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News

  Opinion: On Sexualization in Video Games
by Tom Cross
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December 17, 2009
 
Opinion: On Sexualization in Video Games
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[In this Gamasutra opinion piece, writer Tom Cross examines reaction to the sexuality of games like Mass Effect and The Ballad of Gay Tony, analyzing why there's so much fear and discomfort with it.]

Video game designers, PR companies, and gamers are deeply worried about sex.

Now hear me out: the average “mainstream" game is both obsessed with a peculiarly fragmented (but extremely popular in mainstream culture) version of hypersexuality -- and deathly afraid of more realistic, meaningful sexual connection. There's a reason our games are filled with snarling, emotionless (aside from their totally straight love for their buddies) bros and women being crushed under the weight of their oversexed characterization.

People are very worried about sex. The worry may vary in its shape, orientation, and direction, but it is still something that makes a lot of people very nervous. They're very worried about thinking about sex. They're worried that thinking about sex, or consuming certain representations of sex will show them to be any of a number of deviant, unpopular, stigmatized representations of sexuality (or worse, to be party to those sexualities themselves).

Video games culture (at its most “hardcore”) is, after all, already a shunned, de-masculinized (in the public eye) subset of white guy culture. White men who are dorks or gamers have struggled to build up some new brand of masculinity (which will never be as good, white, and manly as proper mainstream masculinity, and white guy geeks know this) around their deplored hobby, and, as always, once they solidified that identity, they needed a new Other, a new group to define as being less than and harmful to the grand, old tradition of white male gaming. In the kingdom of the white gamer, anyone obviously not white and/or male, or anyone professing to enjoy sexuality not strictly in line with white heterosexuality is both a worry and a threat.

500x_fromabove.jpgConfusion, Desperation, Dehumanization

There’s a reason why the gaming press’ (and gamers’) reactions to Nier’s possibly intersex character are so shrilly uncertain and alarmed. They are worried that something that they think brings their own sexuality into question will be part of a game they play, and that they will subsequently have to accept that sexuality as something that exists and can be commonplace (the Other becoming in any small way the Normal is definitely high on any list of peoples’ fears).

At the same time, many heterosexual gamers are desperately trying, every day, to prove that they are really interested in sex, because they are totally not like those gay/bi/cis/not traditionally straight/not-white/etc. people (play XBL or Call of Duty to find out how worried they are).

There are so many different kinds of sex and sexuality to avoid, it's a wonder people even play games with "sexy" stuff in them in the first place. It’s also surprising that companies work so hard to inject this “sexiness” into their games: they are dealing with a volatile, reactionary mainstream audience. Of course, “sex sells,” as long as it is designed for the straight white viewer, and when calibrated properly, can appeal to worried, pointedly, carefully heterosexual people.

Which is why designers normally don't do anything more than throw a few “sultry” big-breasted women into a game to appeal (so they hope) to the easiest to please of gamers. It's why they make sure their games are peculiarly non-sexual, despite all their to-ing and fro-ing about sexy women. Your average game (if it features any romantic or sexual tones or scenes, which are quite different from the vapid display of female flesh so common in games) will play out like this: a hero or heroes will do their thing. They'll do it (and mostly, they'll all be men), and be very good friends with each other. Maybe they're comrades, soldiers, best, old friends, or family.

But suddenly, a problem arises. What problem? They might be gay (after all, they are very good friends). Or maybe they might be too open about themselves with each other, making them unfit for proper masculinity. So a new element is needed. One that makes them both straight and the Right Kind of Man. We could call it a Beard, but in this article, we'll call this new element "Women."

wallpaper_gears_of_war_08_16001.jpgWomen, Beards, and Keeping Things "Sexy"

Women are tricky. You need them to prove your hero’s straightness, but you can't have them be too powerful, smart, or likeable, because then your audience might A) like the female character over the male characters, B) feel threatened by the smart/strong/interesting female character.

So you turn her into a cutout, a representation of a representation of a woman, so far removed from what actual, interesting living women are like, she might as well be a robot. Then you make sure that she is “very sexy.” You do this by hypersexualizing her, emphasizing various physical attributes and character tics, so that she is denigrated, turned into a walking, talking re-affirmation of the player's (and just as importantly, the male hero’s) masculinity and heterosexuality.

