Apologies for the lack of updates lately. I mentioned in my last blog post that I've been working on a short game for when I go back to college and it's been pretty much non-stop work on that, learning as I go. It's the kind of thing that I would love to be able to share with my readers but with people like Mike Bithell (hi Mike!), creator of Thomas Was Alone, slinging insults at people who disagree with feminism, I think it's best that I keep that type of thing away from prying eyes. It might be needed for a portfolio one day and, with people like Mike in the industry who aren't willing to listen to differing opinions, I feel like posting screenshots here could come back to haunt me.
Anyway, I'm a bit behind on this but Outlast: Whistleblower was the DLC prequel/sequel for Outlast that was released in May. As with the main game, the goal is for the player to make their way through an asylum while avoiding psychopaths who want to kill them. One of these psychopaths is Eddie Gluskin, also known as "The Groom". The Groom has an insane obsession with finding a bride and he sees all his victims as women, even if they're male. One of the ways he tortures and kills his prisoners -- all male in the game, although he apparently had a history of killing women prior to entering the asylum -- is by violently removing their genitals and surgically-modifying their bodies to give them breasts. Some of this "procedure" is seen in-game and is very graphic (but I won't show any screenshots here):
The reason why I'm bringing up Outlast: Whistleblower a few months after it's been released rather than closer to the time is because the genital mutilation is handled about as tastefully as a genital mutilation theme in a violent game can be handled, in that it's clear that the Groom mutilates men but unless you find out all the backstory, it's actually ambiguous to whether any of his victims are female; there's a Female Ward and the breasts and genitals of each victim are often obscured enough for it to be possible that the Groom murdered women as well as men.
It wasn't until I came across this review (Continue-Play.com) a couple of weeks ago, which states:
"Just as it was in Outlast, there are no women in Whistleblower.
We’re actually pleased; we’re unsure of how we would handle some of the
more controversial scenes if they depicted women as well as men. But if
you search hard enough within Mount Massive, you may just find what we
did – a single case file explaining why women are not present, despite
the female ward that was seen in Outlast. Well played, Red Barrels. Well played."
I took a look at the Outlast Wiki after reading this and found that there were indeed a bunch of notes in the game that explained that the only inmates (is that the right term? I'd say they were prisoners more than they were patients) of the asylum were male. This is most explicit in a document called "Gender Selection in Mount Massive Contractors" but others, specifically about the Groom's victims, can be read here, here and here. I can remember reading most of these but I must've glossed over or misinterpreted some aspects of either the notes or game environment that led me to believe the Groom's victims were both male or female.
Just in case this entire blog will be taken out of context, I have to clarify that I'm not arguing, "why doesn't this game feature the brutal mutilation of women's genitals!?" For one thing, I actually didn't have a problem with Outlast: Whistleblower only featuring violence against men, for reasons I'll come to later on. The double standard of violence against men being considered "acceptable" when the reverse would not be seems to be present
Since the Continue-Play review mentioned how pleased they were that Outlast: Whistleblower didn't feature any women, I took a look at a few other reviews. To their credit, most reviewers took the content very seriously, expressing the kind of revulsion you'd expect. Others, like Jim Sterling for The Escapist, took the opportunity to make light of the idea:
"Our plucky little tattler
soon finds himself a video camera, because that's the conceit of the
game, and tries to escape with his limbs - and penis - intact. Oh lord,
the penis."
[...]
"... suffice to say that men everywhere will be shuddering every time they recall this particular bad guy's scenes."
While GameFront's Phil Hornshaw's attempts at examining the thought process behind the developer's decision to feature the Groom made me cringe more than the genital mutilation did in the game itself:
"In fact, I found the whole section personally uncomfortable on a lot
of levels, which is probably the point (it is, after all, a horror
story). At this point, I’m torn on the depiction; there are degrees to
the idea of presenting a character inflicting this sort of violence on
people that feels insensitive to the fact that similarly awful violence
is inflicted on people in the real world — especially on women. (Outlast
contains no women, a point which is noted in a story aside if you find
the right file hidden in The Whistleblower.) Even more than just, you
know, murder, this is a deeply horrific thing that feels like it’s being exploited for a shock moment. At the same time, my own very visceral reaction to the scene — as a
male in a country where such a thing is very likely never to happen to
me — may well be the point Red Barrels had in mind. The language and
imagery used, at least under the immediate surface of blood and death,
screams at a presentation of violence against women to be experienced by
a male character. And while that’s not to suggest that violence against
women must be portrayed in a male way in order to make it “understood”
by male players and male characters, nonetheless, the scene presents a
very particular kind of menace not often experienced by male players,
and which was created by an all-male team at Red Barrels. There’s a
predatory man searching for a defenseless character, cooing about love
and marriage, bent on rape, torture and murder; it’s a kind of fear that
women may be familiar with, but men are infinitely less so. Whether
that’s exploited purely for novelty and shock, or something deeper, is
tough to say."
There are a bunch of things I would like to tell Phil Hornshaw about real-life violence towards men, from the customary practice of male circumcision in the West and men being more likely to be the victims of violent crime to sexual violence in the Democratic Republic of the Congo and forced circumcision in Kenya (note that those articles don't feature pictures but do have graphic descriptions of sexual violence against men. The disturbing idea of sexual violence causing male victims to "lose" their manhood is also a theme that crops up in Outlast: Whistleblower, although obviously it's altered to fit a survival horror game and isn't as tragic or depressing as the real-life experiences). However, it's not only the ignorance of the issues themselves that bother me. I feel like Hornshaw's review dumbs-down a lot of real-life issues. I understand that he specified "as a male in this country" when talking about genital mutilation but does he also think that women can relate to the idea of being hunted by "predatory men bent on rape, torture and murder"?
If those are the reasons why Red Barrels -- the developer of Outlast: Whistleblower -- then it's similar to the problem that Far Cry 3 had; diminishing a real-life problem for men for the sake of imitating one for women in fiction. That may not be the case but Hornshaw apparently finds it tricky to see men portrayed as victims because they're male. Just like Jeffrey Yohalem for Far Cry 3, men being victims has to be representative of violence against women.
Personally, I think the genital mutilation in Outlast: Whistleblower is certainly shocking but not really something to be frustrated over. That would be a bit like watching an episode of Jackass and complaining about the "gross-out" nature of some of the stunts. There are all kinds of shocking things to see in Outlast, including naked, still-living people who look as if they've been sewn back together but without any genitals intact. It could certainly be argued that complaining about the violent content is completely different to complaining about the double standard -- the genital mutilation of men in Outlast: Whistleblower while women are unlikely to receive this kind of graphic mistreatment in games -- and if that's the stance you take on it, I understand.
However, in my opinion, it's clear that the double standard itself is to blame here rather than Red Barrels themselves. Look at the response of the reviewers, breathing collective sighs of relief, cracking jokes or trying to justify the genital mutilation just because men are the victims. Even though Red Barrels exploited this double standard, they were developing downloadable content for an already-shockingly violent game and I think to blame them just for adding more shockingly violent content would be a bit like -- if I can use the Jackass analogy again -- criticising Jackass: The Movie for going further than the television show.
The thing is, maybe Red Barrels were just playing it safe, as the Continue-Play.com review hinted at. Hypothetically, assume that someone like Jack Thompson re-emerges and picks Outlast: Whistleblower as a target of his anger, criticising it for violence against women. Maybe he assumes that the victims are all female or, like me, thinks that there's a mix of male and female victims but sees it as anti-woman rather than pro-equality. If this controversy was to crop up, Red Barrels have plenty of in-game documents as a defence against accusations of violence against women, which would make the whole controversy disappear (in a perfect world; in reality, logic doesn't mean anything to people with a vendetta against video games).
It's frustrating that the genital mutilation of men isn't considered a controversy but, again, the real-life double standard is the problem.
You can send me an e-mail at themalesofgames@gmail.com, follow me on Twitter @themalesofgames -- I'm starting to regret that long Twitter handle now -- or leave a comment below.
I know it's been another month without any activity and, unfortunately, I currently only have time to write another short post. Maybe I'll write a longer one over Easter.
The Game Developers Conference is currently taking place and on Reddit, I came across a link to a Game Developer's Conference talk called, "Fewer Tifas or More Sephiroths? Male Sexualization in Games". The description of it is short, so I'll just copy and paste the entire thing:
"Sexualized
female characters are hotly debated in the industry, but their
counterparts, sexualized male characters are rarely discussed, and even
more rarely written! This talk examines desirable men in video games,
how they contrast with current male character trends, and how they can
create a more welcoming atmosphere for straight women, gay men and
others. Attendees will learn how (and why) to move beyond "male gaze"
when writing male characters while avoiding "equal objectification."
