I think when it comes to games there is (or should be) a clear difference between a character and an actual object. Sure, if we boil everything in the game down to its most basic components, everything is just code that we interact with, but when you take story and actions carried out throughout the game together, the NPC is at least able to be given the illusion of having agency and personality regardless that all of it is driven by a writer. Objects, on the other hand, can never reach that level of illusion and are often just things to be used by someone to reach an ultimate goal.nomotog said:It's kind of a weird tangled ball to sift through talking about objectification when in a game every NPC is an object. If they aren't a player, or an enemy, then they really have no agency.
As an example, in Prince of Persia: The Sands of Time, both Farah and The Dagger of Time are completely inseparable from the plot and are both basically require the player to care about them on some basic level. However, while Farah gives off a sense of independence and personality that makes her seem like an actual person player's can empathize with similarly to how they will with an actual person, The Dagger of Time is essentially just an important item that they need to complete the story but don't care about on any deeper level. Sure, when you boil both of them down to their most basic components, they are just code that the player interacts with to advance the game/story, but the presentation ultimately changes the ways in which players view them.
Now, it simply isn't possible to characterize every NPC in the game. Games that try to do that with the NPCs the player can interact with outside of combat tend to have worlds that feel unpopulated compared to what they should be (e.g. Skyrim) because we simply don't have the technology or resources yet to make every NPC like an actual person. However, there are also ways to avoid turning NPCs into simple objects the player looks at or interacts with in no greater way than they would a trophy, and while many games have tried and succeeded to various degrees at making women in their worlds seem like more than just objects for the predominantly male audience, we've still got a ways to go before female characters receive the same level of representation and characterization as male characters do.