You make sure that she has no character, that she is weak and annoying, or pitiable, or constantly in need of help, and you make it clear that she is sexually available to the player (implied) and to one of the male characters (implied, but also shown, sometimes).

Video games are, of course, just aping their older relative, film. Take a look at films both old and new: from Transformers to Casablanca, movies have carefully built up a bank of screen women who exist to titillate and tempt the audience, even as they reinforce their own uselessness and expendability.

This is all very well for our hypothetical designer. Following this set of tactics, we get the Russian Sexy Lady (who is, in the end, proved to be pathetically chasing after a Man’s Love) from inFamous, all of the female characters in Alpha Protocol (as seen in previews, at least), all of the female NPCs in Risen (depressingly), and many other games. Of course, it isn't always this blunt. Sometimes it's subtle.

Tomb-Raider-Underworld-Lara-Croft-1677.jpg"Strong" Women and Disidentification

Sometimes we are given "strong women" (although that too is now a meaningless term, used by producers and PR types to say "oh yeah, we have a female hero"), who are quickly made available/inferior to the audience on a physical and visual level (think Lara Croft's various idling animations and advertising campaigns, especially the box art for the recent Underworld, which depicts her as a headless body). Other times, women are the subject of systematic, vicious in-game violence at every turn, so there can be no doubt about their place (GTA IV springs to mind).

We don’t need studies to tell us the obvious: overwhelmingly, the characters available for player-identification in video games are men. If video games are more successful when they create characters that players can identify with and transpose their experiences to and from, then it is obvious that it’s safer to make male characters (and characters that facilitate male gaze and male identification) that represent what the hardcore, heterosexual mainstream wants (this is, of course, ignoring the fact that in actuality women and people of color buy many more games than PR people and video game companies want to believe).

Tomb Raider and the like (from Drakan to Perfect Dark Zero to Heavenly Sword) are subversively designed to help male gamers to disidentify with the female heroine. Those of us who want to empathize with and identify with these women can, but that’s not what they’re designed to aid the player in doing (unless a smart, sure hand like Valve’s or Naughty Dog’s is at the wheel). Everything about the average, exploitatively designed video game heroine is angled towards her delegitimization and subjugation.

Of course, these tactics aren't just used on heterosexual women. Off the top of my head, I can think of the same kinds of denigrating, stereotyping tactics being used upon black people (any game with black people), gay people (to a lesser extent, because they're almost too scary to straight gamers to put in games), and various other marginalized groups.

balladofgaytony.jpgGay Tony, Acceptance, and The Price of "Inclusion"

When such groups are included in games, they have to be both lionized and defanged. After all, it’s all well and good to say that your game revolves around a gay character (and it sure looks good when you put it in your title, a la Ballad of Gay Tony, even if that game focuses on Tony’s best friend and partner), but you, as a designer, can’t leave it at that. The game has to constantly deflect and delegitimize (in certain dramatic, narrative ways) that portion of the story.

Even an article like Gus Mastrapa’s “The Ballad of Gay Tony: Who is the Man,” which argues for the game (and Rockstar’s) maturity and admirable stance on the portrayal of gays and minorities in games, must admit that Rockstar has created all of these characters with extreme reservations.

He lauds the game for its "better-than-most" history, when compared to other video games, including Rockstar’s stupid, offensive earlier games, one of which (GTA IV, as opposed to its expansions) only included two prominent gay characters. One character existed only to be killed; his characterization in the game revolved solely around his homosexuality and the ways that his orientation allowed hero Nico Bellic to kill him. The other, Bernie Cran, spends most of his screen time acting out typical homophobic stereotypically "gay" methods of expression and socialization. He's characterized weak, effeminate, and useless.

