I would be less salty if she'd used the money to increase the rate she's released videos from before the Kickstarter. I would have accepted the several month delay if it turned out that she was pre-preparing episodes to release regularly. As it turned out, she hasn't, and we're back to waiting for the next episode before some semblance of new discussion (by which I mean "on a subject that hasn't been beaten to the ground several times over") can occur. Honestly, I question whether she needed the money in the first place, since I'm struggling to come up with a difference between her videos before and after the Kickstarter in terms of content, presentation and regularity.
Huh? I veiw her like that because I'm not much of a fan of the Zelda series(LTTP was the only one I really liked) I find the story horrible and the only real draw is the gameplay. I was just speaking for myself though, I wasnt implying everyone thinks like me. Are you saying Anita assumes everyone plays the game with the same mindset as me?
How is this in any way stopping you from playing games?Can't we just play games?...sigh
So then if there's barely a plot, why do we have like twenty Zelda games and not one of them where you play as Zelda? Seeing as Link is just using a bunch of tools he finds scattered around the landscape, I see no reason why we can't have she-Link rescuing he-Zelda.You realize Zelda games stories are horrible and barely there, right? I mean, outside of outright gameplay, there really isnt anything there to do with her. Zelda stories are near non-existent. Link, you could barely call "human", he is silent, unless he is screaming he has near 0 agency as well.
How is this in any way stopping you from playing games?
So then if there's barely a plot, why do we have like twenty Zelda games and not one of them where you play as Zelda? Seeing as Link is just using a bunch of tools he finds scattered around the landscape, I see no reason why we can't have she-Link rescuing he-Zelda.
I don't know about her, but I think your takeaway from the games is telling of the broader picture the tropes video is discussing.
Umm, really? When was the last time you saw a AAA title take a consistent money maker and then change the formula? They do it because it is safe, and the reason they dont make Zelda games is probably along the same lines. .
She took the money and ran, a bunch of people just got conned.
The youtube video she made is as low budget as it gets. Hell, anybody with 500 bucks could do better.
I dont think the video is very broad. It is mostly pandering that accidentally hits more then just the obvious. Most video game stories are horrible, and the DiD is a historic norm that is an easy one to create, because there is so much literature to steal...errr I mean base it on.
We agree that Zelda has a flimsy plot that's sort of irrelevant to the game in the grand scheme of things. Given that, you might wonder why Nintendo is so willing to tamper with the control mechanism of Zelda games (motion controls in SS, touch screen controls in Phantom Hourglass and Spirit Tracks) but they're not willing to tamper with the gender of the protagonist.Umm, really? When was the last time you saw a AAA title take a consistent money maker and then change the formula? They do it because it is safe, and the reason they dont make Zelda games is probably along the same lines. I mean, the only other argument I can see being made(which I don't believe is the reason, most games are like this, I think, it is all profit driven) is that they are unwilling to break gener roles, as in: The male should always risk his well being for the woman/political leader, while the woman shouldn't risk her life, because her intrinsic value(value for simply existing/baby making abilities) is worth more then her agency.
We agree that Zelda has a flimsy plot that's sort of irrelevant to the game in the grand scheme of things. Given that, you might wonder why Nintendo is so willing to tamper with the control mechanism of Zelda games (motion controls in SS, touch screen controls in Phantom Hourglass and Spirit Tracks) but they're not willing to tamper with the gender of the protagonist.
Obviously, this is not JUST a sales issue.
The same fear exists in Hollywood as well. There's a thought that while women have no problem accepting male leads, men are so sexist they won't accept female leads.
The reasoning behind why it is more profitable to sell a male character than a female one is what is being discussed here.You can claim that all you want, but it is clear that there is a fear in the industry of lead female protagonists not selling as well. You can sell this as something more then a money thing if you want but I think you are delusional, if you don't think, that if they thought a leading female brought more money, they would do it.
We agree that Zelda has a flimsy plot that's sort of irrelevant to the game in the grand scheme of things. Given that, you might wonder why Nintendo is so willing to tamper with the control mechanism of Zelda games (motion controls in SS, touch screen controls in Phantom Hourglass and Spirit Tracks) but they're not willing to tamper with the gender of the protagonist.
