November 18, 2014 19 Comments
One of the charges that routinely gets hurled at me is that I’m a sex-hating prude that hates sex in games and thinks that people who put sex in games are just the worst. Which is pretty ludicrous, but it’s the lowest-hanging fruit of dismissive criticism aside from “she’s crazy”, which means it’s something I hear a lot. For a lot of people, it’s easier to attack the messenger than it is to engage with the message, especially when the message is openly critical of something that you like.
However, it’s also true that about 99% of the things that I write here pertaining to sex and female sexuality as they are portrayed in video games are harshly critical. It’s something I’ve been thinking about since writing my last post, because Bayonetta is a character that you really can’t write about without examining how her sexuality is portrayed and how that portrayal is actively harmful.
Sex in videogames: seriously, why is it so bad?
The reality is that as a medium, video games are 10-15 years behind other art forms in their portrayal of female sexuality. That’s not to say that the rest of art and pop culture get it right – there are still an awful lot of terrible things to be found in movies, comics, and television. But there are also a wealth of examples of non-video-game pop culture in which female sexuality isn’t demonized, punished, or objectified.
As for video games…? Even after wracking my brains, I was only able to come up with a handful of games with totally positive portrayals of female sexuality, and even then half of those had caveats:
Although romance has been a staple of the Final Fantasy series, it’s been pretty much void of sex, with the exception of that not-a-sex-scene-that’s-still-totally-a-sex-scene in FFX. Which is a shame, because as much as Squeenix fails at costume design, their writers are really top notch at writing believable female characters who are a mix of strong and vulnerable and everything in between. And despite the fact that they didn’t technically have sex, I thought X’s not-a-sex-scene was a really touching portrayal of Yuna and Tidus allowing themselves to be mutually vulnerable to each other. (And you will never convince me that they weren’t totally having sex offscreen and that the music montage was just some epic afterglow.)
BioWare is a better example in that its sex scenes are actually sex scenes, although this hasn’t always been the case. While Dragon Age: Origins takes the cake for the BioWare romance I found most compelling (I know he’s not to everyone’s taste, but my female warden fell for Alistair so frigging hard), the fact that the designers chickened out and rendered all of the sex scenes with characters in their underwear really bugged me. It actually felt more objectifying than the Mass Effect series’ sex scenes, which were underwear free, just because at least Mass Effect wasn’t specifically calling attention to people’s junk.
Still, ridiculous underwear aside, BioWare has done really well in their portrayals of female sexuality. There are women who are lesbians, bisexual, hetero, and cheerfully ambiguous. They have women who just want casual sex, women who are after romance, and women who aren’t really sure what they want. And none of these women are presented as wrong, or as being punished for their sexuality. Even better, there’s no difference between how sex scenes are handled between FemShep and BroShep. No matter who you play, there’s real tenderness there.
And sure, there are missteps. Like Morrigan’s blatant and stereotypical sexuality, or Jack with her ridiculous nipple straps and her MaleShep romance option of fixing her with sex, which I just find really terrible. (Seriously, feminists get told all the damn time that what we need to “fix” us is a good dicking, so I find that trope particularly offensive.)
But beyond Final Fantasy and recent BioWare titles, I was stuck. An informal straw poll on Google+ yielded a few more like Saint’s Row IV (which I haven’t played) - a notable example that was put forth by several people. (I’ll admit to being surprised.) Gone Home also came up, as did The Sims. ..aaaand that was about all any of us could come up with. Sadly, it seems AAA game studios (that aren’t BioWare) simply don’t have a clue how to write sexual content that doesn’t exist to solely to objectify female characters.
Not that that should come as a surprise. 88 percent of game industry devs are male, and it’s been well documented that harassment for women in the industry is pretty much a given. (Zoe Quinn, Brianna Wu, Elizabeth Shoemaker-Sampat, Jennifer Hepler, Jade Raymond… the list is very long and very depressing.) Much as we think of games as an interactive medium, interactions have to be programmed. Every interaction has to be scripted and its potential outcomes defined, and the people doing that programming are largely white and male – and all of that is happening in an environment steeped in misogyny and brogramming culture.
Is it any wonder, then, that AAA games nearly always fail to deliver genuine portrayals of female sexuality? How can they, when the few women in the industry can’t effectively advocate for themselves, let alone for a fictional female character? So when AAA game studios try to include honest portrayals of female sexuality, the result is nearly always something like this:
Oof. Right in the feels.
But you know what? It doesn’t have to be this way.
Sex in tabletop game design: an example to be emulated 
The conversation about how to handle sex at the table is hardly a new one in tabletop land. Of course, being a different medium, that conversation has resulted in different tools. Some of those tools can best be described as “safety nets” – tools to help people feel safe in playing through content that makes them vulnerable. I’m only going to mention those tangentially as a separate conversation worth being aware of; though if you’re not familiar with lines and veils and the X-Card, you should definitely read up on them.
