2191: On the Objectification of Waifus, and Why Anita Sarkeesian is Wrong (Again)

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The yawning portal of despair that is Anita Sarkeesian’s mouth once again creaked open earlier today, and as usual a stream of ill-informed rhetoric belched forth, bringing pain and misery to all within earshot. This time around she was mad about arses. She was mad that female characters had nice arses that game developers liked to show off, but she was also mad that male characters had their arses hidden by cloaks if they are Batman.

The above is, of course, a rather sweeping simplification of what she was arguing, but I don’t want to provide an in-depth critique of her latest video, largely because I can’t stomach watching her smug face whining any more. Instead, I want to refute one of the core aspects of her overall argument: the fact that women are objectified in games, and that this is bad.

Actually, no; I’m not going to refute the fact that women are objectified, because they are. And so are men, but I’m not going to focus on that aspect, either; let’s stick to the women. So to speak.

The key point that Sarkeesian perpetually misses when talking about the depiction of women in video games is that the most popular characters — male or female — are pretty much always popular for reasons other than their appearance. We’ll go into some specific examples in a moment, but it’s also important to acknowledge that appearance is important, and that objectification does occur — it’s just not the sole, driving force that Sarkeesian seems to think it is, and it’s frankly rather insulting to everyone for her to suggest that men are only interested in looking at nice arses and nothing else.

Men are, of course, interested in looking at nice arses, and here’s a key point. Objectification and judging by appearance occurs immediately the moment a player is first confronted with a new character — and particularly when the player is offered a selection of characters to choose from. At this point, the character becomes the “face” of the product that is the game, and it’s perfectly natural for someone to gravitate immediately towards someone they like the look of for whatever reason. Depending on the person, this reason may well be that they find the character physically attractive — but it can also be that they find them amusing or relatable, like the way they’re dressed, remind them of someone else, remind them of themselves or any number of reasons.

Importantly, though, whether the player is inclined to stick with that character in the long term is not determined by objectification and their appearance. It’s all to do with personality, character and capability. A character can be the most gorgeous, hottest piece of ass you’ve ever seen, but if they’re boring, they’re not going to hold a player’s interest.

Let’s consider a few examples. These are based on my personal experiences with these characters, and anecdotal evidence of what I have seen others saying about them.

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This is Lightning from Final Fantasy XIII. She’s an extremely attractive, striking character, but in an understated rather than self-consciously sexy way. She’s slim but toned, wears a short skirt, has pleasingly tousled hair, has perpetually pouted, parted and moist lips, and wears sexy boots.

She’s also one of the most widely disliked characters in the entire Final Fantasy series thanks to being seen as “boring”. This is partly due to her single-minded nature, partly due to the rather monotone delivery by voice actor Ali Hillis and partly due to the fact that, as the main player-protagonist character in the game, she was pretty obviously kept as a bit of a “blank slate” for the player to interpret and identify with as they saw fit.

I personally don’t think she’s all that bad, but there are far more interesting characters in Final Fantasy XIII. Lightning does, however, act as a suitable proxy for the player to interact with the world and its inhabitants, and in that respect she’s a successful game protagonist. I just don’t see many people declaring her as a “waifu”.

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This is Neptune and Nepgear from the Neptunia series. They are very popular “waifu” choices, but you’ll note that they both err rather on the side of “cute” rather than “sexy”, leaving aside their plugsuit-style HDD/goddess forms seen in the background of the image above. Actually, that raises an interesting point: those who proudly declare Neptune or Nepgear as a favourite character or “waifu” tend to do so with their human incarnations in mind, not the sexed-up HDD versions.

Why are Neptune and Nepgear popular then? Because they have strong personalities, and are interesting characters. Neptune is one of the most incompetent RPG protagonists the genre has ever seen, although her scatterbrained nature acts as an eminently suitable metaphor for the chaotic way most people play RPGs — putting the world on hold to go and grind out some sidequests — while Nepgear is the perfect foil to her sister, being nice, polite, quiet, intelligent and, frankly, a bit of a doormat to everyone around her.

While I won’t deny that there are people out there who want to sexualise these two (there’s plenty of Rule 34 artwork out there to confirm that) it’s also true that the vast majority of Neptunia fans who pick a favourite — whether it’s Neptune, Nepgear or any of the other main cast members — are doing so not on the basis of which one they want to fuck the most, as Sarkeesian suggests, but rather the one that they simply enjoy spending time with the most.

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Here are the various incarnations of Lara Croft from the Tomb Raider series over the years. While Lara tends not to inspire the same sort of fanatical “my waifu!” declarations that female protagonists of Japanese games — and the reasons for that are a whole other matter worth discussing another time — she’s still a popular character, and not because she’s sexy.

Oh, sure, her tiny shorts and enormous rack made for some striking box art back when the original Tomb Raider came out, but if there was no substance to her, she wouldn’t have been able to hold down a series for so long. A series that has been “rebooted” twice, yes, but a series in which she has remained a fairly consistent character, all told: a strong, confident, somewhat posh British woman with a plummy accent, a penchant for gunplay and acrobatics, and a desire to constantly challenge herself.

