In this day and age, developers and publishers know better than to create characters that seemingly degenerate females in the slightest possible way. Do so and prepare to face a fierce horde, rallying behind the notions of “Equality” and various similar strands of moral fiber.
Because of this, corporate companies have taken note of the following crude advice when it comes to designing female characters:
1) Must not be scantily clad in barely a metre of cloth.
2) No over-emphasis on breasts and body curves.
3) For NPCs, they must not act like a whore.
But of course, games like Dead Or Alive market their games on their highly promiscuous girls. And as always, there are always people out there that continues to support such franchises, hence setting the foundation for future and continued releases. We tell the industry that such a marketing technique is not only working, but is also an indispensable element in video game design.
For the rest of us who know better than to dabble in that sinful branch of artistry, we try to keep our girls within varying levels of acceptable decency. Such moves have been warmly received by critics and the general consumer base. Then again, when we tether a little off the boundaries of attractiveness, we are once again reminded of the fact that some of our audience would appreciate more “femininity”.
It doesn’t take a keen eye to realize that the Fan’s ‘improved’ version of Faith rendered her with bigger breasts and eyes. The tattoos near her eyes are also removed, resulting in a slightly more “gentle” demeanor. For the record, I applaud the efforts. Being human, we all have a natural attraction towards the aesthetics, so much that we coined multiple words to sate our needs to describe beauty.
Did I think that the fan “improved” Faith is more attractive? Perhaps.
But which Faith would much better befitting to the world of Mirror’s Edge?
Thank you, DICE, for sticking with the former.
If you sincerely think that limiting your consumer base to a demographic of horny male teens and preteens is the most profitable decision, then you might want to consider a career change to work under Playboy or your any similar alternatives.
So how do we go about designing a good female character?
A lot of people heralded Alyx as a brilliant female character; because there was no over-emphasis on her looks. Additionally, she also look pretty average; nothing was exceptionally noticeable about her. You might not even give her a second look if the two of you passed each other down the street.
This bold attempt was well appreciated, even by radical feminist standards (aside from her being a deuteragonist). However (initially) she was shown mainly as a support character. She is only there to further the plot, she was nothing more but a tool. It was clear as day that she was only there for the player. Her appearance may befit that of the post-apocalyptic world, but her existence felt incredibly forced.
It was only in later installments and after some feedback from players, that we saw more “life” being injected into her character.
At the end of the day, why do we need to take special care into creating female characters? Great characters, whether male or female, will remain great regardless of gender. Who cares if Chell was a male? Or instead of Alice, we get Alan in Wonderland?
Create characters, dialogue and events that correspond and harmonize with the virtual reality; gender should be a secondary concern.
But seriously though, less of that “sex appeal”, please.
This is an article written by PP1MT.
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