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When we tell a story about oppression, why do we tell it through this lens--why are we placated/comforted/soothed by the idea that the oppressed are as awful as the oppressors? How would this game play out if Elizabeth were the point-of-view character, or a black man?

I’ve thought about this subject a lot because I like playing narrative-driven games (such as they are).

The standard narrative for video game stories depend upon the social position of a powerful white man. Characters need to be in good physical condition to run, jump, and shoot. They have to be granted some power (plasmids, magic swords, augmentations, biotics) to give them an advantage over the common rabble. They need to logically fit into a job that usually has some martial training, where a female or a poc would stand out (police officer, soldier, space marine, warrior). They have to be able to move freely and often blend into the crowd without being noticed. We have to see their slaughter of other people as justified and not a threat to a desired order. They can kill with impunity. Their job is to be a savior, someone who people automatically turn to for help, and so everyone else is intrinsically inferior to them. Many of the items in Peggy McIntosh’s Invisible Backpack are essential to the progression of a video game story.

And they have to fit the perspective of the “average” gamer: white, male, middle class, straight. Anyone who falls into the other categories is probably used to playing the standard video game hero, but playing a black man, say, or a lesbian would require these gamers to assume an identity that is not the norm, and that operates under cultural assumptions that assume a diminished agency.

And the problem is compounded by this standard perspective, and the power it assumes, dictating the plot as well. Dragon Age and Mass Effect gave multiple character options: male and female players had almost identical storylines, could pursue romances with NPCs of both gender, and could customize their appearance to reflect other ethnicities, although the default was white. But these choices didn’t change the story to reflect female, gay, or poc experiences. The game just took the standard white-guy story and gave it another appearance.

Despite many people thinking that the voice actress for female Shepard in Mass Effect was superior to her male counterpart, 82% of ME3 players chose to play the male version, according to a Bioware survey. Yes, more and more women are playing video games, but we are in a cycle of game designers basing their characters and narratives on the “standard male player,” these games primarily appealing to the experience of “standard male player,” and then claiming that they (the designers) are only reflecting what the public wants.

But I think the problem goes further than representation. The standard story progression itself depends upon privilege. And until we find another model, one that AAA game makers feel is profitable to make, we're going to see the same stories again and again.

That being said, I play the hell out of these games.
zerenitia: (Default)

From: [personal profile] zerenitia


I'm kind of ashamed to admit that when I play these games that give me the option to be either male/female, I'll choose the female when I want to play a role of someone who's giving the world actual thought and needs to make serious decisions. See: Fable 3 and Skyrim.

And in the same games I choose the male when I just want to be the biggest dick of all time and ruin everyone's lives BECAUSE I CAN.

...I think with the exception of Mass Effect. For some reason I played my genders the opposite.

From: [personal profile] jewelfox


In some ways, it's nice that Mass Effect (and similar games) give everyone equal privilege. Saints Row 4 takes this even further, I've heard, by letting you choose male or female voices with either (binary) gender's appearance, and letting you recustomize your character at any time during the game.

In other ways, though, it'd be nice if a game designer actually gave some sign of awareness that a female-presenting person's experience of society is not the same as a male-presenting one's. "It's a utopian future" kind of feels like a cop-out, especially when games like that end up dealing with privilege and prejudice in other spheres using heavy-handed Star Trek morality plays.

Edit: The same goes for heteronormativity, and also trans* people don't seem to exist in these games at all.
Edited Date: 2013-10-26 08:24 pm (UTC)
stellaproiectura: (feliciapoint)

From: [personal profile] stellaproiectura


Well, I mean, there's no proof that any characters are cis, either. A character's trans or cis status is generally headcanon unless depicted onscreen for a certain purpose (a character's motivations, etc.)


From: [personal profile] jewelfox


Well, yeah ... at the same time, though, that basically means everyone's cis, because cis is the default.
stellaproiectura: (feliciapoint)

From: [personal profile] stellaproiectura


Except that the assumption of cis as a default is a function of cissexism.

(I don't mean to get all transfeminist in yr face, I just think we as consumes have a lot of power in how we handle media. We literally own it and yet let cultural ideals of norms dictate who we relate to. Just like in real life, anyone could be trans and not state it. It's a status, not necessarily a lifestyle.)

From: [personal profile] jewelfox


This is true! If this is not explicitly stated in the game itself though, it's the transfeminist gamer who deserves credit for the characterization. And while I've personally come up with headcanons where a given character is trans*, it would be nice to see a trans* character in a game that is not about being trans*.

stellaproiectura: (Default)

From: [personal profile] stellaproiectura


I actually can't think of an example where a character explicitly wields the trans status where their trans status isn't the main focus of the plot (or their character). Token trans people and token trans plotlines aren't really representative; they simply sell a commodified narrative line. I guess it's more accurate to say that they are somewhat representative but dehumanise the people, and make the condition a problem to solve.

From: [personal profile] jewelfox


Not all people or trans* people are human, especially in these kinds of stories. >_>b I wonder if the transformation story wouldn't be a better way to explore some of these themes, though. There are a lot of themes to explore in TF literature besides "intentional transgression of social norms," and a lot of different ways that they've portrayed marginalization.
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