Thoughts?
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Okay for this to make sense, I need you to understand what a "babygirl" is. A babygirl is, as writer and narrative designer Alexa Ray Corriea explained in her 2025 Game Developers Conference talk, a character that everyone can agree is "a little bit traumatized," but secure in their masculinity, attractive, sensitive, and vulnerable, but not weak. He's probably over the age of 25, and may have "soft reasons to make hard decisions." Corriea's example was Clive from Final Fantasy XVI.
Still with me? Good, let's talk about a "meow meow." A meow meow refers to a villainous or morally grey character who fans are inspired to "care for or comfort" amid all the terrible things happening to them. Do not confuse a meow meow with a "woobie," as a woobie refers to a more heroic character you might want to just give a big hug. If that one's confusing, think about the difference between Waluigi (meow meow) and Luigi (woobie).
Oh no, there are so many phrases left to cover. A "girl failure" is a female character who seems to have their life together but absolutely does not (Misato Katsuragi from Neon Genesis Evangelion). Then there's the handsome older male characters you'd say are a "daddy" or "zaddy," and last but absolutely not least there's the handsome-but-well-meaning "himbo." These words all describe a new genre of character tropes defined by fans and popularized on platforms like Tumblr and Ao3.
Why should developers care about these magnificent words? Well let's get down to brass tacks. It's common knowledge that if you want players to give a shit about your game's story, you need strong characters. But after 40 or so years of great narrative games, a lot of the classic tropes have been well-worn out and we all get a bit exhausted when a narrative director pulls out his copy of Joseph Campbell's The Hero's Journey again.
Corriea's argument is that these fandom phrases are the secret to juicing up your game. How? Some of it's about the data—and some of it's about freeing your creativity from a box of shame.
She also added that with younger generations of developers emerging from the primordial ooze of fandom, there are going to be more game industry professionals who speak this language. "You're going to start having these conversations a lot, hearing this kind of talk in your writer's room, because that's a part of our culture. Those fandoms brought us into this line of work, and it's good form to keep up and know how to meet them halfway."
And pop culture has already nudged the shape of the game industry in small ways. The X (formerly Twitter) account called "Can you pet the dog?" launched hundreds of pettable animal video games in game development.
Those were the "practical" takeaways from Corriea's talk—the kind you might bring into a big meeting when you have to convince leadership that you've only gone a little bit feral in your corner of the office. But if we only limit ourselves to the practical, we risk burying these tropes in the same graveyard as "the grizzled war veteran" or "the talented female sidekick who is somehow shown up by the main character."

Why your next game needs a babygirl
No wait stop come back where are you going?
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