First off, thank you for not pursuing that further. It isn't a pleasant story and I have no wish to share it other than to make the point that these people are not the only ones who have been abused.
Hasn't it? I mean, that was the message I got from these videos.
Also, why is the limited representation of women in games not damaging? I'd like you to explain to me why one of the most dominant media forms in our culture is completely irrelevant when it comes to shaping expectations and behaviours of those who consume them.
Finally, what's so bad about better representation of women (and by extension non-heteronormative people)?
You know what else is niche? Games with female protagonists. See this list right here? Isn't that a bit short? Are the millions of sales that games like that hitman game, or any of the GTA games get indicative of it being a "niche" phenomenon?
Well, I didn't really want to spoil it but my own campaign right here is fronted by a woman, Lilian Shawcross and even (by design) passes the Bedechel test in every mission two women feature. If you want the evidence to prove it then I can happily show you my design documents from the last eight months - one of which is already posted on my thread. I chose to be the change I wanted to see, rather than just complain about it. For the record, my campaign also features LGBT people - namely a bisexual male, which puts me in a crowd of uh... I think about 3 or 4 games? In total? Not even male power fantasies cater to mine, after all.
Most RPGs will sort that out by default and other than Planescape Torment, nearly all of them allow you to do as you like with your character with only LGBT relationships excluded until the last few years. On that list alone I see the best multiplayer RPG of all time (NWN), Baldurs Gate, KOTOR, Mass Effect, all roguelikes and MMORPGs and the list if those games were included would be virtually endless. I should also note that the gaming industry accepted LGBT relationships long before we got the right to marry - far from being regressive, it was progressive even by the standards of most modern media.
Not every game is character centric or even human. You'd have to be mad to put a gender on Katamari Demarci. What about Earthworm Jim, a game about a species that by definition is hermaphoditic? Never mind the ending where he turned out to be a giant cow in a suit, or rather where they all turned out to be that. What about XCOM, where the gender of your best (and worst) troops is entirely randomised? Or real time strategy games? I notice Starcraft 2: Heart of the Swarm and Starcraft: Brood War isn't mentioned despite the most important character in the whole series being female - the so called Queen ***** of the Universe. These are not small games either. Some of these titles are amongst the most lauded and loved in the whole gaming sector. Never mind that some of the games on that list are considered amongst the best games of all time. Portal for one comes to mind.
There are also tons of games out there which don't have protagonists. Even our own, Freespace 2, doesn't really have much of one - Petrarch doesn't even refer to the gender of the protagonist. The protagonist is a blank slate. So what you're really arguing for is protagonist representation in two or three very specific genres of games:
- first person speaking protagonist games
- first/third person adventure games
- character driven games
The first: Well let's be honest here. Other than maybe one or two shooters in recent history, is there really anything to recommend the plots from first person shooters or first person adventure games? They tend to be a mechanism through which gameplay is delivered, rather than the other way around. With an ideal first person shooter, you need to have a character capable of dealing with often hundreds of adversaries for hours on end without really slowing down. Originally, that was the thing that seperated out modern military spunkgargleweewees from old fashioned shooters - that you didn't necessarily play an immortal rocket jumping supersoldier that never spoke a word.
In that context, does it even matter what gender the protagonist is? They have all the impact of a wet condom filled with jelly. The Master Chief even has a generic name: John. What's the difference between the Master Chief being called John or Jane? Well, a different voice actor for one - two voice actors. Doubling all the voice acting dialogue to take out gendered references or double them up. The main issue with changing it now as we know the Master Chief. He's a guy. A big gruff super soldier guy and it's hard to retcon all of that. Is there anything stopping you from rewriting the Halo series with a female protagonist? Not really. It already has a lot of female SPARTANs. They're already doing superhuman bull**** so the gender doesn't really matter.
What you're actually asking for is better writing and there, we agree. I like my games to have tight, fun narratives and those narratives can then be easily twisted. I doubt anyone really give the character of the Master Chief any real thought beyond "he wears some power armour and carries a big gun." Nameless characterless space marine has become a trope itself. It's got no real connection to anyone living - it's just a useful vehicle. I don't really see anything wrong with putting a woman in that power armour. It's equally as stupid, equally as unrelatable and equally as boring.
It even has its satire and critiques. Take Spec Ops: The Line which absolutely tore apart the lone man on a mission narrative and make you genuinely feel ill. It was also universally lauded for its story but - of course - its mechanics weren't brilliant and it wasn't a particularly good game. It was just an amazing experience.
So what about character driven games then?Here, you have a problem. Character driven games are immensely dialogue or exposition heavy. Sure, you can rely on the scenary to do a lot of the work, but mostly its just writing and storyboarding. If you're spending 8,000 hours of your life writing dialogue for a character, you:
A - have to want to do it
B - have to have some connection to it
C - it's your character
The audience has no rights other than to decide whether they want to purchase your product or not. This is where my patience with these people wears thin. I wanted to write a story about a female soldier in wartime dealing with losing close friends, family and eventually moving on and becoming institutionalized. So I did it. It's taken the best part of EIGHT MONTHS.
I didn't tell anyone else to do it.
I didn't demand the industry to accomodate.
I just got off my arse and got to writing and
DID IT. Just the same as all of us have done it. Anyone here who has released a campaign knows how much of a ballache just scripting a bit of convincing dialogue can be. I've written entire segments of dialogue that I have had to bin because either the mission was overloaded with spam or just plain didn't work. Never mind getting the characters right, writing background fiction, setting up assets, tables, scripting. All that **** you have to do and this by the way is on top of not getting paid for it.
You just do it because you want to and at the end of the day, it's something I wanted to do and write.
Maybe someone will play it and it'll catch on. Maybe it won't. What's important is I did something that I wanted to. I will never turn around to someone else involved in content creation and tell them the stories they should be writing. I might disagree with their take on it, but I will never turn around to someone like Battuta or Darius and tell him how he should be writing his stories.
If I want to do my own take on it, I'll bloody do it and give them the credit for having inspired me to write something, as I did when I wrote the little take on Steele I did. I have no right to tell others what they should be doing and frankly, all the social justice in the world isn't going to get me to write a female character if I don't want to write one.