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Monday, 30 December 2013

Gaming - Why are people fighting to stop change in gender represention?

The subject of the portrayal of women in the fictional media is one that's coming up a lot at the moment in various contexts. Nowhere, however, is that debate engendering a more bitter battle than in the field of video games. Change in other areas is slow – due to a lack of will to change from an existing profitable formula to a more enlightened one and a simple blindness to issues obvious to insightful commentators. However, the process of change within video games is one that some people are actually fighting viciously to stop. In this article, I'll be looking at why.

It's easy to prove that historically female video game characters have been thinner on the ground than their male counterparts. Even today, a flat majority of playable protagonists are male. In fact, the situation is so bad that when a video for the 'No Right Answer' column at the end of August decided to debate the identity of the 'Strongest Female Video Game Lead Ever' both of their short-listed choices were NPCs. There are many criticisms I could make of the video, but the fact that some gamers are unclear on the concept of what a 'female lead character' actually is really speaks for itself.
An increasing number of games permit the player to select their own gender, but story-led games of this type often presume a male when any kind of default canon is established for tie-in fiction. When playing the generally very good Dragon's Dogma, it was extremely noticeable to my gamer wife that all of the plot-critical female characters seemed physically attracted to her female PC as well as my own male (to the point of hilarious soft-focus jingly cut-scenes). Whilst games like Dragon Age II have embraced widespread bisexuality for inclusiveness and player choice, we really didn't notice the other men swooning over my character very much – leaving a distinct feeling of 'we assumed you'd pick a male character..' in the game with the best custom creation I've ever seen.

Beyond this, video game characters display the same kind of physical 'ideal' as comic book characters. The default body type of the majority of female characters still approaches porn-star extremes. As far as costume is concerned female armour in video games is notorious, being seemingly constructed to expose as much of the body as possible.
It's generally pointed out that male characters are idealised to the same degree. This is broadly true, except that the males owe more to what men want than what women do. Whilst there are a lot of young males who genuinely seem to think that having breasts the size of her head is the last word in sexy, I'm not sure there is the same female consensus regarding biceps wider than your face. In any case, male characters do not often flaunt their bodies in the same way in terms of demeanour and clothing. Male characters as a whole also display a lot more physical variety, if only because there are more of them. To quote Bob Chipman, the most popular male video game character of all time is 'a short, fat, hairy guy with an unglamorous blue collar job'. 


Ladies.

Mostly, the traditional logic behind these design choices has been 'gamers are young males'. However, I suspect that another important argument in favour has simply been 'why not?' A sexy female character gives male gamers a better experience than a non-sexy one. If you're going to have a female character either way, why not give a portion of your audience the extra pleasure in a medium that exists almost entirely to please?

The answer to this can be seen if we change around the demographics concerned a bit. Imagine if it was an omnipresent convention that all male video game protagonists express homosexual interest in another male at least once during a game. I'm not saying that all those straight romance sub-plots are thrown out, just that some brief peripheral bisexual reference is made that has no real bearing on the wider game. Would this be regarded as a little bonus for the gay male gamer that had no bearing on anyone else's play experience?

 The results are very much already in on this one. Some time ago, a straight male gamer on Bioware's forums expressed great displeasure that at one point in Dragon Age II a male NPC makes a romantic advance on your protagonist, even if you are playing a man. He felt that including such content was 'neglecting' the straight male gamer demographic by including something that made them uncomfortable (in an 18-rated dark fantasy game, incidentally). This is far from the only protest about forward gay NPCs in the Dragon Age series and unfortunately it has had some effect. Even when responding to the absurd post, the developer who did so admitted that he doubted he'd do it again – despite having previously adopted the logic that it made no sense for all romantic interest to be up to the protagonist to initiate.

An even more extreme example can be seen in the story of the more recent game Remember Me. Not only did some publishers refuse to consider the game simply because the main character was female, but others baulked at the idea that she would initiate heterosexual romantic contact with NPCs because “you can't make a dude like the player kiss another dude in the game.” There's so much wrong with this that it's just not funny. I strongly considered buying the game (which looks pretty cool, despite reportedly mediocre implementation of some of the ideas) if only to vindicate the publisher who finally did take a shot with it. I failed to do so only because of a typically eye-watering release price combined with a reputedly small completion time – a problem that Christmas has now fixed.


