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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...
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    What have you come for? We’re
    prepared to fulfill your every whim.”
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    “I like you. Like how you look,
    like how you smell.”
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    When women are used as sexualized
    experience point dispensers,
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    the sexual scenarios are
    themselves a reward
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    designed to validate the masculinity of
    presumed straight male players.
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    But there’s a dual reward here: absorbing
    these expressions of female sexuality
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    carries with it the ability for male
    characters to grow stronger, faster,
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    and more capable, reducing the women
    to points in a mathematical equation
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    that directly links the flippant
    consumption of female sexuality
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    to an increase in male power.
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    Note that, while the consumption of
    women makes male characters more powerful
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    it has nothing to do with mutual
    relationship building.
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    The “relationship,” such as it is, ends
    with sex, or rescuing the woman.
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    At that point, she has
    served her purpose.
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    Players have reaped the benefits
    and her value has been depleted.
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    Like an empty energy drink container, she
    is simply cast aside after being consumed.
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    “That was nice!”
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    That’s hardly the only
    problem with female NPCs
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    who are designed to function as
    sexually objectified set dressing.
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    For more on the myriad of issues
    with these types of characters,
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    see our two videos on the
    Women as Background Decoration trope.
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    Collectibles are virtual
    items placed or hidden
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    throughout a game
    world for players to find.
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    Some collectible objects have
    effects on gameplay,
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    such as boosting player stats or
    serving as score multipliers.
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    Other collectibles are designed
    simply to be accumulated
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    to provide a sense of accomplishment.
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    Once acquired, some collectibles unlock
    concept art or other media fragments
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    that can be viewed later in galleries
    selected from the game’s menu screen.
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    When done well, collectibles inspire
    exploration and replayability.
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    However, when they’re designed to
    function as an extension
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    of the Women as Reward trope, players
    are encouraged to view women’s bodies
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    as souvenirs of their adventures.
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    In the 2010 remake of Splatterhouse
    players are encouraged
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    to collect ripped-up pieces of photographs
    of the protagonist’s girlfriend
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    which are strewn around each level.
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    Once the player pieces them together,
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    the completed images consist mostly of
    private, personal sexual photos.
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    “I swear to God, you put this on the
    internet, and your ass is grass, buster.”
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    Sometimes the Women as Reward trope
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    takes the form of corporate-branded
    product placement.
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    For instance 2K Games officially
    partnered with Playboy to include
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    50 hidden magazines scattered throughout
    Mafia 2’s open world environment.
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    Once found, each collectible opens
    to reveal vintage centerfolds
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    from real 1950s Playboy issues.
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    The discovered magazines are then
    stored in the game’s inventory
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    and are available to be perused
    at the player’s whim.
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    Konami’s Metal Gear Solid series
    took this trend a step further
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    by actually turning pornography
    into a weapon.
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    In Metal Gear Solid 4,
    there are Playboy magazines scattered
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    throughout the game world
    for players to find.
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    When acquired, the magazines are
    stored in the game’s weapons inventory
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    alongside rifles and handguns,
    and serve a dual purpose.
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    Players can look through the images at their
    leisure, and also use them to set traps
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    by laying the centerfolds open on the
    battlefield to distract enemies.
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    “Ooh, what’s this?
    Heh heh heh…heh heh heh…”
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    In the first Witcher game, players are
    awarded “romance cards” for successfully
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    seducing each of over two dozen different
    non-playable female characters.
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    “Let’s take our relationship further.”
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    “Come home with me. Let me thank you”
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    “Let’s go.”
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    Like other examples we’ve talked about,
    these pornographic collectibles
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    are saved in the player’s inventory and
    are available to be ogled at anytime.
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    The souvenirs function as a
    private trophy collection,
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    encouraging players to view these female
    characters as sexual conquests
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    and acquire as many different flavors of
    women as possible during their playthrough.
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    If collectibles in the player’s inventory
    work as a private trophy collection,
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    then achievements serve as a public
    trophy case, on display for all to see.
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    Achievements, or trophies,
    are meta-goal award systems
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    built into most popular gaming platforms.
