Editor's note: As someone who studied women's issues in college, I'm also sensitive to the ways that female characters are objectified in video games. Gabriel rightly points out that -- unlike male characters -- women are more likely to be the object of the camera instead of its subject. We talk about this issue every now and then, but when will gamers finally decide to take action and refuse to endorse such characterizations of women? -Rob
Tonight, I wiggled sticks and pressed buttons. Onscreen, a raven-haired Amazon pirouetted through a mind-boggling routine of strikes, feints, and lascivious pouts while demolishing hordes of angels and demons.
After killing the final demon with a special move that disintegrated her clothing and morphed her hair into a giant dragon, she licked a lollipop and winked at the screen. Just a few years ago I could dismiss this as silly fun, but now I'm not so sure.

I work in a field that is awash in enough testosterone to breach the levees of the mighty Mississippi. I don't agree with most of what is said, but for sanity's sake I keep my arguments to myself as the constant barrage of "fag," "pussy," and other negatively feminizing language is unleashed daily.
But I have noticed that the more I am around that attitude, the more inured to it I become. Occasionally I find myself saying the same things without even realizing what's coming out of my mouth. If this is the result of being around a certain type of person for a few years, what kind of influence have years of objectification in gaming had on me?
As we continue to argue the merits of our medium as art on the level of great film or television, can we afford to be so calloused about how this affects -- or worse, alienates -- a rapidly growing segment of our community?
It's all about marketing. Over- or underweight guys who don't get laid -- they're our bread and butter. -Holden McNeil (Chasing Amy, 1997)
This quote may describe the comic book industry, but I feel the marketing departments of video game publishers once targeted the same, large cross-section of the gaming community -- I counted myself among them.
Aspects of that legacy are still with us. Booth babes are the most egregious, but it's turtles all the way down from there. Don't kid yourself -- that cosplay post on Kotaku doesn't get 15,000 hits because guys are dying to see someone's rockin' Mario costume.
I used to give the attitude a pass because I know that's not how the majority of male gamers really feel. I often giggle as I listen to the players on Xbox Live -- who were calling me several variations of women's genitalia moments ago -- turn into perfect gentlemen the second my wife speaks up.
In a way, video games predated ass-kicking roles for women in film and television. Chun-Li and Cammy were knocking men out before it was cool to have tough, capable women in films. Samus Aran saved the universe the same year that Sigourney Weaver redefined bad ass. But Chun-Li did it in a miniskirt, Cammy decimated foes with Lycra up her crack, and you didn't know Aran was a woman until it was all over.
What are women supposed to think about our medium when the majority of our games are populated with scantily clad female characters portrayed in impossible physiques? We can argue that men are similarly endowed with bulging muscles and cleft chins, but I have yet to play a game where the camera lingers lovingly on a male character's generous package. The issue isn't that women in games are attractive; rather, the problem lies in the way that many are portrayed and viewed.
There are some bright spots. Alyx Vance in Half Life 2 and Elena Fisher from the Uncharted series were excellent characters portrayed in a non-objective fashion. But, again, they were relegated to sidekick status. If a female character is expected to lead the game, market wisdom dictates that she be bodacious.

I know this is not likely to change soon, if ever. There will always be titles like Dead or Alive Xtreme Beach Volleyball. You can argue that I might as well go to that beach and toss more sand in the sea. But if we expect female storytelling in our medium to advance beyond more realistically jiggling breasts, we need to find a way to support less objective characterizations of women.