We'll also discuss non-Western male idealization, traditional media
presenting men as fan service, and games that "get it right," to compile
a useful toolbox for writers and designers.
Takeaway
Attendees
will take away a greater understanding of how to approach writing more
desirable male characters, and why. Developers will have greater
awareness of how "gaze" affects character construction and design, and
writers will leave with practical, sex-positive tips and resources for
making male characters appealing to wider audiences."
If you're a long-time reader of this blog, you'll remember that I brought up how I had issues with sexualised male characters when I was a teenager. Regardless of whether you thought my issues were justified or not, you'll notice that the summary of the talk above speaks about male sexualisation in a way that would never be considered acceptable for female ones outside of an internet forum. The summary treats sexualised male characters as a positive in games.
According to the GDC page, there's a video recording of the talk but as far as I can tell, it isn't available online. I could only find two real pieces of information about the talk; the first is a Famitsu article, which features photos of each PowerPoint slide and gives the impression that the speaker, Michelle Clough, is actually very fair-minded about the subject (although if anyone can translate the article better than Bing Translator can, I'd be interested in reading the details about it). The second is directly from Clough's site and gives the exact opposite impression.
I don't want to make any assumptions about Clough's talk because those two sites seem to contrast each other; the photos in Famitsu's article suggests that Clough is sex-positive for both men and women rather than only being in favour of male sexualisation while her own site is very one-sided. Judging from the PowerPoint presentation alone, the talk itself seems to deal more with facts while the GDC summary and Clough's site both deal more with feelings. Come to your own conclusions about what the talk was actually like because at the moment, we just don't know.
As a result, the only aspect of this that can be properly examined is the way it is presented on the GDC site and on Clough's own website. I have plenty of objections to Clough presenting male sexualisation as, "[a way to] create a more welcoming atmosphere for straight women, gay men and others". I can't imagine someone being given the stage at a GDC conference to defend sexualised female characters with "hey, straight guys and lesbians like 'em!". When the world of gaming journalism has cast female gamers as a demographic to be helped and straight male gamers as an entitled, socially-awkward group who harasses anyone who isn't a straight male gamer like them, I can't see that argument convincing anyone. If anything, it would be taken as an example of male gamers being unwelcoming towards female ones, whereas praising the sexualisation of male characters is not treated the same way.
Likewise, I object to Clough's assertion that androgynous male characters are rare. Even in the PowerPoint presentation, she doesn't seem to stray outside of the Final Fantasy series except to show a piece of fanart (I assume) of Nero from Devil May Cry 4. It's not that Clough is wrong -- in fact, she's dead-on -- but if the way she briefly writes about "China, Korea and Japan" on her blog is anything to go by, it sounds as if she has a better grasp on Eastern games than most. I would've thought she would cast her net a bit wider when it came to selecting characters. Plus, I think Clough is a bit too dismissive of "the common Stubble McBadass archetype", as she calls it. It feels a bit too much like she's falling back on the idea that this archetype automatically appeals to straight men (which is not necessarily true) and nobody else (which is not necessarily true either). There's a good chance that young male gamers feel as self-conscious about those character archetypes as I did about bishonen characters in my teens.
I don't want it to sound like I have anything against Michelle Clough because, for all I know, her talk may have been completely fair about the sexualisation of both men and women. If anything, I have nothing but praise for acknowledging the fact that women are not the only sex who can be sexualised, contrary to popular opinion and the silly "male power fantasy" argument. I'd be very interesting in hearing more from her on the subject. It's simply the promotion of the talk that bothers me; with every single discussion about sexualisation in games being about how negatively-portrayed women are, it's difficult not to collectively roll our eyes and scoff when the one time the issue of sexualised men is brought up on a significant stage, it's about how positive it can be.
And not a male opinion in sight. That's part of the problem. Not that Clough shouldn't be allowed to speak but it's a men's issue. I think hearing how male gamers feel about it might be worthwhile.
Overall, I'm just disappointed in the GDC. Like I said, I can't imagine a talk like this ever taking place with the sexes reversed, especially if a male speaker wrote on his website, "I may have wanted an excuse to cram a slideshow full of Lara Croft pictures" and "how we can use sexualised women to greater advantage".
Also, I came across a few links on Reddit a while ago that should put the unproven "male power fantasy" claim to rest (although I know they won't). These articles feature some very interesting facts about how often men and boys suffer from body image issues:
That second one, in particular, struck a chord with me; it mentions that "by the age of eight children already had definite body ideals, which are
influenced by their peers, the media and gender stereotypes". The article goes on to say this is largely due to the influence of sports figures but, given that I was never interested in sports but gaming (particularly Final Fantasy) as a strong influence when I was around the same age, much of the article still managed to resonate with me. I also came across this infographic about eating disorders amongst men (I apologise for not knowing the original creator but if you leave a comment or send me an e-mail at themalesofgames@gmail.com, I'll be sure to credit you).
With these facts in mind, it's pretty clear that "muscular male characters are a male power fantasy" is a myth, existing solely to dismiss the issues of one sex while campaigning for the issues of the other. So regardless of Michelle Clough's love of sexualised male characters, I think the GDC, the gaming press and the industry needs to grow up and start telling the other side of the story.
Sorry I haven't updated in a while. This was meant to be posted a few days ago but I was suddenly hit with an influx of work. Actually, I still have a half-finished blog post featuring quotes that I found while writing assignments but that one's taking some effort to get back into, since I'd basically be rehashing some stuff I did for college only a month ago.
This one will be short but it's also something I find very interesting; there's a huge gap between the number of male enemies we slaughter in games compared to female enemies, which I've written about before. Specifically, this was about the number of generic, cannon fodder mooks that players slaughter in their hundreds without giving it a moment's thought, rather than named villains and villainesses. The majority of these enemies are male, or at least are male in appearance.
Thankfully, it seems like a gaming journalist has been thinking along the same lines as me; a few days ago, Nicholas Tan of Game Revolution uploaded an article he wrote titled "Can Women Be Video Game Enemies En Masse?"
I don't want to nitpick too much because I think it's a good article. It's the kind of article that needs to be seen more on mainstream gaming sites, something that is thought-provoking and acknowledges that equality for women in gaming isn't all about stomping out online abuse and reducing breast size. You also have to acknowledge that men are unfairly portrayed too and equality works both ways; unless you take the hit and have women killed as often as men (give or take; I'm not asking for a 50/50 split. That would be ridiculous), things will be unequal.
Even so, while the article gives a good overview and I hope will be enough to start a discussion, it isn't as in-depth as I would like. It would've been nice to see some more examples from games, since the only one focused on is Fallout: New Vegas (as an example of a game that gets it right). There are screenshots of Final Fight and Final Fantasy VIII but the author doesn't elaborate on either one. The picture of FFVIII's Edea raises questions, since she isn't specifically a female enemy to be killed "en masse", in the same way that Roxy and Poison from Final Fight are. Not that FFVIII isn't guilty of a lack of female enemies but I think Nicholas Tan could've provided context about why it was included.
Having said that, the author hits the nail on the head with two statements about why we don't see more female enemies in games. After writing about how enemies are more likely to be male in games designed to be realistic, Tan says the following:
"Now since most video games are not meant
to be absolutely realistic, it's unnecessary that they need to follow
this rule. I've blasted the heads off numerous female raiders in Fallout: New Vegas. But it's a rule that carries over, if but subconsciously, from video game developers who are predominantly men."
Apart from the "predominately men" part -- I haven't seen anything to suggest that either sex would be more or less willing to female enemies -- but the lack of female enemies in unrealistic games is due to real-world gender norms. Think of it this way; developers can introduce any number of fantastical elements into a fictional world, such as magic and monsters, but they can only do so much when it comes to subverting gender roles. If they do, it will only be to elevate the role of women and reduce the role of men; for those of you who have played the Shivering Isles expansion for The Elder Scrolls IV: Oblivion, think about the gender roles of the Golden Saints and Dark Seducers. Both are armies where the highest ranks are made up of women while males don't rise above being grunts.
So that's one of the reasons why we don't see women making up the majority of enemies in games and the second quote I'd like to use from Tan's article shows why we probably won't:
"Then of course, could you imagine a game
where a male protagonist goes around murdering women and exclusively
women and not just demons like harpies and hagravens? Even if the
gameplay is groundbreaking and the story is told with an attention to
context, it will become easy prey for the mainstream press. I mean, talk
about making yourself a target and bad marketing. At best, the game
would be considered a joke and be turned into an infamous meme. (Perhaps
such a game would need a female protagonist killing a whole lot of other women to work.)"