What I find more interesting, however – at least for the purposes of this conversation – is the different mechanical approaches that varying designers have taken to solving this problem of how to address sex in a mechanical way in ways that feel meaningful, without resorting to cheap stereotypes. While this is far from an exhaustive catalog of games worth considering, here are some games that explicitly include sex mechanics I have played and enjoyed:
1) Kagematsu - a game in which the sole male character (a ronin) is played by a woman, and all of the other characters are trying to seduce him with the purpose of convincing him to stay and protect their village. In playing this, I loved how it greatly inverted players’ default point of view.
2) Apocalypse World focuses on the consequences that result from sex, with custom sex moves that only take effect after characters have sex, and with varying results, depending on just who it is that’s doing it. (And let me tell you, things get real interesting when it’s two PCs having sex.)
3) Much to my regret, I have yet to play Monsterhearts as anything other than a convention game. Still, Monsterhearts is a fantastic game for exploring themes of emerging sexuality – queer or otherwise – and the confusion that this can cause. As an Apocalypse World derivative, Monsterhearts has sex moves. However, it’s worth noting that a Monsterhearts-specific move lets all PCs make rolls to turn someone on – the person targeted is either turned on or not as determined by the dice.
Of course, the main thing that all of these systems have in common is that these are systems that aren’t exclusively engineered to model violence. Violence is definitely a large part of Apocalypse World, because hey – apocalypse. But Apocalypse World is also designed to model relationships, sex, fucking, psychic horror, and general social dysfunction. Monsterhearts does include harm (damage), but that’s far less central to the system than the mechanics modeling relationships, obligation, arousal, and sex. And Kagematsu doesn’t even have any violence mechanics at all! Kagematsu’s rules focus on modeling affection versus desperation, and about the most violent thing that players can choose to do mechanically is slap Kagematsu – which doesn’t leave any lasting effect, aside from the effect on what he thinks of you.
These sorts of mechanics lead to sex that feels messy and vulnerable and real. Sex that can feel fun or fraught; romantic or deeply unhealthy or even both; complicated and wonderful and meaningful. And the mechanics drive that story!
The best example I have witnessed of this is actually something that just happened in an Apocalypse World campaign that I’m part of. My character and another PC had been “circling the drain” (as I had previously described our relationship), with sex as an almost-inevitable conclusion that we somehow hadn’t managed until the end of our most recent session. And when it did finally happen, I was so very excited because of this little rule on my character sheet:
And let me tell you, knowing that this was a move that was going to come into play, the rest of the players were super invested in the scene! There wasn’t any phone-checking or side conversations, because the Quarantine sex move is so goddamn sweet in a post-apocalyptic world composed almost entirely of awfulness! Which is how this happened:
And then the rest of the scene happened, and it was great and we moved on with our lives. It wasn’t until later that it really struck me that people had reacted as if we were playing D&D and I’d just rolled a one-shot on a dragon, which just goes to show why I love Apocalypse World so very much. It is absolutely possible to get player investment and excitement in things other than death and violence!
The problem is that the complete lack of these sorts of mechanics is where the majority of video games run into problems. The majority of AAA video games are violence simulators, with a couple other sub-systems thrown in. And that’s not to decry their worth as games – I’ll admit that I find using Adrenaline’s slow-mo effect in Mass Effect to line up a sniper rifle shot through an eye-slit in a riot shield immensely satisfying! But when 90% or more of a game’s mechanics revolve around various flavors of how to kill things, it shouldn’t be surprising that portrayals of female sexuality wind up as hollow retreads of awful sexist stereotypes.
Even BioWare games, which I feel generally handle female sexuality pretty well, rely on an incredibly shallow sub-system slapped on top of their violence simulator. If you do things a, b, and c and say things x, y, and z – you can accumulate enough points sleep with a woman, so long as the option has been programmed to allow you to do so. Their very sophisticated script-writing obscures the fact that the only design that has gone into modeling character relationships is a simple system of one-time bonuses and penalties, hidden behind pretty graphics and clever dialogue.
And as a game designer, I just feel like we can do so much better! Yes video games are a different medium with different constraints than tabletop. But tabletop designers have been learning from video game design for years. Maybe it’s time for video game devs to start looking at tabletop systems for solutions to the problem of how to use mechanical systems to drive satisfying stories about sex and relationships.
Sadly, until that happens I think the best we can expect is a thin veneer of romance on top of games about killing things and taking their stuff.
 Worth noting, that I’m almost exclusively writing about cisgender female sexuality here, simply because of the dearth of examples available to me.
 Granted, those examples are almost always indie-affiliated. But that’s a different conundrum.
 Which I wouldn’t have thought of, since the Sims don’t have any character beyond what the player constructs for them. But at the same time, any punishment of female Sims for having sex comes entirely from the player and not from the game. And given that having recreational sex is an entirely different option from having procreative sex, the mechanics are pretty darn feminist.
 I’m going to speak specifically about indie tabletop design, mostly because that’s the type of game that I play and the type of games that my friends design. That’s not to say that there aren’t games outside of Indie Tabletop Land that might not also provide positive examples.