1 00:00:00,242 --> 00:00:03,465 (Princess Peach) Mario! Oh Help! 2 00:00:25,267 --> 00:00:29,898 Welcome to our multi-part video series exploring the roles and representations of women in video games 3 00:00:29,898 --> 00:00:36,447 This project will examine the tropes, plot devices and patterns most commonly associated with women in gaming 4 00:00:36,447 --> 00:00:39,410 from a systemic, big picture perspective. 5 00:00:39,410 --> 00:00:43,079 This series will include critical analysis of many beloved games and characters 6 00:00:43,079 --> 00:00:46,463 but remember, it is both possible, and even necessary 7 00:00:46,463 --> 00:00:52,672 to simultaneously enjoy media, while also being critical of its more problematic and pernicious aspects. 8 00:00:52,672 --> 00:00:58,134 So, without further ado, lets jump right into The Damsel In Distress. 9 00:00:58,134 --> 00:01:00,844 Let's start with the story of a game that no-one ever got to play 10 00:01:00,844 --> 00:01:08,435 Back in 1999, game developer 'Rare' was hard at work on a new original title for the Nintendo 64 called Dinosaur Planet. 11 00:01:08,435 --> 00:01:14,193 The game was to star a 16 year old hero named Krystal as one of two playable protagonists. 12 00:01:14,193 --> 00:01:19,326 She was tasked with travelling through time, fighting prehistoric monsters with her magical staff 13 00:01:19,326 --> 00:01:24,316 and saving the world. She was strong, she was capable and she was heroic. 14 00:01:24,362 --> 00:01:27,125 *"And who might you be, animal girl?"* 15 00:01:27,294 --> 00:01:28,860 *"My name is Krystal"* 16 00:01:40,214 --> 00:01:41,820 Pretty cool right? 17 00:01:41,820 --> 00:01:44,904 Well, it would have been except the game never got released. 18 00:01:44,920 --> 00:01:50,182 As development on the project neared completion, legendary game designer, Shigeru Miyamoto 19 00:01:50,182 --> 00:01:54,074 joked about how he thought it should be the third installment in his Star Fox franchise instead. 20 00:01:54,074 --> 00:01:56,944 Over the next two years, he and Nintendo did just that. 21 00:01:56,944 --> 00:02:03,201 They rewrote and redesigned the game and released it as Star Fox Adventures for the Game Cube in 2002. 22 00:02:03,201 --> 00:02:08,961 In this revamped version, the would-be protagonist Krystal, has been transformed into a Damsel-in-Distress 23 00:02:08,961 --> 00:02:12,502 and spends the vast majority of the game trapped inside a crystal prison 24 00:02:12,502 --> 00:02:15,546 waiting to be rescued by the new hero, Fox McCloud. 25 00:02:15,546 --> 00:02:19,259 The in-game actions sequences that were originally built for Krystal 26 00:02:19,259 --> 00:02:21,802 were converted to feature Fox instead. 27 00:02:21,802 --> 00:02:25,317 Krystal is given a skimpier, more sexualized outfit. 28 00:02:25,317 --> 00:02:29,102 "Wow! She's beautiful!!" 29 00:02:29,102 --> 00:02:35,796 *cheesy saxophone music plays* 30 00:02:35,796 --> 00:02:38,072 "What am I doing?" 31 00:02:38,072 --> 00:02:45,240 And, yes. That is cheesy saxophone music to make sure it crystal clear that she is now an object of desire 32 00:02:45,240 --> 00:02:47,910 even while in suspended animation. 33 00:02:47,910 --> 00:02:49,286 To add insult to injury, 34 00:02:49,286 --> 00:02:56,003 Fox is now using her magical staff to fight his way through the game to save her. 35 00:02:56,003 --> 00:02:59,173 The tale of how Krystal went from protagonist of her own epic adventure 36 00:02:59,173 --> 00:03:01,516 to the passive victim in someone else's game 37 00:03:01,516 --> 00:03:05,735 illustrates how the Damsel-in-Distress trope disempowers female characters 38 00:03:05,735 --> 00:03:10,222 and robs them of the chance to be heroes in their own right. 39 00:03:10,222 --> 00:03:14,686 The term 'damsel in distress' is a translation of the French 'demoiselle en détresse'. 