While I am sure that there are people
out there who would spit feathers at the idea of a genuine Christian
encouraging BDSM and condemning anti-pornography legislation, I
regard my Tomb Raider article as the most controversial one I've put
out to date. The inclusion of an attempted rape scene has drawn a lot
of negative criticism and it would have been easy and safe to pitch
in on that. Instead, I wrote one which was broadly defensive of the
decision.
Accordingly, I was surprised when it
received basically no response at all. The interface here at Blogspot
can certainly take a share of the blame (I've yet to successfully
post a comment on an article) but no-one really said anything on the
sites where I promote my new posts either. Fortunately after bringing
the subject up with a couple of people (yes, I'm that needy for
feedback) I was able to get some comment. The basic summary of what
was said came down to “I enjoyed it, but I didn't really agree with
it”.
This is of course totally awesome. If
my writing can entertain people even when they don't agree with what
I'm saying, I must be getting fairly good. In a fashion it's the best
compliment I've had on my work to date.
Just as importantly, I don't actually
seem to have upset any of my friends. Although they might be offended
by the game, defending it doesn't seem to have left them offended at
me. Perhaps I'm pushing my luck returning to the subject a second
time, but the lengthy discussion I had with a certain friend left me
with a lot of interesting ideas to write down. Rest assured, I'm not
trying to cause offence when I write this.
It seems appropriate to start by
listing the comments made in brief. As I recall, they came down to
the following:
Rape is very common, and sexual assault
practically universal. Primarily the victims are female - rape
statistics for men in prison are same as for a women in the western
world overall. Ergo the matter is an uncomfortable topic for EVERY
woman.
Female characters being dis-empowered
in this way because they're female is offensive.
Rape is a cliché, used as rite of
passage for too many female characters.
The scene is intended to provoke
protective instincts in men, not engage with female gamers.
The first point was the one which got
me thinking enough to decide that I should write a second article on
the subject. That rape is common is sadly something that I know very
well. I've known at least six rape victims (and prior to his
unexpected arrest, one rapist) and can easily figure out that this is
potentially the tip of a larger iceberg even among my own social
circle. This certainly does upset me, but it doesn't make me
personally unable to watch fiction that deals with it. It makes me
appreciate the seriousness of the issue, but I'd hope that everyone
outside of XBox Live can do that without a specific example.
As my friend pointed out, for women it
is somewhat different. Only one of the victims I've known of was
male, and he was a child at the time. These horrible tales didn't
leave me thinking that it could have happened to me – only that it
must never happen to anyone else I know. We'll be coming back to that
one later, but for women there is certainly a reasonable fear that it
could have happened to them. This means that every woman in the world
ends up factoring the need to avoid something that happened to a
friend into the way they live.
The problem is compounded by the fact
that since groping and unwanted embraces can easily classify as
sexual assault, pretty much every woman has experienced that crime
personally. Social acceptance of that fact has come under increasing
fire in recent years, being labelled as 'rape culture'. Whilst the
extreme nature of that term has caused a lot of people to argue back,
'sexual assault culture' definitely has a degree of perceptible
reality. Since this assault is essentially a lesser form of a horror
that women are already conscious of the need to avoid, it obviously
brings the risk home that much more. Thus Lara's experience becomes
something that reminds every woman of a bad experience in their own
life, rather than a bad experience in somebody else's. This is an
important point that I hadn't fully realised before, making the scene
an issue for more of the potential audience for the game than I'd
have expected.
However, what really got me thinking
was my friend's conclusion to these facts. Not unreasonably, she felt
that (male) authors should be less cavalier about including rape
scenes - and that if they understood the above they would reach for
that development less often. This is likely a common feeling amongst
female audiences.
So exactly why is the media being so
slow to respond to such feelings? Well, here is the opinion of female
audiences in a nutshell:
'Female audiences want (male) authors
to display increasing awareness of the horrible pervasiveness of rape
in the modern world. They want them to display this awareness by
depicting rape LESS pervasively.'
This just isn't the way that the media
normally works. I'm sure there are plenty of (male) authors out there
who are increasingly aware of how common rape is and how much
long-term damage it does. In response to that, they write a story
about rape. Partly this is out of concern – raising awareness of
the problem can help change happen and increase concern for victims.
Partly it is out of an increasing understanding of reality – a
desire to portray the world as it really is. If every woman has to
deal with this to some degree, wouldn't a realistic Lara have to as
well? Partly, of course, it is out of a desire to sell more copies by
being 'topical'. The concept that an author should refrain from
writing about this topic because it is both widespread and important
is one that will need to be shoved explicitly in their faces for a
long time before we see any results – and some will refuse the
notion on general principles anyway.
Of course, interactive gaming ought to
be leading the way in this field. As an experienced role-playing GM,
I'm conscious of the need to avoid entering territory that is
personally uncomfortable for the players I've got. Whilst you can't
expect mass media producers to avoid creating any products that will
be uncomfortable for someone somewhere, they really should avoid
creating something that is unpleasant for an entire gender (unless
the work is intended exclusively for men, which we'll come back to).
