It wouldn't do squat - mainstream games (or AAA as industry likes to call them) are a mirror of mainstream media in general, and THAT has all the problems highlighted in these videos and more, and hasn't shown signs of changing for all the efforts against it (beyond changes that are just a reflection of society changing as a whole, which again, reflects on games as well).
While it's nice to see a summary of just how bad these products are, it's kind of stating the obvious - mainstream products are designed to hit certain checkboxes that marketing/monetization groups have confirmed work for main target audiences, and the rest is just tuning the dials around them.
Every counter example mentioned is pretty much an example of niche or games designed to be disruptive on purpose, which again, is different for obvious reasons.
The problem IMO is that censoring the media isn't likely to remove those behavioral patterns from the society. Maybe given enough time it might, but good luck running the Orwellian censorship for 100s of years needed to get there - and you'd have to do it across the board - not just targeting one media-subset.
Other media have the same problem, that's true. But there are two things two consider IMO:
1.) Even with other media having similiar problems, it's still important to "state the obvious" for the medium of videogames since it has a completely different set of rules - interactivity. To you and me and others who reflect on creative culture, these examples are obvious. But to a majority, they aren't. These negative tropes (not only tropes against women, but also tropes concerning violence, racism and so on) are often picked up as normal when surrounded by them in so many games. And really, how many high-ranking mainstream/AAA games targeted at adults aren't full of violence with passive or no female characters apart from sports- and racing games (among the high-selling games of the last months, I can only identify Tomb Raider and Last of Us in regard to female roles within the game world.)? Which is problematic since in comparison to high ranking million dollar making products of other media ...
2.) ... for some reason, most of the current million dollar making videogame products have a tendency to enforce negative tropes. You only got the genre "Action", more or less, while mainstream books and movies offer so much more (comedy, romance, drama, even movies about espionage are more tactile than their videogame counterparts).
And even then: Looking at the book and movie industry, yeah, there are action flicks and novels that seem to follow similiar lines as AAA gaming - together with "trophy girl", gritty violence, and male hero. But there's more to "AAA" action movies and books. I think there was a pretty nice argument in one of the TvW-videos about how if game worlds only offer a mostly violent interaction with an environment, problems and success can only be measured in how good a player is in 'violence'. E.g. the trope about having to kill or beat up the girl to save her from possession or in other words "to make her snap out of it". That problem is not necessarily linked only to sexism, but to a general problem with violence as a primary problem-solving action in games.
Looking at best-selling movies and books, many of those still feature violence or emphasis on action, intrigue, thrill but these kind of narratives not always only progress through violence but also through dialogue and other skillsets of the main protagonists - here, violence isn't the norm, but usually used as a climax or for more dramatic scenes inbetween building of the story and world. They also tend to give females a less passive role, too. To call out on movies from action and horror genres featuring both male and female protagonist characters, consider Alien/Aliens, Inglourious Basterds, Scarface, Nightmare on Elm Street. These movies and series feature extremely violent and disturbing scenes but those scenes don't feel as flat as in videogames since these movies build up a world where violence is only one way to survive or succeed or even something the protagonists fear and even the violent actions by the protagonists are less of a "power fantasy". Violence obtains meaning as well since one cares much more when the characters aren't cut out stereotypes.
I called out on Scarface because if you compare the movie and its message to the videogame based on Scarface, the videogame trashes all the deeper meaning (sidenote: the role of women in Scarface can be seen as passive trophy objects from the perspective of Tony Montana, but the way the movie handles the main female characters makes it obvious that living in a world dominated by Tony breaks and destroys these women as well as Tony's male friends instead of making them flock to him, the hero, by their own will.). Scarface chronicles the fall of Tony Montana BECAUSE of his obsession with male power, american dream, self-delusion, impulsive violent behavior. The game makes these mandatory for his success instead of responsible for his fall (Scarface as a game is btw. quite fun, but it looses everything which made the movie worthwhile as a story in the progress of putting the world of Scarface into a world which follows classic videogame rules.). Same can be said about most videogame adaptions of the Alien franchise with only the upcoming game really being able to evoke the kind of feeling of the movies by.. yeah, by taking the guns away from the player who coincidentally isn't a marine this time around.
Now there are many videogames which don't rely on violence and negative tropes surrounding violence and/or female representation. But rarely do they have the same level of success in $$$ in the console gaming space (mobile is a completely different beast offering games which are more abstract in gameplay, e.g. puzzle games, board games, sims, simple reaction tests).
About that fear of Orwellian censorship: I think Anita Sarkeesian even has made a good point in stating that her examples taken one at a time could be debunked and it's more of "observing a general trend" instead of "demonizing the tropes" per se. Meaning, IMO: There is a place for games which are basically "male power fantasies" (or "female power fantasies"). It's just that the current trend is heavily in favor of "male power fantasies" even if many among the gaming community don't pick up games because of them being a male power fantasy but rather for reasons like "good gameplay", "great graphics", "fun multiplayer" and so on.
