-
“Fantastic!”
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( ♪ Theme Music ♪ )
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This episode comes with a content warning
for game footage involving
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hypersexualized female characters
and is not recommended for children.
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As always, remember that it is both
possible and even necessary
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to be critical of the media we enjoy.
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That’s going to be especially
important to keep in mind
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given the video game franchise
we are about to discuss…
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In 1987 Nintendo released a 2D
action adventure game for their
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Nintendo Entertainment System
which departed
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from traditional video game conventions.
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Metroid starred a bounty hunter
named Samus Aran
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who is covered head to toe in the
now iconic cybernetic “power suit”.
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The game’s manual referred to the
protagonist with male pronouns
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and described his identity as
“shrouded in mystery”.
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Metroid was notable as an
early example of a game
-
that employed multiple alternative
endings which could be unlocked
-
based on the player’s gaming
skill and performance.
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If the player is able to complete
the game in under five hours
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a short cutscene will play featuring the
protagonist without their armored helmet,
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revealing that Samus Aran is, in fact,
a woman.
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This was a significant moment
in gaming history,
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especially for many female gaming fans,
because, at the time,
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nearly all protagonists were just
assumed to be male by default.
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Remember this was back
before the internet,
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when you couldn’t just hop online to find
out about all the secrets and spoilers,
-
so for many players, the ending of
Metroid came as a genuine surprise.
-
Still, the subversion only worked
provided players were skilled enough
-
to achieve the surprise ending.
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In retrospect, Samus’ gender reveal perhaps
should not have been as shocking as it was,
-
considering that Metroid is
heavily influenced by the Alien films.
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Sadly the alternate endings
did not stop there
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the two “best” endings make Metroid
one of the first games
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to exploit the Women as Reward trope,
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as both reveal Samus
in various states of undress.
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The better a player does,
the more clothing is removed.
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If the player completes the game in under
3 hours Samus is shown without her armor
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and in a leotard.
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If the player finishes in under 1 hour
they are treated to Samus in a bikini.
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So yes, Samus wasn’t a damsel’ed woman
waiting at the end of the game as a trophy
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rather, her body itself became the prize
awarded to players for a job well done.
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Later games in the Metroid series
continued the convention of
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rewarding players with endings featuring
Samus in various states of undress.
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In one sense Samus Aran definitely did
subvert traditional gender tropes
-
of the 1980s by taking on the role
of intrepid hero.
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However she and her body were still
presented to players as prizes to be won.
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The convention, of earning access to
cutscenes or ending vignettes
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with eroticized female bodies can be found
in many titles over the past 30 years.
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“Apollo”
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“Whoa! Whoa!”
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(Audience laughter)
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“Oh!”
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We can trace the roots of the
Women as Reward trope all the way back
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to the beginnings of the medium itself.
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As we discussed in our
damsel in distress mini-series,
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upon successful completion
of many arcade games
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players were rewarded with the
related Smooch of Victory trope, so named
-
for the kiss the hero received as a reward
for rescuing a kidnapped princess.
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Sometimes the prize is blatant as with the
Standard Hero Reward
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in which a king will give his
daughter to the hero.
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On other occasions, it’s taken a step further
by employing the parallel
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Sex of Victory or Rescue Sex trope.
Yes, it’s exactly what you think it is:
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instead of a kiss, sex with the rescued
victim is the player’s reward.
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“That was gonna get ugly. You saved us!”
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“My pleasure, ladies.”
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“Thank you, thank you. Thank you.”
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“You saved my life. A bit of joy as
recumpence is not too much to ask.”
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“I’m intrigued. It’s been a tough day.
I think some joy might do me good.”
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(Moaning)
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We’ve coined the Women as Reward trope
to describe a long-running pattern
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found in interactive media.
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It occurs when women
or more often women’s bodies
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are employed as rewards for
player actions in video games.
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The trope frames female bodies as
collectible, as tractable or as consumable
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and positions women as status symbols
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designed to validate the masculinity
of presumed straight male players.
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There’s some overlap between the
Damsel in Distress and Women as Reward
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but they function differently.
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While the Damsel in Distress
trope uses women
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as a plot device to motivate male heroes,
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the Women as Reward trope presents women
as a formalized reward mechanism,
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meaning that the reward is coded
into the game system itself.
