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Women as Reward - Tropes vs Women in Video Games

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    “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
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    that employed multiple alternative
    endings which could be unlocked
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    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,
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    so for many players, the ending of
    Metroid came as a genuine surprise.
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    Still, the subversion only worked
    provided players were skilled enough
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    to achieve the surprise ending.
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    In retrospect, Samus’ gender reveal perhaps
    should not have been as shocking as it was,
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    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
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    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
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    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
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    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
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    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,
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    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
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    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
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    and are typically just cosmetic changes
    to the character’s appearance,
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    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
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    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...
  • 17:31 - 17:35
    What have you come for? We’re
    prepared to fulfill your every whim.”
  • 17:36 - 17:40
    “I like you. Like how you look,
    like how you smell.”
  • 17:40 - 17:44
    When women are used as sexualized
    experience point dispensers,
  • 17:44 - 17:46
    the sexual scenarios are
    themselves a reward
  • 17:46 - 17:50
    designed to validate the masculinity of
    presumed straight male players.
  • 17:50 - 17:54
    But there’s a dual reward here: absorbing
    these expressions of female sexuality
  • 17:54 - 17:58
    carries with it the ability for male
    characters to grow stronger, faster,
  • 17:58 - 18:02
    and more capable, reducing the women
    to points in a mathematical equation
  • 18:02 - 18:05
    that directly links the flippant
    consumption of female sexuality
  • 18:05 - 18:08
    to an increase in male power.
  • 18:08 - 18:10
    Note that, while the consumption of
    women makes male characters more powerful
  • 18:10 - 18:13
    it has nothing to do with mutual
    relationship building.
  • 18:13 - 18:17
    The “relationship,” such as it is, ends
    with sex, or rescuing the woman.
  • 18:17 - 18:20
    At that point, she has
    served her purpose.
  • 18:20 - 18:24
    Players have reaped the benefits
    and her value has been depleted.
  • 18:24 - 18:29
    Like an empty energy drink container, she
    is simply cast aside after being consumed.
  • 18:29 - 18:30
    “That was nice!”
  • 18:30 - 18:33
    That’s hardly the only
    problem with female NPCs
  • 18:33 - 18:36
    who are designed to function as
    sexually objectified set dressing.
  • 18:36 - 18:39
    For more on the myriad of issues
    with these types of characters,
  • 18:39 - 18:42
    see our two videos on the
    Women as Background Decoration trope.
  • 18:44 - 18:46
    Collectibles are virtual
    items placed or hidden
  • 18:46 - 18:48
    throughout a game
    world for players to find.
  • 18:48 - 18:50
    Some collectible objects have
    effects on gameplay,
  • 18:50 - 18:53
    such as boosting player stats or
    serving as score multipliers.
  • 18:53 - 18:56
    Other collectibles are designed
    simply to be accumulated
  • 18:56 - 18:58
    to provide a sense of accomplishment.
  • 18:58 - 19:03
    Once acquired, some collectibles unlock
    concept art or other media fragments
  • 19:03 - 19:06
    that can be viewed later in galleries
    selected from the game’s menu screen.
  • 19:06 - 19:11
    When done well, collectibles inspire
    exploration and replayability.
  • 19:11 - 19:13
    However, when they’re designed to
    function as an extension
  • 19:13 - 19:17
    of the Women as Reward trope, players
    are encouraged to view women’s bodies
  • 19:17 - 19:19
    as souvenirs of their adventures.
  • 19:20 - 19:23
    In the 2010 remake of Splatterhouse
    players are encouraged
  • 19:23 - 19:26
    to collect ripped-up pieces of photographs
    of the protagonist’s girlfriend
  • 19:26 - 19:28
    which are strewn around each level.
  • 19:31 - 19:33
    Once the player pieces them together,
  • 19:33 - 19:37
    the completed images consist mostly of
    private, personal sexual photos.
  • 19:38 - 19:44
    “I swear to God, you put this on the
    internet, and your ass is grass, buster.”
  • 19:44 - 19:46
    Sometimes the Women as Reward trope
  • 19:46 - 19:49
    takes the form of corporate-branded
    product placement.
