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Castle Quest Demo
"...This game is fun and different than any other RPG Maker game." - Maia "Your game seems so cool, I might actually download it." - Cop Killa
"...This game is fun and different than any other RPG Maker game." - Maia "Your game seems so cool, I might actually download it." - Cop Killa
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Go Make me a Sandwich: Sexuality in Bayonetta (and other games)
Go Make me a Sandwich: Sexuality in Bayonetta (and other games)
Miranda from Mass Effect is even a bit much.
I think that hypersexuality in games should be understood in the context of the game as a simulation. The game, in addition to the incumbent set of game design rules, simulates a social interaction when the player interacts with other anthropomorphic figures.
The game designer is allowing the player (or through the design process, himself) to have an interaction with a sexually attractive woman. This simulation could supplement the experience (or lack thereof) of mate selection in waking life, and provides a proxy for male-female socialization. For the male player, it could be said the chance to interact with or manipulate a sexually attractive woman is an outlet for their own unfulfilled sexual desires. The designer crafts the experience for himself and then allows the player to participate through the design.
Because the female audience isn't involved in this male designer-character-player relationship, they are essentially alienated from the sexual feedback-loop between the male-gendered player as the manipulator, and the female-gendered simulation as the manipulated. Appropriate feminist models would simply need to reverse the roles, as is the case in point with the "Hey, Baby" video game where the female player is at will to manipulate the male-gendered simulation.
Quite simple, really.
I think that hypersexuality in games should be understood in the context of the game as a simulation. The game, in addition to the incumbent set of game design rules, simulates a social interaction when the player interacts with other anthropomorphic figures.
The game designer is allowing the player (or through the design process, himself) to have an interaction with a sexually attractive woman. This simulation could supplement the experience (or lack thereof) of mate selection in waking life, and provides a proxy for male-female socialization. For the male player, it could be said the chance to interact with or manipulate a sexually attractive woman is an outlet for their own unfulfilled sexual desires. The designer crafts the experience for himself and then allows the player to participate through the design.
Because the female audience isn't involved in this male designer-character-player relationship, they are essentially alienated from the sexual feedback-loop between the male-gendered player as the manipulator, and the female-gendered simulation as the manipulated. Appropriate feminist models would simply need to reverse the roles, as is the case in point with the "Hey, Baby" video game where the female player is at will to manipulate the male-gendered simulation.
Quite simple, really.
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Castle Quest Demo
What are you thinking about right now?
To feel good in a suit, you have to wear it on your own terms. Unless it's a really nice suit, you're probably going to feel constricted.
Outworld
Religion and the After-Life
author=boobledeeboo
edit: in fact forget all this, talking about religion just goes around in circles i'm not sure why i posted
Smartest thing ITT.
Religion and the After-Life
a critical haiku is hidden below
i this know for true
you're all bad philosophers
and haven't read kant
you're all bad philosophers
and haven't read kant













