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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.
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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