He argues that Rockstar is trying to create less offensive, alarming minority caricatures, but he also cannot deny that they still work to keep such undesirables at arms length: "There's no hanky-panky happening, even though every jerk in Liberty City likes to infer as much. Luis is profoundly heterosexual. At first, tales of his prowess come secondhand. Dude has a reputation. But just in case the player (or anybody else in Liberty City) doubts Luis' manhood, we see the man pick up and hook up with a club-goer in Maisonette. Luis makes some Hot Coffee right there in the club; then, fairly suavely, gets back down to the business of security. But you gotta wonder: Is Luis (and, behind the scenes, Rockstar) putting on a show -- maybe overcompensating a little?”

It’s telling that Mastrapa uses the main character’s rejection of the word “nigger” as a derogatory slur as an argument for the game’s good intentions. It might be a sentiment that most people would not disagree with, but that’s why Rockstar can make it: it’s a safe “liberal” and “progressive” thing to say. Even the worst denizens of XBL might (but many don’t) hesitate to use such words in the presence of people who have experienced such racism first-hand.

To say this, is, of course, to ignore Rockstar’s continued, gleefully expressed misogyny and anti-Semitism, to pick the most obvious targets. If Rockstar is to be commended for this game (and forgiven for their previous sins), then the industry as a whole is in terrible shape. How many decades behind the rest of America are video games right now?

ss_preview_21.jpg.jpgSexuality, "Mature" Content, and Actual Maturity

Whenever a game goes against the grain and tries to create characters and situations that aren't horrible and offensive, it's amazing, if it’s done well. It's incredibly unexpected and welcome, even if, when compared to most games, it’s a cold comfort. What happens more often is that marginalized groups are presented at their most cliched and stereotyped; they are offered up as people the player can laugh at and ridicule freely, knowing that the designers, and the society that the designers and players live in, has their backs.

It's also why it isn't surprising that the Prince and Elika (I'm going to assume that disapproval on her front was a little quieter) are so alarming to people. They represent a kind of sexuality seldom seen in games. That this kind of portrayal is positively quaint when compared to those seen in other medias is telling of video games’ (and video gamers’ and designers’) inability to accept even the tamest of interesting, mature sexual situations. Again, let us not forget that this inability does not extend to "sexy" and "mature" content as can be found in such laudable titles as Warrior Within and The Witcher, games whose "mature" sexual explorations often fell flat on their faces.

There are mistakes in the story and writing that surround the Prince and Elika. There are bits that people miss, and conversations that get played at the wrong time. Yes, their relationship is not as smoothly, palatably designed as some. In fact, when you look at Among Thieves, Nolan North’s other recent voice-acting effort, you see a game that gets away with high levels of sexual innuendo (and worse, genuine emotional connections between less-than-stereotypical adults!). How do they do it?

(This article is a companion to those articles that precede and follow it, but it is also in many ways a primer and an initial discussion of sex and sexualization in games. I would be remiss if I didn't link to every single blog and site that focuses on these issues (in much greater detail). Forgive me, then, as for now I will just link to The Border House, an excellent collective blog and resource for those interested in having more such discussions. If you follow that link, please be polite and courteous.)

[Next week, Tom will turn the same lens on Uncharted 2: Among Thieves, and examine that game's successes and failures. Tom Cross writes for Gamers' Temple and Popmatters, is the Associate Editor at Sleeper Hit, and blogs about games at Delayed Responsibility. You can contact him at romain47 at gmail dot com.]
 
   
 
Comments

David Delanty
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Well, as David Jaffe of God of War can tell you, everything's perfectly fine up to a point. You can impale a cyclops, strangle it by twisting his spinal column around his throat, dismember him to a salt shaker, and slurp his intestines like spaghetti for a health bonus...but should his trouser monster make a cameo the ESRB will ostracize you for exhibiting poor moral fiber.

Andre Thomas
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Let me be the first to say this, but when it come to the issue of sex in video games, then KEEP IT OUT OF MY GAMES. Why? I has nothing to do with being macho or any crap like that, but has every thing to do with the fact it doesn't belong in video games in the first.

It doesn't end with sex either, but also keep the social issues(and characters associated with them) out because in the end I'm not buying videogames for some developer to force his/her collectivist worldview down my throat.

Curtis Turner
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Well video games can be about anything a developer wants. As for sex issues, I haven't really seen that in the video games I've played. Mainly just the down-play of females. They also have them with big boobiez and less armor. But then again they make the males have a bunch of muscles.