40 00:03:14,686 --> 00:03:17,358 'Demoiselle' simply means 'young lady' 41 00:03:17,358 --> 00:03:22,194 while 'détresse' means, roughly, anxiety or despair caused by a sense of abandonment 42 00:03:22,194 --> 00:03:23,784 helplessness or danger. 43 00:03:23,784 --> 00:03:26,742 As a trope, the Damsel in Distress is a plot device 44 00:03:26,742 --> 00:03:29,919 in which a female character is placed in a perilous situation 45 00:03:29,919 --> 00:03:34,167 from which she cannot escape on her own, and must be rescued by a male character, 46 00:03:34,167 --> 00:03:37,126 usually providing the core incentive or motivation 47 00:03:37,126 --> 00:03:38,987 for the protagonist's quest 48 00:03:38,987 --> 00:03:41,924 In video games, this is most often accomplished via kidnapping 49 00:03:41,924 --> 00:03:46,483 but it can also take the form of petrification or demon possession, for example. 50 00:03:46,483 --> 00:03:51,490 Traditionally, the woman in distress is a family member or a love interest of the hero, 51 00:03:51,490 --> 00:03:57,489 princesses, wives, girlfriends and sisters are all commonly used to fill the role. 52 00:03:57,489 --> 00:04:01,985 Of course the Damsel in Distress predates the invention of video games by several thousand years. 53 00:04:01,985 --> 00:04:06,240 The trope can be traced back to Ancient Greek mythology with the tale of Perseus. 54 00:04:06,240 --> 00:04:10,536 According to the myth, Andromeda is about to be devoured by a sea monster 55 00:04:10,536 --> 00:04:14,081 after being chained naked to a rock as human sacrifice. 56 00:04:14,081 --> 00:04:18,176 Perseus slays the beast, rescues the princess and then claims her as his wife. 57 00:04:18,176 --> 00:04:22,297 In the middle ages, the Damsel in Distress was a common feature 58 00:04:22,297 --> 00:04:24,575 in many medieval songs, legends and fairy tales. 59 00:04:24,575 --> 00:04:28,736 The saving of a defenseless woman was often portrayed as the raison d'être 60 00:04:28,736 --> 00:04:33,223 or reason for existence in romance tales and poems of the era. 61 00:04:33,223 --> 00:04:35,653 involving a knight-errant, the wandering knight 62 00:04:35,653 --> 00:04:38,856 adventuring to prove his chivalry, prowess and virtue. 63 00:04:38,856 --> 00:04:42,992 At the turn of the twentieth century, victimized young women became the cliche of choice 64 00:04:42,992 --> 00:04:45,110 for the nascent American film industry 65 00:04:45,110 --> 00:04:48,491 as it provided an easy and sensational plot device for the silver screen. 66 00:04:48,491 --> 00:04:55,387 A famous early example is the 1913 Keystone Cops' short, *"Barney Oldfield's Race for a Life'* 67 00:04:55,387 --> 00:04:57,172 which features the now iconic scene, 68 00:04:57,172 --> 00:05:00,503 of a woman being tied to the railway tracks by an evil mustache twirling villain. 69 00:05:03,841 --> 00:05:07,426 Around the same time, the motif of a giant monkey, carrying away a screaming woman 70 00:05:07,426 --> 00:05:11,181 began to gain widespread popularity in media of all kinds 71 00:05:11,181 --> 00:05:13,849 notably Tarzan's love interest, Jane, 72 00:05:13,849 --> 00:05:15,404 is captured by a broodish primate 73 00:05:15,404 --> 00:05:18,240 in Edgar Rice Burroughs' 1912 pulp adventure 74 00:05:18,240 --> 00:05:20,439 *Tarzan and the Apes* 75 00:05:20,439 --> 00:05:24,276 In 1930, Walt Disney used this meme in an early Mickey Mouse cartoon 76 00:05:24,276 --> 00:05:26,237 called *The Gorilla Mystery*. 77 00:05:28,897 --> 00:05:34,787 The imagery was even exploited by the US military in this recruitment poster for World War I 78 00:05:34,787 --> 00:05:37,540 But it was in 1933 that two things happened, 79 00:05:37,540 --> 00:05:41,411 which 50 years later, would set the stage for the Damsel in Distress trope 80 00:05:41,411 --> 00:05:45,590 to become a foundational element in video games as a media. 