(As always, when I do a subject like this on
characters/plot, spoilers are abound. Be advised)
Recently,
a certain individual
has been cropping up a lot in discussions about video games. There has been a bit
of controversy surrounding her and what she says about female archetypes.
Among that controversy, there has also been some legitimate
criticism of her and her
methods. Regardless of your opinion regarding that matter, it is hard to
deny that she has started a discussion: A discussion as to why female
characters are the way they are most of the time. Most gamers are all aware of
the fact that finding a good female character in a game can be... difficult at
times. But what is the real reason behind this? I am going to spend this week
proposing a hypothesis as to why that is.
The
hypothesis is this: We see many bad female characters all the time simply because
many of the characters in mainstream gaming are very poorly characterized
period. We see the poor characterization of women more clearly because our
culture has become far more attuned to bad female characters than male
characters, due to all the baggage we have carried on from the past and the
many issues regarding woman's equality we still have to address in the modern
day. This sensitivity is bolstered by the fact that the fairer sex tends to not
be as represented in video games as men are, so any prominent female character,
for better or worse, tends to stand out to the community.
To
prove the first point of this hypothesis, I will be looking at games that are
praised for characterization and analyze the characters in them, both male and
female, and then do the same with games that are notorious for poor
characterization to show the difference between the two. I do not feel the need
to go into the other points as they have more to do with culture, not video
games, and I would hope that most people would who read this already know them
well. Also, I admit that I feel painfully unequipped to tackle the subjects of
women's rights issues and perception of gaming culture as I do not have any
experience studying culture or psychology.
The
first game that I want to analyze is one that I never tire of talking about: Mass
Effect. One of the few things most of the people who play Mass Effect
can all agree on is that Bioware did a really good job with the characters of
the series. So much so that most of the characters that the player can ally
with have huge fanbases. Whether they are a smooth talking police officer that
serves as both a close friend and rival like Garrus, a scientist
who committed terrible war crimes but had good, logical reasons for doing so
like Mordin, or the
ace pilot with a snide sense of humor, a crippling disability, and a huge chip
on his shoulder like Joker,
all of the male characters are well-developed.
And
the exact same thing can be said of the female characters of the game. That is
why one of the most endearing characters of the entire series happens to be
female. I am, of course, referring to Tali. In the
first game, Tali is the one who gives Sheppard evidence that Saren is a
terrorist. She is shown to be smart, able to handle herself, and displaying a
high degree of technical aptitude. When the player settles down to talk to her
on the Normandy, she also shows that she is very relatable individual who has a
crush on Sheppard, but is too shy to voice it. As the series goes on, she matures
into an Admiral for her races fleet. The same can be said of Liara. Liara starts
off as a shy, timid archeologist and evolves into the galaxy's best information
broker by the third game. The women in Mass Effect are as much
characters as the men because Bioware took the time to write good characters.
Another
example of strong characterization is the Uncharted series. While people
have mixed reactions to the series as a whole, the main characters are by far
the strongest part of the franchise. The protagonist Nathan Drake has, over
the course of the series, become much more fleshed out and interesting as a
result of Naughty Dog's writing. In the first game, he was just an everyman. By
the third game, the audience knew enough to form a real connection with him. He
was abandoned as a child and grew changed his name, making up a story about
being related to Sir Francis Drake and changing his name to reflect that. He
grew to love treasure hunting and danger to the point where he has a
pathological need to do it despite the risks. There is also the character of Victor Sullivan, who
serves as Nate's mentor and main tie to the criminal world. He is also one of
the most popular characters in the series due to his personality, which was why
the third game focused so heavily on his relationship with Drake.
The
women in Drake's life are also quite interesting. The most notable female from
the Uncharted series is Elena Fisher, who
serves as the love interest and foil to Nathan Drake. When the audience first
meets her in the original game, she is a journalist looking for Sir Francis
Drake's coffin with Nathan's aid. She is shown to be quite capable in a fight
despite having no experience with weapons. Elena also displays great
observational skills when listening paying close attention to what people
around her are saying and by actively giving Nathan tips and advice on how to
solve puzzles that he encounters. Though tough, she also has a genuine
personality. Ms. Fisher is relentless in her pursuit of the truth and in coming
to her allies' aid in the first two games. She often puts herself in great
danger until a grenade going off close to her puts her in mortal danger towards
the end of the second game. Afterward, in the third game, she becomes more
subdued and concerned for Nate and Sully, but still willing to help them out.
When Sully get's kidnapped and Nate disappears, she draws up detailed plans to
stage a rescue. She is Drake's conscience and foil to his optimistic side. To
that end, she is similar, yet opposed, to Chloe Frazer, who
represents the devil on his shoulder and his inner pessimist. Though Chloe
lacked the screen time Elena did, being absent from the first game, her
character was very fleshed out and she quickly became another fan favorite.
Both
of the above franchises created strong characters and built relationships with
these characters. As a result, the females among them possess strong
characterization and became real, believable people. When the writer knows how
to build strong characters, the gender will not be something that needs to be
written around. It will instead be a logical extension of the person in
question, like race, sexuality, or religious affiliations, or other traits. It
should inform, but not define a character. Not all games realize this, and we
get really some really painful to watch characters, both male and female, in
video games as a result.
A
very well publicized example of this would be Samus Aran from Metroid.