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The result of this incentive structure is
that access to women’s bodies,
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women’s affection or women’s sexuality is
reduced to a simple equation that guarantees
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delivery as long as the correct set of
inputs are entered into the system.
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In this way the Women as Reward trope
helps foster a sense of entitlement
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where players are encouraged to view women
as something they’ve earned the right to
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by virtue of their gaming actions,
skills or accomplishments.
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This is illustrated in arcade classics
like Joe and Mac
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and Teenage Mutant Ninja Turtles
-
after players save the damsel
in both games,
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she will bestow a kiss on the character
who earned the most points on that stage.
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“I owe you one.”
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Entitlement to women is made even more
explicit in many versions of Double Dragon.
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At the end of the game, after the
final boss has been defeated
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and the damsel in distress saved, player
one and player two must fight each other
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over who “gets” to “have” Marian and
with her, the smooch of victory.
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Notice that Marian’s desires are not part
of the equation, she has no say in the matter
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she simply fills the role of a trophy for
whichever player is ultimately victorious.
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This scene serves as inspiration
for similar scenarios
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in more contemporary games
like Castle Crashers.
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We’ve identified 6 primary ways the Women
as Reward trope manifests in video games.
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Over the course of this episode
we will examine each in turn.
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In addition to the “earned cinematics”
we’ve already discussed, we will cover
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the trope as it relates to
Easter Eggs, Unlockable Costumes,
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Experience Points, Collectibles,
and Achievements.
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Easter Eggs are intentionally
hidden secrets or jokes
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which developers conceal
inside of their games.
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Like the eggs at a
children’s easter egg hunt,
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these secrets are usually difficult to find
but are meant to be discovered as rewards
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for particularly industrious gamers.
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Easter Eggs can be hidden messages, items,
secret characters or random events,
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and their inclusion encourages
experimentation with the game’s systems
-
and mechanics in order to
uncover these extra treasures.
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Some can be found
inside game environments,
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while others require a
cheat code to unlock.
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For example, if players input a specific
button sequence while starting up
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the 1991 role-playing game Rings of Power
the title screen would change.
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By pressing down, right, A, B, C and the
start button, players were rewarded
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with an image of a topless woman
next to the Naughty Dog logo.
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Easter eggs are, of course,
not inherently problematic,
-
and gaming history is filled with
examples of neat secrets
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that designers have hidden
away for players to discover.
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But too frequently, Easter eggs
are used as another way
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to reward players with women’s bodies.
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Tony Hawk Pro Skater 4 included a secret
unlockable character named Daisy,
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who bore the likeness of
porn star Jenna Jameson.
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Daisy’s sexualized appearance and
skateboard tricks are designed as a reward
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for those players who unlocked her.
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One way to do that is
by entering this code
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Probably one of the most famous
Women as Reward easter eggs
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brings us back to Samus Aran.
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The original Metroid used a password
system to save progress.
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By inputting the secret code
“Justin Bailey” into this system,
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gamers would unlock a powered-up
playable version of Samus
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wearing only her
leotard-style bathing suit.
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Incidentally this is the same outfit we
covered earlier as an end-game reward,
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only here she has the powers of the Varia
Suit and its associated color pallete swap
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which changes her hair color to green.
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Players can then play the entire game as
Samus without her space armor.
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So she ends up exploring
a hostile alien world
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and fighting off deadly monsters
in her underwear.
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“Welcome to the Hovercon intergalactic
hoverboard competition!”
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There’s a bizarre easter egg
in the original Ratchet & Clank:
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If the player does a series of side-flips
in front of a green-skinned alien,
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the woman’s breasts will
suddenly begin to inflate.
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The more gymnastics stunts performed,
the larger her boobs will become.
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There are so many Women as Reward-style
easter eggs in the Metal Gear Solid series
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that it would take several hours
to go over them all.
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First released for the PlayStation in 1998
and then remade for the GameCube in 2004,
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Metal Gear Solid featured not one
but two separate easter eggs
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that allow players to see
Meryl Silverburgh in her underwear.
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The second of these easter eggs requires
players to follow Meryl into the ladies room
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and interrupt her while she is changing.
If this is done quickly enough
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the next cutscene will play with
Meryl in her underwear.
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“Anyway, how did you recognize me in disguise?”
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“I never forget a lady”
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Jumping ahead to the fourth game,
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the protagonist is assigned a psychologist
for PTSD counseling.