81 00:05:45,590 --> 00:05:51,858 First, Paramount Pictures introduced their animated series, *Popeye the Sailor* to cinema audiences. 82 00:05:51,858 --> 00:05:58,853 The formula for most shorts would involved Popeye rescuing a kidnapped Olive Oyl. 83 00:05:58,853 --> 00:06:05,329 Second, in March of that year, RKO pictures releases its groundbreaking hit film *King Kong* 84 00:06:05,329 --> 00:06:07,409 in which a giant ape abducts a young woman 85 00:06:07,409 --> 00:06:11,463 and is eventually killed while trying to keep possession of her. 86 00:06:13,326 --> 00:06:16,994 Fast forward to 1981, when a Japanese company named Nintendo 87 00:06:16,994 --> 00:06:20,172 entrusted a young designer named Shigeru Miyamoto 88 00:06:20,172 --> 00:06:23,802 with the task of creating a new arcade game for the American market. 89 00:06:23,802 --> 00:06:27,911 Originally, the project was conceived of as a game starring Popeye the sailor 90 00:06:27,911 --> 00:06:30,676 but when Nintendo wasn't able to secure the rights 91 00:06:30,676 --> 00:06:36,683 Miyamoto created his own characters to fill the void, heavily influenced by the movie *King Kong*. 92 00:06:39,775 --> 00:06:44,106 The game's hero 'Jump Man' was tasked with rescuing a damsel named 'The Lady', 93 00:06:44,106 --> 00:06:47,157 after she is carried off by a giant ape. 94 00:06:47,157 --> 00:06:51,906 In later versions, she is renamed 'Pauline'. 95 00:06:51,906 --> 00:06:56,619 Although Donkey Kong is perhaps the most famous early arcade game to feature the Damsel in Distress 96 00:06:56,619 --> 00:06:59,455 it wasn't the first time Miyamoto employed the trope. 97 00:06:59,455 --> 00:07:04,957 Two years earlier, he had a hand in designing a 1979 arcade game called Sheriff. 98 00:07:04,957 --> 00:07:07,803 In it, a vague female shaped collection of pixels 99 00:07:07,803 --> 00:07:12,218 referred to as 'The Beauty', must be rescued from a pack of bandits. 100 00:07:12,218 --> 00:07:17,848 The hero is then rewarded with a 'smooch of victory' for his bravery in the end. 101 00:07:17,848 --> 00:07:21,228 A few years later, Miyamoto recycled his Donkey Kong character designs 102 00:07:21,228 --> 00:07:25,312 Pauline became the template for a new damsel named Princess Toadstool 103 00:07:25,312 --> 00:07:28,961 and 'Jump Man' became a certain very famous plumber. 104 00:07:39,665 --> 00:07:45,126 Princess Peach is in many ways the quintessential stock character version of the Damsel in Distress. 105 00:07:45,126 --> 00:07:50,506 The ill-fated princess appears in fourteen of the core Super Mario Bros platformer games 106 00:07:50,506 --> 00:07:53,093 and she is kidnapped in thirteen of them. 107 00:08:01,648 --> 00:08:05,028 The North American release of Super Mario Bros 2 in 1988 108 00:08:05,028 --> 00:08:09,689 remains the only game in the core series in which Peach is not kidnapped 109 00:08:09,689 --> 00:08:12,495 and also the only game in which she is a playable character, 110 00:08:12,495 --> 00:08:16,372 though it should be noted it wasn't originally created to be Mario game at all. 111 00:08:16,372 --> 00:08:20,119 The game was originally released in Japan under a completely different title 112 00:08:20,119 --> 00:08:22,499 called *Yume Kōjō: Doki Doki Panikku* 113 00:08:22,499 --> 00:08:27,200 which, roughly translates to *Dream Factory: Heart Pounding Panic* 114 00:08:27,630 --> 00:08:32,021 *Japanese voice over* 115 00:08:38,468 --> 00:08:43,434 Nintendo of American thought that the original Japanese release of Super Mario Bros 2 was too difficult 116 00:08:43,434 --> 00:08:45,936 and too similar to the first game 117 00:08:45,936 --> 00:08:49,073 and so they re-skinned and redesigned *Doki Doki Panic* 118 00:08:49,073 --> 00:08:51,236 to star Mario and Luigi instead. 