Not much to say about that, other than it's correct. There's no chance of a game featuring a male protagonist massacring an all-female army being released and not becoming a target for the gaming press (or the mainstream, as Tan points out). Back when Resident Evil 5 received its first trailer, it faced controversy for featuring a white protagonist -- Chris Redfield -- gunning down black enemies, as the game is set in Africa. With gender issues being a major topic on gaming news sites, is there any way a game like the one described could exist and face a similar controversy? Is there any way it could not become the gaming community's whipping boy (or girl, if you prefer)?
As good as the rest of the Nicholas Tan article is, it ends on a silly note:
"That said, a video game where women are
the primary antagonists would be an interesting experiment, so long as
it's handled well (say, a devilish male scientist creates a virus that
targets women because he thought it was THIS BIG but she said it was
only this big)."
It's a reference to penis size, in case you don't get the joke.
I realise I'm overanalysing this but there are four things wrong with that idea:
1) It paints the male scientist as the bad guy. Nothing necessarily wrong with that, since games with all-male enemies have had female antagonists (such as Final Fantasy VIII again) but I think Tan could've used a better example.
2) I don't see how that could be considered "handled well". Surely, the best way to handle a game with women as the primary enemies would be to avoid referencing it at all. We don't acknowledge men as the primary enemies being "the norm", so why reference the female enemies as being out of the ordinary?
3) It doesn't put the female enemies in control of their own actions. Having a virus that makes them evil is a lot different than the women choosing to be evil (or at least members of the evil army, whether it's because they were intimidated into joining, they signed up because they needed money, etc.). There's already criticism from feminist circles about female characters lacking "agency"; being active participants in the game's story, rather than passive ones. So if the game is going for true equality, the women have to choose to be the bad guys.
4) The male scientist lashed out at women because a woman said he had a small penis? Really? That's like Lara Croft's quest beginning because a guy said she was fat.
I don't want it to sound like I'm criticising Nicholas Tan or the article here. Instead, let's pretend we're playing "Fantasy Video Game Storyline Writer" and coming up with our own ideas for how predominately female enemies would work instead. That's more along the lines of what I'm criticising rather than the article itself.
Like I said, I've overanalysing but there are more sensible reasons to have a character gunning down hundreds upon hundreds of men rather than hundreds upon hundreds of women. That could just be part of the fictional universe's mythology rather than for any reason for it occurring in storyline.
So if you haven't read the article, go and read it and feel free to praise Nicholas Tan for writing about a subject we don't often hear about on gaming sites. I hope it receives more exposure and makes a few more mainstream gamers think outside the box.
In advertising, much like in sitcoms, it's not uncommon for men to be portrayed as bumbling, useless figures while women are the down-to-earth, intelligent beings who make all the right decisions and often have to clean up whatever mess the man in their life has made. There's an entire series on Youtube called Misandry In The Media that shines a spotlight on commercials featuring stupid, hapless, perverted, irritating male characters and the women who have to put up with them.
Even though commercials for gaming don't fall back on the same sexist portrayals of men as often as other products do, it does occasionally still crop up. Last year, I mentioned how mind-boggling it was that Ninja Theory used male genital mutilation to advertise Heavenly Sword at E3 2006 (in the appropriately-named "Groin" trailer) in a way that no game developer would ever dream of doing with women:
Over the last couple of weeks, the double standard has cropped up again. The Xbox One has given us a couple of very clear examples of how acceptable it is to mistreat men while being unacceptable to use negative portrayals of women.
It started with a light-hearted letter on the Xbox website, supposedly for people to customise and send to their significant others to persuade them to buy an Xbox One. It's only available in the US, so I haven't been able to view the letter itself, but I believe it can be viewed here if you're in the US and want to check it out. For anyone who can't, here's a screenshot:
Left-click for larger view.
Immediately, this letter faced a backlash on Twitter and from journalists, who believed that the letter pandered to stereotypical viewpoints about women; lines like "you'd rather knit than watch me slay zombies" and "did I mention how beautiful you are" indicate that this is supposedly a man speaking to a woman.
... Except it doesn't. The letter uses completely gender-neutral terms and any words or phrases with green text can be customised with different ones. "Beautiful", for example, can be changed to "handsome" instead. Both the sender and the recipient can be either male or female, in other words, so it's astounding that so many journalists reporting on the letter -- some of whom even acknowledge that the letter is customisable, making their outrage all the more baffling -- immediately believe that this is a man sending the letter to his female partner when it could be addressed to either sex, from someone of either sex:
"What was intended to be a cute, customizable form meant for men to
convince their girlfriends to buy XBox One consoles instead brought
Internet ire to Microsoft."
"Microsoft put together an online letter template to help men ask their significant others for Xbox One consoles — either as a holiday gift or requesting permission to get the system for the household.
The ad tries to be cute with the thinking an 'explanation (and a
little sucking up)' will get the woman to budge. But some see the effort
as sexist and enforcing gender stereotypes."
"Microsoft changed the default language Wednesday on a fill-in-the-blanks form on an Xbox website, which appears to give men talking points to sell women on the merits of the new Xbox One videogame console."
"Microsoft has created the most insanely sexist ad for the Xbox One
after presumably binge-watching Mad Men and missing the point entirely.
Or at least that's the only explanation I can come up with for its comically regressive US web-based ad for Xbox One that assumes its audience is full of males attached to sneering harpies who like to knit, love fitness, and hate video games.
The ad in question suggests that men want an Xbox One, but their
female significant other will chide them for it. To counter this
oppressive, domestic force, Microsoft has written a letter to your
stereotypical shrew explaining the benefits of Xbox One to women who
never lived past 1912."
"“Man,” you may have said recently, “I wish my girlfriend/wife/mistress
would let me buy one of those cool new Xbox One consoles.” “If only
there was someone who could talk to her about it for me,” you may have
exclaimed! Well good news, gamer guy: Microsoft has a shamelessly sexist
open letter you can email to the non-gaming lady in your life."
Some articles are less reactionary than others but it's hard to believe so many of them take the stance of "it's sexist against women". As marketing campaigns go, I can't see it being particularly successful -- is the customisable letter going to persuade anyone any better than a list of the Xbox One's features would? -- and, honestly, the idea of poking fun at a partner not being interested in gaming is a silly way to sell a games console. Having said that, Microsoft made an effort to make the letter gender-neutral. There's nothing to say that it's not a female gamer sending this to her male partner who would "rather knit than watch me slay zombies" (which I think is too over-the-top to be taken seriously anyway). So it's an example of dumb advertising but Microsoft at least took steps to avoid offending people, something they made clear when they apologised and changed the letter.
If only the same could be said for their "His & Hers" Xbox One commercial:
In this video, a man is watching sports on the Xbox One. His girlfriend enters the room, uses the Kinect's voice commands to switch to Dead Rising 3, to the man's protests, and then orders him to get her a beer. He complies but finds that they're out of beer. His girlfriend orders him to go to the store. He does so. The "joke" is that the girlfriend can command her boyfriend as easily as she can with the Xbox One's voice recognition.
Basically, Microsoft have fallen back on the same sitcom stereotypes that I mentioned at the start of the blog; a useless doormat of a boyfriend with the same "yes dear" attitude that sitcom husbands typically have when confronted by their by-the-numbers "strong, independent" wife. However, and I can't quite believe I'm writing this, the advert has beenpraised for subverting stereotypes.
Before I get into that, let's read some of the Youtube comments from that particular video, shall we?
Left-click for larger view.
I apologise for that picture being so large that it won't fit on the blog unless resized but basically, the vast majority of comments on that video imply that the only people who dislike the video are stupid, illiterate, fat, ugly, whiny, sexists, virgins, "butthurt", "fucksticks" and/or "dudebros".
Man, we're so lucky that gaming is a boy's club, aren't we? Who knows what kind of abusive, sexist things would be said about men if it wasn't!
Basically, their interpretation is that the commercial subverts stereotypes because it's a woman telling a man to get back in the kitchen and get her something, in the same way that women face online abuse by people who tell them to "get back in the kitchen and make me a sandwich".
I'm sure that was the intention, just as I'm sure the commercial was intended to subvert stereotypes. It doesn't work, in as much as the man in this particular relationship is as stereotypical as the majority of men in both sitcoms and advertising but, as is always the case, the woman's portrayal is the important one. The man is irrelevant.
