First of all, an article on IGN on a traditional problem in video games criticism, here.
As a quick TL/DR
summary: basically it’s another look at the oft-discussed fact that
women are often treated as sexual objects in games. Kolan mentions
a few examples he thinks of as particularly egregious, including
Ivy from Soul Calibur IV (definitely) and Miranda Lawson from Mass Effect 2
(who, while certainly sexy and maybe even oversexualized, is not,
I think, as good an example as he might like). He then concludes with
a quick look at some female characters he thinks are much less
oversexualized and concludes with a question about why
developers insist on having female characters wear not enough
clothing over their colossal endowments.
The Catalyst
This column may be a little more rambling than I usually am (if
that’s possible), but I think it’s worth discussing. The line that
got me thinking is one of the ones towards the end of Kolan’s article,
and it’s a fairly common thought when the oversexualization of
women in video games is discussed:
“The female gamer, who publishers are
so vigorously courting, might be more likely to pick up a game if
she doesn’t have to feel inadequate next to the character she
plays as.”
This line stems from the reasonable enough assumption that the average woman does not, in fact, look like this:
Pictured: Trip from Enslaved. |
It then assumes, however, that since this average woman is
probably not quite as attractive as the average video game
character, our hypothetical female player will be unwilling to
play games featuring such attractive and well-endowed women because
said digital women will make her feel self-conscious and
“inadequate.” This borrows from the “all women must have self-esteem
issues forever” clause that is such an important part of our social
narrative these days, and while presumably intending to be
egalitarian and all that jazz, it actually ends up sounding more
than a little sexist.
Why? Because you know what? The average man does not look much like this, either:
Pictured: Monkey from Enslaved. |
And yet male gamers seem to play video games just fine. And while
it’s not as much a part of our social narrative that men have
crippling self-esteem issues as it is for women, I think the average
nerd would kill to look like Monkey.
This is an incredibly broad topic and I could go a lot of places
from here: I could go talk about how video games are far from unique in
their oversexualization of women, I could talk about still-present
sexism in articles like the above, I could examine the nature of
a strong female character, or any number of other possible
topics. The oversexualization of women in games (and movies and
books and music and…) is a tremendous problem and I don’t mean to
downplay the fact that women are oversexualized in games.
This is a very big problem with games as art. But it’s also
a problem which is very often discussed on the Internet, and there’s
really not much to be said about it that hasn’t already been said.
So, real quick: women are not just sexual objects, games which portray them as such are misogynist. This is bad.
With that out of the way, what I want to instead discuss is why,
exactly, game characters tend to have breasts or biceps the size of
their heads, and talk about how the root of this problem isn’t exactly
sexism or a predilection for unreasonable musculature, but rather
a love for what I will call “epitomization.”
Epitomization
Most people (right or wrong), will tell you that games are aimed at men, and, specifically, young men,
and as it is a pretty safe bet that the average young (straight) man
likes breasts and would love to be able to strangle a lion with his
bare hands, game designers often build their characters accordingly,
letting them play out their fantasies in the game.
This is a process I am going to call “epitomization,” when
a writer or game developer takes the fantasies of a given person or
persons and designs characters around those fantasies. This is
taken to its most extreme in some games where instead of characters,
we get living epitomizations of a certain kind of fantasy: in this
case, the “male power fantasy” so often ascribed to the 15-year-old male. Kratos, Marcus Fenix, and War aren’t characters, they are gigantic incarnations (digitizations? never mind) of an angry, sex-obsessed 15-year-old’s idealized picture of masculinity.
(As a quick note, in this here article, when I use the word
“fantasy,” I refer not to the genre that has swords and shields and
magic and unicorns and whatnot, but the type of mental process that
has someone “fantasizing” about something, like a daydream.)
Now, not all games are remotely this ridiculous, but even games with
well-realized characters will often at least portray their
characters’ bodies in such a way as to appeal to this demographic.