I myself am a big fan of franchises such as Dead or Alive, Ninja Gaiden, Devil May Cry and similiar stuff and these games are pandering to a male audience with the representation of women and male heroes and I know that and enjoy them still because I like being pandered to sometimes. I also enjoy Mirror's Edge and Beyond Good & Evil for the gameplay and the cool, non-sexualized female main characters. I like to choose my media according to my mood - sometimes I just want some simple fun in a fantasy world full of Sexy Girls and Super Ninjas, sometimes I want a cool and strong and non-sexualized female hero in Metroid Prime or Beyond Good&Evil, sometimes I want a game which carries a political or artistic message such as Papers, please! and Rez, sometimes I want a deep storyline or immersive world and go for Persona 4 or Divinity: Original Sin.
Sidenote: I don't know where I read that argument in regards to female player characters breaking "immersion" since "female fighters are not as powerful" and stuff like that. Now even if that argument would be true (I won't discuss my stance here for not wanting to derail the thread): Videogames based on scifi, fantasy, even real world ironic stuff like GTA is so over-the-top, but still females have to be passive and weak or bitchy and evil? I still cringe at Assassins Creed multiplayer not having a female character option, I still think it was a missed chance to not have one of the three GTA V protagonist being female. Especially since both are franchises on such a high level of recognition and success that it wouldn't negatively influence their sales among the "male gaming enthusiast" target group. I rather find it disheartening and almost irresponsible that big franchises like that don't include more non-passive/non-NPC females. And I know, the AC on Vita bombed. But for other reasons than having a female protagonist...
k I've never spoken in one of these threads since I view a lot of her videos to be badly made, but I agree on the good of pointing out tropes and such and helping improve upon them.
Anyway can some one explain to me why after years of disproving that things that are shown in games don't influence us to commit said acts. Going to huge lengths to proclaim this at every newstation and every political person trying to blame us for things. That we then years later accept this same thought process we so profoundly fought against, because the message is being not agressive?
Because from my point of view accepting anything past the fact that the tropes she's picking out are bad and they should be approved on, is then agreeing that those newstations and poltical figures who have been vilifying us for years are correct.
so like I ask can someone try to explain that to me?
I think "videogames make people go kill other people" and "videogames confirm and strenghten cultural bias" are two very different discussions. What has been disproven has been the relationship between general violent behaviour and playing violent games (I think a recent study rather confirmed that frustration in games can lead to violence... as can frustration in every part of life though). On the other hand, if games continue to confirm and strengthen certain ideals and worldviews (which is different from promoting direct behavior), and doing so in a rather plumb and non-reflecting manner, they establish a certain world view as a norm - at least if one is only surrounding him/herself with products like that.
Think of fairy tales and stories for children used to giving those children a role model within an exiting adventure who might be "brave" or "smart" or "accepting" or "caring". These can be positive. Yet the brain doesn't stop to look out for role models and role behavior at an adult age. Now most people don't seek out to bring deadly force or violence into their daily lives since it's also frowned upon by society and does usually not enhance the personal situation (instead endangering it since violence leads to more violence or prison). So apart from compassion for other human beings and their well-being, there's also a strict set of rules by society which is why it can be good and even a sort of cartharsis to "let of some steam" through other outlets - some people do competitive sports, some people play action games or watch action flicks, some people don't need that at all.
On the other hand, we still have huge chunks of society being prejudiced against *insert gender, race, religious belief here* in such a strong manner that surrounding them with media which confirms this bias (*shoot that arabic-looking soldier!* *Yeah, that woman is only your trophy and that other woman is a whore who you can kill if you want to* and so on) can lead to a indirect confirmation of that worldview if their surrounding community also confirms these. (That's not a must, though, as many people tend to surround themselves with different kind of stories and media. I think this kind of discussion on a platform such as GAF is difficult especially since a majority of people posting here are aware of media influence and try to read/watch/play more than one kind of story. This kind of reflective dealing with media is not common everywhere and it's often difficult to realize that GAF =/= majority of gaming community in this kind of discussion.). Which is the reason why mainstream videogames can be -rightly so- criticised for often reinforcing the trope of "weak passive victim girls/whores", "evil foreign soldier groups", "(anti-)heroic white protagonist" and not offering the diversion of other media in that regard.
Again, I don't think we need to or even should drop these kind of narratives alltogether since storytelling should always be allowed to offer people a break from the real world or offer different perspectives and world-views to play with or to let of some steam. It's just problematic that this kind of storytelling combined with violent gameplay is the norm rather then "just another genre within the medium" as it is with movies and books when it comes to mainstream success (There are so many good, but often overlooked games in that regard within the mid-tier development and indie scene that it becomes sad and frustrating to see high-budget games most of the time pandering to one very specific target group and containing the same basic formula for gameplay with variations over and over again.).
(I strongly believe there is a link in how certain male participants of the gaming community react to female reviewers, devs and members of the gaming community and the way women are presented in many games or how player characters can/have to interact with females in games. Stuff like Tropes vs. Women, even if it is possible and in open discussion even mandatory to analyse and maybe to disagree with the methodology or criticise single arguments, to me is not only a call to awareness among the community, but also a call-out to developers to try and think outside the box when it comes to implementation of playable or passive female characters in their games.)