Twilight Princess: She's barely even a character in this game. As far as I can remember, her only appearance as an actor in this game is in the finale. Pretty straightforward damsel.
She's probably not going to become the protagonist, but she could stand to become more of a character.Same reason they haven't changed the gender of the protagonist in their other titles. Mario, Samus, and Link are and probably always will be the stars of their games.
I think that looking to a character that *does* something in a videogame as a model of empowerment is not a terrible place to look. Zelda's role remains obfuscated by the (rather large) barrier between what's actually happening over the course of the game and what happens in lore.This is precisely where the tropes analysis breaks down, both in your logic and that of Sarkeesian, which you only mirror here in shortened form.
Zelda, in Twilight Princess, is not captured out of weakness. In fact, she represents a rather powerful--if simple--depiction of a different kind of self-sacrifice which is more powerful than that of Link's battles. Watch the video in which we first see her:
http://www.youtube.com/watch?v=7kIKMPYye0I
Note that she carries a sword, ready to defend herself when the kingdom is attacked; yet facing certain defeat, and offered only the alternative of death for her people, she willingly and symbolically drops the sword and allows the takeover to occur. When we see her in the twilight realm standing at the window, she's certainly no weak damsel; quite the contrary, she expresses both a wisdom of the state of affairs and a sense of great responsibility for her people.
As the final battle with Ganon begins, she hands Link his weapon with a clear grasp of the situation and, after summoning the power of light arrows, directs him to keep her in range of Ganon so that she can weaken him. It's a shared battle in which she plays a fairly powerful role.
http://www.youtube.com/watch?v=ufwD5pEJZX4#t=0m58s
And in light of Sarkeesian's reductive phrasing that the damsel trope is structured around a play in which the woman becomes the ball, the prize, watch the ending of Twilight Princess and try to read the agency here:
http://www.youtube.com/watch?v=EmxxIZapJXc#t=3m25s
If anything, Link is the pawn between these leaders of light and dark worlds, each of which speaks from a place of considerable wisdom, while the game's protagonist has mostly just stumbled through the hoops directed of him by Midna all along.
But the larger point is that the kinds of power we see in Zelda--of knowledge, wisdom, self-sacrifice of a responsible kind as a leader of others, not as a soldier--are dismissed out of hand if you merely look for a battling character as a model of empowerment. But that itself speaks to one's valuation of agency and gender, and there's a bigger problem here if we can only accept power in the masculine form.
No. The purpose of this thread is to stop you and everyone else from playing video games.
Also, as much as I want to agree with Kita tales' point that a lack of physical agency doesn't necessarily make a character weak or a DiD, and that many of these female characters bare the title "Princess" which would imply an great deal of importance to their worlds, I can't help but feel that she's kind of living in lala-land in the way she's applying it as a counterargument. Peach and Zelda are princesses, yes, but if we don't see any practical applications of the power this would imply in-game, and only in the lore of said game, does it really matter? They're still being presented as helpless characters with no other qualities of note. This is especially true for Peach - who spends each game waiting for Mario and her mushroom-headed servants to rescue her from captivity...usually to place her back in a big pink room full of cakes, jewels and other princess-y stereotypes. We see no applications of this power other what the player assumes from the title and the acclaim the protagonist gets from rescuing her.
[..]
This is precisely where the tropes analysis breaks down, both in your logic and that of Sarkeesian, which you only mirror here in shortened form.
Zelda, in Twilight Princess, is not captured out of weakness. In fact, she represents a rather powerful--if simple--depiction of a different kind of self-sacrifice which is more powerful than that of Link's battles. Watch the video in which we first see her:
http://www.youtube.com/watch?v=7kIKMPYye0I
Note that she carries a sword, ready to defend herself when the kingdom is attacked; yet facing certain defeat, and offered only the alternative of death for her people, she willingly and symbolically drops the sword and allows the takeover to occur. When we see her in the twilight realm standing at the window, she's certainly no weak damsel; quite the contrary, she expresses both a wisdom of the state of affairs and a sense of great responsibility for her people.
