I may be talking to myself here since this post was made a while ago. But a bunch of people have quoted it, so I decided to respond to it.
Academic nerd / methodology fight incoming, but...
"Tropes" constitute a terribly inept way of approaching research and critique.
It's the same formula I see in graduate student papers on a daily basis. One simply plows through texts in search of simplified patterns or references to familiar archetypes and then adds them up, implicitly making the leap that--by definition--any widespread pattern or recurrent element is a binding or a restriction of the freedom of some party, a barrier to self-creation and autonomy. That, and a second implicit leap to revive a kind of classic top-down causality (ie., patriarchy etc) presumed to be driving these instances in its own self-interest, which is a simplified conception largely at odds with the tenets of "discourse critique" one claims to be methodologically adopting (typically citing Foucault or other familiar names, but only as a shorthand justification for the kind of haphazard pop research you find on TVtropes or elsewhere; rarely is it a coherent read of Foucault beyond adopting the mantra that everything is power, meaning every pattern can now be called a danger, a "disciplining" practice).
So, the inductive conclusion that there is literature that perpetuates stereotypes (or as Sarkeesian puts it: recycles popular "tropes") that men have power and women are powerless is a notion that bothers you? And it bothers you not because you believe that in the real world there are an equal number of men and women in power, but because this woman has used tropes (in other words, popular stories in videogames) as evidence to create her inductive argument?
It's simplistic at best, but at worst displays a bizarrely retrograde notion of autonomy that still baffles me for being wedded to movements (poststructuralism, etc) that were meant to be prominent refusals to accept anything like a transcendent freedom of human choice or real individual autonomy in the first place. There's no un-patterned or trope-free self there to be rescued, nor is there such thing as a neutral concept of humanity that isn't already deeply gendered; that doesn't mean we're stuck, it just means that we continuously use and adapt these patterns and elements to play and create new meanings. But if you slip even for a moment into a language of restoring each person's choice to become what they truly are--what they truly were before being "coerced" by these roles and patterns--you're lapsing into an uncritical nostalgia for a kind of ahistorical autonomy that is incompatible with these theories. The problem is much more pronounced with all the talk of "strong" characters and role models, as if this very notion of individual strength and independence weren't a product of a particular (relatively recent) era of history and the ideals that are most compatible with the needs of the modern market.
Sarkeesian's argument isn't that there exists a neutral humanity, asexual and attainable. It's that the damsel in distress stereotype is pervasive in videogames and is a shitty way to paint every major female character. The lamentation for the absence of a "strong" (a word you've put in quotations for reasons unclear to me) Nintendo female character isn't "nostalgia for ahistorical autonomy." Women with power exist. And when I use the word power I am not referring to theoretical power. I am referring to women with motives, ambition, and a career -- characteristics found in Tetra for the first 2/3 of Wind Waker. And whether or not these notions of strength are contingent on the "needs of the modern market" is irrelevant. Again, the argument is not that there is such a thing as neutral gender roles. The argument is that there should be more women in video games that aren't reduced to damsels in distress -- an argument, by the way, in which it is perfectly appropriate to make your point by "plowing through texts in search of simplified patterns," as you put it. Your struggle with the definition of power in the context of things such as knights and princesses and dragons is, I suspect, unique to you. There is a pattern in the way video game stories are told that disturbs Sarkeesian. She has made a video about it.
What you'll begin to notice over time is that real change and flexibility of human expression or action is never brought about by the earnest social theorist who envisions herself a savior with notepad in hand. Quite the opposite; it's the comedians, creative writers, and anyone else who knows the truth of patterns and tropes--that they are never quite what they appear.
Whether or not Sarkeesian will be remembered in the Internet literature of tomorrow is not for you to decide -- obviously. Also, you've left out another group of people who dictate change in the "human expression" (are we still talking about gender roles in popular culture?): law makers. Because, you know, gender inequality is something that actually exists.
To contrive a simple example: the young feminist researcher will watch something like two high school boys joking with one another, one punching the other's arm hard, and will read it as a straightforward repetition of various patterns of masculinity as a club of violence (this kind of analysis is actually a genre, "masculinity studies" conducted almost exclusively by women from a feminist orientation). But put down the lazy reading of tropes, look a bit closer, and you might see that the same strike in the arm is actually operating somewhat contrary to expectation in that context, as a breaking of the usual masculine barriers to close bodily contact with friends, creatively employing a mimicry of aggression only as a kind of playful ruse to touch a friend. You will often find that these actions are, if anything, ways that members of that group subvert the norms of their roles by toying with them and adapting to contexts. Any time you think you understand another subgroup or culture on the basis of their outward expressions and patterns--quickly tying these to roles and power--you're likely going to make truly embarrassing misreads and mistakes. Humans are much more clever in everyday speech and action than one might recognize; not fashioning themselves in a vacuum or from pure choices, but playing with the bounds of who they are, what gendered and raced bodies they inhabit. Everything you read as a re-inscription of norms ends up playing out more like a comic inside joke when you move to the inside of a group and understand the way these patterns are traded and mimicked with countless forms of play and irony.
Yes, this is a
contrived example (read: straw man) of a feminist interpretation of something that never really happened. Again, the video in question is not about analyzing how men have asserted their power in the real world.
And that brings me to Mario. To read these games as part of a classic concept of male heroism is rather absurd, but typical of the tropes style of reasoning. In fact, Mario has grown increasingly to be more like a child rather than any kind of male archetype; this was already in evidence in the 2D games as they became more detailed (look at the art of Super Mario World, and the whole concept of being a tiny hero that must use mushrooms to equal his enemies or even his princess' stature), but with the 3D games, they took it even further by giving his walk and gait a kind of toddler-like quality, in addition to his comic body proportions. His high voice and childlike movement are at the heart of the franchise, and far from a power fantasy, the 3D levels often have evoked a kind of playground feel of trying to make it to the top of a structure but squealing with delight rather than terror each time he falls.
There's a reason that Mario has always been one of the rare franchises to appeal to women players as much as men: we don't play it as a rescue fantasy, but instead as a retreading of childhood wonder and novelty. The princess, in this context, is hardly to be read as a misrepresented female character; that's truly stretching the way the series functions, embarrassingly so. There is in fact nothing to be unmasked by the researcher here: everyone who plays the game recognizes the conscious use of an old damsel / hero motif. But far from somehow reinforcing that model, this re-imagining of that quest in the form of a childlike, high-pitched protagonist serves if anything to deflect simplistic conceptions of manhood as power. But the earnest researcher armed with tropes... just misses the mark every damn time.
Not sure how I can argue as to whether or not Mario has been made to look more like a child in recent years. I will say, however, I do not know any children with a mustache. And although I don't view Mario as heinous, misogynist literature, I do think Sarkeesian has a point about it's role in laying the ground work for how storytelling works in video games: save the girl.
And saying that Peach, "in this context, is hardly to be read as a misrepresented female character; that's truly stretching the way the series functions, embarrassingly so" is a non-argument. It may be stretching the importance of her role in the series (the Mario series always puts gameplay first), but it is exactly the role she plays in the
story of Mario, however simple it may be. Miyamoto could have made the Mario series about anything -- eating a pizza, recovering a golden plunger -- but he made it about saving a princess. She is
the damsel in distress in videogames. And a "damsel in distress" is not a problematic way to paint every female character in a videogame because it's a trope, and thus more ammunition for Sarkeesia's trope-based argument in her video. It's problematic because it perpetuates a stereotype that girls are weak and incapable of solving problems.