So let's say that by having a woman tell a man to get back in the kitchen, the commercial attempted to subvert stereotypes. Do Microsoft truly think that making misandric jokes about men is somehow
making a point or striking a blow against sexism
towards women? Or are they just running the risk of normalising "get
back in the kitchen" jokes for the sake of a very petty commercial? By using sexist advertising to market their product, feminist critics of the games industry have lost what little weight the "women are often faced with 'get back in the kitchen' jokes while playing online" argument had; I know for a fact that, when faced with that argument in the future, I'm going to respond with, "so what? Microsoft used that same 'joke' against men to help sell the Xbox One". It's Heavenly Sword all over again. When anyone points to the website Fat, Ugly or Slutty for examples of the ways women are mistreated online, there's an entire comments section of a Youtube video we can point to for examples of men being described using phrases like "fat little man-dodos", "14-year-old virgins" and "man tears". The commercial hasn't made any strides towards equality.
For all the misandric comments about "man tears", there are actually very few people criticising the commercial, leading me to suspect that the comments section of the video is heavily-moderated. However, I did manage to find this comment thread:
Left-click for larger view.
In this particular comments thread, one feminist Youtuber says that they are offended by the commercial because it doesn't promote gender equality. Others tell them that they are not a feminist.
I think Julie De Santos hits the nail on the head here, before being quickly dismissed by people claiming she "misses the point". My criticism of this commercial and the Youtube comments honestly has nothing to do with the content but rather the reactions to it; the blatant double standard where an explicitly misandric advertisement is praised while an implicitly misogynistic (if that) letter promoting the Xbox One is decried. Microsoft gave an apology for one but not the other and I'm sure nobody is guessing which one. Where's the consistency? Where's the backlash against the "His & Hers" Xbox One commercial and the comments to it?
The only article that I could find even mentioning the "His & Hers" advertisement was from Gameranx, in a piece that praised the commercial while pointing out how the makers of the customisable letter were guilty of "not getting it".
"[On the customisable letter] However, despite the lack of gender specific pronouns, many have
noticed that the structure still comes off as a stereotype: the ole
"gotta ask the ball and chain" trope that permeates heteronormal
relationships. It's almost as if the initial ad was rejected and key
phrases switched in the interest of not coming off as sexist. A noble
pursuit, to be sure, but one rather clumsily executed in this case.
This attempt at gender neutrality seems to follow a new strategy for
Microsoft, who recently released a commercial that adequately challenged
some of the general preconceived notions about the target audience for
the Xbox One. Entitled "His and Hers," the following ad features a woman
gamer who kicks her boyfriend off the couch while he's watching sports
to play a video game.
It almost boggles the mind how a company that came up with the
advertisement above could also be responsible for the former ad copy.
But gotta give 'em props for trying."
Little wonder that this particular article was written by Gameranx editor-in-chief, Ian Miles Cheong; someone who, back during the #1ReasonWhy movement, posted a link on Twitter to his Tumblr, featuring a very misandric poem by Carol Diehl, which suggested everything from men being unable to know what it's like to be raped to being oblivious to the feeling of having the appearance of their private parts mocked.
On occasion, I've defended game journalists for the lack of coverage about certain issues if I feel like they're not significant enough to be covered but this isn't like a few sexist comments on an obscure Facebook page that aren't a big enough issue for journalists to cover. This is an advertisement for a major next-gen console. I would expect some coverage for it beyond Ian Miles Cheong's brief praise. It isn't like I think this issue deserves special treatment but the fact is that a lot less significant gender issues in gaming have been given a lot more coverage because, typically, they involved women as the victims and not men.
Take Carolyn Petit as an example. Back when the backlash occurred over the 9.0 score she awarded to Grand Theft Auto V, some people started up a petition on Change.org called "Gamespot Staff: Fire Carolyn Petit". That particular petition was taken down incredibly quickly and a new one started up that, as of this writing, has a grand total of 46 signatures (and several people only signed it to comment on how stupid it was). It's a far cry from the 22559 comments currently on Gamespot's review of Grand Theft Auto V and not what I'd call indicative of any kind of sexism in the gaming community.
Left-click for larger view.
So why is it that this particular non-issue was covered by sites such as MCV UK, Las Vegas Guardian Express, Chaos Hour and System Wars Magazine? A couple of months ago, I criticised a video on Youtube by Jamin Warren and PBS Game/Show that compared Anita Sarkeesian to Rosa Parks. In that particular video, Warren brought up the petition as a reason why "we need Anita Sarkeesian's feminism". While these aren't sites or videos I regularly read people discussing online, they still covered the subject. That's more than I can say about this.
Likewise, something I'm fairly sure I've never written about is the "Beat Up Anita Sarkeesian" game that sprang up around the time of her Kickstarter campaign. Some of you may have heard about it, since it's one of the subjects constantly brought up whenever the abuse Anita suffered is mentioned. It's been talked and written about by Anita herself. Basically, it was a game hosted on newgrounds.com where the player clicked on a photograph of Anita repeatedly until her face became more and more bruised. Given that it's had such a long-lasting legacy when the subject of sexism in the gaming community comes up, you wouldn't think it was made by just one person and taken down from Newgrounds within a day. Does it make the motive or feelings behind it any less despicable? No. Is it undeserving of the reputation it received? Yes. I'm not going to link to any sites because I don't particularly want to give them traffic but just type "Beat Up Anita Sarkeesian" into a search engine and you'll find articles on it by the Huffington Post, New Statesmen, Destructoid and more.
Then there's an article from The Wire, titled "Gamers Can't Handle the New Female Head at Xbox" by Rebecca Greenfield. Greenfield's justification for this claim? A handful of comments from gamers, several of which aren't even sexist.
So again, I don't think the "His & Hers" commercial deserves special treatment. However, because of the blatant double standard when it comes to male portrayals, it isn't receiving even basic treatment. Misandric marketing combined with single-minded journalism focused only on politically-correct articles leaves us with a sexist commercial I'll be surprised if anyone covers.
The odd thing is that the "His & Hers" video posted above was actually a mirror. The one on Xbox's Youtube channel has more views, more comments and yet a lot less sexism in the comments section. I've no idea how that worked out the way it did.
Finally, although I know that engaging with Youtube commenters is a fool's errand no matter what, there is one from the comments section above that I'd like to mention, from a Youtuber called Nimbose:
"What's funny is that some of the guys who hate this commercial are probably those who tell women 'shut up and get me a sandwich' on a daily basis.
Hmn. Looks like someone can't take what they dish out."
That final line, about not being able to take what they dish out, is the part I'm interested in. Using that same logic, does that mean it's now open-season on making "get back in the kitchen" jokes, since Microsoft have done it with the Xbox One? It's been "dished out" towards men ... so presumably, male gamers can "dish it out" towards women as they please from now on and female gamers won't be allowed to complain because Microsoft already insulted men in the same way? Or at least any complaints will be met with, "well, it looks like some people can't take what they dish out".
I'm guessing that won't happen.
Abusive online comments towards women aren't going to end because a console manufacturer created an advert featuring an insulting portrayal of men. If anything, it'll just encourage more abusive comments and, as long as the "His & Hers" advert goes uncriticised, all the misandric advertising has done is remove any way of defending against the "get back in the kitchen" comments! If nobody steps up to criticise the advert that shows men getting back in the kitchen funny, why would anyone step up to criticise the "get back in the kitchen" jokes aimed at women that the online trolls find funny? If you're willing to promote the sexist advertisting double standard -- criticising the letter, not criticising the commercial -- why would anyone bother to help women?
Simply put, if nobody criticises the "His & Hers" advertisement in the same way they did the customisable letter ... I don't know how gaming can ever be referred to as "a boy's club" with a straight face and it's clear why blogs like this one need to exist.
"What can a bunch of identical, white, 32-year-old males who shop at Gap or wear the same free games t-shirt offer that's new?" - Jade Raymond, Managing Director of Ubisoft Toronto, Develop Magazine #128, June 2012
Two blog posts ago, I mentioned an Understanding Industry class at my college where I was placed into a group that had to come up with points about diversity within games and the games industry. As well as having access to the internet, some magazines were also handed out as research materials. On the front cover of one of them -- Develop Magazine #128 -- was a picture of Jade Raymond and the teaser "on starting a studio from scratch, being a parent, and diversity in games". I asked if I could look at the magazine and, quickly reading the interview, I came across the quote above.
