Yep. This topic.
I didn’t really want to
make a post on this topic, because the point has been argued elsewhere, and
probably argued far better than I ever could (or am about to). But the thought’s been on my mind for a while
now, and I figure it’s as good a time as any to discuss it while it’s still a
fresh topic. So here we go. Bear with me here.
But the more I thought
about it, the more I realized that she wasn’t the only character I liked to
play as. At my brother’s suggestion, I
tried playing as Fat Princess in PlayStation
All-Stars, and took the fight online to prove my worth. It didn’t go well -- at all -- but I had fun with the character, even if I didn’t know
how to unlock even a tenth of her potential.
I certainly wouldn’t mind picking her up a bit more seriously in the
future.
I guess that’s the
strength of fighting games -- in an effort to cater to every possible play
style imaginable, characters of varying shapes and sizes go on parade before
your eyes. Plenty of folks have been
yup-yup-yupping with Chun-Li for years, but I personally prefer Tekken’s Julia Chang -- who I’m pretty
sure I’ve already described as not only attractive, but smart, capable,
confident, determined, having a clear and noble goal in her aims for forest
rejuvenation, and managing to work as both a talented martial artist and a suplex-happy wrestler. There’s an argument to be made that the
female characters in fighting games exist to cater to archetypes and fetishes
rather than martial arts observers -- let’s take the high road for now and NOT
just pick on Dead or Alive -- but
effort has been put in to even the playing field, more or less. (And given the existence of Rule 34, you can
expect everyone to have some eyebrow-raising fan art out there.)
The reason I bring up
fighting games is to find a way to segue into Persona 4 Arena as circuitously as possible. I can’t say that I was any good at the game,
but I had a blast playing as
Yukiko. Was she feminine? Of course, and unabashedly so -- not just in
comparison with half her comrades, but by virtue of tossing paper fans, letting
loose with cherry blossoms, and having a frilly, flowery, cheerleader-esque
alter ego. And I’d say that’s a part of
her charm. Part of her character. And I stress “part”; those familiar with Persona 4 know her as someone who may
start out as dainty and passive, but has multiple edges to her -- goofy,
thoughtful, and of course violent. It’s
the combination of those elements and the presence of those two games that made
me realize that out of the whole bunch, Yukiko had been my favorite character
all along. And I feel no shame in
admitting I like playing as a so-called princess. Or a real princess, for that matter.
This should be pretty
obvious, but I’ll go ahead and say it: in terms of interesting (maybe not
necessarily “strong”, but interesting at the very least) female characters,
we’re not left wanting. The girls of Persona 4 are intriguing and
entertaining, and can bring deeper meaning to their archetypes, defy them, or
evolve past them; the Yukiko at the start of the game is a
fantastically-different person from the one at the end. If it wasn’t for the presence -- or need,
arguably -- for the silent protagonist, I’d argue that I wouldn’t mind Yukiko
being the star player of the plot. The
same goes for Devil Survivor 2;
playing from the perspective of soldier Makoto Sako would be like a dream come
true. The same goes for a lot of game
characters; I’ve already made it clear that I usually prefer side characters to
the lead, but when I think about the hefty number of ladies who deserve the
spotlight, it only proves what I’ve felt for a while now.
So why aren’t they regularly in
the spotlight?
Well, you could say
that it’s for the reason we have “boring” protagonists. The audience -- the player, for now -- needs
someone to project onto, and help him/her get better acquainted with the world. Or maybe they need to feel like the chief
decision-maker, and as such a character that’s a bit more well-defined might
clash with the player’s desires and immersion.
I have my issues, but I recognize that games like Persona 4 and Devil Survivor
2 wouldn’t work without a silent, player-controlled protagonist. And similarly, I recognize that Mass Effect would be a lot different if
not for a highly-moldable Shepard to control.
But Mass Effect (and more
recently Persona 3 Portable) allowed
you to be a female “blank slate” as well as a male one, so it’s not entirely
impossible to have the option. Fable allowed it. Pokémon
allowed it. I’m pretty sure a couple
of Harvest Moon games allowed
it. So what’s the problem?
Well, it might be
because of the one thing we keep clamoring for -- good stories.
Create a scripted
experience, and the level of freedom from the player wanes. Games with customizable avatars may allow
some insertion and immersion, but throw an inflexible story into the mix and
suddenly options start getting axed. Play
as Nathan Drake and go on an adventure!