  • 19:49 - 19:52
    For instance 2K Games officially
    partnered with Playboy to include
  • 19:52 - 19:56
    50 hidden magazines scattered throughout
    Mafia 2’s open world environment.
  • 19:56 - 20:00
    Once found, each collectible opens
    to reveal vintage centerfolds
  • 20:00 - 20:03
    from real 1950s Playboy issues.
  • 20:03 - 20:06
    The discovered magazines are then
    stored in the game’s inventory
  • 20:09 - 20:13
    and are available to be perused
    at the player’s whim.
  • 20:16 - 20:19
    Konami’s Metal Gear Solid series
    took this trend a step further
  • 20:19 - 20:22
    by actually turning pornography
    into a weapon.
  • 20:23 - 20:26
    In Metal Gear Solid 4,
    there are Playboy magazines scattered
  • 20:26 - 20:28
    throughout the game world
    for players to find.
  • 20:28 - 20:33
    When acquired, the magazines are
    stored in the game’s weapons inventory
  • 20:33 - 20:36
    alongside rifles and handguns,
    and serve a dual purpose.
  • 20:39 - 20:44
    Players can look through the images at their
    leisure, and also use them to set traps
  • 20:44 - 20:48
    by laying the centerfolds open on the
    battlefield to distract enemies.
  • 20:50 - 20:59
    “Ooh, what’s this?
    Heh heh heh…heh heh heh…”
  • 21:00 - 21:03
    In the first Witcher game, players are
    awarded “romance cards” for successfully
  • 21:03 - 21:07
    seducing each of over two dozen different
    non-playable female characters.
  • 21:07 - 21:10
    “Let’s take our relationship further.”
  • 21:10 - 21:13
    “Come home with me. Let me thank you”
  • 21:13 - 21:14
    “Let’s go.”
  • 21:16 - 21:19
    Like other examples we’ve talked about,
    these pornographic collectibles
  • 21:19 - 21:24
    are saved in the player’s inventory and
    are available to be ogled at anytime.
  • 21:24 - 21:26
    The souvenirs function as a
    private trophy collection,
  • 21:26 - 21:30
    encouraging players to view these female
    characters as sexual conquests
  • 21:30 - 21:35
    and acquire as many different flavors of
    women as possible during their playthrough.
  • 21:35 - 21:38
    If collectibles in the player’s inventory
    work as a private trophy collection,
  • 21:38 - 21:42
    then achievements serve as a public
    trophy case, on display for all to see.
  • 21:42 - 21:45
    Achievements, or trophies,
    are meta-goal award systems
  • 21:45 - 21:48
    built into most popular gaming platforms.
  • 21:48 - 21:51
    Unlike collectibles, achievements are
    earned through in-game actions
  • 21:51 - 21:55
    but awarded outside of the game environment
    itself and have no effect on gameplay.
  • 21:55 - 21:59
    Some achievements are rewarded
    for skill or completion of tasks
  • 21:59 - 22:03
    while others are arbitrary
    challenges set up by developers.
  • 22:03 - 22:06
    “Oh, please. Are you really just
    doing this for the achievement?...
  • 22:06 - 22:11
    Click a door five times? Is that all that
    you think an achievement is worth?...
  • 22:11 - 22:15
    No, no, no, no, no. I can’t just give
    these merits away for such little effort.”
  • 22:15 - 22:19
    These systems encourage “replayability”
    and provide players with incentives
  • 22:19 - 22:22
    to spend more time inside the
    game space experimenting
  • 22:22 - 22:24
    with its environments and characters.
  • 22:24 - 22:28
    By default, your achievements are visible
    to anyone who views your profile
  • 22:28 - 22:31
    on a gaming platform and thus they allow
    players to show off their gaming skill
  • 22:31 - 22:33
    or dedication to their friends.
  • 22:33 - 22:38
    In other words, achievements are designed
    to function as status symbols for gamers.
  • 22:38 - 22:40
    A whole host of games reward
    players with trophies for
  • 22:40 - 22:43
    successfully having sex with
    one or more female characters.
  • 22:43 - 22:46
    A suspicious number of those
    achievements are called “ladies man”.