Right from the start, it should be clear what's wrong with this statement. The thing about diversity as a definition is that it suggests inclusivity. Having a work environment with a rich variety of ethnicities, genders, sexual orientations, religious backgrounds, a mix of able-bodied and disabled people, etc. is how I would describe "diversity". Unfortunately, it feels like Jade Raymond's quote is the definition that the games industry goes by nowadays; one of exclusion rather than inclusion.
I'm a white male. I'm studying game development in college and, in the two groups I've been in, only four students have been female (out of thirty-four). None have been non-white. Which leaves thirty white guys aged between sixteen and twenty-six (and I actually think there are only two people over the age of twenty). We all have different opinions and influences. Different ideas for games and different areas we'll excel and struggle in.
Before anyone criticises me for this, I should point out that I am not saying, "us white guys have it so hard!" However, it's hard not to feel insulted by the fact that there are prominent members in the games industry who assign a lower value to my ideas because I'm a white male. It means my ideas aren't judged on their own merits but based on my sex and skin colour. The same applies for a non-white or non-male (or both) person, although their ideas would be given a higher value rather than a lower one. It makes me wonder how, say, a black woman in the games industry might feel about this attitude; were her ideas taken on board because they're good or just because the ideas of a black woman are "something new"? Is she an individual or has she been reduced to nothing but her sex and skin colour in the same way I'm dismissed because of mine?
The bottom line is that Jade Raymond doesn't get to define "diversity"
the way she wants to, to exclude the people with the skin colours and
genders that she dislikes. This seems to be a trend with so-called
"social justice warriors", if I can borrow a Tumblr term. It's fine to
support groups that they feel are underrepresented ... but they take an
extra step and feel free to badmouth the groups they feel are the "wrong" sex, "wrong" sexuality, with the "wrong" skin colour. Who cares, it's just white guys, right? Either they won't care or they're offended, in which case they're not worth listening to anyway. The writer of this Tumblr response says it better than I could.
While researching topics on financial issues in the games industry today, I came across more dismissiveness towards men in this article on gamesindustry.biz. The whole thing isn't important so here's the relevant part:
"There are uncharitable explanations which often point to uncomfortable
truths - self-styled "gamers" have built something of a boys' treehouse
over the years, and dislike the invasion of new demographics which can
include such unwelcome treehouse guests as women, homosexuals, trans
people, ethnic and religious minorities, and even - gasp! - their own
mothers and relatives. Is nothing sacred?!"
It's actually becoming very tiresome to have to constantly defend myself as a male gamer. To have to clarify how open I am to different groups "joining in" on gaming (not that I have any idea how they could be kept out; it's gaming, for goodness' sake). Yet no matter how many male gamers clearly state they disagree with online abuse and hostility, we still find ourselves painted with the same "dudebro" brush. Develop Magazine and gamesindustry.biz aren't just gaming journalist sites. They're specifically about the industry. So I have to face up to a frustrating truth that I'm training to enter an industry that I've loved since I was four years old and yet that industry doesn't care one bit about me. Either they constantly reinforce the idea that straight white male gamers like me are the villain in the real-life game of diversity or they tell me that I'm actually rather useless and unwelcome, as Jade Raymond did above. All in the name of diversity!
The thing is, if the writer of that article, Rob Fahey, really wants to talk about "uncomfortable truths" and treehouses, here's one that it's time to grow up and acknowledge; I picture feminist gamers sitting in the gender issues treehouse. They get to have their say on the subject as much as they want. They've pulled up the ladder. They've nailed a "no boyz allowed" sign on the door. Yet when us boys come to the bottom of the tree, asking to share the treehouse, we get insulted and told we're unimportant, our issues don't exist and we're all misogynist assholes or self-centered slobs. To be honest, I'm getting pretty sick of it.
In answer to Jade Raymond's question -- what can I, as a white male, offer that's new? -- I would have to say, "the same new ideas that other men and women, regardless of their ethnicity, have brought to the table before me". If you'll allow me to state the obvious for a moment, the whole point of equality is that we're all equal, regardless of sex, ethnicity and sexual orientation. I have literally no idea how "supporting diversity" became so distorted to mean "male-bashing" and, worryingly, how it became so accepted by figures in the gaming industry as high-profile as Jade Raymond.
Here are the facts; white male gamers are not a final boss to be slain to bring peace and happiness to the diversity kingdom. Nor are white male employees in the games industry a group to be torn down simply to build up the benefits of a diversity. A diverse work environment can be praised without dismissing and denigrating one of the groups that would be in any diverse work environment. I don't see how anyone could fail to see that without being incredibly ignorant.
Besides, just place any other group in that quote and see how it sounds. Imagine how it would read if a male developer casually said, "women? Pfft! What can they offer the industry that's new?!" or, "black people are all identical, what new ideas do they have?"
Then again, this is Jade Raymond. A person who I was actually very fond of when the first Assassin's Creed game was released. She seemed friendly and insightful during interviews, which were a far cry from the insulting dismissiveness of the Develop Magazine quote. However, according to Wikipedia, Jade Raymond is on the Board of Directors of Women In Film And Television International, "dedicated to advancing professional development and achievement for women working in all areas of film, video, and other screen-based media". So at the very least, I think white men working in the games industry would be able to offer at least one thing new, specifically for Jade; how to gain employment based on their abilities and not on whether they belong to any organisations that exist only to give them a headstart because they're female.
*
I need somewhere to vent my frustrations with college; I completely hate the games development course I'm on.
Last week was possibly the most boring week of my life, thanks to a ton
of homework and being bogged down with theory classes the entire week.
There are only four real practical classes right now and one of them,
modelling 3D characters, was cancelled and the other, Animation, has
been cancelled permanently. Supposedly, we'll be able to make up
what we miss in the Animation class elsewhere and everyone will be given
work experience placements to compensate, which sounds kind of cool.
Unfortunately, right now, it's awful. We had a Sound & Music class
last week that was more like a physics and biology lesson, since we
learned about what sound is and how we hear it. I dislike that class as
it is; the first twenty minutes of every lesson is spent listening to a
song that a student in the group has chosen, while the tutor switches
the lights off. I'm not very musical, so I'm bored senseless the entire
time and, honestly, if I wanted to sit in a dark room and listen to loud
or depressing music, I could do that at home.
Plus,
remember when I mentioned that I switched groups to get a better
timetable? I wish I hadn't. I preferred the people in my old group. They
seemed more mature, were quieter during classes and were more
interested in talking about games. I can't go back to my old group
either; I made too big a deal over what a hassle the travelling schedule
was. And I have to imagine that if I stayed in my first group, I'd be
thinking how much better my own group had it because of the schedule. It
seems like every decision I've made since starting college has made my
situation worse.
I have been able to find a couple of
bright spots, if you want to call them that. The first was the only girl
in my group, who I finally had the chance to chat to about Anita
Sarkeesian, albeit briefly. We caught each other walking to college one
morning and I asked what she thought about Anita on the way. "Well, what
do you think about her?" she asked me straight away. "I'm not a fan," I
said honestly. She smiled and said she wasn't a fan either. While we
made our way inside, she said that she found Anita to be too picky and,
even though there are some poor examples of female characters, there are
plenty of good ones too. She summed things up with "we've got bigger
problems". I suspect people will think her turning the question around
and asking me what I thought of Anita first was odd but her answer
seemed to be genuine.
Finally, it's worth looking at this comic on a Tumblr titled "Social Justice Stupidity". It's very simple and remarkably accurate. (Edit: Unless I'm much mistaken, it seems like that entire Tumblr account has been deleted since this blog was written) I'm actually very pleased that there are artists willing to draw anti-feminist cartoons and comics because it seems like they get the point across far better than long-winded blogs like my own. I feel like this particular blog could've had more depth to it but there's only so much I can criticise when I'm repeatedly saying that there's a right way to use diversity and avoiding using the phrase "diversity has gone too far" because I think it sounds kind of racist.
The thing is, this issue is horrible. It's insulting. Demeaning. It's even quite intolerant. Yet nobody is interested in criticising Jade Raymond for her comments because all that's at stake is the feelings of a bunch of straight white gamers. The boogeyman of diversity in the games industry.
Comments and e-mails, as always, are welcome. themalesofgames@gmail.com is my email address.
I've been really bored lately, even with Dragon's Crown. I played Gone Home recently too but thought that was a letdown. While I suspect there'll be something to write about following Gamescom, it's all very slow-going right now. Not that there's a shortage of gender issues concerning men in video games to write about but, it has to be said, it's so much easier to write about current issues and have links at my fingertips than it is to hunt down pictures and videos myself. Still, with nothing else to do, let's talk about reversing the sexes.
