Sexism in Games
30-Apr-90 10:15:36
Sb: #32723-Sexism in Games
Fm: Thomas Holaday 70407,534
To: JAMES D. WILLIAMS 72157,3524
If "sexism" is the -ism which claims that if you know a person's sex, you
know with certainty a great deal about that person's math abilities,
negotiating tactics, physical strength, annual cosmetic budget, and lots
more, then a game designer who allows that a full-figured woman can behead
the foe with a battleaxe just as savagely as can a steroid abusing man has
absolved her- or himself of charges of "sexism."
That is a fairly narrow definition. Anything which appeals to the glands
rather than the mind is "base," or "vulgar," or "low-brow." If the appeal
is to the adrenal glands, we have adventure-films, roller coasters,
shoot-them-ups. If the appeal is to the reproductive glands, we have
romance novels, Cinemaware box covers (usually), digitized Strip-Poker.
People are free to persue happiness where they will. If one finds it in a
first-rate production of Hamlet, and another in the World's First Stand-up
Rollercoaster the Shockwave where You Turn Upside Down, well that's what
makes markets. However, "Hamlet" should never pretend to be a wrenching
experience ("in our production the audience will be securely buckled in")
and "Shockwave" should never pretend to be a deep one ("this ride will make
you re-examine your life").
"Chamber of the Sci-Mutant Priestess," if judged by the cover, is not going
to provide the same sort of experience that Dungeon Master did. Dungeon
Master does a fine job of demonstrating that all body types (well, none of
figures would be confused with Mrs. Thatcher) make excellent champions.