  • 22:47 - 22:53
    (Giggling.)
    “The Gods have truly blessed you, Kratos”
  • 22:54 - 22:56
    Other games in the God of War series
  • 22:56 - 22:59
    use a variety of euphemistic
    naming schemes for this.
  • 22:59 - 23:04
    In the PS3 version of the original game
    the trophy is titled “Rockin’ the Boat.”
  • 23:06 - 23:10
    In Ghost of Sparta players receive the
    “A Hero’s Welcome” trophy
  • 23:11 - 23:15
    and in Chains of Olympus the award
    is called “Two Girls One Spartan.”
  • 23:16 - 23:19
    “Oh, Nico! I really like you!”
  • 23:19 - 23:22
    Some games in the Grand Theft Auto series
    offer achievements for bedding a “girlfriend.”
  • 23:22 - 23:25
    “I think she likes me.”
  • 23:25 - 23:27
    Just so we’re clear on
    what’s happening here,
  • 23:27 - 23:32
    players are receiving a literal trophy
    for “achieving sex” with a woman.
  • 23:32 - 23:35
    When games such as these award
    players with achievements or trophies
  • 23:35 - 23:38
    for sexual conquests they are directly
    reinforcing negative ways of thinking
  • 23:38 - 23:41
    about the dynamics between men
    and women in our society.
  • 23:41 - 23:46
    By presenting sex as an end goal of men’s
    interactions or relationships with women,
  • 23:46 - 23:49
    these games frame sexual encounters
    as challenges to be overcome.
  • 23:49 - 23:52
    Let me emphasize that the problem here
  • 23:52 - 23:54
    is not necessarily that sex
    is included in these games.
  • 23:54 - 23:57
    By presenting sex as a goal and
    then presenting players
  • 23:57 - 23:59
    with an award for accomplishing that goal,
  • 23:59 - 24:02
    these achievements function
    as a form of trophyism.
  • 24:02 - 24:06
    Simply put, trophyism is the tendency
    for men to view women as objects
  • 24:06 - 24:11
    to be collected and displayed as status
    symbols of their sexual prowess or virility.
  • 24:11 - 24:13
    These “trophy women” then
    serve as a way for men
  • 24:13 - 24:17
    to assert their social status among
    and relative to other men.
  • 24:18 - 24:21
    The “fame points” system in the
    2004 version of Sid Meier’s Pirates!
  • 24:21 - 24:24
    provides us with a stark
    illustration of trophyism.
  • 24:27 - 24:31
    In the game, romancing and then rescuing
    any of the game’s many governors’ daughters
  • 24:31 - 24:33
    not only rewards your pirate with
    the option to marry her,
  • 24:33 - 24:36
    but also wins him extra fame points.
  • 24:40 - 24:43
    The daughters are largely interchangeable;
    they don’t even have names,
  • 24:43 - 24:47
    and their value as a reward is
    tied directly to their appearance.
  • 24:47 - 24:50
    Courting and marrying a “plain”
    daughter earns fewer fame points
  • 24:50 - 24:53
    than marrying an “attractive” one,
    and marrying a “beautiful” daughter
  • 24:53 - 24:55
    earns the most points of all.
  • 24:55 - 24:57
    Fame points then directly
    contribute to the social status
  • 24:57 - 24:59
    your character achieves
    at the end of the game.
  • 24:59 - 25:02
    Depending on the amount of points accrued,
    you could end up as anything
  • 25:02 - 25:05
    from a lowly pauper
    to a powerful governor.
  • 25:05 - 25:10
    Other ways to earn fame points include
    acquiring wealth and defeating rivals.
  • 25:10 - 25:12
    Like all your swashbuckling escapades,
    acquiring a woman becomes
  • 25:12 - 25:15
    just another feather
    in your proverbial cap,
  • 25:15 - 25:18
    functioning to elevate your
    prestige and renown in society.
  • 25:18 - 25:22
    And since, in the game’s Xbox Live Arcade
    release, there are achievements
  • 25:22 - 25:24
    for getting married, and for
    courting governors’ daughters
  • 25:24 - 25:26
    from all four nations at once,
    these accomplishments
  • 25:26 - 25:28
    also increase your gaming status.