The thing I hate the most is lack of females in a game.

For my game/theme/whatever, Elements of War I want a female lead (:

Meredith Katz
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Interesting article! I enjoyed reading it

One error: "they are totally not like those gay/bi/cis/not traditionally straight/not-white/etc. people"

I think you meant "trans" rather than "cis" -- they definitely are interested in proving they're cisgendered (physical sex and personal gender match).

Derek Bliss
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@Andre Thomas

Yes you're not buying those games... at least you shouldn't be if you don't like them. However to prevent those games from being developed is just unreasonable censorship. It is not like games don't have age based ratings on them. Let developers make the games with "controversial" subject matter and if that rubs you the wrong way then just don't buy the game. The game probably won't be found at major retailers anyway if it pushes boundaries too much.

No one is shoving anything down your throat because you are still able to make a choice (to buy or not to buy). You may be happy with homogeneous, lifeless FPS (or whatever genre you prefer) games but you are not the only one interested in or buying games.

Frank Smith
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I like how he builds this article around the stereotyping of gamers and devs, then tells us why stereotyping 'his people' is bad. This guy is full of crap. They're characters Tom, they're supposed to be over the top at what they are. All forms of entertainment stereotype, that's exactly what makes a character fun and interesting, you've got to exaggerate. You've no problem painting a broad brush over those your not fond of, but when it comes to 'minorities' and females, you would cry foul and demand that others conform to you sensibilities. You political correctness is nothing more than a subversive attempt to control others through guilt and coercion. Why don't you respect others freedom to build and play what they wish. Your the type that would support censorship laws the moment you thought it could be done. Go rant somewhere else and let the rest of us get back to work.

Daniel Lam
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The problem is that sex is being used as a tool, rather than a plot device. Nothing ever needs to be shown - only implied. So the problem right now is how it's implied isn't at a mature level - it's basically "Let's have sex" rather than "Let's fall in love".

Uncharted and Prince of Persia's characters fall into a very shallow sexual relationship as well - more akin to Jasmine and Aladdin actually.

The portrayal of "strong women" isn't as good as most people believe. Sure Lara Croft is a strong female, but if you look deeper, she's nothing more than a male hero archetype with a female body. Now you look at someone like Jade from Beyond Good and Evil - that's a strong heroine character who also expresses deep emotion.

Luis Guimarães
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People really like making a storm in a cup of water.

George Skleres
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Agree with most of your article. As a gay gamer & game developer, it's very difficult sometimes to be forced into playing as the stereotypical heterosexual male.

One note I wanted to make was on an error in accuracy (though it wasn't even your article):

"He lauds the game for its "better-than-most" history, when compared to other video games, including Rockstar’s stupid, offensive earlier games, one of which (GTA IV) only included one gay character, who existed only to be killed, and whose characterization in the game revolved solely around his homosexuality and the ways that his orientation allowed hero Nico Bellic to kill him."

Actually, Florian was gay as well, and in fact the main character has to help him quite a bit through the story. One of the missions, in fact, involves stopping some homophobes that assault Florian when he jogs through the park. I'd say that's pretty progressive, and it surprised me greatly in a good way to discover this content.

Nathan Hill
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Excellent article. A video game is just a method of content delivery like a film or a play with its own evolving set of conventions. In the grander scheme of things games are stuck in the 1950's/60's scope of morality yet their rapid progress and potential to rapidly permeate and challenge a wider social audience scares people. Some of the biggest inspirations of my teens came from gaming, stuff like Age of Empires, Starcraft, Deus Ex - original works derived a variety of mediums that in turn offered openings in their layers for you the player to go out and educate yourself in a wider cultural practice.

I'm fairly open minded, and am firmly of the opinion games are there to evoke a cathartic response, to inform and challenge the audience. The best games do this almost subliminally. And yes while violence in all its forms are acceptable the moral connotations are not (what do you mean killing people produces gore, orphanites people, makes people upset? Smoking is ok, morphine isn't? Drinking is a questionable practice?), sexuality and emotional exploration are not, the reality of social issues transcribed through gaming are howled down (Six Days in Fallujah?). I think there should be a space for this kind of material call it 'history gaming' or something or 'political gaming' where the object is not to be the alpha male but to try and empathize, to understand the horrors of the reality in which we live and why people do the things they do. Mature gaming means actions with consequences and its not always going to be pretty, particularly true of sexuality/ethnicity issues.

