I
was silent for most of April; there was nary a post. The reason for
this was I was gearing up for presenting at the PCA/ACA National
Conference in Boston. The PCA/ACA stands for Popular Culture
Association/American Culture Association. I presented on the use of
perspective in games to portray female characters, I.E. the
first-person female player character.
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Promotional image from Tomb Raider: Underworld. |
It sounds all technical and academic-y,
doesn't it? Well, provided I can remember my own argument, let me break
it down. The way that the camera view is used in games directs the gaze
of the player. This makes it so that the focus of the game can be said
to be on either character or graphics-- something superficial, so to
speak (third-person), or to be on gameplay or graphics (first-person).
When featuring a female lead, in those rare times, the focus tends to be
on third-person. This directs the player toward the fact that they are
playing a woman. "Oh my, look! A GIRL! And she's got BOOBS!" tends to be
the player's reaction. When games with a female lead are in
first-person, it helps to focus the game developer and the player on the
playing of the game rather than staring at a busty brunette. Though
there's nothing inherently wrong with this busty brunette, having to
portray a female character in a certain way due to social expectations
&c causes game developers to portray a shallow character,
perpetuating female stereotypes. First-person helps side-step these
problems, and might be a helpful tool in character development for game
developers.
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Promotional image from Mirror's Edge. |
Consider the differences between
Tomb Raider and
Mirror's Edge, for example. In some ways, very similar games. However, the ways they portray women are very different.
Tomb Raider's focus is always on her body, especially in promotional art. I'm thinking especially of a certain photo shoot from the new
Tomb Raider, where Alison Carroll (the model for Lara) lies around in a bikini with a pair of guns in hand.
Mirror's Edge
focuses on the game dynamic-- the constant motion of running, jumping,
and vaulting. Consider also the differences in the portrayal of
Metroid's Samus Aran between
Metroid: Prime and
Metroid: The Other M.
At one point, Samus was kickass, yet somehow that disappeared when the
game put more focus on third-person and thus had more need to develop a
character who was female, and had all the pressures of the stereotypes
associated therein.
The paper had more examples, more
academic double-talk, forty-five slides, and some quotations from
various people. I remember distinctly that there was a section on
Mass Effect.
However, any further suggestions for games with female leads in third-
or first- person would be more than welcome. I would also appreciate
book recs concerning the implementation of viewpoint.
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