A few days ago, I read a comment on Youtube that said something along the lines of "reversing the sexes is a standard defensive, kneejerk response to accusations of sexism in video games". I can't recall the video I saw it under (and after spending most of the day searching, can't find it either) but that statement left me scratching my head. Hypothetically reversing the sexes of a situation has always, to me at least, seemed like an easy and effective way to examine whether it's sexist or not. In fact, people like me who get involved in the bubble of gender issues can forget how easy it is to become bogged-down with complicated terms (like "patriarchy", "hypoagency", "rape culture" and other phrases that I like to steer clear of while writing this blog) so reversing the sexes is actually an incredibly useful, accessable tool to people who aren't as interested in gender issues; it's easy to do and doesn't overcomplicate any issues. So let's try a few.
There's a moment in Star Wars: Knights Of The Old Republic that always confused me; the player character meets a hunter on Tatooine who is stranded and needs the player's help. The wife of this hunter has rigged his hunting droids to explode if he takes another step. He had no choice but to wait for help, possibly dying of thirst in the process. The hunter isn't smart enough to figure out how to disarm them, so he asks the player character for help. It isn't the situation itself that's questionable -- even if it is the Star Wars equivalent of a bumbling husband being at the mercy of his more intelligent wife -- but if the player chose Bastila Shan, a female Jedi and something of a mentor to your own character, to accompany them, she has some eyebrow-raising things to say about the hunter's situation:
Bastila says, "I say leave him". The hunter replies with, "you're pretty heartless for such a pretty lady, you know?" Bastila responds, "I take it back. Let's congratulate his wife".
To me, this always seemed like a huge overreaction, especially for the supposedly good-natured Bastila. So much for "the Jedi do not believe in killing their prisoners", as she states earlier. Leaving prisoners to die of thirst, however, is apparently completely acceptable.
The uploader of that Youtube video comments that, as out-of-character as it may seem, it hints at Bastila having anger issues that would later be used to turn her to the dark side. Personally, I find it a bit hard to connect "irritation over clumsy come-ons" with "dark lord of the Sith". Not that I think the uploader is incorrect but it seems like an odd thing to foreshadow side-switching with.
So do you think it's sexist? I'm torn. The hunter isn't portrayed as a sympathetic character; using droids to hunt is a no-no in KOTOR and he has a habit of flirting with women in spite of being married. Plus, in spite of Bastila's comments, the player earns Light Side points for helping the hunter, so it doesn't seem like the game is encouraging punishing the hunter for his comments. On the other hand, it takes a lot to advocate murder (and congratulate the murderer) just because you're irritated over someone's pick-up lines.
Reverse the sexes and I think there's only one big difference; it sounds a lot more harsh to me to think of a male Jedi offering to congratulate an unintelligent woman's husband for plotting to murder her. It would come across as unbelievably petty for a male character to be so irritated by some (admittedly obnoxious) come-ons to advocate such a serious act of domestic violence. As we know, however, domestic violence against men isn't awarded the same seriousness as it is against women. Having said that, I'm still coming down on the side of "not sexist", solely because the player is rewarded with Light Side points for helping the hunter.
Helpfully, there are a few games that provide surprisingly accurate gender-flipped counterparts to each other in spite of the fact they're more-or-less unrelated. Take Heavenly Sword and Resident Evil 4 as an example:
And back when I wrote "The Violence Double Standard", I brought up a moment in Final Fantasy XIII when Lightning punched Snow -- her sister's boyfriend -- twice in the face for failing to keep her sister safe.
I went on to say, "according to Square-Enix, she was conceived as "a female version of
Cloud", from Final Fantasy VII. I must've missed the version of Final
Fantasy VII where Cloud clocks Tifa in the jaw angrily. Twice." It was only this month that I received a long reply in the comments that ended with a link to this video from Final Fantasy VII, where Cloud attacks Aeris in a moment of stress. Skip to 14:40:
Comparing these four moments is a good way to highlight the differences when violence is portrayed against colleagues in games. They are, more or less, gender-flipped versions of each other.
The big difference, first of all, is that the men aren't in control of their actions when they attack the women. In Resident Evil 4, Leon is being controlled by the parasite inside his body and in Final Fantasy VII, Cloud's stress causes him to have an out-of-body experience; literally, a ghostly image of Cloud appears that the player controls while the corporeal Cloud attacks Aeris and the player is unable to stop him in any way. In contrast to the two of them, both Nariko in Heavenly Sword and Lightning in Final Fantasy XIII are well aware that they're harming their own colleagues. So it's acceptable for female characters to hit male ones (which is shocking, I know) but for male ones to hit female ones requires a trance of some kind.
It's also worth noting the reaction to each one. Nariko's choking of her fellow clanmember is broken up quickly but there isn't any concern shown for the man. Lightning punching Snow is practically ignored by their fellow teammates. Certainly, no concern is shown for Snow. On the other hand, Ada reacts to being choked by kneeing Leon in the ribs and stabbing him in the thigh to break him out of his trance. He ends up thanking her for this. So no matter who is being choked and who is doing the choking, violence against the male character ends up being acceptable in both situations. In Final Fantasy VII's case, the remaining party member (Barret, in the video above) quickly rushes in to knock Cloud out and prevent him from hurting Aeris any further.
It seems like trances are an easy way to have violence stay reasonably inoffensive; reverse the sexes of either the Leon or Cloud attacks and they're practically the same. The hero doesn't come across as any worse because of the attack, regardless of his/her sex or the sex of the victim. Part of the reason for that is because the attack isn't the important part, whereas the trance is; both Leon and Cloud attack women because it's such an extreme action, it shows how far their sanity is slipping. Women attacking male characters on their own side is just ... a quality. Game audiences aren't supposed to think anything of it, except perhaps "I'm glad that guy got taught a lesson". As a result, reversing the sexes of the Heavenly Sword and Final Fantasy XIII attacks does make things seem worse; a male character in complete control of his faculties choking or punching a woman who refuses to fight back is just asking to be called out for its misogyny.
I suspect its moments like these -- strikes against male characters by female ones -- that make up the majority of examples that don't really stand out until we reverse the sexes. They're so quickly dismissed when they're against a male character that either we ignore them or we're supposed to ignore them. Take Bioshock Infinite. It's a very basic example but Elizabeth strikes Booker DeWitt in the face with a wrench that isn't brought up again after it happens. It knocks him out-cold, giving Elizabeth enough time to flee but Booker still doesn't have a word to say about it.
I don't know if the gaming public is prepared to see a male character doing this to a woman, although I think it's possible to give gamers a bit more credit. Take the Mass Effect series as an example. It's possible for the main character, Commander Shepard, to punch a female reporter attempting to smear his/her (although for this example, let's go with "him") reputation in all three games. Sure, it's not the same thing, in quite a few significant ways; the reporter isn't on Shepard's side, punching her is a "Renegade" option and, as previously mentioned, Shepard can be either male or female. Each of those points lessens the impact and controversy of a male character punching a woman. Even so, there doesn't seem to have been any backlash at all against the Mass Effect series for this. In fact, it's been praised because the reporter is intentionally unlikeable. Who knows if a male character intentionally punching, choking or bludgeoning a stubborn (like Snow) or sexist (like the clanmember) woman on their side could be as accepted as women doing it to men is now (irritatingly)?
As always, feel free to leave a comment or send me an e-mail at themalesofgames@gmail.com.
I've noticed a spike in viewers today because Dragon's Crown has been released. I'd like to get around to making another blog about that but, unfortunately, I live in Europe and our release date for the game is "Q3/Q4 2013". Amazon's estimate is October. Still, it's my birthday soon so I'll probably import it for that.
Of the three damsel in distress videos that Anita Sarkeesian has planned, this is the one I've been looking forward to the most. To me, this is the one that could make or break her arguments. As this is the video that concerns male damsels in distress -- or the "dude in distress" as she calls them -- how Anita treats this issue could be what sets the tone for the whole series.
At least to Anita's critics, this video could be the turning point. Maybe she'll try to justify the existence of male captives and attempt to dismiss it as an issue entirely. If that's the case, it's nothing particularly new and her critics have been justified in calling her arguments and examples cherry-picked and biased. On the other hand, maybe she'll treat male captives with the analytical eye they deserve; maybe she'll notice that they're not that different from female captives and perhaps she'll notice that men are tortured more often to create sympathy. If that's the case, maybe Anita can win over a few cynics. Maybe her videos won't be seen as a propaganda piece anymore and instead a more reasonable, if deeply flawed, analysis of sexism in video games for both men and women. When writing about part two of Anita's damsels in distress series, I stated, "when it comes to gender stereotypes, her heart is in the right place". That opinion has wavered a bit since then but who knows? Maybe Anita can come good at last and her silencing of others, her plagiarism of other people's videos and her misquoting of studies will just be stumbling blocks along the way.
