COLUMN: 'The Aberrant Gamer': Getting To The Action
[The Aberrant Gamer is a weekly, somewhat NSFW column by Leigh Alexander, dedicated to the kinks and quirks we gamers tend to keep under our hats – those predilections and peccadilloes less commonly discussed in conventional media.]
It’s easy to knock action video games. It’s all vaguely silly, implausible stuff – bullet time, acrobatic corkscrews, explosions, and heroes who sass monsters with hip one-liners. But you can’t really blame them – after all, action video games are the torch-bearers for action films, and when it comes to emulating their conventions and allowing players to interact with them, games are quite admirable as imitators.
Take the Devil May Cry series as an example, whose next-gen successor has just hit the scene this week. It achieves the formula handily, even stylishly. And it should. A triple-A melee franchise about devils, demons, babes, guns and swords – playing it demure, intellectual and understated? It just isn’t meant to be.
So you can’t fault it for flaunting high-powered, scantily-clad females with impossible measurements, suffering under a combination of neck-breaking high heels and massive endowments that, taken as a pair, make them likely to tip over. Aggressively foxy babes are part and parcel of the action format to which the game skillfully – and enjoyably adheres.
When we talk about sexuality in video games, the closest thing we’ve got is these cleavage-spilling women, and to some extent, the endlessly resilient, solidly built and smoldering (though much more thoroughly clothed) men alongside them. This column previously defended the value in gratuitously-fleshed game gals as a useful complement to the raw, animalistic nature of brawler games. Blood, bare flesh and adrenaline rush as a package are the closest we as humans can get to our primal state, and it’s amazing that video games can tap into that.
Some people will buy my theory that video game flesh is effectively bestial; others feel it’s simply juvenile, a disservice to women and men alike. Either way, it's true we don’t live in caves anymore – and we’re growing up. So what will it take for sexuality in games to grow up, too?
Though sexuality needn’t necessarily mean sex, the most immediate example that comes to mind is Mass Effect. It offered players the opportunity to personify their hero to a degree almost unprecedented on consoles, and then, through developing interaction between characters, to develop a relationship. And then, of course, we all know what happened after that.
And therein’s the rub – do forgive the pun.
Pioneer's Syndrome
When I first raised this topic at Sexy Videogameland, I suggested that Mass Effect may have suffered a bit under what I call pioneer’s syndrome. If sex in games were a familiar and established thing, the fact that Mass Effect contained a customizable romantic scene would not have been such a big part of its advance buzz. And while it’s an opaquely detail-heavy game, with enough background and story elements to satisfy the appetite of traditional science fiction fans, I would never believe anyone who told me that the sex scene was not at least somewhat on their mind when beginning the game and when selecting characters within it.
Thus, to put it bluntly, the sex act became like an Xbox achievement, the whistle warp in Mario, or anything else you know’s coming, but just have to figure out how to accomplish. As Chris Dahlen put it in his column about the Mass Effect romance, character dialogue seemed to reduce itself to, “Keep talking to me and someday we’ll have that sex scene you saw on YouTube.”
In other words, sex in a game became game-like. I’ve often asserted that whether, and how deeply, to become immersed in a game is largely the player’s decision – instead of being primarily a developer’s task. So to be fair, perhaps I just didn’t emotionally engage with Mass Effect to the extent that I could have. Can’t help it – I was too distracted wondering which character I wanted to get it on with.
Stunted Conventions
A good number of Sexy Videogameland’s readers have suggested to me another possibility, though, one that I think is much more viable when thinking about sex in games. Just as Devil May Cry 4 and other games in its genre drip with sexiness because its film predecessors do, Mass Effect and its ilk may be suffering under traditional sci-fi and fantasy genre constructs.
Commenter Mark Hughes pointed out that traditional fantasy, which often has a very influential role in today’s video games, is primarily “juvenile, sexless material.” As an example, he points out that Tolkien, essentially the "father of the genre" as we know it, features almost no women in Lord of the Rings – and those that appear are “’romantic’ (but non-sexual) interests for the men, kept at a distance.”
So video game sex lacks maturity because the dated constructs it has inherited lack maturity. No one would call Lord of the Rings an unsophisticated novel, and its heroes are most definitely nuanced. But like most hero stories, complexities within people’s spirits and the ill deeds they commit can be explained away by evil magic – the main characters with whom readers largely identify are almost implausibly focused on noble deeds, not intimacy.