119 00:08:51,236 --> 00:08:54,907 However, the Japanese game already had four playable characters. 120 00:08:59,260 --> 00:09:04,411 So the designers opted to include Toad and the Princess to fill the two remaining slots 121 00:09:04,411 --> 00:09:07,801 building directly on top of the pre-existing character models. 122 00:09:07,801 --> 00:09:12,798 So really, if we're honest, Peach is kinda accidentally playable in this one. 123 00:09:12,798 --> 00:09:15,566 Still, she had the awesome ability to float for short distances 124 00:09:15,566 --> 00:09:19,052 which came in really handy, especially in the ice levels. 125 00:09:19,052 --> 00:09:23,599 Sadly, Peach has never been a playable character again in the main franchise. 126 00:09:23,599 --> 00:09:26,603 Even with newer games that feature four player options, 127 00:09:26,603 --> 00:09:29,239 like the new Super Mario Bros Wii and WiiU 128 00:09:29,239 --> 00:09:32,063 the Princess is still excluded from the action. 129 00:09:32,063 --> 00:09:34,746 She's been replaced with another Toad instead 130 00:09:34,746 --> 00:09:39,698 as to allow Nintendo to force her back into the Damsel role, again and again. 131 00:09:39,698 --> 00:09:42,158 Peach does of course appear in many spin offs, 132 00:09:42,158 --> 00:09:45,371 such as the Mario Party, Mario Sports and Mario Kart series 133 00:09:45,371 --> 00:09:50,240 as well as the Super Smash Bros Nintendo universe cross-over fighting games 134 00:09:50,240 --> 00:09:55,662 however all of these spin offs fall well outside of the core Super Mario series of platformers. 135 00:09:55,662 --> 00:10:00,727 She is the star of only one adventure, and we'll get to that a little later. 136 00:10:00,727 --> 00:10:05,077 One way to think about Damsel characters is via what is called the subject/ object dichotomy. 137 00:10:05,077 --> 00:10:09,493 In the simplest terms, subjects act, and objects are acted upon. 138 00:10:09,493 --> 00:10:13,580 The subject is the protagonist; the one who the story is centered on 139 00:10:13,580 --> 00:10:15,349 and the one doing most of the action. 140 00:10:15,349 --> 00:10:18,822 In video games this is almost always the main playable character 141 00:10:18,822 --> 00:10:21,909 and the one from whose perspective most of the story is seen. 142 00:10:21,909 --> 00:10:25,035 So the Damsel Trope typically makes men the subject of narratives 143 00:10:25,035 --> 00:10:27,581 while relegating women to the role of object. 144 00:10:27,581 --> 00:10:32,502 This is a form of objectification, because as objects damsel'ed women are being acted upon, 145 00:10:32,502 --> 00:10:39,723 most often becoming, or reduced to a prize to be won, a treasure to be found, or a goal to be achieved. 146 00:10:39,723 --> 00:10:43,018 The brief into sequence accompanying many classic arcade games 147 00:10:43,018 --> 00:10:47,874 tends to reinforce the framing of women as a possession that has been stolen from the protagonist. 148 00:11:07,738 --> 00:11:14,293 The hero's fight to retrieve his stolen 'property' then provides lazy justification for the actual gameplay. 149 00:11:14,293 --> 00:11:17,588 At its heart, the Damsel Trope is not really about women at all. 150 00:11:17,588 --> 00:11:21,342 She simply becomes the central object in a competition between men, 151 00:11:21,342 --> 00:11:23,677 at least in its traditional incarnations. 152 00:11:23,677 --> 00:11:28,182 I've heard it said that, in the game of patriarchy, women are not the opposing team, 153 00:11:28,182 --> 00:11:29,767 they are the ball. 154 00:11:29,767 --> 00:11:33,833 So for example, we can think of the Super Mario franchise as a grand game being played 155 00:11:33,833 --> 00:11:38,108 between Mario and Bowser and Princess Peach's role is essentially that of the ball. 156 00:11:42,200 --> 00:11:43,575 The two men are tossing her back and forth 157 00:11:43,575 --> 00:11:45,475 over the course of the main series, 158 00:11:45,475 --> 00:11:48,709 each trying to keep and take possession of the 'Damsel Ball'. 