I just hope that Anita has kept her own tweet in mind while making this video:
As of this writing, I haven't seen the video. So let's see what Anita has for us ...
Before I watched this video, I wanted Anita to say one of two things in this video; the first would be, "the dude in distress is a horrible, damaging trope because male damsels often have to go through torture and unsympathetic treatment that female damsels often don't". That's not quite my position -- I don't particularly mind damsels in distress if it makes sense in terms of the story but I do question why male characters have to be tortured to gain player sympathy -- but that would be something. The other thing I was hoping Anita might say would be, "I think having male damsels in distress is great because it's a deconstruction of gender roles and shows that the damsel plot device isn't gender-specific. It's a sensible and progressive attitude for developers to take regarding kidnapped characters".
Anita didn't take either of these stances on the subject. In fact, she didn't say much on it at all; only a third of the twenty-three-and-a-half minute video focused on the "dude in distress" and it was sharply dismissed with nothing more than a, "it's sexist when it's a woman. It's fine when it's a man". The rest of the video focused on more damsels in distress, with some focus on the use of "ironic sexism" in games.
So it looks like Anita has, in fact, chosen to be sexist by
denying and dismissing the sexism against men that permeates our
culture. You'd think she'd know better.
The funny thing is just how few games featuring "dudes in distress" Anita listed. She mentioned a grand total of six. I'd also like to point out that this was the first time I was made aware of the fact that, in Anita's eyes, the "distressed" character has to be the opposite sex of the hero character. Before now, I was operating under the assumption that the sex of the "damsel" was important but the sex of the hero was completely irrelevant. Even so, six games is still an incredibly small number to highlight. There was no mention of any of the games with male damsels listed in KiteTales' response to Anita's first video, all of which did feature female characters saving male ones. She didn't go into, say, Onimusha, a series that featured women saving men in all three games of the original trilogy. She didn't mention Raiden in Metal Gear Solid 2, having to be released from his torture device by a woman. Oh, and she didn't bring up this blog's favourite go-to game for sexism; Heavenly Sword. It wasn't long after she mentioned these six games that she rattled off a lengthy list of indie and mobile games featuring damsels in distress, as if to lessen the significance of the six games featuring "dudes in distress" that she brought up.
Still, let's focus on Spelunky, a game that Anita focused on because she believed it highlighted the difference between the "dudes" and the "damsels". Here's a couple of points Anita made beforehand:
"First there’s been no shortage of men in leading or heroic roles in
video games or in any other creative medium for that matter. In fact one
recent study found that only about 4% of modern titles are exclusively
designed around a woman in the leading role. Since men are still largely
the default for protagonists, the rare dude in distress plotline does
not add to any longstanding gendered tradition in storytelling."
It's worth mentioning that the 4% statistic doesn't mean the other 96% of modern titles are exclusively designed around a male leading character; that 96% includes sports games and games where your character's sex is optional, bear in mind.
"Second, and perhaps more importantly, damsel’ed female characters tend
to reinforce pre-existing regressive notions about women as a group
being weak or in need of protection because of their gender, while
stories with the occasional helpless male character do NOT perpetuate
anything negative about men as a group since there is no long-standing
stereotype of men being weak or incapable because of their gender."
First of all, there's nothing to suggest that damseled female characters reinforce any stereotypes about women as a whole; individual damsels do not represent women as a whole. They're also not necessarily weak or in need of protection because of their gender (and I'd be surprised if there were any games out there that outright stated that). Those are both stigmas that Anita herself has attached to female damsels. Much like her declaration that damsels in distress are more like property than people, it's a conclusion that Anita has arrived at without evidence. The stereotype may exist but a damsel in distress doesn't perpetuate it simply by existing.
Anyway, Spelunky was singled-out by Anita because the 2012 HD remake of the game featured the ability to switch out the large-chested female damsel with a "Chippendales-style hunk" or even a dog. So it was the perfect game to focus on the differences between male and female damsels. In Anita's own words:
"Setting aside the fact that – if a female character is easily
interchangeable with a dog then its probably a pretty good indication
that something is wrong – Merely providing an optional gender-swap is
not a quick and easy fix, especially where stock character style damsels
are concerned.
The two may appear the same, but they don’t mean the same thing in
our culture. This [damsel] is still a problem while this [dude] is not.
Again because one reinforces pre-existing stereotypes about women,
while the other does not re-enforce any pre-existing stereotypes about
men."
Anita's argument is "these types of token role reversals do absolutely
nothing to diminish the issues inherent in using the trope in the first
place" but this is nothing more than her opinion. If anything, I think the fact that a female character being interchangeable with a man or a dog is a good indication that the gender (or even species) of the damsel isn't an issue; it is an easy fix, in that the damsel isn't particularly relevant to the story, nor is her gender and the fact is that she can't reinforce a pre-existing regressive notion about women as a group if she doesn't necessarily have to be a woman.
Not to mention that the hero doesn't have to be male, something that Anita failed to mention; even in the original game, the player could unlock a mode to play as a damsel and save spelunkers, rather than the other way around. The HD remake added playable female characters too.
This is another case of creating an unwinnable situation for developers. Regardless of the effort put in by the developer to create a more progressive game -- removing the gender issue entirely by providing the option of female playable characters and male (and animal) damsels in distress -- it's dismissed for its progressiveness and derided for its perceived sexism; when talking about "ironic sexism", Anita had no problem stating:
"In Spelunky the damsel can be knocked out, picked up, carried
around and thrown at enemies before rewarding the player with an extra
heart via a smooch of victory (if you manage to get her limp unconscious
body to the end of each level while still alive that is)."
However, doesn't this completely ignore the facts that Anita provided above? The damsel doesn't have to be female but Anita still uses the game as an example of "ironic sexism" (in this case, parodying the uselessness typically displayed by damsels in distress). Again, I have to ask why isn't the issue removed when the genders are switched? In fact, if Anita can hold up the female Spelunky damsel as an example of a character reinforcing stereotypes about being weak and incapable, couldn't I do the same for the male Spelunky damsel and say that being thrown at enemies is an example of male disposability and reinforces the fact that we don't care about men in games? Which wouldn't make any sense because the gender of both the protagonist and damsels can be picked by the player.
Putting aside all the specifics, I can't help but call this what it is; hypocrisy. An attempt to rid gaming of female damsels while coming up with flimsy justifications -- or excuses, more accurately -- to keep male ones. We have to go back to the tweet at the beginning of this blog post; she's denying and dismissing the sexism that permeates our culture. It's Anita wanting to have her cake and eat it too. To plant her flag on the moon of victimhood and claim it for womankind, if I may use a horrible metaphor.
While that might sound like a snarky and grandiose thing to accuse Anita of, here's a couple of examples that I think will clarify it; one of the six (six!) games that featured a male damsel was a game called Primal, featuring the female protagonist's boyfriend, Lewis, being kidnapped by evil forces. The protagonist, Jen, develops some powers and goes to get him back. That's a very simplified version of the game's events but it sums up the basics. What Anita didn't mention is that Lewis, in addition to being a damsel in distress, is also the final boss of the game, having been brainwashed (again, an oversimplification), and he dies shortly after his defeat. There's a hint that he could return after his death but, if the after-credits scene is anything to go by -- Jen reading to Lewis while he is comatose -- it isn't a certainty. There isn't any movement in Lewis to hint that he'll awaken.
My big problem with Anita's coverage of this is that, while there's a hint in her video that Lewis dies, there's no mention of him being the final boss. There's no mention of Jen being the one who kills him. Given that the meat of Anita's second damsels in distress video was about the implications of domestic violence when a male protagonist attacks his brainwashed (or otherwise coerced) girlfriend in a video game, mentioning these facts would be the minimum I'd expect her to do.
Also, it really does have to be said that the lack of focus on protagonists saving damsels of their own sex damages Anita's point; like I said earlier, up until this video I was under the impression that the sex of the damsel was the only important thing, rather than the sex of the damsel and the protagonist. I'm willing to wager that more men are in need of rescue in games starring male protagonists than in games starring female protagonists. Yes, I understand that's due to a lack of female protagonists -- and more varied protagonists is something I'm entirely in favour of -- but there's a plethora of male captives to be found in games with male protagonists and by refusing to include them, Anita isn't painting a complete picture. It makes the "dude in distress" out to be rarer than it actually is.