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During these remote sessions, if
players shake their Playstation controller
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the psychologist’s breasts will
bounce and jiggle in response.
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“Memories began to resurface
from his childhood,"
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"when he fought for Solidus
in the Liberian Civil War.”
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Keep in mind that easter eggs
are not accidents or glitches.
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They are intentionally put into the game
by the designers,and as a result, indicate
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the value that the designers themselves
place on these female characters.
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They communicate to players that yes,
these women exist for players to exploit
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or experiment with
for their own amusement.
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Unlockable outfits are additional
costumes earned during gameplay
-
which allow gamers to play dress up with
player characters or party members.
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Alternative “skins” as they are sometimes
called come in all shapes and sizes
-
and are typically just cosmetic changes
to the character’s appearance,
-
although sometimes they
add special abilities.
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Many unlockable costumes
are cool, wacky or bizarre.
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But when applied to female characters
we see a distinct pattern
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of revealing, hypersexualized outfits.
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Fetishized bunny, cat, maid or nurse
costumes are commonly used by developers
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as a way to pander to an assumed
straight male player base.
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It’s important to remember that
sexualization is not necessarily
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just about the amount of skin showing,
but is instead connected to the question
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of whether or not a costume is eroticized
for the express purpose of titillation.
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“Hey, why were you wearing
that stuffy-looking suit of armor?”
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“Oh? You didn’t like it? It’s pretty sturdy
and protects my body quite nicely...
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See? Look at this beautiful skin,
free of bruises and blemishes!”
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“Very nice… I’m actually worried
where my eyes might wander.”
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“You don’t look all that worried to me.”
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“I’ve just got a good poker face.
So, you’re okay?...
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You don’t mind leaving your armor behind?”
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“It’s sturdy, but it’s heavy. Walking
around with that on tires me out.”
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“Hey, no complaints here. I prefer
eye candy to scary armor any day.”
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These types of unlockable outfits
can be especially pernicious
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since they often end up
undermining women who are
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otherwise appropriately dressed
for active or professional roles.
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The Resident Evil franchise has been
particularly guilty of this over the years.
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Almost every major release in the series
has included the Women as Reward trope.
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Resident Evil is a bit unusual in that,
since its beginnings in the mid 90s,
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the franchise has featured a large
number of playable female protagonists
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most of whom are skilled zombie fighters
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and have impressive professional
resumés, to say the least.
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Rebecca Chambers is a police officer and medic
in the Special Tactics And Rescue Service.
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Players can dress her up in “sexy nurse”
and cheerleader costumes.
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Jill Valentine is a high-ranking
Special Operations Agent
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in the Bioterrorism Security Assessment
Alliance, and also the master of unlocking.
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She can be placed in sexy police woman
and sexy pirate outfits.
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Claire Redfield is a member of a
human rights organization
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that provides aid during
bioterrorism incidents.
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She can be turned into a
motorsport umbrella girl.
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Sherry Birkin is a US government agent working
with the Division of Security Operations.
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And here she’s wearing
a schoolgirl outfit.
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Helena Harper is a Secret Service agent
and a former member of the CIA.
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Her unlockable costumes include
another “sexy” police woman
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complete with mini skirt and garter belt.
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Sheva Alomar is an agent for the
Bioterrorism Security Assessment Alliance,
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operating in the West African branch.
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The tribal print bikini outfit is
especially disconcerting,
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because it combines the sexualization
of a female character
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with the racist tradition of
exotifying women of color,
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particularly women of African ancestry.
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More on that topic in an upcoming video.
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As a reward for completing the
main game under specific conditions,
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players gain the ability to shove these
female police and special agents
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into the digital equivalent of those
patronizing “sexy” Halloween costumes
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we see mass produced every year.
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These ensembles are not only completely
inappropriate for the mission at hand,
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but also reduce otherwise capable
characters to sexual objects
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for the voyeuristic enjoyment of players.
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“None of this makes any sense.
What did we do?”
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“I wish I could tell ya.”
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The latest game in the series, 2015’s
Resident Evil: Revelations 2
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continues this condescending
tradition by offering DLC
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that puts Claire Redfield into a
sexualized cowgirl outfit
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and forces Moira into whatever
the hell that is supposed to be…?
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The developers call it an
“urban ninja” costume?