Find romance along the way!
Almost immediately, plenty of options get shot down. It’s his story and his adventure, so everyone
else by default has to support him, up to and including female characters (and
potential/arguable love interests). It
doesn’t quite allow for variety when we’re playing as a heterosexual male. Everyone has a role to play, and everyone
will play it…under punishment of death.
Or maybe they’ll just die because of the plot. Who’s to say, really?
That said, it’s far
from impossible to make a leading lady. I
won’t pretend like there aren’t any challenges, but then again there are
challenges writing a character period,
regardless of gender. Juliet from Lollipop Chainsaw may not be redefining
storytelling, but as a lead character -- as someone who defines the story with
her presence, style, and actions -- she does a remarkable job. Likewise, no discussion on female
protagonists is complete without mentioning Jade of Beyond Good and Evil; she works on a similar axis (good main
character equals good story), but does so with a style, seriousness, and
sincerity matched only by her creators’.
And again, it’s not like we have a dearth of female characters, and
certainly not good ones; opinions may vary on that point, but I still think
there are side characters worthy of time spent center stage.
I’ll gladly and readily
admit that BioShock Infinite is a
great game -- but even so, I constantly find myself wishing that things were to
my preference. You know what I’m about
to say, don’t you?
Ever since I first
learned about her, I kept saying to myself “I wish I could play as
Elizabeth.” Or maybe “Why can’t I play
as Elizabeth?” Or even “Booker had
better be a good enough character to steal the lead role from Elizabeth.” Whether or not those thoughts hold true today
will have to wait for a future post, but for now I’m willing to admit that my
first instincts were right. This is
(mostly) Elizabeth’s story, and the fact that we play as someone else --
someone who doesn’t have the same energy, thoughtfulness, and passion as The
Lamb -- comes very close to being a detriment.
It’s the same deal as with Cortana from Halo; the latest game very quickly and successfully made her out to
be the best character, but the fact
that she’s bootstrapped to a gun-toting tin can not only feels like a
disservice to her character, but a detriment to the game as well. There is absolutely
no reason for games to keep locking off their potential just so we can play
as hardened non-entities.
But even with that in mind,
I keep coming back to that same question: why aren’t there more female
protagonists? It is a complex issue with no shortage of related factors (many
of which I’m REALLY wary about getting into), but part of the problem may lie
within a simple term: stagnation. In my eyes, telling a story requires the
ability to explore possibilities -- considering what you can do on a canvas,
considering what sort of world you want to create, considering the effects of
character actions and world-building elements…the list goes on and on. It’s getting more and more obvious that video
games in their current state are getting worse and worse at exploring the
possibilities. Why try something new
when people will lap up games with grizzled super soldiers? Why take a risk when a single bad release can
put an entire company in jeopardy? Why
put effort into a mode no one will ever notice?
Small-minded thinking is the enemy of us all.
It’s getting to the
point where I’m afraid developers don’t even know how to make leading
ladies. Now, not having played the new Tomb Raider for myself I can’t speak
about its quality. Even so, I can still
get a little pensive about what the developers have put forth. In the grand scheme of things, I wonder, what
is the purpose of Lara Croft going through a gauntlet of bodily harm and
horrors? I would think -- or at least
hope -- that it’s there as a sort of audiovisual shortcut to signal how bad
things have gotten (triple-A games have a handle on excess and bombast, but
subtlety and restraint, not so much). If
it were up to me, I would have only a few gruesome and death-goading
moments. If the emphasis is on survival,
then I’d have Lara all alone for the whole game, pitted against the elements
and forced to adapt; it’d be the perfect way to not only make for a tense and
original game, but allow for a level of quiet introspection that could redefine
her character, AND potentially lead to her realizing that exploring the wild
and finding its secrets -- preferably in tombs -- is a pretty good life to
live. Forcing her through shootouts and
set pieces may have their uses, but they aren’t the only tool worth using,
especially if the idea is to develop her character. Then again, triple-A games probably aren’t
too good at being quiet, either.
What I’m getting at
here is that while writing a character (and consistently, at that) isn’t easy,
I suspect that the games industry is making it a LOT harder than it needs to
be. Making a female character doesn’t
require ancient magicks and a sacrificed goat; all it takes is a little
ingenuity, reason, and vision. And of
course, one has to be willing to give it a shot. Figure out what you want to do, adjust in
regards to what needs to be done, and then, finally, do it. It’s as simple as that.
