LINES OF THE DAY

". . . But the past does not exist independently from the present. Indeed, the past is only past because there is a present, just as I can point to something over there only because I am here. But nothing is inherently over there or here. In that sense, the past has no content. The past -- or more accurately, pastness -- is a position. Thus, in no way can we identify the past as past." p. 15

". . . But we may want to keep in mind that deeds and words are not as distinguishable as often we presume. History does not belong only to its narrators, professional or amateur. While some of us debate what history is or was, others take it into their own hands." p. 153

Silencing the Past: Power and the Production of History (1995) by Michel-Rolph Trouillot

Wednesday, June 13, 2012

Lara Croft: Why Will She Or Won't She Be Raped?

In the UK Guardian, an article about the Tomb Raider video game franchise by Mary Hamilton that states, among other things that sexual assault is lazy writing that too many writers employ far too often.

[ " The inclusion of the attempted rape scene raises some difficult questions. If the scene is playable, what exactly happens should the player fail? If it is not, why show it at all? Lara is already going through a lot – shipwreck, major injury, a friend's kidnapping, the threat of death – and adding sexual assault to the mix might just be over-egging the pudding.

Then there is the fact that rape is not a naturally occurring event like a rockfall, or a transformative one like a radioactive spider bite. In too much media, its use is a lazy shorthand that allows a writer to paint a bad guy as particularly bad, and a woman as particularly vulnerable (the genders are rarely reversed), without dealing with the consequences or meaning of such an act for any of the parties involved. That doesn't mean no storyteller or video game should ever tackle rape – of course they should, where a story demands it – but if the only reason to include sexual violence is to emphasise a woman's vulnerability or a man's evilness, then it's fair to question why a threat of murder is not enough.
The bigger question, in the case of Tomb Raider, is why the game's designers decided to make Lara Croft so vulnerable. In a recent interview with Kotaku, executive producer Ron Rosenberg said players want to protect Lara, and that the new game would break her down, put her through awful experiences, and make the players "root for her in a way that you might not root for a male character".
His statements take some unpacking, and for fans of the Tomb Raider series they're not encouraging. As a player, I don't remember having many problems projecting myself as Lara – and I don't particularly want an avatar in a game that needs protecting. Players aren't expected to want to protect Nathan Drake in Uncharted, or John Marston in Red Dead Redemption, or Max Payne – so why Lara? Rosenberg seems to suggest it's because she's female – and it's hard to see that as anything other than a sexist approach, an assumption that men can't lose themselves in stories with female protagonists and/or that female gamers simply don't exist.
He also says she's forced to suffer such horrors that she "literally turns into a cornered animal". I hope it turns out that Lara's been a werewolf all this time – but I suspect he means that her character and spirit come under such attack that she's reduced to fight-or-flight responses. The Lara Croft of previous games has generally been intelligent, witty, resourceful and ingenious, as well as athletic, strong and skilful. Lara has always been a pragmatic survivalist with a keen sense of adventure; to decide that she needs to be tortured in order to be able to kill goes against what we know of her history and personality so far.
The idea that Lara – like Samus from Metroid – should have an origin story in which she is weak in order to explain her strength is difficult to swallow. Male characters are generally permitted to be strong without needing a back story in which they are broken – why should female characters be different? Why do we need to protect Lara through an awful ordeal for her strength to make sense? Judging by the comments on Kotaku and elsewhere, I'm not the only one who shares these concerns. " ]

There is more, plus several pages of comments, as you would expect. Many of the comments come down to, rape-rapey rape big frackin' deal it's an action game what's your problem men get raped too lighten up get out in the real world find a job blahblahblah -- also as you would expect.


The link included at the top of this pull, " too much media" takes you to the site, Gaming As Woman: a collection of thoughts on womanhood and (mostly) analog gaming, to the entry titled, "Geek Media – What’s With All the Rape?" which is well worth reading.

It is a relief to see, finally, a pushback against the enormous amounts of rape, violence, humiliation and degradation meted out to women in entertainment media in general, and geek-nerd entertainment media in particular (because I foolishly had always assumed that sf/f sorts were smarter than that). I personally have been long deeply disturbed and deeply concerned by this, and finally gave up saying anything because I always got slammed by males, females and even feminists for objecting to the ever-increasing violence of our popular culture and how women in particular are victims of it. I was a spoilsport because it's so much fun!

