Huh. A dating sim where you actually create the women you date? I...think I'll stick with Casual Romance Club. Artificial Girl sounds particularly creepy, even without the disturbing imagery of the article.
Speaking of, the article was a pretty good read, but I'm not really sure I'll spend too much time pondering it (and it's a given I'm going to ignore most of the comments). It does give stuff to think about, but even despite my admittedly present love of eroge, I can't really think of any derivable applicability. Maybe it's because I prefer visual novels and apply higher standards to them. Or maybe it's because I can't think of a game with a character creation system without my immediate thoughts being, in order, "How many people can I make?" and "How can I turn their home into an utopia?" My control fantasies expressed in a game run less towards establishing dominance and more towards establishing a protectorate...after all, the characters can't do the same, don't have the chance to resist, and only in the best games do they consistently express conceivable, if still predictable, opinion.
There's probably some disturbing implications in that, too, especially since it seems to only half-translate into real life. But then, maybe that's simply because a game, as befitting an escapist model, doesn't require giving people space.
Speaking of, the article was a pretty good read, but I'm not really sure I'll spend too much time pondering it (and it's a given I'm going to ignore most of the comments). It does give stuff to think about, but even despite my admittedly present love of eroge, I can't really think of any derivable applicability. Maybe it's because I prefer visual novels and apply higher standards to them. Or maybe it's because I can't think of a game with a character creation system without my immediate thoughts being, in order, "How many people can I make?" and "How can I turn their home into an utopia?" My control fantasies expressed in a game run less towards establishing dominance and more towards establishing a protectorate...after all, the characters can't do the same, don't have the chance to resist, and only in the best games do they consistently express conceivable, if still predictable, opinion.
There's probably some disturbing implications in that, too, especially since it seems to only half-translate into real life. But then, maybe that's simply because a game, as befitting an escapist model, doesn't require giving people space.