paint-brush
Virtual Equality: Changing Women's Representation in Video Gamesby@beatboyninja
2,065 reads
2,065 reads

Virtual Equality: Changing Women's Representation in Video Games

by Sergey SnegievMarch 9th, 2024
Read on Terminal Reader
Read this story w/o Javascript
tldt arrow

Too Long; Didn't Read

From the early stages of video game development, female characters were primarily portrayed as heroines needing rescue or as secondary NPCs. The 1990s and early 2000s saw an influx of female characters who were both solid and sexualized, like Lara Croft of Tomb Raider.
featured image - Virtual Equality: Changing Women's Representation in Video Games
Sergey Snegiev HackerNoon profile picture

A Pixelated History of Gender Representation

From the early stages of video game development, female characters were primarily portrayed as heroines needing rescue or as secondary NPCs. When they took on the role of main characters, their depictions were highly sexualized. The iconic image of Tomb Raider (1996) with substantial triangular breasts in tiny shorts can be called a symbol of female depictions in the games in Europe and the USA in the 90s. This decade marked the rise of female characters taking center stage, albeit often in a sexualized manner. Lara Croft from Tomb Raider became a cultural icon, embodying empowerment and the era's limited portrayal of female characters.



Japanese video games reinforced this standard. JRPGs, fighting games, and visual novels featured "excited" female characters in exceptionally revealing clothing, particularly notable in characters like 2B from NieR: Automata and Bayonetta from the eponymous series.



Nintendo and many other developers portrayed women as fragile princesses constantly needing rescue. Their famous princesses, Peach, Princess Daisy, and Rosalina, continue to present "feminine" images in traditional, bright, voluminous dresses. Video games like Donkey Kong featured women as objectives rather than protagonists, embodying the "damsel in distress" trope.



First playable female characters

The first ever playable female character is Billie Sue, from the Atari 2600 game Wabbit, released in 1982. Billie Sue is depicted as a simple, pixelated character, typical of the era's graphical capabilities. She is characterized by basic, blocky graphics, with her gender being identifiable through minimalistic details that suggest traditional female attributes.



Pac-Man (1980) was the first commercial video game to involve many women as players.
It leads to the development of a sequel,Ms. Pac-Man (1982), starring a female protagonist. And it would seem, is it possible to sexualize such a character? Let's get a look:



The 90s and early 2000s saw an influx of female characters who were both solid and sexualized, like Lara Croft of Tomb Raider. Samus Aran's character (Metroid) proved that women could be powerful and strong in video games. But all this came in one pack with her sexuality. Especially in cut scenes. For example, In the first part, her spacesuit was removed like this:



This was a trend that continued for a long time in the next releases:



Things started to change around 2010. The Mirror's Edge (2008) featured Faith Connors, a protagonist celebrated for her realistic physicality and depth of character. This era also saw a push towards more narrative-driven games that offered complex roles for female characters, such as BioShock Infinite's Elizabeth.


Expanding Diversity and Inclusivity

Over time, while not wholly disappearing, sexualization in games has decreased, and today's situation in the gaming industry seems more positive than in advertising or cinema. For example, Lara Croft has come a long way to becoming a strong and independent explorer in the latest series of reboots, which started in 2013. Deep and well-developed female characters like Senua from Hellblade: Senua's Sacrifice have appeared. In this case, the standard cliché of the male savior falls on the main heroine - Senua saves the soul of her deceased loved one.



Modern female game characters such as Ellie from The Last of Us, Clementine from The Walking Dead, Aloy from Horizon, and Jesse Faden from Controlare are widely known and famous. They are strong, evolving, and realistic heroines.

Traditional "bikini armor" are also becoming a thing of the past. In recent years, many developers have been paying more attention to the realism and practicality of character equipment, moving away from unrealistic and sexualized clothing. This change also reflects a desire to provide players with more diverse and respectful representations of women. For example, The Elder Scrolls series has long equalized male and female characters regarding skills and clothing. Even the heroines of fighting games, traditionally bestowed by developers with a few centimeters of fabric, are now dressed diversely and fully. Tekken 8, with its vast variety of clothing, can be cited as an example.



The industry has seen significant strides in inclusivity, with games like Overwatch and Apex Legends featuring diverse characters across the gender spectrum. Life is Strange (2015), and its sequels explore LGBTQ+ themes with sensitivity and depth, marking a progressive step in storytelling. The industry's challenge is pushing boundaries, questioning stereotypes, and embracing a more inclusive vision of heroism and adventure. Video games can lead to inclusivity as we progress, reflecting the rich tapestry of human experience in all its forms.



The number of female gamers is increasingyearly, directly affecting developers' approaches and the success of various games. Although some old male players are dissatisfied with such changes, the market remains oriented towards a younger and more progressive audience, which most actively consumes gaming content.


A survey by Newzoo revealed that 46% of gamers worldwide are female, challenging the stereotype of gaming as a predominantly male hobby.


Conclusion

Reactions to increased diversity in gaming have been mixed. While many players welcome the broader representation, some segments of the gaming community have pushed back against what they perceive as forced inclusivity. However, the commercial success of games with strong female leads and diverse casts suggest that most gaming audiences value and support these changes.


In conclusion, it's important to note that despite modern heroines mostly wearing full armor and skins, in most cases, they are still represented in only one possible physique - very slim. There is still a long way to go in representing quality and diverse female characters. These should be women of different body types and backgrounds, realistic and complex, with their motivations, goals, and stories. It's crucial to move away from stereotypes of gender, skin color, and shapes and provide players with a wide range of characters that can represent various aspects of experience and identity.