After a long exciting wait, here is the paper proposal, which may or may not be altered when my professor reads it! Wooooo-
The difficulty, in the past, with trying to write about
comparative identification in videogames between player and avatar, has been in
the lack of multi-racial and multi-gendered characters with different
sexualities. Much of the market has been dominated by the societal
identification as a cysgendered, straight, white male, and for a long time
video-games fed into nothing but that type of aesthetic, calling for characters
to be nothing more than a mirroring, not of the individual players, but of the
patriarchal identity. Although this trait is still the domineering force behind
videogames, one battle that is starting to be won with the help of videogame
developers is the choice between choosing a playable female and playable male
protagonist, or even being given a solely female avatar, such as in Tomb Raider, or Beyond: Two Souls. Some games offer malleable forms, such as in Mass Effect and Skyrim, which offer almost full player control as to the identity,
both gender wise and sexuality wise. Others offer less choice, with a selection
of prefab characters of several genders, such as Borderlands – four male and two female characters—or Final Fantasy XIII and XIII-2 which offers an extremely wide
range of identity. Others, such as the Bioshock
Series, offer limited play as a female character.
The
discussion as to how players relate to gendered characters is not a simple one.
Based upon the games available on the market today, it seems as though the
developers and gamers have differing opinions on how to best create games. The
most vocal portion of the market insists that creating multiple identities to
satisfy all consumers is a waste, yet fail to realize how their games have
already been effected by more gender neutral gaming styles. My essay will not
argue what type of game design is best; it will seek to sort out how gender
effects gameplay and why many characters, as well as the worlds they inhabit,
are identifiable to both men and women. I will talk about several specific
topics, and their pros and cons:
I.
Why many male gamers believe they cannot
identify with female protagonists of games, through the lens of an eras-old
gendered play space, and how this misconception is based more in perceived
gender-space roles, rather than actual changes in game play. In particular,
this will look at the already pervasive function of the female space within the
male game action genre, particularly in widely acclaimed games such as the Bioshock Series, which contains all of
its perceivable action in an under-water biosphere that is both city and mall
all in one, and affords its players the values of the stereotypically male
genre (action, violence and exploration) with those of the stereotypically
female genre (character depth, motivations, secrets and interior world building).
II.
How women identify with male characters. This
includes ways in which contemporary games have used the traditionally feminized
component of secrets, domestic spaces, and character motivations to create
well-rounded characters that do not just create action but create a story, as
well as the bimodal function of the “stunting bodies” characters who are
designed with both men and women in mind. This second part, in particular, will
be a focus on how girl gamers identify with such female avatars that have been
designed, at least in part, to appeal to a voyeuristic male audience.
III.
How men identify with the female characters
already on the market in a continued discussion on cross-gender avatar
functionality. In this section, I will bring up the topic of the Final Girl and
how many female avatars in gaming have been masculinized to fit,
simultaneously, with the love-interest sexualized and objectified body, while
also having the character’s own sexuality denatured to prevent the
objectification of the male body presented to a player. This will include games
such as Final Fantasy XIII-2 and Lollipop Chainsaw, which both render
their female protagonists sterile through the absence of a male body to
objectify, Final Fantasy XIII and Tomb Raider, which code their female
characters as either lesbians or asexual and use the game as a way of attaining
manhood through the process of gaining a symbolic phallus, and finally games
that defy the normal gaming function to give a full and complete world of what
it is like to be a feminine character in a male dominated world (Bioshock Infinite and Beyond: Two Souls). This final section
will conclude with an analysis of the game Beyond:
Two Souls – both its controversy as a slower, passive style game, and its
success of eliding the world of combat action gaming with accurate
representations of a straight female character.
In the end I suppose my thesis
could be boiled down to this: The avatar is a representation of both self and
other; The more that avatar is placed in a world that gives equal distribution
to male and female game-space, while not ignoring the realities of how the
world reacts to these character distinctions, the more likely it will be that
the game will resonate with the highest number of players. Even if the player
cannot relate to the gender, they can relate to the qualities that make up
humanity, which is not just gender neutral, but both feminine and masculine in
quality.
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