Phenotyping, sparing intervening conditions, tends to remain constant throughout life; an 18-year old woman who weighs 120 pounds and has a triangle phenotype, is still going to have a triangle phenotype when she's 40 and weighs 170.
I mean, beyond the fact that metabolism and hormone levels are strongly influenced by age, beyond the fact that musculature plays a huge role in determining the body's shape and beyond the fact that the metrics which determine phenotype are tied to specific measurements which can certainly change throughout an individual's life, I increasingly fail to see what the point you're trying to make even is, or why it is relevant.
Why does it matter what phenotype a person has? The link you posted is literally a demonstration of the arbitrary nature of phenotyping as a practice and, again I have to stress, does not arrive at the same conclusion you do about it. Why does it matter if two people technically have a certain phenotype if in practice they don't look remotely similar and if only one of them gets to appear in media? What is significant about phenotype that warrants consideration or supports the overall point you are making?
I'm not wrong about the study, you just don't know as much about the human body as you think you do.
And I don't need to. That's the point of looking at someone else's research.
Because the MGS universe is neither a realistic universe nor intended to be accepted as one, but rather a vehicle for Kojima to deliver political and social commentary.
Okay, but if it's not a realistic universe why does the character look (to a large extent) like a real woman? Why spend immense amounts of money digitally reproducing the face and movements of a real model? Is that part of the political and social commentary? What's it a commentary on? What is the intended relationship between player and character that is being created through all this meticulous and absurdly expensive effort?
So my point, again, was that the line between stylization and realism is often arbitrary and complex when it comes to art. MGS isn't a realistic universe, but neither is it an entirely unrealistic universe. It is deliberately surreal, meaning that it combines elements of realism with the nonsensical and absurd. Kojima had absolute creative freedom to be as realistic or unrealistic as he wanted in any specific area of the game, which raises the obvious question of why he chose the specific things he did, and what the intended effect was, and it's very hard to escape the conclusion that the intended effect was to make a character who would be sexually titillating to basic straight men, because she looks like a realistic woman but doesn't dress like one. That's apparently the exact point where we leave reality. That was the choice that was made, and there's nothing exceptional or special about it when compared to any other instance where the exact same choice was made for the exact same reason. It's not deep, it's not important, it's just basic and rather dull.
Also, I could simply reverse your argument in the case of TLOU2. I could point out that while the setting is fairly grounded and realistic, it still has clearly unrealistic elements (like, for example, fungus zombies) and that it exists as a vehicle to convey story themes about revenge and dehumanization. In this context, Abby's character design is deeply informative of who they are, and about the story. Why is that not enough, when apparently it's enough here? Because having a character who is "unrealistically" muscular in a post-apocalyptic setting seems no more weird to me than having a character who is in great physical shape but apparently hasn't figured out how to wear a sports bra.
Bear in mind, I think the story of TLOU2 is cliche and dumb and I have no interest in it. I just find this argument really weird.
She's mute in a game about language, and designed to be nearly nude in a game made by a man who uses nudity as symbolism for vulnerability. One might almost think there's an implicit statement about objectification in there, that was missed by a whole lotta people who were too busy complaining about her tits to actually think about it.
So, what does this actually change?
You can't make a statement on objectification by just doing it and pretending it has more depth and meaning simply because you thought about it while doing it. Look, for some reason I like the film
Lifeforce, I think there's a subversive quality to the way that film uses male heterosexuality which betrays an underrated intelligence. But I'm not going to pretend that the nudity in that film is divorced from the voyeuristic desires of an assumed audience who derive sexual enjoyment from seeing female nudity, or the objectification inherent to satisfying those desires.
Having a deeper meaning or commentary doesn't change what is actually going on. Anything can be a symbol. The things we choose to make symbolic are things for which we can be held to account.
And yet, this never seems to be the beginning nor end of the conversation, and never voluntarily broached by those who would criticize toxic body stereotypes in the media.
Again, simply not true.
I wrote a thesis on masculinity. I've read literally hundreds of papers on the meaning and implications of male bodies in media. I can tell you exactly when and how that stereotype of muscular bodies as denoting virtue or personal quality emerged (short answer, 19th century German romantics). Even in pop culture feminism, people talk about the associations of male bodies all the time. It's a huge part of the "toxic masculinity" discourse, for example. People just don't talk about it in the context of sexual objectification because it's not sexual objectification.
This is a game that ignited a months-long defamation campaign for having the temerity to suggest that in a dystopic setting in which all aspects of human life and identity are commodified by corporations, trans women would be sexually objectified for bizarre and nonsensical advertising campaigns.
We live in a dystopic setting where all aspects of human life and identity are commodified by corporations (like CDPR) and where trans women are sexually objectified for the purposes of cis people's enjoyment or amusement. Again, it's not a commentary if you're just doing what everyone else does.
Trust me, when corporations get serious about exploiting trans people it will be far more insidious than the age old
WHAT IF SMEXY WOMAN HAS BIG PEE PEE joke that the warped cishet psyche seems to find incredibly amusing for some reason.