HWM (Singapore)

WHEN WILL WE START TO SEE MORE WOMEN IN GAMES?

Maybe this isn’t even the real issue here.

- By Koh Wanzi

T“The number of women protagonis­ts in E3 games still in single digits,” blared Polygon’s headline in the aftermath of E3 2018. The website was reporting on the perennial dearth of representa­tion afforded to women in video games, as documented by Feminist

Frequency, and you wouldn’t be wrong in coming away with the impression that this was a really big problem.

After all, the percentage of games at E3 that focus on women has been stuck in the 7 to 9 per cent range for the past few years, and this year shows scant improvemen­t. In comparison, around 24 per cent of E3 games – out of 118 titles – had male protagonis­ts.

That may seem like quite a lopsided state of affairs, especially if you think that games should be representa­tive of real world demographi­cs. Furthermor­e, it hardly seems fair that games are generally made for men, by men. There is a lack of women in video game developmen­t, just as there is a lack of female protagonis­ts in games.

This means that games that are ostensibly designed for women are being created by men. There’s nothing wrong with this in and of itself, but things become problemati­c when these games are based on a stereotypi­cal feminine ideal. This is typically a white, straight, cis-gendered female with an aversion to violence and a preference for cute things, and the resulting games re ect this.

Similarly, this means that games are designed predominan­tly for their largest audience. For the longest time, the assumption was that this audience wants hyperviole­nt, hypersexua­lized material. The protagonis­ts were often almost always male, which allowed male players to readily project themselves onto these characters.

The problem with this is that this forces female gamers to experience the world through the eyes of a male protagonis­t, which can create a feeling of dissonance for some and lead them to view games in general as distant and inaccessib­le. This in turn creates a vicious cycle that discourage­s more women from entering this male-dominated space, which is what really needs to happen in order to achieve any form of equal representa­tion in games.

Having said that, I question whether we’re viewing this issue in the appropriat­e and most constructi­ve terms. Representa­tion is important, but I’d argue that calling for female protagonis­ts just for the sake of having more of them feels rather heavy-handed and futile.

There have also been hopeful signs of progress. E3 2018 had some noteworthy titles that prominentl­y featured female characters, including blockbuste­r games like Battle eld V, TheLastofU­sPart2, Wolfenstei­nYoungbloo­d, and Gears

ofWar5. The response to this was mixed. While some fans welcomed the change, others took issue with what they

perceived as their beloved game giving in to so-called political correctnes­s.

For example, some vocal Battleeld fans took to Twitter with the hashtag #NotMyBattl­eeld, decrying what they thought was historical inaccuracy in service of being politicall­y correct.

Battleeld V doesn’t even force you to play a female character. While the trailer featured a British woman, players will be able to choose the gender and ethnicity of their troops, so they’re not being shoehorned into a particular role that they don’t identify with.

In fact, I’d argue that allowing players to choose is a better option than having a xed female protagonis­t. Don’t get me wrong. I’m all for characters like Ellie and Kait, but player agency isn’t something that should be overlooked either. While it seems bad that just 8 per cent – or nine games – were headlined by female characters, a good 50 per cent of games at this year’s E3 let players pick the gender they wanted to play as.

I don’t see why we should ignore all these games and simply focus on those that have a female lead. According to FeministFr­equency, when a game features a set female protagonis­t, every player who enters those worlds must experience them through the lens of that female character. These games then help to “normalize the notion that male players should be able to project themselves onto and identify with female protagonis­ts just as female players have always projected [themselves] onto and identied with male protagonis­ts”.

This sounds unnecessar­ily combative to me. I get that some narratives demand a xed character, and we should denitely embrace greater inclusion and diversity, but it seems like we should also welcome the ability to choose as progress as well.

At the risk of trivializi­ng the entire issue, I’d also argue that we’re taking things a little too seriously here. Feminist

Frequency only began tracking games at E3 in 2015, and four years is too little time to expect some major leap toward gender parity.

Furthermor­e, while more than half of gamers are supposedly women, most of these are comprised of women who game on their smartphone­s, which means that the audience on PC and console is still predominan­tly male. It’s possible that women shy away from so-called “proper” games because they’ve been continuall­y led to believe that they don’t belong in that space, but it’s also entirely possible that they are simply not interested in the kind of games there.

The reality is likely a mix of both, and while I am all for banishing stereotype­s, it also seems foolish to discount the truth of varying interests.

What’s more, the gender disparity in games is just a reection of deeper inequities in society. Social norms and expectatio­ns still pose huge barriers, and until we solve these issues, games will continue to reect the world we live in. Instead of railing against gender inequity in games, we should probably direct our energies toward xing what is really wrong.

 ??  ?? Gears of War 5
Gears of War 5
 ??  ??
 ??  ?? The Last of Us Part 2
The Last of Us Part 2
 ??  ?? Battle eld V
Battle eld V
 ??  ??

Newspapers in English

Newspapers from Singapore