DiSTORTION Apr. 2014 | Page 15

By: Puyan Hao and Tianli Zhu Well to answer this perfectly plausible question. Nope, many women in real life have big breasts, even without having received surgical implants, though granted Lara would have found many of her attempts at acrobatic stunts hampered by paralyzing back pain, purely being a large breasted female video game character does not make her “over sexualized” because lest we forget, Lara was also (the) ass kicking heroine and female video game icon of the 90’s. Lara hardly ever used her sexuality in order to get one over on her enemies, and her personality was such that her resourcefulness and intelligence was what lead to her surviving many of her perilous adventures, that right there goes a long way to defining Lara Croft as an acceptably sexualized female character, as far as I’m concerned at least ("Portrayal of Women in Video Games: Acceptable Sexualization vs over Sexualization. - Blog by Dcdunham - IGN."). And how, pray tell, are they portrayed in video games? We conducted a ton of research on a bunch of different games and gaming magazines from all genres and publishers. We came to a rather disappointing conclusion: we could only find two female characters were that were not portrayed in a sexualized or demeaning manner, out of the 150 games or so Puyan has in his apartment. Portrayals in magazines were similarly disappointing: female characters were either portrayed in skimpy clothing or as subservient and shielded by a strong male character. Why are women portrayed this way? We think part of the issue is that the gaming industry is overwhelmingly male. Designers, composers and programmers are almost always men. The only big-name female game designer we can think of is Jane Jensen, who put out Gray Matter. Some staffs at certain gaming companies such as Valve, are slowly recruiting more women, but the industry’s culture is very masculine. The fewer jobs that are offered to women, the fewer career opportunities will be open for additional women in the future. Alyx might be the industry’s exemplar for strong female characters. Another example is Mirror’s Edge’s Faith Connors. Though the story of the game was not particularly strong. Faith stands out in my mind as an example of a tough female character. The game sold a lot of copies, by the way. Both of these games disprove the notion that titles with strong female characters can not sell. Faith can outrun helicopters and beat up legions of S.W.A.T. Mirror’s Edge did very well. We reduce the sexualization of female characters. It is a win-win for everyone: female gamers feel more included and represented, and the gaming industry makes more money by including those consumers. They also write better, more immersive stories because the characters are more believable. If you oppose reducing the sexualization of female characters, then guess that is your call, but consider the benefits. Wouldn’t you rather have a story with stronger, more realistic characters and stories, especially with how expensive games are these days? We are sure female gamers would like to feel more included in this wonderful story and artwork world of ours. If you like sexualized characters, that is what porn and creepy fan fiction are for. “The gaming industry can do better than this, and [we] believe reducing the sexualization of female characters will move games ever closer to being widely accepted as art” ("Art as Games.").