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[Sigh.]
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Meanwhile, the male
playable character Barry
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gets a gentleman’s Commandant
alternative costume.
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Alternative costumes for men
are rarely objectifying.
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They’re instead presented
as “tough guy” power fantasies
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for other straight men to identify with.
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And when men are stripped
down to their beachwear
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it’s most often meant
as a lighthearted joke.
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Shifting to an example of a game that
does alternative female costumes right,
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Alice: Madness Returns features a wide
assortment of imaginative unlockable dresses.
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And if you must go the
“bunnygirl” or “catgirl” route,
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this right here is definitely
the way to do it.
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In many games experience points,
or XP, are earned by completing tasks
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like defeating monsters
or finishing quests.
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Once enough experience points
have been accumulated
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player characters can
periodically level up,
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making them stronger or giving
them access to new abilities.
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Unfortunately designers sometimes
tie the awarding of experience points
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directly to sexual interactions
with female characters,
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effectively transforming women into
conduits which players can utilize
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to become more powerful warriors.
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In the 2007 game Conan, for example,
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dozens of half naked “maidens”
are chained up throughout the game.
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“Take me and crush me with your love!”
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When rescued they essentially function
as sexualized treasure chests
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rewarding the player
with experience points
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which are then used to unlock
more powerful fighting moves.
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“…just a bit longer”
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“We’ve reached Athens.
Get your things and get out.”
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A number of other games tie
experience points directly to sex.
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The God of War games, for instance,
established a tradition of including mini-games
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that reward the player for successfully
having sex with one or more women.
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Completing these little quick-time
events earn players red orbs
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that are used to upgrade
attacks and magic.
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Beginning with the 3rd game,
the Grand Theft Auto series
-
allows players to buy
sex from prostitutes…
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“Get in the car.”
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…and rewards them by
restoring their health meter.
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In Grand Theft Auto 5, players are
given additional encouragement
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to solicit prostitutes, in the
form of an increase to
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their character’s stamina rating, which
enables those characters to sprint, swim,
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or ride a bike faster for
longer periods of time.
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Similarly, in The Witcher 3, Geralt earns
a handful of experience points for
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buying sex from prostitutes, and he earns
more points for sex with the “courtesans”
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in the wealthier districts than with the
“strumpets” in the poor parts of the city.
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“Greetings to the honorable gentleman.
Welcome, make yourself at home...
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What have you come for? We’re
prepared to fulfill your every whim.”
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“I like you. Like how you look,
like how you smell.”
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When women are used as sexualized
experience point dispensers,
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the sexual scenarios are
themselves a reward
-
designed to validate the masculinity of
presumed straight male players.
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But there’s a dual reward here: absorbing
these expressions of female sexuality
-
carries with it the ability for male
characters to grow stronger, faster,
-
and more capable, reducing the women
to points in a mathematical equation
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that directly links the flippant
consumption of female sexuality
-
to an increase in male power.
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Note that, while the consumption of
women makes male characters more powerful
-
it has nothing to do with mutual
relationship building.
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The “relationship,” such as it is, ends
with sex, or rescuing the woman.
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At that point, she has
served her purpose.
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Players have reaped the benefits
and her value has been depleted.
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Like an empty energy drink container, she
is simply cast aside after being consumed.
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“That was nice!”
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That’s hardly the only
problem with female NPCs
-
who are designed to function as
sexually objectified set dressing.
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For more on the myriad of issues
with these types of characters,
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see our two videos on the
Women as Background Decoration trope.
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Collectibles are virtual
items placed or hidden
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throughout a game
world for players to find.
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Some collectible objects have
effects on gameplay,
-
such as boosting player stats or
serving as score multipliers.
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Other collectibles are designed
simply to be accumulated
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to provide a sense of accomplishment.
-
Once acquired, some collectibles unlock
concept art or other media fragments
-
that can be viewed later in galleries
selected from the game’s menu screen.
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When done well, collectibles inspire
exploration and replayability.
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However, when they’re designed to
function as an extension
-
of the Women as Reward trope, players
are encouraged to view women’s bodies
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as souvenirs of their adventures.
-
In the 2010 remake of Splatterhouse
players are encouraged
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to collect ripped-up pieces of photographs
of the protagonist’s girlfriend
-
which are strewn around each level.