Moreover, she manages to be a female character that doesn’t alienate anyone: she’s not “girly” in an exaggerated manner, but nor is she overly masculine or aggressive. She manages to occupy a somewhat understated middle ground similar to what Lightning’s creator Toriyama was presumably going for, only with arguably slightly better results. In other words, she has appeal elements designed for lots of different people and, despite her “sexiness quotient” being toned down a bit over the years, particularly in the most recent games, she’s still a good-looking lady. But, importantly, that’s not why people like her.

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Finally for now — I could happily go on with this all day — here is Totori, Rorona and Meruru from the Atelier Arland series. All pretty young things, I’m sure you’ll agree, and all clearly designed to initially draw the player in with their attractiveness — or, perhaps more accurately, cuteness, much like Neptune and Nepgear.

But, again, anyone who proudly declares any one of these girls as their “waifu”, or just as a favourite character, is not doing so because they want to fuck them. No; they’re doing so because they like Rorona’s optimistic but clumsy nature; Totori’s inherent sweetness; Meruru’s lively, bubbly personality. Again, it’s a case of wanting a “relationship” of sorts with these characters — of wanting to hang out with them as people, rather than objectifying them as something to jack off to.


Objectification and aesthetics play an important role in determining our initial attraction to something. But a relationship built purely on physical attraction and nothing deeper is a relationship that will not last long — and a relationship that will be forgotten shortly after it has ended. This is not what modern gamers are looking for — and it is not what the vast majority of modern games are providing.

Men are complicated creatures. No, people are complicated creatures. To boil down everyone’s thinking to “everyone judges everything by appearance” is both reductive and unhelpful. And yet this is exactly what Sarkeesian is doing — just another reason she continues to lose credibility with pretty much everything she says.

1144: A Life Without Nerd-Rage

Page_1I haven’t even contemplated going back to Twitter yet, but not because I have no desire to run into the scumbuckets who drove me off it in the first place. No, my lack of desire to go back to Twitter stems from my dislike of irrational table-thumping arguments on the most ridiculous of subjects, usually video game-related.

Mr Craig Bamford said it best back in February:

CAN WE PLEASE STOP TRYING TO HAVE SERIOUS DEBATES ON TWITTER OF ALL THINGS?

See title.

No, really. See title. I’m enormously, impossibly tired of how everybody who writes about games seems to think that the best-or-only way to have debates on serious, often wrenchingly-personal issues is on Twitter.

Yes, I’m guilty of this myself. I know. But every single time it happens, I feel like I’ve made a mistake. I’m just reminded of how Twitter is an incredibly dumb way to handle these things. The posts are too short, there’s no proper threading, you can’t follow the discussion properly unless you follow everybody involved, expanding the size of the group makes it even worse, you can barely mention people without drawing them in…

…it’s just a gigantic dog’s breakfast that makes absolutely everybody involved look bad.

Worse, it elevates bad arguments. It seems custom-tailored for dumb appeals to authority/popularity and thrashing of strawmen and misquotation and pretty much everything OTHER than an actual grownup  discussion of issues. It’s absolutely one-hundred-percent boosting the arguments that are “simple, straightforward, and wrong”, as the saying goes. That likely has a lot to do with why everybody seems to rush to the most extreme interpretation of arguments and positions. Extreme arguments tend to be straightforward ones.

Sure, there’s worse. Facebook, for example. But every day I’m more and more convinced that Twitter should really be used to link to  arguments, instead of make arguments. It’s not working. So, please, stop.

I agree with him entirely. Too many times over the last year in particular have we seen game journalists and critics with disproportionately loud online “voices” telling us what to think. Usually these loudmouths are attempting to address the issues of sexism and misogyny in the industry — a noble goal, for sure, as few can deny that women still get treated like shit at times through no fault of their own — but more often than not they get so embroiled in beating their fists on their desk that they lose all track of their arguments and end up coming across as… well, a bit childish really. Often these rants come about when the full information on a given situation isn’t available, either — they’re a kneejerk response to things which often aren’t the “problem” they appear to be at first glance.

Let’s take the recently-released Tomb Raider reboot as an example. I haven’t played it yet, but I’ve been discussing it with a friend who has this evening. He’s an intelligent sort of chap with a keen critical eye, and he has found himself very impressed with the depiction of the young Lara Croft as a vulnerable young woman caught up in a situation that she isn’t entirely comfortable with, and having to do things that she finds difficult or scary. The tale of Tomb Raider is as much one of Lara overcoming her own difficulties at dealing with particular things as it is about… whatever the overarching plot of the new game is. (I’m intending to “go in blind” when I eventually play it, so I have no idea what the actual story is about.) My friend compared it to the movie The Descent, with which it sounds like it shares many of its themes and much of its tone. This means that Lara is frequently put in various types of danger — from the environment, from wild animals, and from other people. This also means that there are times when the wet-behind-the-ears young Lara is absolutely fucking terrified of what is happening to her, and justifiably so.