Starting Small
Intimacy, however, might be where respectable sexuality in video games needs to begin. And games have, often accidentally, stumbled on real and affecting intimacy quite often over their history – the subtle, charming poignancy of holding hands with Yorda in ICO far outdoes Mass Effect in that department. And I’m loath to overexpose the Companion Cube any further, but in only mentioning it, you get the idea.
The Final Fantasy series often gets teased for its sometimes over-emotional, hyper-fantastic character presentation, and no one would call FF heroes anything more than constructs. But the most recent incarnation, FFXII, presented more subtle layers among the characters’ relationships than we’ve yet seen – we learned more about Balthier and Fran, for example, through what was not shown.
An inanimate cube, juveniles holding hands, and the nuances of a complicated adult relationship as seen through the eyes of a youth – the conclusion here seems to be that games are able to create that sense of intimacy by revealing less, not more – just as FFX’s quietly tragic heroine Yuna lost a lot of dignity by cropping her shorts way up into her "personal crease" and gyrating around like a pop star in X-2 (even though it was cute and fun), games lose dignity the more decadent cleavage shots and full-body pans they show.
In addition to prioritizing intimacy and emotional connection over the direct, exploitive route to nudity, games need to start inheriting their influences from more mature media. It won’t be long before games can build primarily and foremost on the established successes of other games in this area, and quit passing the baton from genre archetypes, but until then, they can look to more innovative and more modern sources to create characters that act like adults – only then will they believably make like adults.
[Leigh Alexander is editor of Worlds in Motion and writes for Gamasutra, freelances and reviews often for a variety of outlets, and maintains her gaming blog, Sexy Videogameland. She can be reached at leigh_alexander1 AT yahoo DOT com.]









Comments
fantasy sexless, eh?
I suppose you don't think the market is ready for a videogame adaptation of the Kushiel series? :)
Posted by: hanako | February 9, 2008 3:38 PM
The save-game mechanic in Ico-- wherein Ico would lead Yorba to a couch, and the two would sit and rest together for a brief, peaceful moment-- was by far the sweetest, most tender thing I've ever seen in a game.
Posted by: Eric | February 10, 2008 2:39 PM
In their most simplest form, games are a carrot & stick rewards method. You are punished for doing something wrong (usually with death) and rewarded for doing something right (with points/content). Surely when trying to implement an interactive realtionship in this kind of system, it is ultimately going to fall foul of people trying to get a 'high score'.
I think that intimacy is based upon trust, closeness, and shared experiences and now that we have both the technology and the power (with the increasingly growing and accepted gaming industry) we should see a lot more of it.
However, much like action movies, games are under pressure to keep a player engaged, and this usually involves keeping back-story to a minimum, and containing shallow, often stereotyped characters making mature relationships difficult.
Hopefully we'll see more complexity to these characters, and more subtle displays of sex and relationships, but I think the industry as a whole has a lot more growing up to do (and possibly needs more licence to be creative rather than ploughing on with another mario sequel) to be able to match that of Hollywood.
Posted by: cringe | February 10, 2008 3:33 PM
I'm not sure that I want (or need) the coaching. It's important to understand that games are very capable of what you're describing, only I'm not so sure many people are demanding it. I've never been one to take my romantic cues from television or movies and I'm certainly not looking for any in my games. That being said, one of my favorite genres is the S-RPG. Though many characters you gain in those games are randomly generated, I often find myself growing attached to specific ones out of the whole - not because of their stats, but because of how many battles they've survived and how far we've come together. I could care less about the unit I just accquired.
Posted by: Dune Tiger | February 10, 2008 3:45 PM
"...no one would call FF heroes anything more than constructs."
Perhaps that's a bit of an optimistic portrayal of Final Fantasy enthusiasts :P
Posted by: Alex | February 10, 2008 4:06 PM
You know what I never really resolved? Cortana from Halo. On one hand, she gets sexier with each sequel. On the other, she's a hologram...I could have sworn that she and Chief had a romantic thing going in Halo 3, but then...you know.