As the final battle with Ganon begins, she hands Link his weapon with a clear grasp of the situation and, after summoning the power of light arrows, directs him to keep her in range of Ganon so that she can weaken him. It's a shared battle in which she plays a fairly powerful role.
http://www.youtube.com/watch?v=ufwD5pEJZX4#t=0m58s
And in light of Sarkeesian's reductive phrasing that the damsel trope is structured around a play in which the woman becomes the ball, the prize, watch the ending of Twilight Princess and try to read the agency here:
http://www.youtube.com/watch?v=EmxxIZapJXc#t=3m25s
If anything, Link is the pawn between these leaders of light and dark worlds, each of which speaks from a place of considerable wisdom, while the game's protagonist has mostly just stumbled through the hoops directed of him by Midna all along.
But the larger point is that the kinds of power we see in Zelda--of knowledge, wisdom, self-sacrifice of a responsible kind as a leader of others, not as a soldier--are dismissed out of hand if you merely look for a battling character as a model of empowerment. But that itself speaks to one's valuation of agency and gender, and there's a bigger problem here if we can only accept power in the masculine form.
I think that looking to a character that *does* something in a videogame as a model of empowerment is not a terrible place to look. Zelda's role remains obfuscated by the (rather large) barrier between what's actually happening over the course of the game and what happens in lore.
The ending heavily implies, like the remainder of the game, that the actor that caused everything to be okay in the end was Link. For all of the infinite wisdom of Zelda and Midna, they were powerless to actually make any decisions or change the course of events in any way.
In fact, the only decision that Zelda gets to make is the decision to lose.
This leaves you arguing that only the protagonist of a game can truly be empowered. But that runs into a further difficulty: if one were to play as Zelda in the way she has been represented--which, as I argued, and you neglected to engage, is a valid alternative model of empowerment--you wouldn't have an adventure game at all. Perhaps you'd like another genre in which a character like Zelda could be played, and I agree, but that leads us into critiquing the way video game genres themselves play out from gendered positions, which is a very valid conversation but only further questions the notion that progress could obtain by merely swapping out protagonist genders.
Have you played this game? Midna may need Link in order to attain her goals, but she's a far cry from "powerless to actually make any decisions or change the course of events." In fact, she directs pretty much everything that occurs, intervenes continuously in what is taking place, and even asserts a physical power at a number of crucial moments that Link could not have handled. The game is Midna's story and journey as much as it is Link's, perhaps even more--and I'm not the first to note this.
Thus you stick to the notion that only the sacrifice of a traditional hero, or a fighter, is valid. This is the same logic that traditionally has damaged women, by for instance dismissing the tremendous sacrifice of mothers as trivial or secondary while lauding as a hero the men who throw themselves blindly into the lastest armed combat. Again, a reductive take on empowerment that is potentially more damaging to women than their lack of representation as Link-like knights.
This leaves you arguing that only the protagonist of a game can truly be empowered
Nobody diminishes the sacrifice as mothers as trivial, what's in question is the idea that for a female character to be empowered it has to be through that motherly sacrifice.
Nobody diminishes the sacrifice as mothers as trivial, what's in question is the idea that for a female character to be empowered it has to be through that motherly sacrifice.
Again, saying the plot justifies the cliche does not eliminate the criticism. These characters are written into their roles, they are not transcribing actual historical events. And when these differences consistently occur in the same convenient pattern, cross-genre and across history, it's worthy of consideration before continuing to perpetuate them.
Without getting into TP (because I haven't finished it): Not so, side characters can have agency and be empowered too by, you know, doing stuff. There's nothing that necessitates the player character be the only active character in a story.
Now you're shifting the argument from "Zelda's characterization is weak, mere damsel" to "but there aren't enough women represented as traditional heros in games." So I'd first like to know if you are in fact ceding the point that Zelda is not merely a weak, "damsel" of a character for her portrayal; and if so, then the argument shifts from "Zelda is a problem" to "let's see more games with female heros," a somewhat different conversation.