By all accounts, Enslaved does a very good job of
characterizing Trip and Monkey, and their relationship is
apparently in many ways the best part of the game. Appearance-wise,
however, they still fit right in with Kratos, GoW’s Aphrodite, and War.
So, it’s a pretty standard truth in video games that women are
attractive (and usually busty) and men are ripped. Even in usually
classy games, this is almost always a truth In Dragon Age: Origins, there
is no option that does not leave your male character with a rippling
six-pack of abs, no matter what his strength score, and there are no
options in Mass Effect for a female Shepard that don’t involve some aerodynamic (if, at least, physically possible) curves.
Some folks will say this sort of fantasy epitomization of at
least physical characteristics is bad because of the particular
fantasy it epitomizes: the “male power fantasy.” That might well
be true, but I submit to you that characters lose their
believability or artistic worth when they become epitomizations of
any kind of fantasy, rather than actual characters.
So, what I want to talk about is that particular kind of game that
is built almost entirely on epitomization, and explain why such
things are bad art (at least with regard to their characters
and plot).
Definition of Terms
I want to make a quick distinction here between three terms: art,
entertainment, and escapism. These are not wholly unique entities,
and there is plenty of overlap between the three, but I feel there is
nevertheless some distinction between them.
Art is pretty darn hard to define, exactly, but seems to try to do
more than just entertain the observer– to teach him or her something,
or at least to make him or her experience something beautiful.
This is not to say all art should be didactic or moralistic, but
there is usually something in art intended to make the observer stop
for a moment and say, “Whoa,” if nothing else.
Entertainment is not a bad thing, and, as mentioned before, often
overlaps with art, but it’s designed around “fun,” and a “good time.”
Most comedies (though not all) are really much more entertainment
than art– they are supposed to make you laugh and have a good time, and
if you leave any richer a person, that’s fine, but it’s hardly the
point. Many games and movies are also primarily entertainment– as
I’ve also mentioned before, Gears of War 2 is a heck of a lot of fun, but fails spectacularly as soon as it tries to be art.
Escapism is a different thing from either of those, and may be
primarily a function of the observer, rather than the art itself.
Anything that purports to help you “escape,” or “get away” from your
day-to-day life, and live out fantasies or some such, counts as
escapism. The person who plays D&D because there he can be
a six-foot-tall, 18/00-strength barbarian, whereas in real life he is a scrawny weakling, is engaged in escapism. He may well also be engaged in art or entertainment, but that’s not all he’s doing.
On Escapism
These “epitomized” games, like God of War, Gears of War and Darksiders
(a game starring a character named “War,” just for the record) serve
primarily as escapism, whatever artistic or entertaining quality
they may also have. Why is it fun to be Kratos? Because Kratos is
unreasonably violent, can do whatever he wants, listens to no one,
screws all the hottest chicks, and just generally appeals to that part
of most (if not all) men that “just wants to watch the world burn.” God of War
and its compatriots are thus not particularly artistically
valid because they serve primarily as escapism, and not art at all.
This is not unique to video games at all, and neither is it unique
to andro-centric fantasies. Who is Edward Cullen if not the
epitomization of a certain kind of stereotypical 15-year-old
female fantasy? A woman can lose herself in Bella and enjoy her
fantasy of becoming the be-all and end-all of some attractive man’s
life in the same way that a man can lose himself in Kratos and enjoy
his fantasy of murdering everything that looks at him crosswise and
having meaningless sex with porn star-shaped women whenever he
pleases. This is not at all to say that all women enjoy the Twilight fantasy or all men, God of War,
but both franchises have sold millions upon millions of copies of
their work, so, you know, there’s clearly something in this that
people like.
In Conclusion: Game Characters, or the Lack Thereof
I suppose it’s not necessarily bad, as such, for
something to be escapism, or to allow a person to enact his or her
fantasies. But such things don’t seem to have much in the way of
artistic qualities. “Characters” like Kratos and War serve as the
most extreme example of a generally unpleasant fact about video
games as a whole: a tendency to completely ignore character and
character development in favor of visuals, mechanics, and/or plot.