159 00:11:55,126 --> 00:11:58,135 Even though Nintendo certainly didn't invent the Damsel in Distress, 160 00:11:58,135 --> 00:12:03,425 the popularity of their 'save the princess' formula, essentially set the standard for the industry. 161 00:12:03,425 --> 00:12:07,072 The trope quickly became the go-to motivational hook for developers 162 00:12:07,072 --> 00:12:11,906 as it provided an easy way to tap into adolescent male power fantasies 163 00:12:11,906 --> 00:12:15,301 in order to sell more games to young straight boys and men. 164 00:12:25,364 --> 00:12:27,624 Throughout the 80s and 90s the trope became so prevalent, 165 00:12:27,624 --> 00:12:30,409 that it would be nearly impossible to mention them all. 166 00:12:30,409 --> 00:12:33,236 There were literally hundreds of examples showing up at platformers 167 00:12:33,236 --> 00:12:35,250 side scrolling beat-em-ups, 168 00:12:35,250 --> 00:12:36,834 first person shooters 169 00:12:36,834 --> 00:12:38,910 and role playing games alike. 170 00:12:45,926 --> 00:12:49,428 Let's take a quick moment to clear up some common misconceptions about this trope. 171 00:12:49,428 --> 00:12:53,857 As a plot device the Damsel in Distress is often grouped with other, separate tropes, 172 00:12:53,857 --> 00:12:58,063 including 'The Designated Victim', 'The Heroic Rescue' and 'The Smooch of Victory'. 173 00:12:58,063 --> 00:13:01,578 However, it is important to remember that these associated conventions 174 00:13:01,578 --> 00:13:05,112 are not necessarily a part of the Damsel in Distress trope itself. 175 00:13:05,112 --> 00:13:09,740 So the woman in question may or may not play the victim role for the entire game or series 176 00:13:09,740 --> 00:13:14,076 while our brave hero may or may not be successful in his rescue attempts. 177 00:13:16,415 --> 00:13:19,551 All that is really required to fulfil the Damsel in Distress trope 178 00:13:19,551 --> 00:13:23,005 is for a female character to be reduced to a state of helplessness 179 00:13:23,005 --> 00:13:26,341 from which she requires rescuing by a typically male hero 180 00:13:26,341 --> 00:13:29,113 for the benefit of his story arc. 181 00:13:29,344 --> 00:13:32,347 This brings us to the other famous Nintendo princess. 182 00:13:32,347 --> 00:13:36,769 In 1986, Shigeru Miyamoto doubled down on his Damsel in Distress formula 183 00:13:36,769 --> 00:13:39,780 with the NES release of *The Legend of Zelda*. 184 00:13:39,780 --> 00:13:45,055 This was the first in what would become one of the most beloved action adventure game franchises of all time. 185 00:13:58,791 --> 00:14:02,324 Over the course of more than a dozen games, spanning a quarter century, 186 00:14:02,324 --> 00:14:07,681 all of the incarnations of Princess Zelda have been kidnapped, cursed, possessed, turned to stone, 187 00:14:07,681 --> 00:14:10,138 or otherwise disempowered at some point. 188 00:14:31,865 --> 00:14:37,293 Zelda has never been the star in her own adventure, nor been a true playable character in the core series. 189 00:14:37,293 --> 00:14:40,163 However, it must be said that not all Damsels are created equal 190 00:14:40,163 --> 00:14:46,164 and Zelda is occasionally given a more active or integral role to play than her counter part in the Mushroom Kingdom. 191 00:14:46,164 --> 00:14:51,927 Unlike Peach, Zelda is not completely defined by her role as Ganondorf's perpetual kidnap victim 192 00:14:51,927 --> 00:14:56,438 and in a few later games, she even rides the line between Damsel and Sidekick. 193 00:14:56,438 --> 00:15:00,826 Remember, the Damsel in Distress as plot device is something that happens to a female character 194 00:15:00,826 --> 00:15:04,534 and not necessarily something a character is from start to finish. 