From ancient mythologies, to modern blockbusters,
it’s a trope almost as old as storytelling itself. A man desires a woman, and
sets out to save her from a certain danger that she is faced with. The man, portrayed
as the hero of the story, is either successful, and is immediately loved by the
woman, or he fails miserably. This damsel in distress myth has been retold,
time after time, in almost all forms of storytelling. Video games are no
exception. This myth is undeniably based on gender stereotypes. The man is
heroic, bold, and aggressive, while the female is weak and passive. The man is
strong, and able to defeat the enemies that had kidnapped the poor, defenseless
woman. However, as storytelling within video games has become more advanced,
partially due to the ability to created larger games, these basic stories that
are based on stereotypes have been called into question. Now, there is a
distinct movement to challenge these stereotypes that they had been
perpetuating, by essentially challenging the gender norms themselves.
Many
people are familiar with the stories of early home console games such as Super
Mario Bros. and The Legend of Zelda, or, more accurately, the lack of story.
The player is dropped into the game with no knowledge of the world that they
are in, knowing only that there is a princess missing, and it is their job, as
the masculine hero, to find them. The primary consumers of this medium, at the
time, were boys and men. Due to this, the boys playing the game would see themselves
as the masculine protagonist. As they controlled the character, they would feel
powerful, and vicariously through their avatar, they would feel like they could
save the defenseless princess. They could slay their enemies with ease, feeling
wholly masculine. However, this has changed since the eighties. As more females
became vocal about their desires for games that catered to their needs,
companies began pumping out games that conformed to female stereotypes. These
games did not have all of the violence, but instead, took a more peaceful
approach to the game play. The appeal was to the stereotypical feminine
characteristic of passiveness. Games such as these continued to be made, as the
female audience fought back. While men enjoyed being able to see masculinity in
the characters that they played as, women were not enjoying the stereotypical
femininity that was being thrown at them in their games. The female antagonists
were unrealistically feminine, and held very little qualities that women actually
wanted to present. This fight back has led us to today, where female
protagonists in game are finally being given their due. A good example of this
is Lara Croft from the Tomb Raider series. Lara Croft has consistently been the
epitome of gender stereotypes in video games. While she is portrayed as being
intelligent and athletic, most of the emphasis of the design of her character
was on her sexuality. Lara has consistently been designed as being an
ultra-thin, big breasted, computer generated sex icon. This emphasis on female
gender was not working to encourage women to play their games, but instead, to
encourage men to play a game where they were able to stare at the backside of
this polygonal heroine. Again, the gender stereotypes being portrayed were still
quite feminine, but female gamers were still not pleased. Their demands were
clear. They did not want to play as a character that was a beacon of
femininity. They wanted a character that seemed real. In order to do this, in
the latest installment of the Tomb Raider series, Lara Croft was masculinized.
Her breast size was reduced to that of a normal looking human. Her muscles were
pronounced, as any athletic climber’s would be, and most importantly of all,
she was wearing pants. This version of Lara was considerably grittier. She
could withstand being cut, stabbed, and essentially impaled, and continue on
the quest that was at hand. No longer was she a symbol of female sexuality and
feminine gender roles. She now represented a mixture of the feminine traits
that she had, and new masculine traits of aggression and independence. This was
met with praise from female gamers, but this notion lead to a complication in
the ways that masculine and feminine stereotypes were to be portrayed in games.
While
it appeared that most men desired to take control of a character that possessed
traits that matched their gender, it would seem that many female gamers did
not. While they desired to play as a character that matched their sex, they did
not want one who strictly conformed to feminine stereotypes. Thus, it has been
determined that most female gamers look for a female protagonist who does not
serve as a symbol of their gender, but instead, acts as a realistic character.
This discrepancy between male desires for their fantasies, and female desires
for their fantasies provides a noticeable complication in the stereotyping of
females by feminine traits.
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