…Is what I would like
to say. But I can’t. If it was that easy, then obviously
developers would have been doing that for years, and I could spend this post
prattling on and on about the best side dish for hot dogs. But it’s not that simple. The inability to explore possibilities is an
issue. The risks of putting out a game
are an issue. The business savvy (or
lack thereof) is an issue. But I think
that one of the biggest issues, the one that needs sorting out, is incredibly
obvious. And in order to explain it, I’ll
have to momentarily turn things over to Newsday sports writer Ray Barone.
Do you see? Sometimes -- not always, but sometimes -- the
developers are the put-upon sitcom leads.
And thus, we are the old men and women.
We are the old men and women.
It’s easy to blame
others for the problems of the industry -- and most certainly justified. But before we can start blaming others, maybe
we have to be willing to blame ourselves first.
The higher-ups believe that we don’t want games with female protagonists,
with evidence no doubt bred from sales figures.
But they’re not always taking the other elements into consideration; we
want games with female protagonists, but we want GOOD games. We want effort and talent put in, but if
nobody’s willing to offer it thanks to poor sales of bad games scaring them
off, it creates a vicious cycle. “Because
there are no games with female protagonists, people don’t want games with
female protagonists” -- it’s a stupid line of reasoning, but I’d bet there are
people who genuinely believe that. You
know, the people in charge who shouldn’t
be thinking nonsense like that.
Even so, if there were
more games with female protagonists, would it be for the best? If you’ll let me play devil’s advocate for a
minute -- or just use a bit of reasoning here -- I can see why there’s some
resistance to the idea. And it’s because
of that reasoning that I say blaming ourselves is a course of action.
I’m pretty sure I’ve
told this story before (if not here, then elsewhere), but I’ll go ahead and
repeat it. Back when I played Fable II, I decided to opt for making a
female protagonist of my own. It was
pretty much on a whim, and while I suspected that it wouldn’t make too big a
difference in the narrative or the world, it was a choice I made for myself
without a second thought. I didn’t have
any problems with it, but apparently, my brother did; he seemed confused and
outright annoyed that I was being a girl; he’d heckle me if I played the game
in his presence, scoffing at the idea of dressing up my heroine.
When it came time to do a quest that involved
a relationship with a male character, his response was an ever-erudite “So
gay.” It’s hard to say if that was
directed at me or the game, but after that I pretty much stopped playing when
he was around or awake. I’d even switch
out the disk with another one when I’d finished playing for the day. And as a result, I pretty much stopped
playing it entirely once our original 360 started red-ringing; I didn’t want to
risk the console shutting down on me and leaving the evidence locked inside -- and the repercussions to follow.
I can’t say for sure if
my brother -- my older brother -- was
just giving me trouble, or genuinely thought the idea of a male playing as a
female was ridiculous. (Considering that
he went on to play C. Viper almost exclusively for a while in Street Fighter 4, I’d assume it was the
former.) But no matter what the case,
the possibility that there are people that genuinely
believe something like that is a real one.
There are gamers like me that have been lucky enough to get exposure to
titles across the gamut -- in terms of genre and style -- but a part of me is
worried that there are others being solely influenced by the games of
today.
I wouldn’t blame everything on Call of Duty and the fact that the guns
are better-developed characters (though let’s face it -- the franchise is a
real troublemaker), but my fear is that there are those who look at the gaming
landscape today and think, “Nope! No
problems here!” There are those who
might think that the titles we have now are top-quality, unwilling to reason
critically and realize that there’s something missing -- the “feminine touch”
well among them.
And I’m starting to get
increasingly worried about what the lack of said touch means -- not just for
stories, but for gamers at large. I’m
more than willing to assume that my brother was just making some abrasive and
tasteless jokes when it came to me and Fable
II, but there’s always a possibility that others aren’t so open-minded when
it comes to ladies. Let’s go back to PlayStation All-Stars for a second. According to recent statistics, Fat Princess
is by far the least-used character amongst the cast. The most popular? Kratos, of course. That’s a bit of an issue, to be sure, but I
bring up the game to focus on a certain…incident. When I was using Fat Princess before, I didn’t
have a LOT of success, but I did have some.
I got a few points, and even a win here and there. One of those was against a
particularly-spazzy Kratos player; Kratos may be an extremely powerful
character, but it’s extremely easy to take advantage of some of his moves --
especially if the player behind him is rolling his face across the pad.
