Last week’s lectures on gender reminded me of the games of
Tekken with my brothers. As a multi-player game, it was one of my only chances
to get to really use the PS2 (as it had been bought by them, they always got
first priority). One thing that sticks out in my mind was trying to select a
character. I wanted to play a girl- and one that I felt had the closest
approximation to myself. After taking a brief glance at the five or so girls on
offer, I settled on Anna. She was young with a fringe and brown hair, like
myself.
Before I could lock in my choice, however, my brother took it
upon himself to warn me against it- “Nah, don’t choose Anna. She’s the worst
player in the game. Plus she’s a prostitute.”
I’m not entirely sure I really considered the implications of
Anna supposedly being a prostitute, but I remember feeling slight indignation
that game developers had chosen to make the worst player in the game female.
What didn’t occur to me was another troubling inference- that perhaps Anna
wasn’t really the worst player in the game. Perhaps she was merely perceived to be so, not taken seriously by virtue of her gender and supposed profession. Either way, the fact that I felt I could no longer identify
with her, and because I didn’t want to lose to my brother, I moved on from
Anna, choosing Christie instead. After playing Tekken for a while, I actually
got pretty good at it and could beat my brothers. Yet after years of the PS2
and Xbox being the boys’ terrain, I can say with certainty that those wins were
far more satisfactory when I played as a female character. Beating my brother
as a female character felt more like I myself had beaten him, rather than a
simulated character. Moreover, it felt like I had won two battles: the fight
itself, yet also the perceived gender odds.
For me, this is at least part of
the reason why there is the gender divide in gaming culture and why this needs
to change. Games are often empowering in the sense that they allow players to
explore an ideal self, or achieve things that you might not be able to in “real
life”. Empowerment is aided by true sense of embodiment and connection with a character. So why should females be limited in this empowerment by the
preponderance of male characters? Why should we feel that if we choose a female
character, we’re disadvantaging ourselves? Why should female options of an
“ideal self” often inexorably mean being a sex object? The same arguments can
be made in regards to race. Empowerment is an important affective dimension of
games, yet shallow, stereotypical representations are limiting the industry’s
potential for such affect. As Kevin has said, privilege is often blind. Whilst
those within the white male circle, who have always had their “ideal selves”
catered to, may not personally feel the difference in having racism and sexism
addressed, this should not mean that the potential for others should be
ignored.
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