There are different ways to bring about change. In your life, in the lives of others. Two ways are distinct enough to identify them with the sexes, the way our culture still sees and experiences them, through its history-worn and askew lenses of passion and prejudice.
It's a matter of perspective, whether you consider those observing from a distance passive and those being observed and at work active, or the other way round.
Bear with me.
A character from The Legend of Zelda: Ocarina of Time inspired this topic, the mysterious Sheik (I'm replaying the game at the moment). To me, she seems somewhat of a counter draft to the masculine Samus Aran.
At the outset, both are dressed in a way that makes their sexuality anyone's guess and yet they greatly differ in their approach of bringing about change. It might have been a shock to find out Samus was a woman at the end of Metroid, but it wasn't as much in Ocarina of Time (ignoring that it was a Zelda game and its story predictable).
If you don't disagree with this assertion, why do you think that is? Sheik intervenes and guides our hero, Samus, on the other hand, is our hero. They're both incredibly active, but only the prior through means I'd call feminine.
This wasn't the question I wanted to ask, of course. Instead I wanted to find out whether you think that a game based on a heroine in contrast to one that's based on a hero in the way I defined the two could work. A game wherein you'd step into the shoes of someone like Sheik, a game that would still have its Link, someone the game's world considers its savior, but you wouldn't be the one to control him.
You'd be observing, guiding without this guidance being apparent to most of the world.
Could this work? I know of a few games that somewhat go into this direction, but I didn't want to cut off a possibly interesting or even absurd discussion by drawing up yet another list.
(This is my first thread, so please be gentle. I know it's oddball.)
It's a matter of perspective, whether you consider those observing from a distance passive and those being observed and at work active, or the other way round.
Bear with me.
A character from The Legend of Zelda: Ocarina of Time inspired this topic, the mysterious Sheik (I'm replaying the game at the moment). To me, she seems somewhat of a counter draft to the masculine Samus Aran.
At the outset, both are dressed in a way that makes their sexuality anyone's guess and yet they greatly differ in their approach of bringing about change. It might have been a shock to find out Samus was a woman at the end of Metroid, but it wasn't as much in Ocarina of Time (ignoring that it was a Zelda game and its story predictable).
If you don't disagree with this assertion, why do you think that is? Sheik intervenes and guides our hero, Samus, on the other hand, is our hero. They're both incredibly active, but only the prior through means I'd call feminine.
This wasn't the question I wanted to ask, of course. Instead I wanted to find out whether you think that a game based on a heroine in contrast to one that's based on a hero in the way I defined the two could work. A game wherein you'd step into the shoes of someone like Sheik, a game that would still have its Link, someone the game's world considers its savior, but you wouldn't be the one to control him.
You'd be observing, guiding without this guidance being apparent to most of the world.
Could this work? I know of a few games that somewhat go into this direction, but I didn't want to cut off a possibly interesting or even absurd discussion by drawing up yet another list.
(This is my first thread, so please be gentle. I know it's oddball.)