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Once the player pieces them together,
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the completed images consist mostly of
private, personal sexual photos.
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“I swear to God, you put this on the
internet, and your ass is grass, buster.”
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Sometimes the Women as Reward trope
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takes the form of corporate-branded
product placement.
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For instance 2K Games officially
partnered with Playboy to include
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50 hidden magazines scattered throughout
Mafia 2’s open world environment.
-
Once found, each collectible opens
to reveal vintage centerfolds
-
from real 1950s Playboy issues.
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The discovered magazines are then
stored in the game’s inventory
-
and are available to be perused
at the player’s whim.
-
Konami’s Metal Gear Solid series
took this trend a step further
-
by actually turning pornography
into a weapon.
-
In Metal Gear Solid 4,
there are Playboy magazines scattered
-
throughout the game world
for players to find.
-
When acquired, the magazines are
stored in the game’s weapons inventory
-
alongside rifles and handguns,
and serve a dual purpose.
-
Players can look through the images at their
leisure, and also use them to set traps
-
by laying the centerfolds open on the
battlefield to distract enemies.
-
“Ooh, what’s this?
Heh heh heh…heh heh heh…”
-
In the first Witcher game, players are
awarded “romance cards” for successfully
-
seducing each of over two dozen different
non-playable female characters.
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“Let’s take our relationship further.”
-
“Come home with me. Let me thank you”
-
“Let’s go.”
-
Like other examples we’ve talked about,
these pornographic collectibles
-
are saved in the player’s inventory and
are available to be ogled at anytime.
-
The souvenirs function as a
private trophy collection,
-
encouraging players to view these female
characters as sexual conquests
-
and acquire as many different flavors of
women as possible during their playthrough.
-
If collectibles in the player’s inventory
work as a private trophy collection,
-
then achievements serve as a public
trophy case, on display for all to see.
-
Achievements, or trophies,
are meta-goal award systems
-
built into most popular gaming platforms.
-
Unlike collectibles, achievements are
earned through in-game actions
-
but awarded outside of the game environment
itself and have no effect on gameplay.
-
Some achievements are rewarded
for skill or completion of tasks
-
while others are arbitrary
challenges set up by developers.
-
“Oh, please. Are you really just
doing this for the achievement?...
-
Click a door five times? Is that all that
you think an achievement is worth?...
-
No, no, no, no, no. I can’t just give
these merits away for such little effort.”
-
These systems encourage “replayability”
and provide players with incentives
-
to spend more time inside the
game space experimenting
-
with its environments and characters.
-
By default, your achievements are visible
to anyone who views your profile
-
on a gaming platform and thus they allow
players to show off their gaming skill
-
or dedication to their friends.
-
In other words, achievements are designed
to function as status symbols for gamers.
-
A whole host of games reward
players with trophies for
-
successfully having sex with
one or more female characters.
-
A suspicious number of those
achievements are called “ladies man”.
-
(Giggling.)
“The Gods have truly blessed you, Kratos”
-
Other games in the God of War series
-
use a variety of euphemistic
naming schemes for this.
-
In the PS3 version of the original game
the trophy is titled “Rockin’ the Boat.”
-
In Ghost of Sparta players receive the
“A Hero’s Welcome” trophy
-
and in Chains of Olympus the award
is called “Two Girls One Spartan.”
-
“Oh, Nico! I really like you!”
-
Some games in the Grand Theft Auto series
offer achievements for bedding a “girlfriend.”
-
“I think she likes me.”
-
Just so we’re clear on
what’s happening here,
-
players are receiving a literal trophy
for “achieving sex” with a woman.
-
When games such as these award
players with achievements or trophies
-
for sexual conquests they are directly
reinforcing negative ways of thinking
-
about the dynamics between men
and women in our society.
-
By presenting sex as an end goal of men’s
interactions or relationships with women,
-
these games frame sexual encounters
as challenges to be overcome.
-
Let me emphasize that the problem here
-
is not necessarily that sex
is included in these games.
-
By presenting sex as a goal and
then presenting players
-
with an award for accomplishing that goal,
-
these achievements function
as a form of trophyism.
-
Simply put, trophyism is the tendency
for men to view women as objects
-
to be collected and displayed as status
symbols of their sexual prowess or virility.
-
These “trophy women” then
serve as a way for men
-
to assert their social status among
and relative to other men.