Absorbing the above ideas is probably something that they should do a
quickly as possible.
Another point that stuck in my head was
her insistence that this would only be considered for a female
character. As my friend put it, “they'd never think of doing this
to Dante or Kratos”.
My initial reaction was that this was a
false comparison. Lara Croft is in theory a normal woman, whilst
Kratos is a magic superman whose adventures consist mostly of
punching gods in half. One would expect that Lara's troubles would be
closer to our own and that she'd have a more arduous time of it.
On deeper reflection, the implications
of this comparison were quite important. From a geek categorization
standpoint, Lara is not a superhero. From a functional standpoint,
she is. Lara is a power fantasy and women who play her seek the same
experience that a player of God Of War, Devil May Cry or Arkham City
does.
I've stated before that I don't
consider the female superhero to be fully developed as a concept.
Although a long history of gender-based exclusions have left women
hungry for characters who 'can do anything a man can do', it seems
unlikely that the sum total of female dreams is to replicate
traditional male dreams. An emphasis on agility notwithstanding, Lara
is basically just a gender-swapped Indiana Jones. This limitation
aside, Lara has certainly been embraced by female fans and
effectively offers the superhero experience.
There are certainly some folks out
there who don't want their power fantasies to have any trace of
vulnerability, but they are a minority. Spider-man is one of the most
iconic superheroes of all time because Peter Parker has all the same
problems we do, not in spite of it. Arguably the most over-powered
superhero of them all, Superman still has to crawl like a dog once
per film when someone dis-empowers him. So why is this scene such a
problem for women?
The issue here is that Lara's moments
of power come from assuming a role that has traditionally been
associated with male characters. Her moment of vulnerability,
however, is related to being a woman. It's as though she can stand in
the pantheon of Earth's mightiest heroes only until someone remembers
her gender, making her place there (and the place of all female
heroes) more precarious. Instead of Kryptonite or the colour yellow,
Tomb Raider's weakness is that however many powers she gets she will
always have a vagina.
This isn't really something that the
authors can be accused of doing on purpose. Although there are
probably ignoble exceptions out there, it's extremely unlikely that
male authors are writing these scenes to 'put the woman back in her
place'. But if that's the message female audience members are getting
from them... well, I can certainly see the scale of the problem.
Rape and sexual assault are often
regarded as clichés where female characters are concerned in much
the same way that unexpected pregnancy is. Because these are issues
that specifically relate to women, there is sometimes the feeling
that male authors reach for them out of laziness. They don't have the
understanding of how to portray women required to actively engage
with the character's gender in a more nuanced way, so they go for the
obvious.
In fact, the situation is not unique to
female characters. Cliché is used for most demographics. A black
Lara would almost certainly be exposed to racism at some point. A gay
Lara would encounter homophobia. A Muslim Lara would regarded by
someone as either a terrorist fanatic or a scandalous harlot,
depending on the prevailing NPC cast. Clichés are clichés because
they work – in this case engaging with the specific major problems
that come with being a character of that type. The rape risk for men
in prison may be equal to that faced by women in the general western
world, but the threat is actually far more of an omnipresent cliché
for imprisoned male characters. It's likely that female audiences
would be more forgiving of the use of such staples if it were clearer
that straight white male characters also invariably suffer the
conflicts specifically associated with themselves. The problem is...
there aren't any.
This isn't strictly accurate, of
course. As a man, I can say that there are indeed specific problems
associated with being male. It's just that most of them are an awful
lot more subtle than those described above, or affect only a certain
subsection of the male community (such as prisoners or fathers in
custody battles). As John Scalzi explained in a recent article, if
life was a video game 'straight white male' would be the lowest
difficulty setting: "This means that the default behaviours for
almost all the non-player characters in the game are easier on you
than they would be otherwise... The default barriers for completions
of quests are lower. Your leveling-up thresholds come more quickly.
You automatically gain entry to some parts of the map that others
have to work for. The game is easier to play, automatically, and when
you need help, by default it’s easier to get."
Traditionally, there has been one
massive exception to this rosy picture – that of compulsory
participation in warfare. For most of human history, the possibility
of being abducted by your own government and thrown into an
unimaginably horrible meat grinder has been the exclusive terror of
the young male. Perhaps perversely, most gender-conscious work on the
subject has focused upon how unfair this was for women – who were
forcibly prevented from choosing to share the fate inflicted upon
their male peers. Since most of the time we watch/read/play
combat-based fiction for excitement, power fantasies and the
vicarious venting of aggression, the male hegemony upon combatant
characters has been seen as another way that women lose out. In any
case the problem has now been 'fixed' – when the spectre of
conscription returns, a variety of positive social changes mean that
the slaughter of the innocent will be more equitably distributed.
