In Luna Bob’s blog post about the
damaging effects that stereotypes and gender expectations have on male
characters that play the role of savior for distressed damsels, she draws our
attention to the inconsistency between the improving social climate for women
and the stagnating sphere of men. She lays the groundwork for the idea that
violence is romanticized by the physical depictions of men in games, and that
this is damaging to male gamers. Beyond just that, the actions engaged in by male heroes enforce harmful ideals of
behavior. Physically violent male characters in games do not make gamers into
murderers, but they can inspire internal tension in many gamers between what we
tout as the ultimate signs of success for the ideal man and what is legal
within society.
In
the real world it is illegal to dismember our enemies when they bad-mouth our
mothers, but within the worlds of videogames, violence is the go-to solution
for all problems. When you are betrayed by Zeus do you appeal to a council of
other Gods? No, you get two big honking swords and go around systematically
obliterating half of the mythological pantheon of the Greeks. When the Locusts
begin evacuating their underground world in the face of a toxic flood, do we
provide a scenario in which the humans offer means for the Locusts to integrate
into the sunlit world? No, we wage war to the last men and women standing.
Heck, in PacMan we encourage players
to get vengeance by giving them large point bonuses for eating the ghosts who’ve
been hunting them all game. Now there are some games that do encourage peaceful
success, but those are not the ones that I am speaking of, and they are in the
minority, especially of games marketed to males, who developers believe are
only interested by the body-armor and bullets of most big-name titles. If
society shows that this is the most ideal way to manage problems in videogames,
it should be unsurprising when males romanticize violent problem solving.
This
seems to clash with our societal ideals of peaceful conflict resolution.
Violence is strictly prohibited by law, is it not? It is, but only through
necessity. We cannot effectively run a country and operate within it if we
expect to be ruthlessly butchered when we accidentally bump into someone’s car
on the road. People would never leave their homes in anything less than suits
of armor or tanks. This necessity exists in tandem with a prevailing societal
fantasy of violence. We love our guns, are enthusiastic about kicking
terrorists’ butts and largely support the death penalty. We do want to resolve our conflicts with
violence, but we are blocked from it legally. It is not that videogames have
begun this obsession with violence; it is that they help to perpetuate it. In
an effort to combat this, we applaud the smart citizens and intelligence
achievers within our country, telling our children to grow up and get an
education so that they can be like them. We divert the idea of physical
success, into an idea of mental success so that we can operate within society
safely.
Videogames
have attempted to shore up their social standing and appeal by claiming that
they value intelligence as well. Unfortunately when designers attempt to
utilize this ideal in gameplay, it usually just means that excessive force is exerted
in specific locations, thus serving only to complicate the violence rather than
replace it with legitimately intelligent solutions. It’s so common that a trope
has developed concerning creatures significantly more powerful than the hero:
shoot for the glowing eyes. Even characters that are said to be intelligent
rarely exercise this in any meaningful way. Kratos, protagonist of the God of War games, was an excellent
commander of the Spartan army, according to game lore, a position that would
require plenty of strategic skills, including planning maneuvers, interpersonal
skills to maintain the morale of troops, and management of supply chains. All of these skills seem to only serve Kratos
in his ability to locate and attack weak areas on monstrously oversized
enemies. Here he is utilizing the only tool in his toolbox that is presented in
game:
Image courtesy of Annick
While
game characters show violence as the ultimate solution through their actions,
they also encourage violent ideals through their physical appearance. Muscles
are attractive to us because they are a physical sign of power. Players enjoy
success, and often a hero character is depicted in a manner that promises
future success in the form of current power, usually taking the shape of
excessive musculature. In this way, muscles on a character are promised power,
even when the character is said to be in a weak position. This implies that
developers believe male gamers would not think a character as appealing if they
were anything less than visual avatars of violence. They, especially the
bulging melon-biceps on display in the Gears
of War and God of War franchises,
are billboards on male bodies that shout to all who see them that their bearers
have the ability to inflict destruction on their surroundings. The prevalence
of these images in popular games and other media tells men that this is really
the only true sort of power, and that men who are not physically over-developed
are not powerful. There is a reason that weight lifters are stereotyped as
overly aggressive “meat-heads,” and who can blame them for being so, when all
they have done is better internalized this prevailing social ideal in the same
way that game heroes have done.
So
lets take stock of what ingredients have been added to the pot so far; perhaps
the problems with our potpourri will become clear. There’s an impossible expectation
of men to be powerful only by being powerfully built, a belief that “smart”
means excessively violent in very specific scenarios, a presiding display of
violence as the master tool in any problem-solving arsenal, and a society that
has made violence illegal. I think I can see the stew starting to bubble. You
smell that aroma? That’s the smell of millions of men being torn between what
is shown as the right way to solve their problems, the ideal and permanent
solution to every dissatisfaction, and the rules, which prohibit them from
enacting these skills that they are told to foster. I am not claiming that
games make boys into murderers; I am claiming that violent games create tension
inside boys between what they are shown and what they are allowed. I highly
doubt that this can have positive effects.