195 00:15:04,534 --> 00:15:08,527 Once in a while, she might be given the opportunity to have a slightly more active role 196 00:15:08,527 --> 00:15:13,198 in facilitating the hero's quest, typically by opening doors, giving hints, power-ups 197 00:15:13,198 --> 00:15:15,951 and other helpful items. 198 00:15:15,951 --> 00:15:18,794 I call this variant on the theme, The Helpful Damsel. 199 00:15:18,794 --> 00:15:24,918 Indeed Zelda is at her best when she takes the form of Sheik in Ocarina of Time and Tetra in The Wind Waker. 200 00:15:24,918 --> 00:15:29,131 In Ocarina of Time, Zelda avoids capture for the first three quarters of the game. 201 00:15:29,131 --> 00:15:33,677 Disguised as Sheik, she is a helpful and active participant in the adventure 202 00:15:33,677 --> 00:15:36,103 and she is shown to be more than capable. 203 00:15:36,103 --> 00:15:42,990 However, as soon as she transforms back into her more stereotypically feminine form of Zelda 204 00:15:42,990 --> 00:15:45,856 she is captured within three minutes. 205 00:15:45,856 --> 00:15:52,287 Literally three minutes. I timed it. 206 00:15:52,287 --> 00:15:55,740 Her rescue then becomes central to the end of Link's quest. 207 00:15:55,740 --> 00:16:00,704 Similarly, in the Wind Waker, Tetra is a feisty and impressive young pirate captain 208 00:16:00,704 --> 00:16:06,828 but as soon as she is revealed to be, and transformed into, her more stereotypically feminine form of Princess Zelda 209 00:16:06,828 --> 00:16:10,120 she's told that she is no longer allowed to accompany Link on the adventure 210 00:16:10,120 --> 00:16:13,544 because it is suddenly too dangerous for her. 211 00:16:13,544 --> 00:16:15,392 She is ordered to wait in the castle, 212 00:16:15,392 --> 00:16:20,432 which she does until she is eventually kidnapped, while waiting obediently in the same spot. 213 00:16:22,462 --> 00:16:26,396 It is noteworthy that, in the very last stage of the boss battle, 214 00:16:26,396 --> 00:16:30,179 she does help Link fight Ganondorf, for a few brief minutes, which is a refreshing change. 215 00:16:31,610 --> 00:16:36,161 However the next time Tetra's incarnation appears, in 2007's The Phantom Hourglass 216 00:16:36,161 --> 00:16:38,404 she is kidnapped immediately during the intro. 217 00:16:38,404 --> 00:16:42,248 Later she is turned to stone and then kidnapped for a second time. 218 00:16:42,248 --> 00:16:46,500 It’s disappointing that even with her moments of heroism, Zelda is still damsel’ed 219 00:16:46,500 --> 00:16:48,543 she is removed from the action, pushed aside, 220 00:16:48,543 --> 00:16:51,698 and made helpless at least once in every game she appears in. 221 00:17:10,023 --> 00:17:15,741 This brings us to one of the core reasons why the trope is so problematic and pernicious for women’s representations. 222 00:17:15,741 --> 00:17:18,699 The damsel in distress is not just a synonym for “weak”, 223 00:17:18,699 --> 00:17:24,913 instead it works by ripping away the power from female characters, even helpful or seemingly capable ones. 224 00:17:24,913 --> 00:17:28,969 No matter what we are told about their magical abilities, skills or strengths 225 00:17:28,969 --> 00:17:34,805 they are still ultimately captured or otherwise incapacitated and then must wait for rescue. 226 00:17:34,805 --> 00:17:39,512 Distilled down to its essence, the plot device works by trading the disempowerment of female characters 227 00:17:39,512 --> 00:17:42,316 FOR the empowerment of male characters. 228 00:17:50,564 --> 00:17:53,521 Let’s compare the damsel to the archetypal Hero Myth, 229 00:17:53,521 --> 00:17:57,694 in which the typically male character may occasionally also be harmed, 230 00:17:57,694 --> 00:18:03,035 incapacitated or briefly imprisoned at some point during their journey. 