Even worse is one of the links Anita provided as a source on her website. It's a link to a PDF file called "Spelunky &
Sexism", archived from a site called "How To Not Suck At Game Design". It brings up the option to switch sexes (and species) of the protagonist and damsels in Spelunky and states "this is very progressive and forward-thinking. Great concept". After that, it quickly goes downhill (excuse the few spelling and grammatical errors. They were present in the original source):
"But in a concrete manner, it makes everything even worse. Since
saving is not an option, you get to choose not who to save, but who to exploit and
abuse. Since we do not have as much problems in pop culture and society with abuse
of men for being men, the buff guy is not that much problematic as a damsel style.
It still is kinda ugly to witness, but at least it does not endorse common real-life
abuse.
Animal abuse on the other hand is quite real, so smacking a dog
around and using the dog as shuriken, maybe accidentally killing him, really does
not feel any better, then doing it with another human being."
If you've read some of my previous posts, you might know that concern over domestic violence against men was the "main" issue that caused me to identify as a men's rights activist. To say that the paragraphs quoted above make me uncomfortable is an understatement. In fact, I don't think I've ever read anything quite as ignorant about gender issues in the many years I've followed video game websites. This is stating the obvious but domestic violence against men is also "quite real" -- without wanting to be especially preachy about the issue, hopefully this article can shine a small spotlight on an incredibly widespread issue -- and not only is the writer of the paragraphs not above treating the abuse of men as secondary to the abuse of women but also the abuse of dogs.
None of the scenarios outlined endorse any kind of abuse -- whether the damsel is a man, a woman or a dog -- but it's quite despicable that the writer treats male victims of abuse as non-existent. I would've thought it'd be worse that the abuse of men in popular culture wasn't considered an issue and that's why it should be criticised, rather than swept under the rug as "not that much problematic". Unfortunately, the writer of the paragraphs above takes an attitude of "if it ain't broke, don't fix it" or "if the masses don't consider it an issue, I won't make it one". How a site can completely unironically be titled "How To Not Suck At Game Design" and then provide such a blatant double standard, I'll never know.
So both Anita and her sources are determined to dismiss the poor treatment of men to perpetuate the victimhood of women. Even so, this may be the first time I've been more irritated by Anita's sources than her videos. Having said that, in spite of the speech I've written above, there wasn't very much in Anita's videos to feel annoyed by. Oh, it was bad; if you thought Anita was judgmental of Shigeru Miyamoto, wait until you see how she treats indie developers. Although apart from that, the rest of the content was just there and aside from Spelunky, I'm mostly critical of what wasn't in Anita's videos rather than what was. So her sources bother me a lot; there aren't any misquoted studies this time around (as far as I'm aware) but a couple of the sites linked to are just complaints about Fat Princess.
Which leads us to the content that makes up the second two-thirds of the video and honestly, I don't have much to say about it. There are only three things I want to write about regarding Anita's commentary on "ironic sexism".
One. Personally, I've always thought that no topic should be off-limits for comedy. I hope I'm not the only one who wonders how Anita would react if she watched a controversial stand-up comedian. It's certainly within an indie developer's right to portray the damsel in distress -- or anyone else -- satirically. It doesn't have to fall within the bounds of Anita Sarkeesian's narrow view of satire; "There is a clear difference between sexist parody and parody of sexism.
Sexist parody encourages the players to mock and trivialize gender
issues while parody of sexism disrupts the status quo and undermines
regressive gender conventions."
Some of the games listed certainly deconstructed and parodied the damsel in distress more than Anita gave them credit for but earned criticism because they didn't fit her definition of "parody". More on that in a second. This really is a case of "if you don't like it, don't play it" though. Satire is not Anita's to dictate and trying to do so just makes her seem entitled.
Two. When talking about indie games, Anita falls into the same traps as she did in her first episode when discussing retro games; rather than simply accepting that developers either don't have the time, the budget or just the wish to implement a deep storyline. Her accusations towards Super Meat Boy stand out in particular; she shows the game's intro sequence, which is an almost frame-for-frame remake of the the intro sequence from 1989's Adventures Of Lolo. Rather than accept it for the homage that it is, Anita brands it "a shallow meta-commentary" and criticises it for not "challenging or disrupting what the damsel in distress trope says about the role of women in such narratives".
... Who said the developer had to? Anita goes on to praise games such as Fez and Superbrothers: Sword & Sorcery EP simply because they don't fit this mould. The problem here is that there's nothing wrong with Super Meat Boy paying homage to a retro game with its intro sequence but it still faces Anita's ire because ... it's not the retro quality she wants to see in a game. Again, this comes across as very entitled on her part. Rather than listing examples of games with damsels in distress, she's passing judgment based on preferences. This isn't the critical analysis that Anita claimed on her blog. It's closer to a soapbox or pulpit.
Three. This quote:
"The bad ending of the indie game Eversion (2008)
features a similar joke; when the hero finally reaches the princess,
she turns into a monster and eats you alive.
A similar end game punchline can also be found in Castle Crashers
(2008). After you’ve saved the 4th princess, and then fought and
killed your friends over who gets to claim her, it turns out that she
has horrible clown face.
In each case the joke derives from the fact that after completing
the long and perilous journey to save his woman, our hero is
hilariously cheated out of his “rightful” reward."
When I watched the video for the first time, the exact thought that ran through my head was "okay, so the
male hero is the butt of the joke; he gets eaten in one ending and in
the other, he's deprived of any satisfaction when it turns out the
princess has a clown face (and therefore has probably tricked the
hero)". So how did Anita follow that up?
"In other words the comedy comes at the damsel’s expense."
... How? No, really, I mean how!? Only Anita Sarkeesian could see a princess eating a male hero as a sign that the damsel is being made fun of.
If I might go off on a tangent here, a few years ago I was watching any and all US comedy that I could to see if anything caught my attention. I became a fan of a few series that I'd never seen before, like Cheers and Scrubs, while some others fell by the wayside, like King Of Queens. One of the series that didn't make the cut was a sitcom called Just Shoot Me, starring David Spade. One episode featured Spade's character faced with the prospect of having a threesome with two women and as a result, he was able to persuade every male character he ran into that day to help him out because none of them wanted to ruin every man's dream (sarcasm) of being with two women at the same time. Here's the relevant part of the episode on Youtube. It ends with him being tricked, the two women who promised to have a threesome with him orchestrating an argument so they'd have an excuse to go back on the deal.
In this case, we're supposed to laugh at Spade's character. He's the butt of the joke. His sexuality and lack of sexual gratification is the butt of the joke. All the men who help him and appear at the end to applaud him are the butt of the joke too; they've all been fooled and we're meant to laugh at men for being so gullible.
The reason I'm writing all this about Just Shoot Me is because I heard a theory that Anita said "the comedy comes at the damsel's expense" because the damsel's value is supposedly lessened in the eyes of the male heroes because they turn out to be ugly (and therefore, not what the hero wants or expected). I couldn't disagree more; the damsels are no worse off than they were when the male protagonist thought they were just regular old princesses. The male protagonists, however, are David Spade's character in Just Shoot Me. They're the dorks and losers who don't get the reward they were hoping for and we're supposed to laugh at them for it. The damsels aren't devalued in any way. The damsels win.
The male protagonist is made to look stupid in these situations (or dead, in Eversion's case). While I see them as individual instances, the fact is that if Anita really is against "reinforcing pre-existing stereotypes", she really could do worse than starting with Castle Crashers. Given that Anita somehow manages to warp even that around to being offensive to women, however, that's obviously never going to happen.
Anyway, that brings this lengthy post to an end. I'd like to say that I won't watch another Feminist Frequency video but I think we all know that's a complete lie. Besides, with a brand new topic, the next time I write about a Feminist Frequency video, it'll seem more fresh. I really can't stress enough just how little of this video
interested me. If anything, I was just disappointed that Anita acted so predictably, dismissing "dudes in distress" without much of a fanfare or even an interesting argument. If not for Spelunky, this blog would be much, much shorter. Again, we just have to look back on Anita's hypocritical tweet -- which I honestly did take a screenshot of before I ever saw the video -- and realise that the chances of her ever giving men's issues a fair hearing are zero.
Well, whatever. Feel free to leave a comment or send me an e-mail at themalesofgames@gmail.com.