  • 25:28 - 25:32
    Achievements on Sony Playstation
    platforms are called “trophies”
  • 25:32 - 25:35
    but back when they were first introduced
    they were called “entitlements,”
  • 25:35 - 25:39
    which is a fitting name for those that
    fall into the Women as Reward trope.
  • 25:39 - 25:41
    Since entitlement, or more
    specifically “male entitlement”,
  • 25:41 - 25:44
    is the crux of much of what we’ve
    been discussing in this video,
  • 25:44 - 25:47
    let’s take a moment to define what
    “male entitlement” actually means.
  • 25:47 - 25:51
    First, the word “entitlement” refers to the
    conviction that someone deserves something,
  • 25:51 - 25:54
    that they are owed it,
    that they have a right to it.
  • 25:54 - 25:57
    By extension, “male entitlement”
    is the conviction
  • 25:57 - 26:00
    that men are owed something
    by virtue of their gender.
  • 26:00 - 26:03
    It’s the belief structure that tells men they
    deserve to have their whims catered to,
  • 26:03 - 26:06
    both culturally and interpersonally.
  • 26:06 - 26:08
    One of the most harmful aspects
    of male entitlement
  • 26:08 - 26:12
    is the false belief that men have a right
    to survey and use women’s bodies.
  • 26:12 - 26:16
    This mentality carries with it a
    corresponding set of expectations
  • 26:16 - 26:18
    about what women should provide for men.
  • 26:18 - 26:23
    It’s a worldview that primarily defines
    women’s social role as vessels of sexuality,
  • 26:23 - 26:27
    and men’s roles as consumers
    or patrons of that sexuality.
  • 26:27 - 26:30
    Unlike access to clean water
    or health care, which should be
  • 26:30 - 26:33
    considered human rights that all people
    deserve simply for being human,
  • 26:33 - 26:36
    access to a woman’s affections,
    her body or her sexuality
  • 26:36 - 26:39
    is not a right owed to
    anyone, except herself.
  • 26:39 - 26:42
    This should be obvious, but unfortunately
  • 26:42 - 26:45
    male entitlement is a pervasive
    problem in our culture today.
  • 26:45 - 26:47
    The male entitlement mindset
    has a profound impact
  • 26:47 - 26:50
    on how men relate to
    and interact with women.
  • 26:50 - 26:53
    We see it manifest whenever a man orders
    a woman to show him her “tits”,
  • 26:53 - 26:56
    or makes demands during an online game
  • 26:56 - 26:58
    that a woman send him
    nude or sexual photos.
  • 26:58 - 27:02
    We see it in real-world spaces whenever
    men catcall women on the street.
  • 27:02 - 27:05
    We see it whenever a man gropes a
    woman at an event or convention.
  • 27:05 - 27:10
    We see it whenever a man expects sex
    in return for buying a woman dinner.
  • 27:10 - 27:14
    At its most serious, male entitlement is
    the mentality that serves as the foundation
  • 27:14 - 27:18
    for the epidemics of date rape
    and sexual assault in our society.
  • 27:18 - 27:22
    To be clear, this doesn’t mean that
    every individual man consciously thinks
  • 27:22 - 27:25
    that he has a right to the body
    of every individual woman he sees.
  • 27:25 - 27:28
    Rather, male entitlement operates
    in the background of our culture;
  • 27:28 - 27:32
    it’s a socially constructed mentality
    that is so deeply ingrained
  • 27:32 - 27:36
    that it’s often invisible, operating as
    an unquestioned base assumption.
  • 27:36 - 27:38
    The critical thing to
    remember here is that
  • 27:38 - 27:42
    men are not born with this sense of
    entitlement; it’s a learned way of thinking
  • 27:42 - 27:45
    that shapes the ways men
    relate to women and women’s bodies.
  • 27:46 - 27:47
    "Fantastic!"
  • 27:48 - 27:51
    This attitude is taught through
    a complex socialization process
  • 27:51 - 27:53
    impacted by a whole host of factors.
