
By Nexus
on 4/9/01
Article
Discussion Forum
This article isn't solely about breasts. On a larger scale,
it's actually about the portrayal of sex and sexual material
in games. It's an issue that's often discussed when a new game
comes out, and there are always two sides to it regardless of
how strange one side of the argument may look to the other.
When I've been involved in discussions of this nature, I don't
think I've ever seen a time that either party in the debate
has really come to an understanding with the other through listening
to the opposing arguments.
To some people, myself included (and I should probably tell
you at this point that I am male), the idea of clothing female
characters in a way that exaggerates sex appeal seems ridiculous
when doing so is completely incongruous with the lifestyle and
environment of the wearer. I have to admit that I simply can't
present both sides of this argument in a fair way, because I
myself can't really see the other side. The only argument I've
ever understood from someone else was the idea that such a portrayal
might lead to increased revenue because people wanted to buy
something with a provocative element in it.
To me, this makes sense, but only sometimes. The Leisure
Suit Larry series of adventure games was such an idea: the
content was deliberately tailored around sex and sexual jokes.
This was the intent of the game, so I see nothing wrong with
it. Anyone that didn't appreciate it need never buy it and would
not need to fear missing out on an enjoyable experience marred
by what would, in their eyes, be a flaw or undesirable aspect.
On the other hand, though there are exceptions, the main focus
of the plot in the bulk of the titles available in gaming stores
is not sex, so one has to ask why it is present in so many of
them. Most of the time, the consumer buys a title because it
matches an area of interest or meets certain criteria for personal
enjoyment, and may not be seeking to gratify sexual needs. For
example, I bought Escape From Monkey Island (LucasArts)
for its humor and its puzzles. I purchased Deus Ex (Ion
Storm) for its storyline and innovative game play.
It's not a matter of banning all forms of sexuality in these
games, but rather a matter of deciding when such content is
appropriate in the context of the world, Conversely, it's just
as important to determine when it's appropriate to leave it
out.
Striking the right balance is key for developers. If you orient
the content so that it reflects what the audience feels is fitting
for the game environment, you'll likely be able to satisfy most
players instead of alienating them by presenting an aspect they'll
perceive as inconsistent or gratuitous. At the other extreme,
it would impair the player's suspension of disbelief just as
badly if everyone in a swimming pool was wearing bulky spacesuit-like
clothing for no reason. The system should not revolve around
the question of "What can we put in?" but rather "What is appropriate
in the setting?" All of this, of course, must factor in the
target age group for the game.
An often-cited example is that of the underdressed cavewoman
in the middle of a barren arctic waste. Would she freeze to
death in that clothing? Probably. Is there then a reason why
she put on that clothing before ending up there? Usually not.
Had the woman been magically teleported there without consent
or knowledge a few moments before from a hot tropical paradise,
there would be a logical reason for her attire. Had this happened,
though, one would expect her to either start freezing to death
huddled up in the fetal position, or to head for the nearest
warm shelter.
I would say that there's been no point in increasing the performance
of video cards and graphics hardware if it's only used to show
us details that clash with the game's situation and story. If
developers were to follow the rules of game world consistency,
it would leave the door open for nudity and sex in games, but
with the requirement that they write a story or create an environment
that adequately explains it or has consequences that follow
from it.
The rule that I would then suggest for developers to evaluate
their work against is this:
| Nudity,
sex and all adult subject matter is justified if (and only
if) the setting, story or logical consequences justify it.
|
Note
that, for other subject matters, this sort of reasoning has
been going on for years: if a character in a role-playing game
is randomly killing innocent people, it's usually because that
character is evil. Their background might include having a twisted
personality that revels in using power in a bad way against
those who lack it, rather than because they're a loving mother
of three who just wants to make the playground a safer place.
This information should be communicated to the player somehow,
perhaps as a prologue or as a mystery that must be unravelled
in the course of the game. In other words, even the evil exists
for a reason. With the rule above, any sexual content should
also have a reason for being present, and thus no gratuitous
T&A.
The results of applying this rule seem simple to me: should
a developer want a game to focus on sex, then they merely have
to choose an appropriate setting. Under this guideline, a developer
that wants to focus on story and character development can then
include such content where it makes sense to do so, and not
just liberally sprinkle it all over to add appeal and "eye candy."
What is perhaps an interesting facet of the rule is that it
includes realistic consequences: a human tribe is allowed to
live in a cold region and wear minimal clothing outdoors, but
only if they start losing fingers to frostbite and keeling over
dead. We're now seeing the emergence of games where you deal
with the results of actions and choices made in a flexible environment:
Black & White comes to mind as an example. Is this a
sign of the industry maturing in the way they tell stories and
create game worlds?