Is this sexist? No, not really; it’s a perfectly human response to shit your pants (not literally… I don’t think) at the prospect of having various forms of unpleasantness inflicted upon you, regardless of whether you’re male or female. Likewise, as much as we would like to forget it happens, violence and sexual assaults do happen to women — and men too, for that matter — because there are certain portions of human society who are complete scumbags who have no regard for human life, male or female.

Lara happens to be female, which means that the situations she is put in over the course of Tomb Raider have been under a disproportionately greater amount of scrutiny than if she was a male hero — regardless of whether or not said male hero is a realistically-rendered character (as Lara is intended to be in this reboot) or a muscle-bound caricature. Lara is put into some difficult situations over the course of the game, including at least one scene where she appears to be at risk of sexual assault. Much was made of this scene when it was first revealed — particularly comments from the development team that it would make players “want to protect Lara”. This was immediately interpreted by the aforementioned loudmouths as being misogynistic and in a sense they’re correct to say that — the characters in the game are misogynists who don’t care about Lara’s wellbeing. But — and here’s the thing — this doesn’t mean that the developers share these attitudes just because they put these characters in the game. You have to have conflict and tension for something to be exciting. Did it have to be the implied threat of sexual assault? No, of course it didn’t, but equally that doesn’t mean we should shy away from such subjects in our entertainment — to do so can actually be pretty harmful, as it makes genuine victims of this sort of thing feel like their suffering is something to be ashamed of. It’s also just plain insulting to grown-ups who want their entertainment to acknowledge that Sometimes Bad Shit Happens to Good People.

I don’t want to get too bogged down in Tomb Raider because it’s just one example of this sort of thing going on. I happened to sneak a glance at Twitter earlier out of curiosity and it seemed that the latest controversy to hit the Intertubes related to Sony’s new God of War game, which features an automatically-attained story-related Trophy awarded to the player the moment after the lead character Kratos stomps on the face of a Fury following what, I assume, is one of the series lengthy combat sequences. The trophy is called “Bros Before Hos”, which is arguably somewhat in bad taste, but we’re talking about a series full of a muscle-bound man ripping the eyeballs out of mythological creatures the size of your average Ikea while shouting incoherently, so I think we can agree that subtlety went out of the window a long time ago.

Because a Fury is a woman, this scene (and by extension the Trophy) is now misogynistic. Again, it might well be in the context of the game — I haven’t played any of them so I don’t know what sort of person Kratos is (besides “the angriest man in Greece”) and what his attitudes towards women are — but in the case of the game’s development, God of War is based on established mythology (or an interpretation thereof, anyway) in which the Furies were (are?) female, and not very nice things to encounter to boot. If you had the opportunity and the means, you would probably want to stamp on their face too, and that’s nothing to do with the fact they are women — it is, however, everything to do with the fact that they are infernal goddesses of much unpleasantness. Do we now have to disregard established mythology because of concerns over violence against women? No, that’s ridiculous; that’s wrapping the world in cotton wool, which helps no-one.

Note that in all of these cases I am not advocating for people to be free to promote things that are harmful to society. I would feel deeply uncomfortable playing a game in which you were somehow rewarded for inflicting domestic violence on someone, for example — although if tackled with sensitivity and care (which many triple-A developers lack, but which many smaller-scale or indie developers have proven themselves to possess in abundance) it could be possible to create an interesting, if distressing sort of interactive story about domestic violence. (In fact, it has sort of been done at least once, to an extent anyway: for a fascinating and challenging exploration of an abusive relationship through the use of allegory, play the game Magical Diary — which was written by a woman — and pursue the romance with Damien.)

What I am instead saying is that getting outraged any time a female character (or, for that matter, a non-white, young, elderly, homosexual, trans or other “non-white twentysomething cis male” character) is placed in peril, regardless of the circumstances, is counter-productive. It diminishes the value of the arguments as a whole, and distracts attention from content that genuinely is a problem. After the controversy over the Hitman trailer with all its leather-clad nuns and other assorted ridiculousness dreamed up by the 14-year olds in Square Enix’s marketing department, I confess I found myself blocking most of the people involved in the “discussions” around the issue on Twitter not because I wanted to deny there was a problem, but because I couldn’t deal with the way people were arguing about it. There was no debate, no discussion — nothing but “I’m Right, You’re Wrong” for day after day. And as soon as one controversy subsided, another appeared. And so it continued for month after month after month. It made me stop caring completely, which is the complete opposite of what these people presumably intended.

Rage like this doesn’t even have to be directed at a sociological issue, though; just recently everyone has been getting extremely angry at EA because of SimCity’s online requirement, just like they did with Diablo III. Again, very few people are considering all the facts at play here, which I won’t get into now, and instead resorting to kneejerk rage which, if you disagree with, you’re somehow an asshole. There always has to be something to be angry about. And it’s exhausting.

So, in summary, I am very happy to have now, for the most part, taken a step back from the seething masses — and while said masses are still seething I have very little intention of heading back in a Twitterly direction unless absolutely necessary.

I’ll let Irina sum up how I feel about all this with the Understatement of the Century.

President6Quite.