The bottom line is that including content designed to appeal to sexual demographics outside the straight male leaves straight males feeling 'this is not for me'. The fact that this causes them to think 'therefore it should not exist' is a BIG problem, but if all games triggered that feeling they'd be quite legitimate in asking the question 'why is nothing for me?'
Now flick back to female characters. Dressing like a hooker is a choice (or so the designers who dress these characters tell us). Acting in a manner designed to provoke everyone in the vicinity (most of whom appear to be beyond the fourth wall at any given moment) is a choice. In the real world, these are not choices that everyone makes – and many who don't do not regard them as aspirational fantasies or embodiments of the heroic ideal. Factor in body image fantasies that are more about what men want to see than what women want to have and a lot of female gamers are going to be left thinking that the character is explicitly not intended for them. When EVERY female character evokes that feeling, female gamers get left asking 'why is nothing for me?'
In the early days, individual female gamers wrote that they played games and were sure others did too, so could they have games for them please? Nowadays female gamers have read enough such articles from others like themselves to point out that they are obviously a large demographic - and that continuing to build games on the basis of 'gamers are young males' is to build them on a provable fallacy. Female gamers are getting louder within the gaming community and we're starting to see signs that change can happen. The reaction to these signs from some male gamers has not been pretty.

Almost any time a female commentator talks about the direction that games should take or the problems in attitude of the current content, there is a torrent of abuse directed at them from certain sections of the gamer community. When a player within an online game is identified as female, sexist abuse and harassment are frequently directed toward them.
While this kind of behaviour isn't present in all sections of gaming and such backlashes are sometimes suffered by male commentators too, there is a definite undercurrent of 'fighting for a cause' where women are concerned. Some gamers have claimed that sexist abuse and harassment are part of the 'culture' of the gaming community (which is odd, since they probably don't consider the presence of women a traditional part of that culture) and that wiping it out would diminish that culture. Gamers have lashed out at negative reactions to the above-described portrayal of women in modern games, claiming that such criticism threatens to 'neuter' future game production. As indefensible as it would still have been, Anita Sarkeesian didn't receive that infamous torrent of abuse because her attackers were too angry at what she said to remain civil. The whole thing happened before her disappointingly over-laboured first video even hit the web. The point of the attack was to silence her before she spoke, out of fear that if she was heard something might change.

A far more subtle undercurrent of this attitude can be seen in the recent savaging of game critic Carolyn Petit, who awarded GTA V a mere 9 out of 10. The principle flaws? 'An unnecessary strain of misogynistic nastiness' and 'serious issues with women'. Before the related comment threads were overwhelmed with back and forth about whether calling the transgendered reviewer 'she' was appropriate or not, there was a lot of complaint that the lowered score was unfair because Petit's discomfort with those issues didn't affect the quality of the game.
On the surface, one can have a certain amount of sympathy with the complaints. Marking down GTA for a lack of political correctness does feel like raising the bar at missing the point. On the other hand, a reviewer's assigned score has no meaning whatsoever except 'this is how much I recommend you play it'. Surely, therefore, it makes sense that anything which dents a player's enjoyment ought to lower the rating they assign.
Is saying 'marking down GTA for misogyny is unfair' the same as saying 'misogyny is not a valid thing to call out as a flaw'? Is saying 'marking down GTA because you didn't enjoy it is unfair' the same as saying 'the success of a video game shouldn't be judged by its ability to please gamers called Carolyn'? I fear the answer is yes to both questions.
I'm not saying that all those who argued against Petit's objections are the same type of people that send hateful threats, but the outcry seems to be based upon the same fear – that lowered reviews based on objections of this type will cause developers to alter future production,Therefore, such things can't be allowed to pass unchallenged.

Faced with such a campaign, it's no surprise that some people have attempted to calm the rabid fears driving these actions. One of the popular arguments is simply that whatever happens to future games, no one is going to take away the ones you already own.
On the surface, this is fair point. The ambition of software distributors to make continued use of single-player content dependant on an internet umbilical to their expensively-maintained servers HAS made spontaneous game loss a reasonable worry in another context, but it really doesn't apply here. No amount of change in ideas will result in people coming to your home to confiscate your hard copies, nor is it likely to result in the termination of the 'service' of server-linked games. So why worry?
Unfortunately, the ability of a game to engage with us on a purely visual level is severely tied to its level of technology. Movie special effects that looked 'real' when we first saw them are now so outmoded that we can see the flaws and their spectacle suffers gravely as a result. Video games are the same and their technology is galloping along just as fast as cinematic magic. Whip-wielding teacher Quistis is theoretically a desirable character – certainly belonging alongside Tifa and Lulu on the list of 'characters the Final Fantasy protagonist SHOULD have romanced'. However, the odds of her appearance exciting a modern player are somewhat reduced by the fact that she apparently consists of about ten polygons. There was a time when FFVIII blew audiences away with its stunning visuals, but that time has long past. Gamers who want these kind of portrayals don't want to be playing the same games in five or ten years time. They want to be playing the latest triple A game using cutting edge graphical wonders – just as long as it uses them to do exactly the same thing as all of its predecessors.