-
The “fame points” system in the
2004 version of Sid Meier’s Pirates!
-
provides us with a stark
illustration of trophyism.
-
In the game, romancing and then rescuing
any of the game’s many governors’ daughters
-
not only rewards your pirate with
the option to marry her,
-
but also wins him extra fame points.
-
The daughters are largely interchangeable;
they don’t even have names,
-
and their value as a reward is
tied directly to their appearance.
-
Courting and marrying a “plain”
daughter earns fewer fame points
-
than marrying an “attractive” one,
and marrying a “beautiful” daughter
-
earns the most points of all.
-
Fame points then directly
contribute to the social status
-
your character achieves
at the end of the game.
-
Depending on the amount of points accrued,
you could end up as anything
-
from a lowly pauper
to a powerful governor.
-
Other ways to earn fame points include
acquiring wealth and defeating rivals.
-
Like all your swashbuckling escapades,
acquiring a woman becomes
-
just another feather
in your proverbial cap,
-
functioning to elevate your
prestige and renown in society.
-
And since, in the game’s Xbox Live Arcade
release, there are achievements
-
for getting married, and for
courting governors’ daughters
-
from all four nations at once,
these accomplishments
-
also increase your gaming status.
-
Achievements on Sony Playstation
platforms are called “trophies”
-
but back when they were first introduced
they were called “entitlements,”
-
which is a fitting name for those that
fall into the Women as Reward trope.
-
Since entitlement, or more
specifically “male entitlement”,
-
is the crux of much of what we’ve
been discussing in this video,
-
let’s take a moment to define what
“male entitlement” actually means.
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First, the word “entitlement” refers to the
conviction that someone deserves something,
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that they are owed it,
that they have a right to it.
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By extension, “male entitlement”
is the conviction
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that men are owed something
by virtue of their gender.
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It’s the belief structure that tells men they
deserve to have their whims catered to,
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both culturally and interpersonally.
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One of the most harmful aspects
of male entitlement
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is the false belief that men have a right
to survey and use women’s bodies.
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This mentality carries with it a
corresponding set of expectations
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about what women should provide for men.
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It’s a worldview that primarily defines
women’s social role as vessels of sexuality,
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and men’s roles as consumers
or patrons of that sexuality.
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Unlike access to clean water
or health care, which should be
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considered human rights that all people
deserve simply for being human,
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access to a woman’s affections,
her body or her sexuality
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is not a right owed to
anyone, except herself.
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This should be obvious, but unfortunately
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male entitlement is a pervasive
problem in our culture today.
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The male entitlement mindset
has a profound impact
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on how men relate to
and interact with women.
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We see it manifest whenever a man orders
a woman to show him her “tits”,
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or makes demands during an online game
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that a woman send him
nude or sexual photos.
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We see it in real-world spaces whenever
men catcall women on the street.
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We see it whenever a man gropes a
woman at an event or convention.
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We see it whenever a man expects sex
in return for buying a woman dinner.
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At its most serious, male entitlement is
the mentality that serves as the foundation
-
for the epidemics of date rape
and sexual assault in our society.
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To be clear, this doesn’t mean that
every individual man consciously thinks
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that he has a right to the body
of every individual woman he sees.
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Rather, male entitlement operates
in the background of our culture;
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it’s a socially constructed mentality
that is so deeply ingrained
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that it’s often invisible, operating as
an unquestioned base assumption.
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The critical thing to
remember here is that
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men are not born with this sense of
entitlement; it’s a learned way of thinking
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that shapes the ways men
relate to women and women’s bodies.
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"Fantastic!"
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This attitude is taught through
a complex socialization process
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impacted by a whole host of factors.
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Families, religions, peer groups,
movies, pop-music,
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mainstream pornography and
video games can all play a part
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in the construction and
perpetuation of this mentality.
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So of course video games
on their own are not responsible
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for singlehandedly creating
“male entitlement”; however,
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because games are interactive
systems, they can be programmed
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to reinforce male entitlement in some unique
ways not found in other forms of media.
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For instance in Asura’s Wrath, when the
player stares at a maiden’s breasts,
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she’ll try to cover herself up.
But if the player keeps staring
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they will unlock an achievement
called “View of the Valley”.
