you may be.
Yes, I mentioned that a character creation system must cater to enableing someone to create an exceptional individual but I also stressed the importantance of having a default 'base' statline for NPC's and non-extraordinary people (not everyone will want to play as He-Man or Merlin in their game) or for a game or setting surrounding a more realistic setting where players are not going to be taking the role of exceptional individuals.
An interesting thing to note is that the supposedly 'sexist' divide of stats that people complain about such an idea being associated with is somewhat done already but in a not so subtle way.
Look at most fantasy RPG games, who are the most prominant races outside of humanity?
Usually Elves and Dwarfs, Elves often being a very feminine and graceful people (soft features, slender, fragile, insightful, caring, innocent and pure, womanly and with males often posessing an effeminate or androgynous appearance), Dwarfs are often very masculine and grizzled (stout, stubborn, steadfast, rugged, resiliant, brave, often drunk, industrious, proud and always posessed of massive beards and definately look like manly men).
Now think about how most RPG games deal with these groups statistically, Elves (feminine) often suffer a penalty to strength and durability but gain points in dexterity and intelligence while Dwarves (masculine) suffer a penalty to things such as dexterity or charisma but gain points in things such as strength and toughness.
Context is everything. When talking about issues of 'power' - which is where you seemed to be going with your original statement about persuasion/talking - I believe Veterinari's point holds more water. And it's in that context that many video games take place in.
When we look at the way in which persuasive talking and reasoning works in video games (I find it funny that everyone so far has latched onto the word 'persuasion' and hasn't addressed reasoning ability) it is most often connected to one's charisma, charm or personality (their social skills and appearance in other words), what you're trying to connect it to is percieved authority (which is something else completely).
As I previously mentioned, women have been shown to have stronger social bonds with others, have a greater command of speech and language as well as the general perception of women being 'safer' and more open and friendly.
This harkens back to the time of our evolution where men would (according to what I've seen and read during my time studying evolutionary psychology) go out and gather food whilst women would stay and look after and raise children, the ability and capacity to socialise and interact with others was an important part of our survival as a species back then, although no longer as vital now as it was back then we still do retain a lot of traits and features that seperate the sexes (even if they are now obsolete in our modern day and age).
The instance you mentioned, while certainly beneficial to the woman and children, is still at its core a sexist principle - men have historically been 'brave' for women due to the perception that women couldn't be brave on their own. Just because it's a standard in society, that doesn't make it a just or right standard. It's an unusual example of how male sexism actually harms males while protecting (and insulting) women at the same time. It's borne from the idea that women cannot contribute in any way during times of emergency, and in the end, everyone loses.
As with strength and intelligence, there are different kinds of bravery. It's already been mentioned in this thread how women do better under pain and duress. And women have ALWAYS been brave - look at childbirth, for goodness sakes! Yet, our society doesn't really value that kind of bravery. And that's wrong! Just because media has traditionally represented males as predominantly being 'brave' doesn't mean it's right, nor that it should be perpetuated. The game industry should take this opportunity, as other media have, to change the script on gender roles and stereotypes.
I believe I was one of the people who mentioned the average women's pain tolerance being higher than that of most men, in fact, it was a point I made directly after the comparison of physical strength.
Bravery in the context of childbirth is inherantly different from bravery in the context of grabbing a nearby blunt object and searching for the potentially dangerous man who's broken into your house, and it's often the latter form of bravery that actually arises in video games and it is also this form of bravery that is attributed to men.
Yes, it is likely a social construct that made it this way but such social constructs may have their roots in older behaviors we've had carried over from the earlier days of our evolution, we naturally look to the biggest and strongest of us to protect us in a dangerous crisis and the biggest and strongest of us tend to be men and so on and so forth along the way until we reach the point where this becomes a justification for the usual clause of 'real men are brave and steadfast'.
As I also previously stated, there's absolutely nothing wrong with stereotypes provided that they are handled with caution, we
need stereotypes.
Here's a test if you don't believe me, for the next twenty-four hours you have to give every single person you meet, in person and online, the benefit of the doubt and get the know them completely as a person before you can make
any judgements about them (even small ones like if they seem like a nice person at first glance or if you think they might turn rude or unpleasant, if you do have thoughts like this, you're disqualified).
I guarantee you that trying to do that is more trouble than it's worth, we need stereotypes because, frankly, there just isn't time or oppertunity to get to know everyone and give them all a fair chance.
We will always have gender roles, the roles may change but we shall always have them. Men and women are fundamentally very different kinds of people and as such their roles in friendships, relationships or even just in conversation will always be different and thus unbalanced (that's just the way we people work). We subconsciously form gender roles based on observing our parents, siblings and friends while growing up and it's based on these interactions that we make our own descion on 'how a man should act' or 'what it is to be a woman', I think you'll find it's people who influence the media and not the other way around (do you think people change to fit the media or that the media changes to fit the people who consume it? I personally believe the latter and the fact that styles, tastes and trends change so often supports me on this).