231 00:18:03,035 --> 00:18:12,178 In these situations, the character relies on their intelligence, cunning, and skill to engineer their own escape 232 00:18:17,208 --> 00:18:20,722 — or, you know, just punching a hole in the prison wall works too. 233 00:18:20,722 --> 00:18:24,097 The point is, they're ultimately able to gain back their own freedom. 234 00:18:24,097 --> 00:18:26,516 In fact that process of overcoming the ordeal 235 00:18:26,516 --> 00:18:31,159 is an important step in the protagonist's transformation into an heroic figure. 236 00:18:31,159 --> 00:18:35,692 A damsel'ed women on the other hand, is shown as incapable of escaping the predicament on her own 237 00:18:35,692 --> 00:18:39,118 and then must wait for a savior to come and do it for her. 238 00:18:39,118 --> 00:18:41,782 In this way, the Damsel's ordeal is not her own, 239 00:18:41,782 --> 00:18:45,915 instead it is framed as a trial for the hero to overcome. 240 00:18:45,915 --> 00:18:51,083 Consequently the trope robs women in peril from the opportunity of being the architects of their own escape 241 00:18:51,083 --> 00:18:55,794 and therefore prevents them from becomig archetypal heroes themselves. 242 00:18:55,794 --> 00:19:01,382 Today, many old school Damsel games are being resurrected for modern platform services and mobile devices 243 00:19:01,382 --> 00:19:05,097 as publishers are in a rush to cash in on gaming nostalgia 244 00:19:05,097 --> 00:19:08,806 and capitalise on any recognisable characters from years gone by. 245 00:19:08,806 --> 00:19:14,161 For example, Sega's 1993 platformer, Sonic CD, featuring a Damsel'ed Amy Rose 246 00:19:14,161 --> 00:19:19,611 has been enhanced and made available for download on a wide variety of modern platforms. 247 00:19:19,611 --> 00:19:22,832 Jordan Mechner's famous Karateka and *Prince of Persia* games, 248 00:19:22,832 --> 00:19:26,663 originally released for the Apple II home computer in the 1980s, 249 00:19:26,663 --> 00:19:36,960 have both seen modern HD remakes. 250 00:19:36,960 --> 00:19:40,054 And the 1983 animated laser disk game, *Dragon's Lair*, 251 00:19:40,054 --> 00:19:45,053 with ditsy Princess Daphne, has been ported to just about every system imaginable. 252 00:19:45,053 --> 00:19:53,854 *Please save me! The cage is locked. With a key. The dragon keeps it around his neck.* 253 00:19:53,854 --> 00:19:57,419 *To slay the dragon use the magic sword* 254 00:19:58,358 --> 00:20:02,584 Remember Pauline? Damsel in the classic Donkey Kong arcade? 255 00:20:02,584 --> 00:20:07,534 Well she has also been revived. First in 1994's Donkey Kong for the Game Boy 256 00:20:07,534 --> 00:20:11,580 and later in the Mario versus Donkey Kong series for the Nintendo DS. 257 00:20:11,580 --> 00:20:14,633 Each game features a rehashing of the old excuse plot 258 00:20:14,633 --> 00:20:23,800 with Pauline being whisked away by the giant ape in the opening credits. 259 00:20:23,800 --> 00:20:28,582 The now iconic opening seconds of the 1987 beat-em-up arcade game *Double Dragon* 260 00:20:28,582 --> 00:20:33,276 has Marian being punched in the stomach, thrown over the shoulder of a thug, and carried away. 261 00:20:33,276 --> 00:20:38,187 In several versions, her panties are clearly shown to the player while she is being abducted. 262 00:20:38,187 --> 00:20:43,361 The game has been remade, released, and ported to dozens of systems over the past 25 years 263 00:20:43,361 --> 00:20:48,435 ensuring that Marian will be battered and Damsel'ed for each new generation to enjoy. 264 00:20:48,435 --> 00:20:55,044 Most recently Double Dragon Neon and 2012 reintroduced new gamers to this regressive crap, yet again 265 00:20:55,044 --> 00:20:56,708 this time in full HD. 266 00:21:00,879 --> 00:21:06,176 The pattern of presenting women as fundamentally weak, ineffective or ultimately incapable 267 00:21:06,176 --> 00:21:09,469 has larger ramifications, beyond the characters themselves 268 00:21:09,469 --> 00:21:11,807 and the specific games they inhabit. 