It comes through to me as sensation as substitution for something happening, i.e. story telling. I have also long believed that constant and continuing scenes of violence blasted into our brains has an effect on how we think and how we behave, and is detrimental to our society on every level, just as big monoagribusiness degrades the planet and finally makes it incapable of producing food at all.

This may explain the depths of delight I've taken in the television series of The Good Wife*White Collar and Sherlock. Women -- no one, in fact -- is casually raped to make a motivation, no one is casually beheaded to throw out waves of blood with which to swag the screen. We depend instead on good, smart writing to make actual stories.

* If it is gorgeous kickass women that knock off your sox, I give you Kalinda Sharma, though it's her kickass brain and her poise that turns me on; I was a little disappointed in this season's finale, because it seems the showrunners even for The Good Wife couldn't resist making Kalinda all vulnerable and endangered.

4 comments:

Foxessa said...

Sometimes, it's hard to be hopeful when you know about how so much this sort of thing is rated by all and sundry as "awesome."

http://girl-wonder.org/girlsreadcomics/?cat=10

Then there is "corrective rape." Meaning forcibly raping lesbian women to cure them. This is particularly popular in South Africa and the target is particularly the 'butch.'

Foxessa said...

Here's a trailer for the Lara Croft Tomb Raider game that makes clear, if anyone needed more clarity, what is being discussed.

http://penny-arcade.com/report/editorial-article/tomb-raider-throws-rape-assault-and-a-hostile-environment-at-lara-croft-to

Foxessa said...

Gads, I cannot believe how long this issue has been in place in geek culture: this article goes back to 2005!

I also cannot imagine playing anything in which the players rape each other, or even, ask permission of players as to raping their character! And then, you have to EXPLAIN this sort of thing to the players?

"The character is a courtesan, extremely promiscuous, or victim of a previous rape. The fact that a given character sells sex for money, or even just has lots of sex for no reason at all, does not mean that it is automatically okay to have them raped. You should still ask permission – you might be surprised at how some people who play courtesans, or whatever, feel about having their characters raped. It is also worth noting that some people make characters whose backstories state they've been raped before. Do not take this as a signal that you can have their character raped again with impunity – in fact, you should be ultra-sensitive even in terms of mere simple romance with such a character."

Considering how these people run imaginary worlds it seems unlikely that they would run a real anything in a mature, considerate and effective manner, doesn't it?

Foxessa said...

This too needs to be read -- gads the gaming world is vile. So that's where the rape culture has been nurtured for some decades now it seems.

http://fozmeadows.wordpress.com/2012/06/02/penny-arcade-vs-rape-culture/

It's more than distressing that a (male) gaming honcho is utterly dismissive, as well as angry, there is a calling on this.

The writer of this is brilliant in her incisiveness, acuity and expression, for instance this rebuttle to one of his points:

[ " . He personally doesn’t find the video arousing, so therefore the argument about it being hypsexualised is moot.

Every time I hear someone arguing that a particular sexualised or negative representation of women is neither problematic nor offensive because they, personally, don’t find it sexy, I die a little inside. Dear straight men everywhere: case by case, the hypersexualisation of women is not definitionally dependent on your getting a boner. It’s not even necessarily about what you consciously find attractive or erotic. Subconscious bias is a real thing: the images we see, the stories we absorb and the cultural narratives in which we participate all have the power to change our unconscious assumptions about the world. Anyone who thinks that our conscious reactions and preferences are all that matter is missing the point by quite a substantial margin. The Hitman: Absolution trailer isn’t problematic because somehow, magically, the majority of straight men who watch it will feel conscious arousal and/or actively think about hurting women as a result (though doubtless there’s a concerning minority who will); the problem is that the majority of people who watch it, regardless of orientation or gender, will subconsciously absorb the message that violence and sexuality are linked; that images of beautiful dead women are normal; and that there’s nothing sexist or problematic about the image of a man gratuitously killing hypersexualised nuns being used to sell videogames. The argument, in short – that games can’t change us, and that their content doesn’t matter – is one that PA have actively pilloried when reactionary politicians have used it to say that games aren’t art; to argue that games can only change us for the better, however, seems just as ignorant. You can’t have your cake and eat it, too: if games are truly a valid means of cultural expression with the power to effect real change in those who love them, then that means they can impart both negative and positive development; can be dominated by negative or positive trends. Asserting otherwise is an act of willful blindness – and not only because fiction has an actual neurological effect on our brains." ]