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Similarly, in Lollipop Chainsaw
the player can unlock the
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“I swear! I did it by mistake!”
achievement for using the game-camera
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to look up Juliette’s skirt for
an extended period of time
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despite her coy efforts to
block players from doing so.
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The “Casanova” achievement in
The Saboteur can be unlocked
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for utilizing a mechanic in which players
kiss 50 random women on the street
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without their consent as a form of
camouflage to evade pursuing Nazis.
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“That’s what I’m looking for.”
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These achievements are
directly rewarding players
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for in-game behavior that
amounts to sexual harassment.
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Players are actively being encouraged
to think of women’s bodies
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as something they are
entitled to interact with.
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That fact, in and of itself, is troubling
but it’s just another example
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of the core problem with
the Women as Reward trope.
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Game systems are designed to provide
feedback mechanisms that either
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punish or reward players for the ways they
interact with virtual environments.
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Because video games are constructed
around these formal input/output systems,
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they can be an especially powerful tool
for reinforcing cognitive patterns
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by modeling and rewarding
player behavior.
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In a game, you’re not just watching someone
else being rewarded with a woman.
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You, the player, are earning a
woman as a reward yourself
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for the actions you
yourself have performed.
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Players make the correct
inputs into the game;
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a woman’s affection or her body
is the corresponding output.
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Players go through the process of saving
the princess, and the game’s algorithm
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dutifully rewards them with what they think
they are rightfully owed for doing so:
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whether it be a kiss,
a girlfriend, or sexual attention.
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Social science indicates that one of the
primary ways we learn about the world
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and our relationships to each other,
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is through a process of
observation and imitation.
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Human beings also learn by
seeing something modeled for us,
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especially when the modeled actions are
accompanied by rewards or punishments.
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Video games are uniquely positioned to provide
experiences that do all of these things,
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because in most games, the player
occupies both the role of participant,
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and the role of spectator
to their own actions.
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In this way the women as
reward trope in video games
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becomes a mechanism through
which male entitlement
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is taught and reinforced
in our wider culture.
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Cognitively, it’s strikingly
similar to the expectation
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that if a man buys a woman a
few drinks, then he is owed sex.
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The money and time for the alcohol
and conversation are the inputs,
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the sexual gratification is the output.
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When men’s entitlement-based
expectations are not fulfilled
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they sometimes lash out in resentment
or aggression towards women.
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This is clearly illustrated in the
catcalling scenarios I mentioned earlier:
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street harassers feel entitled to
women’s time and women’s attention.
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If they don’t get the response they
feel they are owed, they can become
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increasingly angry, following their targets,
insulting them, groping them,
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or otherwise aggressively
demanding to be acknowledged.
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In the gaming community, we see
this entitlement-fueled outrage
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bubble to the surface when some
gamers encounter indications
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that games aren’t made exclusively
with their fantasies in mind.
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Angry public temper tantrums from straight
male players have occurred when
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role-playing games have forced them
to interact with gay male characters,
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or presented them with lesbian characters
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who were not available as
romance options to male avatars.
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Angry backlash from straight
male players also materializes when
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Western releases of Japanese games place
women in slightly less revealing outfits,
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or increase the age of young
sexualized female characters to 18.
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In the same vein, when presented
with critical analyses of the
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poor representations of women
in many popular games,
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this intense male entitlement manifests
in aggression, abuse and threats.
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As we’ve demonstrated in this episode,
the Women as Reward trope
-
is set up to fulfill a very specific
male entitlement-oriented fantasy.
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In many cases game creators may
not even realize their mechanics
-
are working to cement this
mentality, but when games use
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a woman’s affection, her body, or her
sexuality as a carrot on a stick,
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they’re actively encouraging men
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to think of women as objects,
prizes, and status symbols.
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And it’s not just men who are affected.
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This ideology of male entitlement
seeps into the wider social consciousness
-
of everyone, regardless of gender, a
byproduct of which can negatively impact
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the ways women relate to
one another and the ways
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we think about our relationships to our
own bodies, and our own sexuality.
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The good news is that because male
entitlement is a learned attitude,
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it can, through education and
conscious effort, be unlearned.
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And game systems are capable of
being part of that transformative process.
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Just as their interactivity makes them a
powerful tool for reinforcing male entitlement,
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so too could that interactivity be harnessed
to disrupt antiquated gender dynamics
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and engage us with game mechanics
that explore more equitable interactions
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between people of all genders.