Another argument is that as long as a market exists for these games, there's no reason they won't still be made - they just won't be the only thing being made any more. If more women are coming into gaming and men aren't leaving, that means more games are being sold – so more should get made. If the same number of men are still willing to buy the same number of games, they should still get the same number being pitched at them – right?
Sadly, game publishing history has given little reason for confidence in this argument. There is hardly any sign that the corporate meetings of the big-money publishers contain ideas like 'our market research shows 60% male and 40% female, so let's get 3 games aimed at men and 2 games aimed at women out this year'. To all outward appearances, the meeting goes more like this: 'our market research shows that most gamers are male, so let's make sure all 5 of our big launches this year specifically target that demographic'. This is even true with the genres and play types being funded, as more and more games start to try and emulate Call of Duty.
Only a handful of game producers have figured out the secret formula that unites almost all gamers – their love of playing a really good game. I don't classify myself as a wild fan of tower defence or point-and-click adventures, but I definitely made time for Plants Vs. Zombies and The Walking Dead. In fact, a love of really good games is the only logical reason that female gamers exist so widely in a medium that stubbornly refuses any conscious attempt to appeal to them.
Unfortunately, a widespread realisation of this simple fact has yet to occur. It would be nice to think that absorption of a changed attitude to the presentation of female characters will lead to diversification – but it's a perfectly reasonable fear that it will instead lead to an absolute change in the ubiquitous paradigm. If these figures fall out of vogue, they may rapidly become practically extinct.


I'm not actually sure that an argument exists that can calm the fears of those who are fighting to prevent any change to the representation of women in games. In a sense, they are correct – something that they enjoy really might get taken away because other people disapprove of it. The benefits of the accompanying artistic growth might be clear to most, but they don't necessarily care about that. If the game industry starts catering for everyone who pays it money, it really will become slightly less indulgent for those who formerly were the sole focus of all the attention.
Sadly, having a stake in what happens doesn't mean that no-one but you should be considered. The notion that being the greatest numerical group gives you the democratic right to be the sole focus of decisions is a highly toxic one that is seen in too many contexts. In any case, vile attacks on those that desire change cannot be condoned. Using intimidation to oppress or drive out a growing minority is again something widely seen – as those who think being the majority gives them all rights to all things cannot bear the thought of actually ceasing to be the majority (or of having the pre-existing fact that they are not get recognised).
At its heart, these attempts are nothing more than an effort to ensure that all art produced within this medium conforms to a single style and message. Beneath the veneer of defending a dating kind of pleasure, it is possible that the true motive for all of it is that the message in question is 'everything is for men'. A physical shift within gaming to pander less exclusively to males would merely represent a far more terrifying (for them) decay of the unquestioned idea that male privilege was the proper order of things.

Disturbingly, this isn't just happening at consumer level either. Some publishers are in on it too. According to one anonymous account I read whilst reading up on this issue, an attempt by a male-to-female transgender game developer to give a female character a major part in an upcoming game was rejected - for the stated reason that “you just want everyone to be a woman don’t you, well some of us like the fact we’re men and don’t want our games brainwashing people into thinking they need to be like you.”
This would be inexcusable even if the character was transgender, but as far as I can tell that wasn't the case. Not only did the person in question (who sadly isn't named) presume all gamers were male, he consciously believed that exposure to the idea that women can be aspirational figures would be devastating to their sense of gender identity. He understood full well that games can have a cultural and intellectual impact upon 'people' (meaning young males) and considered that inviting them to put themselves in a woman's place or see her as a pivotal figure in the virtual world were poisonous notions to be kept out of gaming.

Of course, not all male gamers are part of some massive conspiracy to uphold the foundations of male privilege. In fact, a great many are encouraging of the idea that representation of women in games should improve and diversify and almost all are deeply opposed to the horrible abuse a minority of gamers throw out. What is important is that male gamers who feel this way stand up and say so. Those championing the status quo will readily claim to be speaking for the entire male gamer segment, which most of the industry still regards as the sizeable majority. If their words are the only ones heard, it gives the impression that our silence endorses their statements. Once it is made clear that the male gamer demographic is almost entirely opposed to such attitudes, the raging of these people will make far fewer headlines and draw far less attention.