Posted by: Gunhaver | February 10, 2008 4:36 PM
Tying in to what cringe said: I think it might be hard to involve that more mature/nuanced kind of sexuality in games considering the limits of interactiveness there. Visual sexuality is much more easily enjoyed by oneself, but it might be hard to get that same degree of satisfaction on the intimacy side when you know it's just a game w/ a limited set of responses.
Posted by: Prodigal Moon | February 10, 2008 5:49 PM
I think intimacy is dependent on non-sexual interaction - something I wonder if guys sometimes miss.
In that sense, I think the most important pre-requisite for intimacy is that players need to be able to interact with the other character as a personality, not as a digitized sex doll. When you can get a sense of "what makes this person/character tick" by interacting rather than simply watching a cutscene, then you can start to build an emotional connection.
Given this, I submit that language and behaviour are both indispensable. By language, I mean verbal communication - something that I think the better designers already grok. (See: Persona 3 despite the disturbing overtones, Idolm@ster, Mass Effect.) Even the plain old dialogue tree, if crafted well - as with the above examples - can be quite engaging in any number of ways. If you stand Mass Effect and, say, Sakura Taisen side by side, both of them have very different yet equally brilliant ways of doing dialogue - a stark contrast with the kind of dull-as-dishwater stuff you would find in, say, Neverwinter Nights. (No offense intended to fans of NWN; Bioware's come a looooong way since then.)
As for behaviour, it's something like this: if a character comes across as e.g. laid-back and lazy in their dialogue, I would expect them to behave similarly in gameplay situations. If they behave like an RTS unit, it kind of undermines the groundwork the designer has laid when establishing their personality.
Posted by: n.n | February 10, 2008 9:44 PM
Interesting, I seem to recall quite a few past games, specifically rpgs, that have dealt with relationships and sex in a much more mature and comprehensive manner than any of the examples you described. Planescape: Torment explored a more serious side of relationships in a way that was not juvenile, but more mature than most JRPGs, and in Baldur's Gate 2, the protagonist could develop serious relationships with one of four characters, which included sexual encounters, and even pregnancy. You could also argue that games like Fallout and Arcanum dealt with sex in that female characters could use it as a bargaining tool if they chose to. Granted, none of these games show a perfectly realistic model of sexual relationships, but they are arguably a good deal more mature than some of the more recent games that incorporate sexuality into their characters. I also think that the designers and writers on the games I mentioned spent a lot of time thinking about how sex fit into the story and the world of the games, and chose appropriate responses . Baldur's Gate 2 had epic love stories, Planescape: Torment had a tragic and doomed romance that was slightly off-kilter, and Fallout's use of sex was based on the pragmatism of a society with few resources and no law. I think that a lot of game designers, regardless of what type of game they are making, could learn a lot from these rpgs with respect to mature choices. It seems that, with everyone in an uproar over Mass Effect's sex scene, people have forgotten that Bioware developed much more complicated romances that included sex back in 2000.
Posted by: Ivory | February 10, 2008 10:16 PM
I agree completely with your claim that we learn more by 'what is not shown', or as I see it, the 'tension' that is created in a game.
Not just simple 'sexual tension' in the way of the Mass Effect example, but in the real sense of the word. When done well, this creates wholly three dimensional characters through the ways they 'relate' to each other, not by having necessarily a blatant relationship.
Examples that come to mind for me are MGS3 with Snake and EVA. There is real tension and ambiguity between them. One could argue some of the scenes with The Boss present some complex tension as well.
Silent Hill 2 presents a powerful, skewed and even oppressive intimacy between James and Mary, even though you almost never see her. Then, of course, there is the tension with Maria.
These are examples sexuality in games that have lasting impressions on me. I fully support the celebration of the hyper-idealized form in games, but as you say, they work best in their rightful places (fighting games, action games, etc.)
Posted by: Kris | February 11, 2008 9:27 AM
Sex in the real world isn't game-like? And by mature media, you mean Hollywood's recent wave of chick-headliner splatterhouse?
I agree that virtual intimacy is really the next step up for virtual sex, but Mass Effect should be lauded for the direction it's heading. But if you expect fantasy as a genre to be more intimate, your definition of fantasy is lacking... after all fantasy is 99% of the time just empowerment fulfillment. The courtship of intimacy isn't empowerment, it's essentially sacrifice. Therein lies true love.
Posted by: noisewar | March 1, 2008 12:26 AM