So as you’d expect it
wasn’t that hard for me to exploit his silliness and gain the upper hand. After landing more than a few hits, he did
something he hadn’t done before: stand still.
At first I thought he’d decided to take a moment to assess the situation…and
about a picosecond later I figured he had some connection issues. But to my surprise, he was actually busy with
something. Apparently, he had to take
time out from the match -- and leave himself wide open -- to send me a
message. “BITCH”. One word, all caps, with no reasoning for his
claim. Well, except for one that I could
guess. Either it was because I was
beating him and he’d assumed that I’d cheated his majestic self out of a
victory…or because I was playing as Fat Princess, and the mere consideration of that character is a
crime.
PSN, come on. I’d expect stuff like that from Xbox Live,
but not you. Not you.
But you know what? As easy as it is to blame some semi-imaginary
dudebro audience that loves male-centric power fantasies (and the developers
that make those dreams come true), maybe we all need to take a good, hard look
at ourselves. From what I’ve heard, only
18% of Mass Effect players played
with a female Shepard from start to finish.
Bad or not, games with female leads apparently went untouched -- and in
exchange, terrible titles could have been bought instead. It seems all too common for a “discussion” on
gender politics to take place every time a scintillating piece of art or a
trailer goes up -- and in the end, comments just end up fizzling out before a
consensus is reached. I don’t think I
need to remind anyone game-savvy about what happened with Cross Assault, and the mere fact that I even have to think about it
makes me frustrated. We know what we
want, but actions -- and wallets -- speak louder than words. And as it stands, I wonder if we know how to
even begin making a change.
I say this because not
only am I at a loss in terms of offering a “call to action”, but I probably
deserve some blame as well. My brother
might have been the one to raise hell over Fable
II, but I didn’t do much to set him straight. Rather than take a stand and keep playing
regardless, I felt like I had to try and sneak around him to get something as
trivial as some unhindered play time.
It’s as if he implanted the idea that there’s some stigma in playing as
a female character -- that I can only play as MANLY MAN MEN and turn a cold
shoulder to the fairer sex.
It’s
something I didn’t bother raising trouble about, because there were plenty of
games that would gladly convince me that, yes, being a man is the only way to
go. Don’t even get me started on
creating female characters. Ignoring the
fact that I have many issues about whether or not I can write them
successfully, there’s still a stigma involved.
“Because I am a man, I can only write male leads.” Or “Because I am a man, I can never
understand -- let alone create -- a good female lead.” Much as I hate to admit it, they’re thoughts
that have passed through the back of my head.
I feel like just by going as far as I have -- just by thinking -- I’m
taking a huge risk.
I’d like to think that
I’ve gotten better about it in recent years (at least if my writing adventures
are taken seriously), but even so I have to wonder if there’s a real issue in
us gamers that’s preventing leading ladies from becoming a real
possibility. A part of me’s even annoyed
that I have to say “possibility”; considering that the world is half-comprised
of those mysterious beings we call women, I’d say that it’s only natural for
more female characters to make an appearance and get their dues. Seriously, it should not be THIS hard to get
women in games.
Unfortunately, it is. The perceived risks, the narrative demands,
the expectations of the audience -- all these things and more And right now, there’s only so much we can do
about it. I already have my answer via a
theoretically-freer creative outlet, but in terms of games this is going to be
a problem that persists for a while.
What do we do? Grin and bear
it? Rally in the streets? Write scathing letters? Make our own games? I don’t know.
Seems like a lot of work to make a game, and with
increasingly-diminishing returns in terms of intellectual satisfaction. Also tedious.
And full of bald men for some reason.
A guess that for the
time being, there are only a couple of things we can do: we can stay informed,
and stay open-minded. It’ll take thought
and effort from every level of the industry ladder to change even the average
game into something remarkable. And in
order to encourage that thought, we as gamers should at least make ourselves
able to think for ourselves about what we play and how we play it. What possibilities are there to explore? How do we explore them? Why favor one outcome, one thread over
another? What makes us so
expertly-suited to reject the possibilities that don’t suit us? There are a lot of questions that everyone
needs to start asking; the sooner we do -- the sooner we start thinking, and
thinking up answers -- the better off we’ll all be.
Well. Guess I’ll go ahead and step off the soapbox
for now. See you guys around…and try and
keep an open mind about things, yeah?
Good. Now we can discuss BioShock Infinite.