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    Unlike collectibles, achievements are
    earned through in-game actions
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    but awarded outside of the game environment
    itself and have no effect on gameplay.
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    Some achievements are rewarded
    for skill or completion of tasks
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    while others are arbitrary
    challenges set up by developers.
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    “Oh, please. Are you really just
    doing this for the achievement?...
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    Click a door five times? Is that all that
    you think an achievement is worth?...
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    No, no, no, no, no. I can’t just give
    these merits away for such little effort.”
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    These systems encourage “replayability”
    and provide players with incentives
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    to spend more time inside the
    game space experimenting
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    with its environments and characters.
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    By default, your achievements are visible
    to anyone who views your profile
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    on a gaming platform and thus they allow
    players to show off their gaming skill
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    or dedication to their friends.
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    In other words, achievements are designed
    to function as status symbols for gamers.
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    A whole host of games reward
    players with trophies for
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    successfully having sex with
    one or more female characters.
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    A suspicious number of those
    achievements are called “ladies man”.
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    (Giggling.)
    “The Gods have truly blessed you, Kratos”
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    Other games in the God of War series
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    use a variety of euphemistic
    naming schemes for this.
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    In the PS3 version of the original game
    the trophy is titled “Rockin’ the Boat.”
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    In Ghosts of Sparta players receive the
    “A Hero’s Welcome” trophy
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    and in Chains of Olympus the award
    is called “Two Girls One Spartan.”
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    “Oh, Nico! I really like you!”
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    Some games in the Grand Theft Auto series
    offer achievements for bedding a “girlfriend.”
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    “I think she likes me.”
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    Just so we’re clear on
    what’s happening here,
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    players are receiving a literal trophy
    for “achieving sex” with a woman.
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    When games such as these award
    players with achievements or trophies
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    for sexual conquests they are directly
    reinforcing negative ways of thinking
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    about the dynamics between men
    and women in our society.
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    By presenting sex as an end goal of men’s
    interactions or relationships with women,
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    these games frame sexual encounters
    as challenges to be overcome.
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    Let me emphasize that the problem here
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    is not necessarily that sex
    is included in these games.
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    By presenting sex as a goal and
    then presenting players
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    with an award for accomplishing that goal,
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    these achievements function
    as a form of trophyism.
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    Simply put, trophyism is the tendency
    for men to view women as objects
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    to be collected and displayed as status
    symbols of their sexual prowess or virility.
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    These “trophy women” then
    serve as a way for men
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    to assert their social status among
    and relative to other men.
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    The “fame points” system in the
    2004 version of Sid Meier’s Pirates!
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    provides us with a stark
    illustration of trophyism.
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    In the game, romancing and then rescuing
    any of the game’s many governors’ daughters
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    not only rewards your pirate with
    the option to marry her,
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    but also wins him extra fame points.
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    The daughters are largely interchangeable;
    they don’t even have names,
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    and their value as a reward is
    tied directly to their appearance.
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    Courting and marrying a “plain”
    daughter earns fewer fame points
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    than marrying an “attractive” one,
    and marrying a “beautiful” daughter
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    earns the most points of all.
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    Fame points then directly
    contribute to the social status
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    your character achieves
    at the end of the game.
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    Depending on the amount of points accrued,
    you could end up as anything
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    from a lowly pauper
    to a powerful governor.
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    Other ways to earn fame points include
    acquiring wealth and defeating rivals.
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    Like all your swashbuckling escapades,
    acquiring a woman becomes
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    just another feather
    in your proverbial cap,
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    functioning to elevate your
    prestige and renown in society.
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    And since, in the game’s Xbox Live Arcade
    release, there are achievements
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    there are achievements for getting married,
    and for courting governors’ daughters
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    from all four nations at once,
    these accomplishments
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    also increase your gaming status.
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    Achievements on Sony Playstation
    platforms are called “trophies”
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    but back when they were first introduced
    they were called “entitlements,”
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    which is a fitting name for those that
    fall into the Women as Reward trope.
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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