  • 27:53 - 27:57
    Families, religions, peer groups,
    movies, pop-music,
  • 27:57 - 28:00
    mainstream pornography and
    video games can all play a part
  • 28:00 - 28:03
    in the construction and
    perpetuation of this mentality.
  • 28:03 - 28:06
    So of course video games
    on their own are not responsible
  • 28:06 - 28:09
    for singlehandedly creating
    “male entitlement”; however,
  • 28:09 - 28:12
    because games are interactive
    systems, they can be programmed
  • 28:12 - 28:17
    to reinforce male entitlement in some unique
    ways not found in other forms of media.
  • 28:27 - 28:30
    For instance in Asura’s Wrath, when the
    player stares at a maiden’s breasts,
  • 28:30 - 28:34
    she’ll try to cover herself up.
    But if the player keeps staring
  • 28:34 - 28:37
    they will unlock an achievement
    called “View of the Valley”.
  • 28:43 - 28:46
    Similarly, in Lollipop Chainsaw
    the player can unlock the
  • 28:46 - 28:50
    “I swear! I did it by mistake!”
    achievement for using the game-camera
  • 28:50 - 28:53
    to look up Juliette’s skirt for
    an extended period of time
  • 28:53 - 28:56
    despite her coy efforts to
    block players from doing so.
  • 29:04 - 29:06
    The “Casanova” achievement in
    The Saboteur can be unlocked
  • 29:06 - 29:10
    for utilizing a mechanic in which players
    kiss 50 random women on the street
  • 29:10 - 29:14
    without their consent as a form of
    camouflage to evade pursuing Nazis.
  • 29:16 - 29:18
    “That’s what I’m looking for.”
  • 29:24 - 29:26
    These achievements are
    directly rewarding players
  • 29:26 - 29:30
    for in-game behavior that
    amounts to sexual harassment.
  • 29:30 - 29:32
    Players are actively being encouraged
    to think of women’s bodies
  • 29:32 - 29:35
    as something they are
    entitled to interact with.
  • 29:35 - 29:39
    That fact, in and of itself, is troubling
    but it’s just another example
  • 29:39 - 29:41
    of the core problem with
    the Women as Reward trope.
  • 29:41 - 29:45
    Game systems are designed to provide
    feedback mechanisms that either
  • 29:45 - 29:49
    punish or reward players for the ways they
    interact with virtual environments.
  • 29:49 - 29:52
    Because video games are constructed
    around these formal input/output systems,
  • 29:52 - 29:56
    they can be an especially powerful tool
    for reinforcing cognitive patterns
  • 29:56 - 29:59
    by modeling and rewarding
    player behavior.
  • 30:00 - 30:03
    In a game, you’re not just watching someone
    else being rewarded with a woman.
  • 30:03 - 30:06
    You, the player, are earning a
    woman as a reward yourself
  • 30:06 - 30:09
    for the actions you
    yourself have performed.
  • 30:10 - 30:12
    Players make the correct
    inputs into the game;
  • 30:12 - 30:15
    a woman’s affection or her body
    is the corresponding output.
  • 30:17 - 30:21
    Players go through the process of saving
    the princess, and the game’s algorithm
  • 30:21 - 30:24
    dutifully rewards them with what they think
    they are rightfully owed for doing so:
  • 30:26 - 30:29
    whether it be a kiss,
    a girlfriend, or sexual attention.
  • 30:35 - 30:39
    Social science indicates that one of the
    primary ways we learn about the world
  • 30:39 - 30:41
    and our relationships to each other,
  • 30:41 - 30:44
    is through a process of
    observation and imitation.
  • 30:44 - 30:47
    Human beings also learn by
    seeing something modeled for us,
  • 30:47 - 30:52
    especially when the modeled actions are
    accompanied by rewards or punishments.
  • 30:52 - 30:56
    Video games are uniquely positioned to provide
    experiences that do all of these things,
  • 30:56 - 30:59
    because in most games, the player
    occupies both the role of participant,
  • 30:59 - 31:03
    and the role of spectator
    to their own actions.
  • 31:03 - 31:05
    In this way the women as
    reward trope in video games
  • 31:05 - 31:07
    becomes a mechanism through
    which male entitlement
  • 31:07 - 31:10
    is taught and reinforced
    in our wider culture.
