Hot Dates and fairy-Tale Romances by Mia Consalvo
This article highlights the fact that sex and sexuality is an important part of games, and generally the types of sex and sexuality represented reinforce the mainstream sexual values of heterosexuality and marriage.
The first game Mia discusses is Final Fantasy, which is a role playing game where the main character that the player controls (Zidane), fights monsters and ultimately rescues the kidnapped princess (because “she is pretty”). By looking at the game on a surface level (i.e. reading it like a text), we can see that this theme is concerned with notions of ‘happily ever after’ and ‘love conquers all,’ and works to clearly define and position the two characters as heterosexual subjects, and that there is an idealization of compulsory heterosexuality.
But when Mia takes gameplay into account, this relatively uncomplicated idealized romance may be problematised. By taking the performative aspects of gameplay into account, it becomes obvious that the player can change the narrative and subvert the mainstream heterosexuality that is assumed in the game.
Mia also discusses Eve Sedgewick’s Erotic triangle, which is an explanatory model of how homosocial desire (the non sexual interest and affection between men) can be managed. An example to explain this is a situation where two men compete over the same woman, who can be seen as the conduit of the relationship. The men really desire each other, but fear of being seen as homosexual makes them displace their feelings for each other into competition over a heterosexual love object (the more acceptable object).
Mia argues that in Final Fantasy, the player is encouraged to identify with Zidane. If we assume a male player, then the triangle can be used to show how the player manages any potential desire they have for Zidane by transferring it onto the female love interest character of Garnet.
She comments that potential desire for Zidane is possible because of the fact that the player is encouraged to care about him and to identify with him in order to successfully play the game. For many reasons (including that Zidane is feminized through long hair, small stature and lace clothes), identification may not be able to occur without too much desire for the character. So the triangle spatially collapses the two men into one, hence allowing the player to channel feelings for Zidane into Garnet (which is a validation of masculinity and heterosexuality).
The other game Mia discusses is the Sims. The Sims manual proscribes certain limits on the players’ imagination and desires. Queer Sims can be created (same sex Sims can kiss and sleep in the same bed, among other things) which challenges the hetranormative assumption often found in games. However, one limiting facet of the game is that “only opposite-sex relationships qualify for a proposal of marriage.” This can be seen as a not too subtle coding of heterosexuality as right and normal, as opposed to queerness, which is thus constructed as the ‘other’ of the disjunctive pair, where hierarchical value judgments see straight as good and queer as bad.
Of further interest is that the manual tells you that choosing a sex for your character is the best place to start as “gender is a pretty basic constituent of self from which to build a personality.” Despite the obvious fallacy of using gender and sex as interchangeable terms, it is interesting to see that there is no sexuality box, which indicates that either sexuality is defined within the game as an activity rather than an unchangeable part of identity, or that is assumed heterosexuality is such an ingrained part of everyone’s identity (or should be), that it wasn’t considered an option.
The player can choose the appearance, race and gender of Sims. Through a range of options the player can choose different skin colours, heads, ages and bodies, so the possibility to create radically different Sims is available. Apparently, the options are endless. (To see the ‘amazing’ individuality offered, see this page). Given the normal trend in games to be given a set character, this seems positive, but Mia then critiques the options and questions how real the choices are. We can see that there are some assumptions and traditional ideas about race, and gender inherently coded into the very choices available.
For instance, there are 16 bodies available for women, 18 for men and 5 for children. No obese, disabled or otherwise different bodies are offered, and from this choice it is hard to imagine this covers every possible body. The fact that choices are offered suggests that diversity is important, but the diversity itself is heavily restricted and the body forms that are excluded are telling.
While it is true that exclusion is a practical and financial reality, the options that are “ultimately considered necessary and which (are) expendable” (page 273 of the reader), indicate a definite hierarchy that is assumed in the making of the game. I also find it interesting that some things that are definitely not normalized in our society are included in Sims, such as polygamy and alien neighbors. This shows that the game doesn’t only mirror popular trends in contemporary culture, and makes it reasonable to ask why gay marriage (which is not currently a state sanctioned activity) is not allowed.