You don't have to deceive people, you don't have to rely on pure shock value. A good game is a smooth blend ideas handed over to the player and in that respect the evolution of the GTA series is pretty amazing. The notion of hyper masculinity and archetypal sexualisation and games for white guys needs to branch out a bit more. The only way to overcome this is time, volume and experimentation - this isn't going to fix itself overnight.

Tom Newman
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Sex has nothing to do with gaming, but everything to do with narrative, which is a crucial element in many modern games. In most narratives, the viewer/reader is watching someone else's story, but in gaming, often times the player IS the protagonist which makes implimenting things like sexuality a bit more tricky. Just like in other narratives, you have those with a broad appeal, those with a bit more integrity, and niche subjects that will appeal to only a small segment of people. Luckily, games are big and diverse enough that there is room for everyone.

Josh Foreman
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Like most progressives, the author shows a humorous ignorance about the machinations of the white/hetero/male mind. This is a theme I've seen in almost every woman's study, queer theory, etc. article I've read. The assumption that fear is the motivating factor in a conservative person's mind just leads all this work down a rabbit trail and accomplishes little other than cathartic release for oppressed-feeling authors. Straw men are great for rhetoric and didactic rabble rousing, but I think we could get so much further if the progressive front stopped assuming all us conservative minds are operating strictly out of fear. (Is that really the only motive one could have for seeking to maintain traditional ideas and institutions?)

That being said, Cross brings up a lot of very valid points that we as an industry ought to seriously consider. More thought about our presuppositions NEVER hurts. I've been in the industry for 13 years and known a LOT of game developers and the vast, vast majority of them would agree that misogyny, oppression and such are not good things. But it is not fear or some mythical urge to establish our heterosexuality that causes our industry to keep churning out cookie cutter "heroes" and vapid female charicatures. If the diagnosis is wrong, the treatment will be resisted, rejected, (See Andre Thomas above^) or simply fail. I propose that the proper diagnosis has much more to do with a lack of creativity coupled with the monetary incentive to replicate past success. I'd also tack on the average young age of most game devs. Getting married and having kids really changes one's sensibilities, and I think as our industry has been aging we've been (too slowly) seeing the fruits of that maturity.

Anyway, hopefully this article will help some of us to rethink a prioris and fire up some creativity despite its flawed approach.

Thomas Cross
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@Meredith, you are right. I've no idea how that incorrectness got in there, but cis does not belong in that part of the sentence. Thanks.

@Andre and Josh, lack of creativity can only go so far as an explanation. I don't believe that people actively spend hours of their thinking about how much sex scares them, but it would be wrong to assume that their unconsidered, unconscious fear of certain things doesn't modify how they act and think. People do act differently depending on how they've been cultured and stratified, and how they they've been taught to think and judge other people and ideas. Even if you ignore other countries, I feel pretty safe in saying that people in America, _for the most part_ are very worried, on whatever overt, covert, or unconscious way, about sex.

In fact, your lack of creativity and market demands argument is correct. But those things exist _in the way they do_ because of societal fears, norms, and pressures, not _in spite of_ those things.

Josh Foreman
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Cross: "I feel pretty safe in saying that people in America, _for the most part_ are very worried, on whatever overt, covert, or unconscious way, about sex."

Really? Seriously? When I take a broad survey of our entertainment output I sure don't see that. Of course there is some segment of every society that sees sex as dirty or shameful or what-have-you. But I see that as a very small minority. Yes, it's a larger minority in the U.S. than most other regions, but a minority none-the-less. But determining such a statistic would demand a more specific definition of your phrase: "worried... about sex". I have a feeling our opinions on the matter differ fundamentally, so while debate on the level of propriety for sexual expression in entertainment may be a matter of degrees, we'll never meet minds on the foundational level of what sex is and should be for a healthy human or society.

Anyway, thanks for the stimulating (not in THAT way!) article.


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