I never argued that only the protagonist can be empowered, but Zelda doesn't even register as a secondary character for most of the game. Midna makes a much better role model than she does, but she still doesn't really do much (more on that later). What, exactly, is empowering about the TP model of Zelda? Who wants to be a character whose main power is futility? Here are the events you listed:This leaves you arguing that only the protagonist of a game can truly be empowered. But that runs into a further difficulty: if one were to play as Zelda in the way she has been represented--which, as I argued, and you neglected to engage, is a valid alternative model of empowerment--you wouldn't have an adventure game at all. Perhaps you'd like another genre in which a character like Zelda could be played, and I agree, but that leads us into critiquing the way video game genres themselves play out from gendered positions, which is a very valid conversation but only further questions the notion that progress could obtain by merely swapping out protagonist genders.
I'll admit that I don't know too much about the plot (because the plot is very secondary to the actual game) but I've beaten the game. Twice, in fact.Have you played this game? Midna may need Link in order to attain her goals, but she's a far cry from "powerless to actually make any decisions or change the course of events." In fact, she directs pretty much everything that occurs, intervenes continuously in what is taking place, and even asserts a physical power at a number of crucial moments that Link could not have handled. The game is Midna's story and journey as much as it is Link's, perhaps even more--and I'm not the first to note this.
Seriously, where have I said that the only model for empowerment is that of the violent hero? That I don't believe that TP Zelda is a good model for an empowering character does not mean that I believe that Link is the only model for empowerment. There is definitely room for intellectual heavyweights that express themselves as empowered through their cunning and intellect within videogames. A disenfranchised princess whose decisions result in her own demise that is ultimately only saved by her gambling on a male protagonist is not one of those characters.Thus you stick to the notion that only the sacrifice of a traditional hero, or a fighter, is valid. This is the same logic that traditionally has damaged women, by for instance dismissing the tremendous sacrifice of mothers as trivial or secondary while lauding as a hero the men who throw themselves blindly into the lastest armed combat. Again, a reductive take on empowerment that is potentially more damaging to women than their lack of representation as Link-like knights.
I'm not the one making that point. How can I shift someone else's argument? Everyone's free to interpret the game in their own way, I've never disputed that.
The fact is, however, that Zelda's role has shifted from being a pointless damsel to (in one game) being a poor example of a plot-affecting character, who unfortunately still fulfills a lot of what makes a damsel so lazy.
We're not talking about a single game here, this is a series that's been released over a period of 25 years.
Yeah, she directs everything, but she depends on Link entirely. Link only depends on the player; if this were a movie, Midna's role in the plot may be more empowering, but because it's a videogame, Midna's status as a non-actor is much more apparent. She does very little unless you order her to, and even when she does, it's just so that she can be used as a locomotive to advance Link to places where he can continue to solve more problems for the two dethroned princesses that the game revolves around.
Also, y'all are still salty about that Kickstarter money?
Really?
Right, which is why in the same post I explain why I believe that empowerment mostly seems to come from protagonists (or antagonists) in videogames.That is how videogames work. The NPC's will always play second fidle (if that) to you. Because you actually want to beat the game yourself, not watch the NPC do it. The only way to let an NPC do things of significance is off screen.
http://www.youtube.com/watch?feature=player_embedded&v=HJihi5rB_Ek
She dismantles and embarrasses the half assed work that 160,000 dollars bought.
Why couldn't someone like this have gotten the funding instead?
The speaker in the video is very kind to Anita while shredding her "research" to pieces.
What you're attempting to argue is well understood. You're saying it's ok if she's disempowered in other ways, because you think she's empowered in some different ways. But that avoids the underlying argument, that the existence of one characterization does not justify the existence of, or invalidate criticism of, another--especially if attempting to do so conveniently ignores social and historical context.But I wasn't arguing that plot makes Zelda's characterization justified in Twilight Princess; I was making the much stronger point that her characterization is in fact a model of empowerment, however different from that of Link, but no lesser.
You sound upset.
The video is well done in the fact that it shows how Anita's criticisms are easily dismissed because they are completely biased and not well researched.
Videogame plot often boils down to: "x" was kidnapped by ninjas are you a bad enough dude to save "x".
It's lazy, it's bad and it works well enough for most games. But the bad an lazy writing affects everything, not just the role of women. You are far from the only one wanting better writing in videogames.