However all hope is not lost; Sims fans who do not feel their diversity is recognized and allowed within the Simscape have created their own Sims, as shown by Overweight Sims and
Nude Sims (Sims are not shown naked in the traditional Sims game and by creating nude Sims, players are challenging the proscribed rules set out by the game)
Mia also uses the concept of gay window gaming, which is a term used for advertising that has been designed to appeal to both gay and straight people. These ads, by using coded signs and subtext, suggest to gay consumers they are included, but the coding is not so explicit that straight consumers would pick up on the cues. In this way, both gay and straight consumers are targeted, without the fear that straight consumers will be offended by the intended appeal to gay people. This can be seen as positive or negative.
In the Sims, gayness is not coded in, but it is not forbidden either. So players can create gay Sims if they want to, while homophobic players need not create gay Sims, and they are not forced to read any of their Sims as gay.
So, from the examples used in Mia’s article it is clear that in most games a normalization process occurs when heterosexual narratives, characters and themes are included, whilst homosexual interactions are ether absent, or perverted. This inclusion is a subtle way of reinforcing stereotypes about ‘proper’ sexual practice and sexualities. This can be seen most obviously in Final Fantasy, but is also present in the more radical Sims.
Important Quotes:
“Even if diversity was limited only for financial or practicle reasons, it is important to raise this issue, to better understand which options were ultimately considered necessary and which were expendable.” (page 273 reader, 186 of article)
Regarding the erotic triangle: “But ultimately they are not as interested in the relationship with the woman as they are in their relationship with each other – yet societal fears of being seen as homosexual lead the men to displace their feelings for each other into the safe area of friendly competition over a heterosexual love object” (page 269 reader, 178 of article)


5 Comments:
I think I should have tapered my focus a little more so that I could go more in-depth about fewer things. I also should have linked my reading to the other two a little more, because there are string links, especially with Kember’s discussion of the norns.
I thought Anli made a very interesting point when she said that the Erotic triangle didn’t feel very applicable to her experiences. I think the Erotic triangle was the most interesting part of the article, and I wish I had explained it a bit more, perhaps focusing on it to the expense of some of my other stuff.
Thinking about the Erotic traingle afterwards I have these thoughts:
You have to be able to identify with the character is some sense or you wouldn’t play the game to begin with. If the avatar’s motives and actions were entirely foreign to the player, then it would be too isolating for the player to continue. You don’t necessarily have to like the character, want to be like the character etc, but you have to care enough to play the game using the character as your conduit. So you have to identify to some extent with your character in order to play the game.
If the avatar is male and the player is male, a problem exists. How can the player care about the character without that identification turning into desire? This is where Mia applies the Erotic triangle onto the gameplay. The erotic triangle is designed for analysis of homosocial desire, which I believe only refers to the non sexual interest and affection between MEN.
So the triangle works with a male player and a male character: if a heterosexual female is playing or a gay male, the relationship between the two is problematised, and the players are identified as others to the norm. According to Mia, when the male player finds himself desiring Zidane too much, he can channel these feelings onto Garnet, and hence his masculinity and heterosexuality is saved.
I agree with Anil to an extent – I have certainly played games where I have been forced to take on the persona of a male avatar, but I am unsure if I have identified with them to a large extent. I certainly identified somewhat – as I said earlier, if I did no identify at all with the character then I would have finished playing. However, as this is applicable to men playing games, then I may not be in the best position to offer a first hand account!
Another aspect that is interesting is that in my experience of men playing games, they can be somewhat reluctant to choose (if choice is available), a non-male avatar. Perhaps some men don’t want to be seen as wussy by choosing a female character, so the male character is their default option. Exceptions to this are games like Tomb Raider, but perhaps the hetrosexiness of Laura Croft secures their masculinity as she can be used as a marker of heterosexuality.
Saywood, I found your presentation really good, although you say you wanted to cover things in greater depth I still found your take on the article really comprehensive and interesting and I agreed on many points.
I also find the 'erotic triangle' really interesting. Do you think it applies for a female player playing a female character? I find that interesting to consider,
are females considered more capable of feeling affectionate towards each other without the stigma of homosexuality attached?
