Purple Cheeto
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Per the LA Times.
Much more at the link. Good to see that those fringe lunatics are having the opposite effect on the industry that they were hoping for.
Female characters, while still not the norm, are becoming more prevalent in top-shelf video games. And at USC, there's been a dramatic rise in the acceptance of women into the game design program. In 2011, USC admitted 15 men into its graduate track and five women. In 2015, those numbers were nearly reversed with 12 women and seven men. There's a similar trend at the undergraduate level. In 2012, just seven out of the program's 27 freshmen were women. In 2014, freshmen women outnumbered the men 14 to 7. And in 2015 the numbers were even
"Halo 5: Guardians," "Assassin's Creed Syndicate" and "Fallout 4," among others, gave prominent roles to women. And today, Lara Croft has been remade into a believable character, one who just so happens to dress the part of an archaeological adventurer.
Elizabeth Swensen, a research associate at the school and graduate of the program, recalls a far darker time.
"I felt like it was not a game for me," she says of the original late-'90s "Tomb Raider," which she received as a gift when she was child.
That's when the "Tomb Raider" star wore skimpy shorts and a tight top that accentuated her itty-bitty waist and not-so-itty-bitty chest. "I looked at the way these games were advertised," she says. "They generally were advertised for people who were attracted to women," she says of the games. "That was not me. So I felt alienated."
Then Edwards discovered the 2003 game "Beyond Good and Evil," which stars a young photojournalist named Jade who embarks on a conspiracy story involving aliens.
"She's an interesting role model, in that she dressed in a way I could imagine myself dressing," Edwards says. "She fought in a way that I thought was really fun.
There will, of course, be obstacles.
For one, the path from student to game designer isn't necessarily a direct and simple one. Then there are the game players themselves.
In recent years, certain segments of the gaming community haven't always been hospitable when it comes to welcoming new voices, especially those belonging to women.
A 2015 documentary, "GTFO," chronicles the harassment endured by female game developers and critics by members of the game playing community. Outspoken analysts of video games, such as cultural critic Anita Sarkeesian, who created a video series called "Tropes vs. Women in Video Games," are subject to online harassment and death threats.
The industry is aware. "Sexism among gamers" is cited as the No.1 factor when it comes to "influencing society's negative perception of the game industry," according to IDGA's 2015 industry survey.
Then there's "gamergate," the online movement whose followers appear driven by a fear that serious criticism or a rise in diverse, experimental games will result in a sort of politically correct makeover of the medium.
In this climate, it's perhaps something of a miracle that women make up the majority of USC's master's game program. There was a fear, for instance, that gamergate would drive women away from studying games.
"When I was 6 or 7, I had a small child-life crisis," says Maria Ferreri, a freshman in the program. "I was starting to like things that were more for guys. I liked electronics and cars and games. I ran to my mom crying and said, 'What's wrong with me? I should have been born a guy.'
"My mom says, 'Maria. It doesn't matter. Be proud of being a woman. Be proud of who you are. You can like and be whatever the hell you want.' I've always held that in the back of my head going forward."
Campos says being a female game devotee set off a few "weirdo alarms" in her day. But, she says, the grief often came from women, not men.
"Like, 'You are deviating from the mean,'" she says.
"That's not to say that girls are terrible," she says. "They just don't realize you have permission to do this."
What can still be improved, the students agree during a roundtable discussion, is the way women are portrayed in games. There are some exceptions. Some cite mainstream games such as "The Last of Us" and "Mass Effect" as giving them believable female characters. One says games are still a bit of a "wasteland" when it comes to creating respectable heroines.
In the "Super Mario Bros." universe, for instance, Campos says there's no female character as cool as Mario or Luigi.
"Like," Campos wonders, "where's the Gothed-up princess?"
Much more at the link. Good to see that those fringe lunatics are having the opposite effect on the industry that they were hoping for.