In which I go on at some length about whether or not GTA:IV is misogynist.
http://www.toothdemon.net/doingitwr ong/2008/05/01/killing-hookers-gtaiv/
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It seems to me that the question we're collectively asking is, is it evil, or harmful, to pretend to do evil?
There was a rough bit in your prose, though! This sentence: "On balance, I think that it’s hard to argue that GTA:IV doesn’t make it all that difficult to play a misogynist lead character." Too many negatives -- I had to read it like four times to figure out what you were actually asserting, and I'm still not sure you said what you meant to say, based on the next sentence.
Anyway, gotta go!
Aha, but the real world IS misogynist! Fair cop. But proportionately, a lot more people probably wind up killing sex workers (in addition to: any person) in GTA games than they do in the real world, and different people for different reasons and with different consequences. Creating a game world that relied upon concerted violence directed toward certain characters and which featured women but which prevented harm from befalling women in particular would perhaps be slightly chivalrous but would also represent sort of a disingenuous half-measure idealism. It wouldn't be convincing, even to the extent that the games such as they are happen to be convincing.
I think there are a few cogent responses to the problems arising that could take the form of more enlightened game design, if enough people with influence would stop just saying LA LA LA NOT OUR FAULT PLUS YOU NEVER PLAYED THE GAMES SO YOU DON'T KNOW. Like you say, games impact our culture, and the truth is they have an influence on the lives and experiences of people who never play them as well as those who log a full time regular work week in front of the console.
The sort of enlightened game design I'm talking about is just recognizing all the things that have to be accepted as excuses for why it is that way and making an effort to make them different. It is ridiculous how overwhelmingly male the NPC population of GTA games tends to be, and that the series relies upon crass stereotypes for characterization is not really a great rationalization, let alone justification, for anything. It's a matter of priorities - female leads are off the menu due to space concerns? Put it on four god damn discs like a latter-day Shenmue, it's not like there's no precedent for bloated game design, and this could be something that really matters.
Another cogent response from The Gaming Community could take the form of a game rivalling GTAIV in quality and immersion that provides a platform for acting out some fantasy - any one! - other than spree killing and larceny. The landscape of video games, with more than a handful of notable exceptions but still overwhelmingly so, is like if the only movies ever made were slight variations on Terminator 2, Dragonheart 2 and Care Bears 2, to differing degrees of success. The power of the medium for subtle storytelling is much-vaunted but, let's face it, tapped to maybe 9% of its generously estimated potential.
In a way, GTAIV is a paragon. But really, isn't it kind of sad that in order to appreciate its triumphs one is expected to make generous allowance for the drawbacks of all the legion ways in which commercial success in its medium demands adherence to stultifying conventions of genre? Why is so much of the industry's prodigious well of imagination pouring into upgrading the parts on such a clunky old wreck as the shoot-'em-up? Like, given the raw processing power of the present generation of consoles, of COURSE hoary old concepts are executed with unprecented panache. How about a little diversity of innovation, there, Rockstar & co.?
How about a little bit of politics for once?
The GTA franchise also has an obvious satirical element directed at the graphic novel and gangster chic scene. It is full of unabashed references. Gamers are a literate and with-it audience. Fantasy transgression is more helpful than it is harmful, by far. The worst thing an activist to a cause can do is have no sense of humour or play or irony. The Internet is serious business. Well, perhaps choosing the wrong cause is worse.
Frankly, if you want a game to be worried about, look at Army of One or other US military products. These are games actually designed to indoctrinate, both in architecture and in content.
So killing hookers is available in GTA. It isn't the game, though. It isn't even there as some sort of forgotten, chilling assumption. It's there precisely because it is outlandish and over-the-top bad.
I think it's also pretty funny to characterize gamers in general as literate and with-it, especially when as a body we tend to be so easily satisfied with the pitiful dregs of literature and concept that make up the vast majority of games. If any GTA game was a movie (setting aside the brand cachet the game has), it wouldn't even be popular with people who like that kind of movie.
I'm not worried about GTA, I'm worried about the quality of discourse it inspires on either side. I know it's a lot of fun and taken without any broader context, relatively innocuous. Gaming in general is a fucking wasteland of ideas, though.
If video games, such as they are, represent a venue of escape and fantasy fulfilment for players, let's be serious - we're not talking about PEOPLE IN GENERAL. We're talking about white boys who don't give a fuck. Sure there's a marginally broader appeal than that, but unless you're capable of tapping into your inner white boy who doesn't give a fuck, the range of games likely to be palatable to you is limited to practically none.
Okay, the idea that virtual worlds are limited by the plotlines of the in-world narrative arcs really misses the whole point of the medium. Also, the fact that the source material of satirical derivatives might be sub-par should not surprise anyone or reflect on the latter. I assume although you say "white boys who don't give a fuck" you no have statistical evidence to back that up, let alone evidence of causality or inevitability.
What exactly do you tap into when you consume "high" culture products, if not your proverbial inner white boy who doesn't give a fuck? You'll find privilege and self-indulgence in all kinds of entertainment and artistic consumption. So what?
I guess plays were probably pretty bad for the first thirty years they existed, too.
here's the list.
Pokemon, Mario, Nintendogs, Gran Turismo, Grand Theft Auto. These are the towering giants of the video game world. Surprisingly, it seems like the best way to make money is to sell primarily to women and children (though I don't doubt that there's some amplification here where Mario appeals to a much wider segment of the population and games like the Sims appeal to a demographic who is otherwise woefully underserved).
Allow PC games, and you get a little more variety. The Sims, World of Warcraft and Starcraft round out the list.
This is not to say that the industry doesn't primarily aim for males 18-34. Of course we do, they are the people who spend the most disposable income on entertainment.
You're not alone in your frustration about the general content of the craft. A lot of designers and developers are feeling the same way. You need only look at the work of studios and designers like Bioware, Warren Spector, Will Wright to see the discussions and experiments that people are doing to try to elevate or change the way games are played.
You're probably right, I bet the first 30 years of plays sucked too. But there are a lot of really smart people working on the problem from a wide variety of angles and I see a lot of exciting promise coming from all directions.
Will Wright is very impressive.
And that no matter what side you are on, your team looks like Americans and the other team looks like terrorists,.
That is my total contribution to this discussion. I think it is slightly relevant.
That is my total contribution to this discussion. I think it is also slightly irrelevant. :)
I think the theme of the GTA series of games is part of what makes them work so well. In a sandbox style game you need to let the player be free to do what they want. And who in popular culture has a more 'do what I want' attitude than gangsters? A game about a law abiding recent immigrant who struggles to cope with a new culture while supporting his family would be less exciting.
I haven't played the game (despite them being an "important cultural force", I don't play games) so my comments are based on your minimal description of an admittedly huge creation.
With the huge dating interface and even tutorials on how to date, GTA seems to have positioned itself as a social teacher with a substantial audience of young men at a stage of life where they have to learn how to date and relate. This strikes me as problematic, not only given the context of the game, but given the fact that it posits a rigid model and does not have the ability to adapt and grow with input from its society.
Did they sense the potential misogyny of the game and make this effort to fix it? That might be worse than just letting it stand as in some 70s exploitation fic. At least then it doesn't pretend to be more egalitarian than it is.
I won't say anything about the heteronormative assumptions about the audience because I'll get all worked up and have to spend the day reading Rambo slashfic or something to get me centred.
And how do I know this? Because I tried killing a cow, of course. (I know, and I seemed like such a nice little girl!)