I haven't played final fantasy mentioned in the article but I have played the two before that, and the structuring of the games seem to be similar. I agree with Anli's opinion that the erotic triangle may not be a commonly occurring thing. However, I feel that with reference to final fantasy games due to the incredibly long duration of the game (the first time I played a game like this it took me 80 hours to finish it) attachments to the characters may form. But true, I dont think I fell in love with the male lead :P
I didnt mention this is tute I have no idea why, but in my experience of gaming I find that I was particularly interested in playing games with the female lead character, despite the fact that they could be considered as sexualised (i.e, short skirts and knee high boots heh). Games like the Resident Evil series, Parasite Eve and even Tombraider may empower female players as the character moves through the game looking sexy AND kicking butt! :P Also the idea of a female 'saving the world' and being able to out-perform her male collegues with a machine gun can be empowering and positive especially for young girls. I admit, the idea of the female lead being scantily clad is not always a favourable one, this is why games like Resident Evil are good - a special 'bonus' part of the game includes a wardrobe key where you can choose the outfit of the character - be it a police uniform or a mini.
Games with violence and negatively sexualised females, you mentioned Duke Nukem, however, I find very unappealing.
Thanks for an interesting presentation,
:)
p.s I once witnessed a female sim kiss another female sim (they lived in the same household and had only been friends, nothing more) with no prior intervention on my part. But it only happened with those two characters and hasn't happened with any others. :P
I do think the love triangle, when applied to other less interactive narrative structures (ie watching movies or reading) could have something going for it, but I don't see why caring for a character/ person necessarily needs to translate into (sexual) desire. Fandom seems to wrestle with this issue periodically in discussion of gen/slash/ampersand distinctions, and 'is sexualising the relationship the only way we can appreciate two (males) who obviously care about each other?' Or, in other words, has our preoccupation with sex devalued platonic friendship? (Admittedly, there are some characters I'd rather conceptualise as ex-lovers rather than ex-friends, but that's different o_o)
I think that fantasy RPGs are different because the (better/popular) fantasy RPGs tend to be Japanese. I've only played FF7 through to the end, but there is a sequence where Cloud (the main heteronormative male character) has to crossdress as a geisha in order to rescue one of the female team members. The player gets to choose his outfit, and the prettier it is, the less your enemy is likely to see through the disguise and force you to fight his hired hoons. Cloud, like the main character of FF9 whose name temporarily escapes me (Zidane?) is short and slim, but without the feminine clothes. In general, Japanese media can be *far* more permissive in certain ways than Western media -- in children's anime (Japanese animation) alone, note the canon lesbians of Sailor Moon, the 8-year-old-student/teacher relationship in Card Captor Sakura (as well as strong lesbian subtext) to name a few. ...and I would conclude but I'm late for a lecture.
I realise that I may have used some confusing terms in the last comment... according to subreality:
fandom: A collective term used to describe all fans and their activities. fan: someone who's really into something... eg. sci-fi, fantasy, roleplaying, comics etc.
slash: [...] involving romantic or sexual involvement between two characters of the same gender.
gen: short for "general" [...] used by slash writers to mean "not slash."
'Ampersand' was recently coined by Alara Rogers to denote strong, affectionate non-sexual friendships.
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I'm so happy for your sims, Jessica :) It's great when they act the way you want them to without prompting, it's much more interesting as it feels like it simulates artificial life more closely than if you have to constantly baby them.
On hyperrealism, I've roleplayed heterosexual romances in textual and oral interfaces before with both male and female characters, but I've never felt as squicked* as when I saw my girl!Sim making out with a man!Sim. o.o If she had used her own free will to do that I'd have felt so betrayed. I don't know if other players would feel the same way, though.
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* 'To be "squicked" is to have been disturbed at a personal gut level, often but not always in regards to sex.' (Subreality)
I found your comments on the article very good and in general very useful in explaining the views of Mia Consalvo.
I am also particularly interested in the love triangle theory and how it relates to a gamer in a game such as FF9. I agree with you that you could have gone into more detail on the subject.
It seems that probably in the interests of commercial appeal to a wiser audience, or simply due to the anime style of the game, the feminine looks of an avatar such as Zidane will allow for an appeal to homosexual male players. The typical heterosexual mission of Zidane in the game to save a beautiful princess would appeal to the heterosexual male gamers, and excuse any attraction towards the avatar which may or may not occur. At any rate the game would seem to be aimed at the male, sexually active gamer (an obvious demographic) but the ways in which this happens is very interesting. I am interested to learn how or in what way a female gamer (with any sexual preference) would relate to the avatar? And to what extent the sexuality of the gamer influences the joy experienced by him or her.
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