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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.”
Title:
Women as Reward - Tropes vs Women in Video Games
Description:

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Video Language:
English
Team:
Feminist Frequency

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