I agree with her that Anita made the definition of "damsel in distress" too broad for the sole purpose of attacking these characters and games.
Basically, according to Anita, even if you are Michelle Obama and you are locked out of your car, if a male AAA worker gains access to your car, you are a damsel in distress and you are nothing but a trophy. Sorry first lady of the United States, that's just how it according to Anita.
Anita's work is completely bias.
If it works, then it is not bad or lazy. I honestly do not see the point of creating a deeper story or set of characters for 2D Mario games, though I can see how certain tropes or the repetition can bother some people. There are more important things to be worked on anyway for the series, like visuals and music.
I remember watching this video a while ago. I found her point about us not having the right to deem certain games in series as less important than the main series completely ridiculous. The Mario spin off games aren't a good representation of any character's abilities because those games require balance between the characters. Each playable character needs to be competent in order for the game to work. You will have some characters that are better than others, but they are all at least decent. There would be no point in including Peach if she was as useless as she is in the main titles.
Just sick of someone who I find unintelligent, biased, and generally half assed in her work being pushed forward as some great groundbreaking person when random youtubers do a better job.
It's not that it's "less important," it's that the developers are actively disempowering these characters (vs the spinoffs / multiplayer titles) in order to fulfill these boring cliches in the mainline games. That's almost worse in many cases, because it acknowledges they don't have to be forced into these tropes but it happens nonetheless.
- Zelda is seen with a sword. This makes her about as empowering as a darknut.
- Zelda is seen surrendering, albeit wisely. Yes! You, too, can be a strong female that loses anyway and will ultimately depend on a (admittedly less intelligent) male character to save you!
- Zelda is seen firing a bow at Ganondorf while Link does the majority of the fighting. NOW she's a warrior just like Link! She's just not as good at it and she lacks the fortitude to actually be the focus of the fight. Too bad.
...
She could be an empowering intellect if she actually made a single correct decision over the course of her career as princess that didn't involve surrendering.
Let's say you did play as Zelda. Somewhere around the start of the game, you'd lose a fight. Then you'd... do what? Not sure. Zelda's character's role as a princess is pretty sparse. The next event seems to be being found by a wolf. Then there's a lot of sitting around because you're in hiding; there could probably be a whole stealth game here, but it's never discussed. Then you get captured. Then there's that bow segment. At this point the game ends, and it's implied that everything is going to be alright. But is it going to be alright? Zelda comes off as responsible but ultimately unable to actually influence the world; what if there's no more Link to do all of the dirty work?
What you're attempting to argue is well understood. You're saying it's ok if she's disempowered in other ways, because you think she's empowered in some different ways. But that avoids the underlying argument, that the existence of one characterization does not justify the existence of, or invalidate criticism of, another--especially if attempting to do so conveniently ignores social and historical context.
That implies that the developers think about the story in mario games. They obviously don't. As they have been repeating the same story for decades.
No, that's what *you're* doing by not acknowledging that something you consider a positive characterization does not justify the existence of, or invalidate criticism of, something others consider negative or lazy characterization.You would have us split characters into itemized checkboxes of attributes that must be covered for agency, rather than understanding the character as a unique unit.
This is fine as far as it goes, but it's also handwaving the real-world historical context of the trope itself. Your responses remind me of the Fink Manufacturing propaganda broadcast during Bioshock Infinite.And I will happily examine historical context with you, but we clearly reach different conclusions: if anything, I see the context as one in which the dominant video game genres privilege certain (traditional, heroic, violent, reductively masculine) types of agency, while excluding others; the problem then for women is not swapping them into males roles, it is also to reverse the dismissal of more feminine models of agency (embodied, interdependent, caring). And yes, there is a significant part of feminism that agrees: see the Ethics of Care, etc.
This is fine as far as it goes, but it's also handwaving the real-world historical context of the trope itself. Your responses remind me of the Fink Manufacturing propaganda broadcast during Bioshock Infinite.
Not really. Is the historical context of racial stereotypes only relevant when you look at eg movies or television in aggregate? Once again, the claim that "it's justified by the story" does not actually address the criticism.The real world historical context is only relevant when you look at videogames in agregate.