269 00:21:11,807 --> 00:21:14,768 We have to remember that these games don't exist in a vacuum. 270 00:21:14,768 --> 00:21:20,190 They are an increasingly important and influential part of our larger social and cultural ecosystem. 271 00:21:20,190 --> 00:21:23,578 The reality is, this trope is being used in a real world context 272 00:21:23,578 --> 00:21:26,696 where backward, sexist attitudes are already rampant. 273 00:21:26,696 --> 00:21:31,917 It is a sad fact that a large percentage of the world's population, still clings to the deeply sexist belief 274 00:21:31,917 --> 00:21:36,873 that women, as a group, need to be sheltered, protected, and taken care of by men. 275 00:21:36,873 --> 00:21:40,168 The belief that women are somehow a naturally weaker gender 276 00:21:40,168 --> 00:21:45,257 is a deeply ingrained, socially constructed, myth which is of course completely false 277 00:21:45,257 --> 00:21:50,095 but the notion is reinforced and perpetuated when women are continuously portrayed 278 00:21:50,095 --> 00:21:53,766 as frail, fragile and vulnerable creatures. 279 00:21:53,766 --> 00:21:57,855 Just to be clear, I'm not saying that all games that use the Damsel in Distress as a plot device 280 00:21:57,855 --> 00:22:00,529 are automatically sexist, or have no value. 281 00:22:00,529 --> 00:22:04,199 But it is undeniable that popular culture is a powerful influence in our lives 282 00:22:04,199 --> 00:22:12,495 and the Damsel in Distress trope as a recurring trend, does help to normalise extremely toxic, patronising and paternalistic attitudes about women. 283 00:22:13,141 --> 00:22:18,582 Now I grew up on Nintendo. I've been a fan of the Mario and Zelda franchises for most of my life 284 00:22:18,582 --> 00:22:23,753 and they will always have a special place in my heart, as I'm sure is true for a great number of gamers out there. 285 00:22:23,753 --> 00:22:28,009 But it is still important to recognise and think critically about the more problematic aspects 286 00:22:28,009 --> 00:22:31,748 especially considering many of these franchises are as popular as ever 287 00:22:31,748 --> 00:22:34,750 and the characters have become world wide icons. 288 00:22:34,750 --> 00:22:38,749 The good news is that there is nothing stopping developers from evolving their gender representations 289 00:22:38,749 --> 00:22:41,980 and making more women heroes in their future games. 290 00:22:41,980 --> 00:22:47,077 It would be great to finally see Zelda, Sheik and Tetra as the protagonists of their own games. 291 00:22:47,077 --> 00:22:52,336 And not just mobile DS games, I'm talking full-on console adventures. 292 00:22:52,336 --> 00:22:58,286 OK, so we've established that the Damsel in Distress trope is one of the most widely used gendered cliches in the history video games 293 00:22:58,286 --> 00:23:02,584 and has been core to the popularisation and development of gaming as a medium. 294 00:23:02,584 --> 00:23:06,630 But what about modern games? Has anything changed in the past 10 years? 295 00:23:06,630 --> 00:23:12,218 Well stay tuned for Part Two, where I will be looking at more contemporary examples of the Damsel in Distress trope. 296 00:23:12,218 --> 00:23:17,970 We will look at all the dark and edgy twists and turns and see how the convention has been used and abused, right up until today. 297 00:23:17,970 --> 00:23:22,231 Then we will check out some games where developers have tried to 'flip the script' on the Damsel. 298 00:23:23,647 --> 00:23:27,158 I would like to extend a big thank you to all of my backers on Kickstarter 299 00:23:27,158 --> 00:23:31,636 who have continued to support me and helped make this video series a reality.