Games that Push Gender Role Boundaries
Wednesday, July 15th, 2009Gender has always been at the forefront of my gaming experience. In the video game world I am a minority. I am a female. The majority of video games are marketed to stimulate then hook the male audience with sex, violence, and/or power. This is why video games are centered are around the male point-of-view and lead by male characters. This is not shocking news, nor is it shocking to know I am the only female in this video game culture class. These facts are not good or bad, but a reflection of where our video game market is ‘as a whole’ at right now. There are two general ways video games let interact with gender; they enforce old gender biases roles, or let the player explore new gender roles. There are many games that enforce stereotypical gender roles but this isn’t interesting or new. In this paper I will explore the video games that pushed the boundaries of gender roles and how far they pushed.
The first games that began to push the boundary of gender roles in video games were ones that offered the option to be a female character. The first games were Ms Pac Man, Super Mario Bros. 2, and Mortal Kombat 2. Each of these games explored their female characters differently.
Surprisingly, female main characters happened very early in video game history. Ms Pac Man was released by Midway in 1981, an unauthorized sequel to Namco’s Pac Man, and was one of the first video games that starred a female character. Ms Pac Man was the first female but she came with some stereotypical gender roles. Ms Pac Man was characterized as a female by a red bow on her head, red lipstick on her lips, and a seductive beauty mark. Other than the avatar, Ms Pac Man’s image was quite different than Pac Man. As depicted from the arcade cover, the original Pac Man looked like a silly circle running away from an angry ghost where as Ms Pac Man was long legged, high heeled circle running playfully from ghosts who look at her with lust. Ms Pac Man also features ‘Acts’ after the player finishes 3 mazes. The first act, “They Meet”, shows Ms Pac Man and Pac Man being chased by ghosts then bump into each other and falling in love. Second act is “The Chase”, which shows Ms and Mr. Pac Man chasing each other across the screen. The third act is called “Junior”, a stork drops a little Pac Man in front of Mr. and Ms Pac Man. This is an example gender roles narrowing the female point-of-view to revolve around romance/married and having children. Ms Pac Man comes in this gender role package but contents push the boundaries of gender roles. A common gender role is that men are stronger physically than women, but in game play Ms Pac Man is no different than Pac Man. She is not weaker, slower or at all different in ability from Pac Man. Compared to other gender games of 1981, women characters were painted as damsels in distress. Donkey Kong stars a male character (later would become Mario) whose sole mission is to save a pink dressed female (later would become Princess Peach). Ms Pac Man wasn’t made to be a weaker or to push stereotypical gender roles but to improve on Pac Man, having it as “Ms” way to avoid copyright laws. Midway improved Pac Man’s game play with harder mazes, more complex AI in the ghost, and added fruit as an extra challenge for the player to raise their score. Ms Pac Man was created to be better than the original Pac Man and succeeds. This is why Ms Pac Man #20 of IGN best games of all time. Since Ms Pac Man was made so well it was very popular in the video game culture, which is dominated by males. This game allows male game players to break gender roles by being a female character and a female character that is equal to her counterpart Pac Man. Ms Pac Man offers a new experience for male players and is a well-made game. The box of Ms Pac Man might show a sexy little yellow circle female but the game was made to be challenging and push the boundaries of game play of that time. Ms Pac Man was female but she wasn’t stereotyped as weaker.
Super Mario Bros. 2 allows the player to be a female or male character. Super Mario Bros. 2 came out in 1988 in the United States. This game only has one female character but having the option to be male or female was a new concept. Super Mario Bros. 2 has four character being Mario, Luigi, Toad, and Peach. Each character has strengths and weaknesses. Mario is well-rounded character, Luigi can jump the highest, Toad moves the fastest, and Princess Peach can hover and float when she falls or jumps (using her dress as a parachute.) Super Mario Bros. 2 makes using male or female character about strategy and not gender stereotypes such ‘weaker’ or ’stronger’. The focus of choosing a character is based on which character would help the players’ survive more than gender. The player may choose on gender but the skills of each character contrast drastically making each characters game play a unique experience. This makes choosing different character based on skills more appealing. Super Mario Bros. 2 characters are appealing because of their unique skills and not their gender. This makes the male and female characters equally appealing and invites the player to try different character and different genders. If a player is a female she can explore being a male character: Mario, Luigi, or Toad. And a male game player can explore being a female character: Princess Peach. Super Mario Bros. 2 breaks stereotypical gender roles by offering the player to be male or female and their male and female characters are divided by unique skills and not by weaker or stronger which fosters exploration of different genders and breaks stereotypical gender roles.
The last game that started to push the boundary of gender by being one of the first to add females in their game was Mortal Kombat 2 and the series. Mortal Kombat had 2 female and 14 male characters to choose from. The two female characters were dressed in leotards, colored knee-high boots, and had their faces cover similar to Sub Zero and Scorpion. The two female characters are twins, which shows a lack of detail compared to the 14 other unique male characters, but they are given different names, history, and weapons. Kitana weapon has a feminine weapon, the steel fan. She is considered the good twin where as Mileena is written as Kitana’ evil twin who uses two Sai (fork like hand weapon, a longer and wider version of Wolverines’ embedded hand blades.) Mileena being an evil twin adds depth to her character, gender roles painted as kind or nurturing and both of these women are fighters and killers. These two female characters are integrated as another opponent and in the fights have strength. The male and female characters fight each other as equals and are to knock each other out regardless of gender. This breaks a large gender bias of not hitting women because they are weaker or that women are not on the same level as men in fighting skills. Mortal Kombat 2 has a similar approach as Super Mario Bros. 2 because its characters are based on unique talents and not on overall ‘stronger’ or ‘weaker’. Female characters do have more leg-oriented strength but they are overall strength is the same as their male opponents.
The above games were the beginning integrating female characters in video games. They were a good start but they still held strong gender roles and stereotypes. The game that is at the forefront of breaking and is the most exploration of gender right now is The Sims series by EA Games. The first Sims’ game was released in 2000. The player is given a ‘town’ with places to make or put down houses and the player can construct families or play the few pre-made families that come with the game. Most games usually have a context or plot but in The Sims the player can make their own plot. The Sims households offer the player to play multiple characters, which are great grounds for explore gender roles and gender interactions. The Sims also does not have sexuality determined so the player can also explore sexuality. The construction of families can be made with up to 8 characters being any genders but must have one adult. The player can make a ‘typical family’ of father, mother, and child. The player can make a homosexual family with two parents of the same gender and a child. The player can make any type of ‘family’ or unit they want. In careers, males and females are offered the same opportunities. In love, the characters male or female are offered both genders. The Sims offers extensive gender exploration but there are some boundaries that aren’t crossed. Clothing is gender based so male have one selection and females another. Only males and female mating can create a child but there is adoption. Females are the only ones that can give birth, (though in later editions of The Sims a male can be abducted and become pregnant.) Females have high-pitched voices and males have low-pitched voices. The most important feature that the Sims offers it the player explores gender roles are that the player plays alone. This gives the player openness not to be judged or held by others standards while they explore gender roles.
Gender roles are held by the rules of our society and video games are reflections of how we view our society or how we would like to view our society. Video games allow us to re-construct or play with the boundaries of our world. Gender biased rules and roles will stay in tact in our society an in our games until we look beyond them. When we look beyond gender this is no minority. Then maybe we will have a chance to see no gender at all.


