Specifically, the Samus Aran from Metroid: Other M. Most fans of the
franchise refuse to talk about this little piece and for good reason. They took
one of the few respected female characters in games and made her a stupid,
completely subservient slave to the orders of a man who once commanded her, but
no longer has the legal power to order her around. While people cried foul at
this portrayal of an established icon, the problem ran deeper than that. Almost
every facet of the story was poorly conceived. The characters were not
interesting. The plot was filled with awkward attempts to shoehorn in the
obvious mother motif. (Samus receives a “Baby's Cry” distress signal emanating
from a “Bottle Ship”. Also, Other M is an anagram for Mother, if that was not
obvious.) And Samus does not use lifesaving and otherwise perfectly fine gear
until Officer Moron allows her to. (For example, she receives clearance to use
a lava-shield after she crosses a lava pit.) This whole thing was poorly
conceived. Every single person in this plot acts like a fool, result in a
female character so horrible that some even go as far as to consider it
sexist, though your opinion may vary.
Another,
quite egregious, example of bad writing being the central cause of horrible
female characters is Tomb Raider: Underworld. I am limiting the
discussion to just this game in the series not because I do not believe other
games in the series have similar problems, but because it is the only game in
Lara Croft's more recent incarnations that I have had the displeasure of
playing. Ms. Croft, throughout the adventure, demonstrates a “strong”
personality. By that, I mean that she continuously acts like a complete jerk.
She seems perpetually angry throughout the journey, which is not helped by the
fact that revenge is the primary motive for her actions. The two villains in
the game are both women who suffer similar fates, although one is more
manipulative and able to hide her anger. The few male characters in the game
are not much better. They are not angry, but they seem superfluous and have no
depth because they are either mooks or Lara's friends who show up in the start
of the game and never again. I do not mind an all female cast, but I would
prefer the protagonist to have a greater depth than “Grrrrrrrrrrr,” regardless
of his/her gender. The main plot is pretty forgettable. All I remember is that
it involved Norse mythology and there was a segment that had Lara kill tons of
mooks with Thor's Hammer. This game was a huge failure in terms of writing and
the portrayal of its feminine lead reflects that.
The
problem is not that games portray women poorly, it is that they portray people
poorly. It is a symptom of a broader problem than you may have been lead to
believe. Fortunately, this issue is not a difficult one to remedy. If the
problem with women in games stems from bad writing in general, then the
solution is simple: All we need to do is improve the quality of the writing
teams in modern gaming. Take a page from the staff at Obsidian, Naughty Dog,
and the part of Bioware that writes character and character interaction. Focus
on making strong characters and believable relationships and alliances between
them. If we can begin to make stronger characters, these issues will start to
fade. This can apply equally to all genres and types of stories one could find.
Strong characters are free to exist in any story, whether a dark and serious or
light-hearted and goofy. To that end, I encourage discussions between gamers,
developers, and anyone else who loves games to talk to each other about what
works and what we need to change. This is the only way we can better the
medium. So I say let the likes of Anita Sarkeesian speak. If they are wrong,
let us tell them why and how they are wrong and correct them. We would be
capable of much better in terms of storytelling in this medium through this
type of discourse.
7 comments:
If I may add, many people make the mistake of assuming that the only thing a "strong female character" needs is a literally "strong" (tough) female. I'd say that's very much not so. Yeah, sure, videogames are full of badly characterized female characters that are weak and clingy, but the problem is that they are *bad characters* as such. Imo, you can have a good non-tough female character, or whatever - the thing is, it needs to be an actual character, with layers, depth and a degree of realism. Being "tough" is just a single OPTIONAL aspect of a good (strong) female character...
And the second part of this comment (curse you edit-lacking system):
.., as you mentioned in regard to the Lara Croft game bit. And that's somewhat indicative of the industry, imo, the way it focuses on the superfluous. "Strong character" - what does strong mean? "tough"? Obviously not - and yet many people assume exactly that...
I fell like part of the problem may also be that many writers are men, who don't really connect with the same conflicts as women on multiple levels. For a very general example, while both can relate to parenthood, women will always have a different connection through pregnancy; not necessarily stronger or weaker, just different. As a guy who's been trying to start female characters in a few short stories, tackling that kind of conflict or instinct is really intimidating.
I think writing is a bit of a problem from both sides, in this case the (presumably) high percentage of male writers in the AAA industry. In some novels I've read recently, where the authors' sex is more equalized, there have been characters that just didn't quite make sense under the premise of "girl logic" and "guy logic," where a character will break out of their established character and make a decision against their previous actions. Both sides are completely capable of both, don't get me wrong; it's just that I think we're all more apt to write things we can relate to ourselves, regardless of the character involved.
I hope that doesn't come across badly. I'm not good at wording these kinds of things. ^^;
I agree with your point, x2eliah, and I;m glad you clarified that. It's an important distinction to make, I define "strong character" as a well-written one.
I partially agree with Doc Watson's point. The example of male writers dealing with pregnancy from their perspective is an interesting one, and one I don't think I'll be able to do justice to. I feel though that it shouldn't make too much of a difference. The key is to keep the character, what they are feeling and what their motives are in mind. If you do that, I would imagine that it dealing with a topic like that would be less intimidating.
I would like to echo Doc Watson's comment that as a man, I feel much more comfortable to write from a male's perspective. It just feel more natural to me whereas when it come to a female's I sometimes find myself wondering: 'Wait, is this how a woman react to this gender-specifics issue?' I think that's a common problem in the game industry where you see all hyper-macho characters who just happen to be female.
Another reason I see is that in a narrative, a woman's voice can be very distinct from a man. In some of the novel I read, I can easily tell that the narrator is a woman in the first few lines from the syntax, lexical choices and overall tone. I had a discussion with my English teacher once about this where she claimed that it is easier from a woman to write a good female character and I remember agreeing with her that is it more difficult- but not impossible- for a male writer to do the same.
Agreed. Games in general have a problem with writing good characters and sensible plots. It makes no sense to criticize them based on the presentation of female characters alone when it's clear that the problems are way more widespread.
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