Sometimes I think people forget reality
Aug 11, 2018 10:20:00 GMT -5
Post by edmonddantes on Aug 11, 2018 10:20:00 GMT -5
So, some reviewers I watch (not naming names) did some coverage of certain older games in which in a cutscene, the male protagonist makes a comment akin to "Not bad... for a girl."
He went on to lecture against this (and actually got some backlash), which... okay, he personally found it unpleasant, which I can sympathize with, but he also said that making the character sexist meant players wouldn't identify with him and could lose potential sales.
Now, this is a guy I usually like, but here I had to wonder about how well the guy remembered the past, not just in broad strokes but in his own life.
Like, his argument might be true for a game made today, but this was a game made and released in the 1990s.
At the time, gaming was still seen as A) predominantly for little kids--and "not bad for a girl" is precisely the kind of comment a pre-teen boy might make and see nothing wrong with, because that's how kids work. The game wasn't being sexist, it was just trying to identify with the way a little kid would think and react and have the character behave identically (a similar case would be the movie Rainbow Brite and the Star Stealer, where Krys is the same way though eventually learns to respect Rainbow). The reviewer himself probably made similar statements when he was a kid, before he knew any better.
B) This was a period where gaming (along with comic books and some cartoons) were "edgy" and "macho." I can still remember magazine ads for Contra: Hard Corps which depicted a meat grinder and said "this is what our game is like," and just looking thru some PC Gamer issues I have, yeah... most games then were the same way.
C) The game in question was released only a year or two before Duke Nukem 3D. The argument that having a sexist main character would negatively impact sales kinda doesn't fly when you realize how big a deal Duke remained for several years. Heck, I've never heard anyone hate Duke Nukem Forever for being "sexist," all the problems I've ever heard revolved around it just not living up to the decades of hype.
So it's mind-boggling to me that someone could not only completely misunderstand the "sexism" of a 1990s game but also think it would hurt sales.
.....
Now, this isn't the only case of "ignorant of reality" I've seen.
Years ago on another forum, I was talking with people who were on about sexism in video games (Please tell me this isn't gonna become one of THOSE topics), and in particular these people were on about the sexist undercurrents in Japanese products (predominantly anime but also some video games).
Their argument was about how certain female "types" are always presented as ideal--the hero's love interest is always the meek and submissive one or some such.
Right off the bat, I was like "you mean like in Lufia I and II, where Maxim turns down the meek and submissive one in favor of outright marrying the warrior babe?"
Now, his comeback was "video games are usually designed with an international audience in mind, so they chose the stronger woman to better appeal to westerners."
At this point I called B.S., pointing out to him that both the Lufia games were made in the early 1990s, a period where the RPG genre was famously not popular outside of Japan (only like 10% of all JRPGs got an English translation) and thus, they would have no reason to "cater" the games to westerners because they had no realistic expectation the game would come out in the west at all.
Also, speaking as someone who has done amateur writing... it doesn't work that way. The idea of a story being written to pander to a specific audience is the kind of thinking you could only have if you've never written anything yourself, similar to how people who don't know computers think that navigating MS-DOS is voodoo magic.
....
Both stories have one thing in common (besides the sexism thing): Both failed to account for the passage of time, and thus thought "things are Way X now, so they must've been the same way 10-20 years ago." But they weren't the same 10-20 years ago. Modern phenomenon are called modern phenomenon for a reason.
I seriously can't see how people forget that, or fail to take it into account. I mean, its like seeing someone unironically think that the Three Musketeers all had Volkswagon BMWs (I won't be surprised if I run into such a person some day). Michael Crichton once commented that in the 1900s if you told people the roads were gonna get wider, their thought would be about how they were gonna get rid of all the horse droppings. But people forget that this works in reverse as well: You can't think that just because Call of Duty is a well-known franchise now, that realistic military FPSes were always money makers--there was a time when everything was new, after all.
I'm not sure if there's a name for this phenomenon of applying the modern world to the past. Anyone know the proper term for it?
Anyway, that's my ramble.
He went on to lecture against this (and actually got some backlash), which... okay, he personally found it unpleasant, which I can sympathize with, but he also said that making the character sexist meant players wouldn't identify with him and could lose potential sales.
Now, this is a guy I usually like, but here I had to wonder about how well the guy remembered the past, not just in broad strokes but in his own life.
Like, his argument might be true for a game made today, but this was a game made and released in the 1990s.
At the time, gaming was still seen as A) predominantly for little kids--and "not bad for a girl" is precisely the kind of comment a pre-teen boy might make and see nothing wrong with, because that's how kids work. The game wasn't being sexist, it was just trying to identify with the way a little kid would think and react and have the character behave identically (a similar case would be the movie Rainbow Brite and the Star Stealer, where Krys is the same way though eventually learns to respect Rainbow). The reviewer himself probably made similar statements when he was a kid, before he knew any better.
B) This was a period where gaming (along with comic books and some cartoons) were "edgy" and "macho." I can still remember magazine ads for Contra: Hard Corps which depicted a meat grinder and said "this is what our game is like," and just looking thru some PC Gamer issues I have, yeah... most games then were the same way.
C) The game in question was released only a year or two before Duke Nukem 3D. The argument that having a sexist main character would negatively impact sales kinda doesn't fly when you realize how big a deal Duke remained for several years. Heck, I've never heard anyone hate Duke Nukem Forever for being "sexist," all the problems I've ever heard revolved around it just not living up to the decades of hype.
So it's mind-boggling to me that someone could not only completely misunderstand the "sexism" of a 1990s game but also think it would hurt sales.
.....
Now, this isn't the only case of "ignorant of reality" I've seen.
Years ago on another forum, I was talking with people who were on about sexism in video games (Please tell me this isn't gonna become one of THOSE topics), and in particular these people were on about the sexist undercurrents in Japanese products (predominantly anime but also some video games).
Their argument was about how certain female "types" are always presented as ideal--the hero's love interest is always the meek and submissive one or some such.
Right off the bat, I was like "you mean like in Lufia I and II, where Maxim turns down the meek and submissive one in favor of outright marrying the warrior babe?"
Now, his comeback was "video games are usually designed with an international audience in mind, so they chose the stronger woman to better appeal to westerners."
At this point I called B.S., pointing out to him that both the Lufia games were made in the early 1990s, a period where the RPG genre was famously not popular outside of Japan (only like 10% of all JRPGs got an English translation) and thus, they would have no reason to "cater" the games to westerners because they had no realistic expectation the game would come out in the west at all.
Also, speaking as someone who has done amateur writing... it doesn't work that way. The idea of a story being written to pander to a specific audience is the kind of thinking you could only have if you've never written anything yourself, similar to how people who don't know computers think that navigating MS-DOS is voodoo magic.
....
Both stories have one thing in common (besides the sexism thing): Both failed to account for the passage of time, and thus thought "things are Way X now, so they must've been the same way 10-20 years ago." But they weren't the same 10-20 years ago. Modern phenomenon are called modern phenomenon for a reason.
I seriously can't see how people forget that, or fail to take it into account. I mean, its like seeing someone unironically think that the Three Musketeers all had Volkswagon BMWs (I won't be surprised if I run into such a person some day). Michael Crichton once commented that in the 1900s if you told people the roads were gonna get wider, their thought would be about how they were gonna get rid of all the horse droppings. But people forget that this works in reverse as well: You can't think that just because Call of Duty is a well-known franchise now, that realistic military FPSes were always money makers--there was a time when everything was new, after all.
I'm not sure if there's a name for this phenomenon of applying the modern world to the past. Anyone know the proper term for it?
Anyway, that's my ramble.