  • 31:10 - 31:13
    Cognitively, it’s strikingly
    similar to the expectation
  • 31:13 - 31:17
    that if a man buys a woman a
    few drinks, then he is owed sex.
  • 31:17 - 31:20
    The money and time for the alcohol
    and conversation are the inputs,
  • 31:20 - 31:22
    the sexual gratification is the output.
  • 31:23 - 31:26
    When men’s entitlement-based
    expectations are not fulfilled
  • 31:26 - 31:30
    they sometimes lash out in resentment
    or aggression towards women.
  • 31:30 - 31:34
    This is clearly illustrated in the
    catcalling scenarios I mentioned earlier:
  • 31:34 - 31:38
    street harassers feel entitled to
    women’s time and women’s attention.
  • 31:38 - 31:40
    If they don’t get the response they
    feel they are owed, they can become
  • 31:40 - 31:45
    increasingly angry, following their targets,
    insulting them, groping them,
  • 31:45 - 31:49
    or otherwise aggressively
    demanding to be acknowledged.
  • 31:49 - 31:51
    In the gaming community, we see
    this entitlement-fueled outrage
  • 31:51 - 31:54
    bubble to the surface when some
    gamers encounter indications
  • 31:54 - 31:58
    that games aren’t made exclusively
    with their fantasies in mind.
  • 31:58 - 32:02
    Angry public temper tantrums from straight
    male players have occurred when
  • 32:02 - 32:05
    role-playing games have forced them
    to interact with gay male characters,
  • 32:05 - 32:07
    or presented them with lesbian characters
  • 32:07 - 32:11
    who were not available as
    romance options to male avatars.
  • 32:11 - 32:14
    Angry backlash from straight
    male players also materializes when
  • 32:14 - 32:18
    Western releases of Japanese games place
    women in slightly less revealing outfits,
  • 32:18 - 32:22
    or increase the age of young
    sexualized female characters to 18.
  • 32:22 - 32:25
    In the same vein, when presented
    with critical analyses of the
  • 32:25 - 32:28
    poor representations of women
    in many popular games,
  • 32:28 - 32:33
    this intense male entitlement manifests
    in aggression, abuse and threats.
  • 32:34 - 32:37
    As we’ve demonstrated in this episode,
    the Women as Reward trope
  • 32:37 - 32:41
    is set up to fulfill a very specific
    male entitlement-oriented fantasy.
  • 32:41 - 32:44
    In many cases game creators may
    not even realize their mechanics
  • 32:44 - 32:47
    are working to cement this
    mentality, but when games use
  • 32:47 - 32:51
    a woman’s affection, her body, or her
    sexuality as a carrot on a stick,
  • 32:51 - 32:52
    they’re actively encouraging men
  • 32:52 - 32:56
    to think of women as objects,
    prizes, and status symbols.
  • 32:56 - 32:58
    And it’s not just men who are affected.
  • 32:58 - 33:02
    This ideology of male entitlement
    seeps into the wider social consciousness
  • 33:02 - 33:06
    of everyone, regardless of gender, a
    byproduct of which can negatively impact
  • 33:06 - 33:09
    the ways women relate to
    one another and the ways
  • 33:09 - 33:13
    we think about our relationships to our
    own bodies, and our own sexuality.
  • 33:13 - 33:16
    The good news is that because male
    entitlement is a learned attitude,
  • 33:16 - 33:20
    it can, through education and
    conscious effort, be unlearned.
  • 33:20 - 33:24
    And game systems are capable of
    being part of that transformative process.
  • 33:24 - 33:28
    Just as their interactivity makes them a
    powerful tool for reinforcing male entitlement,
  • 33:28 - 33:32
    so too could that interactivity be harnessed
    to disrupt antiquated gender dynamics
  • 33:32 - 33:36
    and engage us with game mechanics
    that explore more equitable interactions
  • 33:36 - 33:38
    between people of all genders.
Title:
Women as Reward - Tropes vs Women in Video Games
Description:

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Video Language:
English
Team:
Feminist Frequency

English subtitles

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