I've started to wonder if this lack of
specific issues is why 'ordinary' males are seen as the default
character type in a lot of fiction. There is a definite impression
that 'female' is a character trait, but male is just the basic
assumption. The blurb for the comedy series Darkplace spoofs this
brilliantly - describing the main character as being joined by “best
buddy Dr. Lucien Sanchez, fiery hospital boss Thornton Reed and woman
Liz Asher”.
The fact is that while most stories are
on some level about 'the human heart in conflict with itself', many
tales don't directly concern the social issues a particular type of
human has to deal with. Deliberately giving the character those
issues brings the assumption that you are going to digress for long
enough to deal with them – which you don't necessarily want to do.
No author is likely to cast a Pakistani lesbian Scientologist as the
lead without making some exploration of how these traits complicate
her life in London. On the other hand, a white agnostic/atheist
straight man can get through an entire tale without any of these
facets being consciously acknowledged as character traits at all.
('Christian' is no longer the path of least resistance and 'devout
Christian' never was). This means that white males are
over-represented and the clichés used when depicting every other
demographic stand out even worse.
I'm not immune to this myself. I
recently decided to try and catalogue all of the original characters
that I've created and used as a player in a role-playing game. Out of
almost 80 characters, only 10 were female. Only 5 were defined as
bisexual or homosexual and just 1 of those was a man. Most remarkably
of all, only 8 had a recognisable non-white ethnicity. Obviously
role-playing is a special case – your character is your avatar in
the game and thus is usually like yourself except where otherwise
stated. However, this is clearly something I need to bear in mind if
I'm creating characters for any other purpose.
There is legitimate concern that opting
for a rape storyline is inappropriate in a story where the
protagonist becomes stronger as a result of the tale. The notion that
going through this is a rite of passage that leaves one stronger is
obviously offensive. I'm not sure that this applies to survival
horror plot-lines, but the point can be fairly levelled at many
works.
Yet even here, the conceptual errors of
many authors are wider than a lack of understanding of the female
mind. This can be seen in what is arguably the male equivalent –
the torture scene. Whilst my preferences might bias me, I believe
it's pretty much a fact that these events can leave violation trauma
that is in many ways comparable to rape.
Male characters are somewhat more
likely to be tortured during their obligatory capture than females
and their indignities are vastly more likely to be shown on screen.
However, the victim is almost never 'broken'. This gives the
impression that the attempt failed even if escape is not immediate.
When the hero gets their gory revenge, we are obviously supposed to
regard the emotional issues as closed and the test passed. For that
matter, male heroes who avert murder attempts by slaying the attacker
are rarely supposed to feel upset that someone tried to kill them.
I strongly suspect that the female
protagonist who escapes the attempt is also considered by many
authors to have escaped emotional trauma – with any lingering
discomfort fixed by the invariable revenge she inflicts upon the
assailant's face and/or abdomen. When a female character responds to
being groped by smashing the guy's head through the bar (which is an
extremely common way to introduce tough women) there is never any
sense that she would still feel violated. There may even be an
impression that this is just a fact of being in that kind of an
environment (see 'rape culture' above). This is all part of the wider
emotional short-hand used in escapist action stories. From what I've
seen, Tomb Raider might actually be better than most in this
department.
The last issue – that the game is
designed to provoke feelings in male players – has a specific
source. When interviewed about the new game, executive producer Ron
Rosenberg stated that "When people play Lara, they don't really
project themselves into the character" and that players would
want to protect her. Since my feelings on the matter of women getting
raped are a mixture of extreme protectiveness and potentially
homicidal rage, this makes sense to me as a man. Whilst I have little
problem projecting onto a female character, many men do. But neither
of these notions make any sense for a female player – which
suggests that Rosenberg doesn't think there are any.
I was aware of the quote when I wrote
my first article, but gave it little attention – noting only that
'official responses to these comments haven't been as reassuring as
they might have been'. The reason for this short shrift is that one
man's misunderstanding of the game's audience shouldn't affect the
actual experience of playing it. Tomb Raider will unquestionably be
narrated from Lara's perspective. It is unlikely that she will ever
appeal for aid to her patron deity beyond the fourth wall. Whether
you truly project onto Lara or see her as an external character that
you are guiding through the game should depend upon yourself as a
player. I've taken the latter option with many unappealing male
characters in the past, but hope to take the former path with the new
Lara. Rosenberg might not expect women to buy the game, but that
won't actually prevent them from doing so.
Unfortunately, I must admit that we are
talking about the executive producer here. His comments should be
representative of the team. Can it be that the entire creative team
for this project have been labouring under the delusion that they are
making a game for an exclusively male market?
I'd certainly hope not. I've known how
important Tomb Raider is to the large number of female gamers out
there since I read an article about it in 1999 – the people
actually making this stuff really should have caught up by now. My
friend suspects that the very inclusion of a scene like this shows
that the female audience was never considered by the people making
this game. I hope she's wrong – but if not the game will probably
alienate female players for a whole list of reasons when it actually
gets played. If that happens, it will fail – probably without
spawning a single sequel. Still, someone else should reboot it in 3
to 5 years time...
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