Endtherapture: I don't have time to read the entire thread, but maybe this can help clarify things...
First, you need to know what a trope is, and how it works. A trope is a storytelling shorthand. Let's say that I want to tell my readers/audience/players in as little space or time as possible that a protagonist is driven, tragic, and probably going to become morally compromised over the course of their story arc. Well, one shorthand for this is to start the story with their girlfriend being murdered. The moment this happens, everybody looking at this story gets it. The murder of the girlfriend isn't portrayed as a good thing - it is, in fact, immediately seen as a bad thing (and this is an important point that I'm going to come back to).
Likewise, let's say I want to create a villain who is a complete monster, and I want the reader/audience/etc. to know it quickly, so that I can get on with the plot. Since our cultural context involves chivalry, I can have the villain commit some act of violence, physical or sexual, against a female character. Again, this isn't seen as a good thing - it is immediately condemned, and it is a very fast way to get everybody reading/watching/playing to hate the villain and want them destroyed.
These tropes are used because they work. And, they are legitimate storytelling tools. If they are balanced out across the medium with a number of other tropes accomplishing the same thing, it's not a problem. For example, I can achieve a similar effect for the tragic, about to be morally compromised hero by having the villain kill their father, or brother, or best friend. Similarly, I can create a fearsome, evil villain by having them torturing some random guy to death in a gristly way with a smile on their face. In all of these examples, the victims are props. They have no agency. They exist solely to provide the storytelling shorthand that tells the reader/audience/player what they need to know so that the story can move forward.
The problem is that in video gaming right now, they're not balanced across the medium. There are more dead girlfriends than there are dead fathers or brothers. The violence against women is a primary trope to establish dark and gritty, instead of one of many.
In all seriousness, look at the last two Tropes vs. Women videos (the two "Women as background decoration" ones), and you'll see what I mean. Most of it is just tropes being used for storytelling purposes, but the pattern is clear, and disturbing.
Now, I did read the first page, and there was plenty of good points made about how women are depicted when they are proper characters in the games, so I won't elaborate on that too much, save to make one point: costuming based on function and costuming based on sexual fantasy are two different things. To take a superhero example, when the male costume says "I am a dangerous vigilante, and if you cross me you'll wake up in the hospital, if you wake up at all," and the female costume says "I am an easy lay, let's go back to my place," that's a problem, and sexism in action.
First, you need to know what a trope is, and how it works. A trope is a storytelling shorthand. Let's say that I want to tell my readers/audience/players in as little space or time as possible that a protagonist is driven, tragic, and probably going to become morally compromised over the course of their story arc. Well, one shorthand for this is to start the story with their girlfriend being murdered. The moment this happens, everybody looking at this story gets it. The murder of the girlfriend isn't portrayed as a good thing - it is, in fact, immediately seen as a bad thing (and this is an important point that I'm going to come back to).
Likewise, let's say I want to create a villain who is a complete monster, and I want the reader/audience/etc. to know it quickly, so that I can get on with the plot. Since our cultural context involves chivalry, I can have the villain commit some act of violence, physical or sexual, against a female character. Again, this isn't seen as a good thing - it is immediately condemned, and it is a very fast way to get everybody reading/watching/playing to hate the villain and want them destroyed.
These tropes are used because they work. And, they are legitimate storytelling tools. If they are balanced out across the medium with a number of other tropes accomplishing the same thing, it's not a problem. For example, I can achieve a similar effect for the tragic, about to be morally compromised hero by having the villain kill their father, or brother, or best friend. Similarly, I can create a fearsome, evil villain by having them torturing some random guy to death in a gristly way with a smile on their face. In all of these examples, the victims are props. They have no agency. They exist solely to provide the storytelling shorthand that tells the reader/audience/player what they need to know so that the story can move forward.
The problem is that in video gaming right now, they're not balanced across the medium. There are more dead girlfriends than there are dead fathers or brothers. The violence against women is a primary trope to establish dark and gritty, instead of one of many.
In all seriousness, look at the last two Tropes vs. Women videos (the two "Women as background decoration" ones), and you'll see what I mean. Most of it is just tropes being used for storytelling purposes, but the pattern is clear, and disturbing.
Now, I did read the first page, and there was plenty of good points made about how women are depicted when they are proper characters in the games, so I won't elaborate on that too much, save to make one point: costuming based on function and costuming based on sexual fantasy are two different things. To take a superhero example, when the male costume says "I am a dangerous vigilante, and if you cross me you'll wake up in the hospital, if you wake up at all," and the female costume says "I am an easy lay, let's go back to my place," that's a problem, and sexism in action.