My bad man. I apologize. I didn't want this to be long.Voltano said:Well, it's true that a game developer (or an author, or a film director) can specify their target audience during creation of a game. However, I think a lot of game developers tend to make "assumptions" about their target audience then trying actually understanding them.
I'm a white male that might be the target audience for these games, but I don't find a lot of the bulk of triple-A games appealing towards me. The target audience is always generalized as a white male who likes guns, slutty women and "Michael Bay" explosions. To me that is a developer trying to make assumptions on my interests (i.e. I like guns), my sexuality (i.e. I like thinking about humping too much) and that I like gasoline being lit up (i.e. explosions). I have some interests related to these, being heterosexual, but I tend to favor high-fantasy settings versus modern settings, and I like playing as a mage character than as a hulking barbarian.
The other problem about "assuming" their players will only like X is that it sends a poor message about Y group. Technically, "Team Ninja" is perfectly fine with making their "Dead Or Alive" games with scantily clad, under-aged, jiggling boobs on a stick -- I mean 'their' women for their game. Certainly a lot of guys might be drawn into it for sex appeal, and some fighter fans might enjoy the series. But it also sends a message that all women wear skimpy outfits or fight in a sexualized manner. This can trigger unethical behavior from X group towards Y group in the form of sexual discrimination, either because group X feels justified because the game states it, or because group X is saying that group Y needs to loosen up. Anyone remember Aris Bakhtanian?
Developers are free to make any game they want to any target audience. That doesn't mean they always have a good idea of what their target audience might like, and might say something that offends another group, or makes a specific group have a wrong perception on another group.
See while I agree with a lot of points on your post. I think the fault mainly lies with poorly informed 'marketers', who don't understand gamers but wield more creative control than they should over developers. When devs like Valve are in control, or you have publishers who get out of the way. you get Chell, Alyx Vance and Heather Mason
These statisticians come from backgrounds of pushing mountain dew, skate shoes, and other cross media so its easier to suspect thats where their cyncial disconnect about their demographics actual varied interests come from. Developers themselves that commit to all the elements of jingoism and sex conquest do it for their own interests first, comfortable in the fact that theres a market for it.
'Trigger' is a strong word.
Id look at the larger scope of commercial sex appeal and products pushed on young ladies, that doesn't create enough of a middle ground for women who don't want to emphasize their sexuality to that level and have different identities. Or not enough fictional Ellen Ripley's and real world Queen Latifah's, Gina Carano's and Rachael Maddows. But these women still fought to get theirs.
It seems really what encourages the mistreatment of women in the real world is real world group and gang behavior that endorses it and the lack of evidence that sometimes appear in he-say she-say court cases. Social predators look for signs of prey on real people. I think that's their only cue. And those folks engage in what they think they can get away with. But they know its easier to scapegoat violent offenders in a big brother authority or friend role of influence than a digital avatar (where what does one have? The insanity defense?)
But wish fulfillment for guys and de-sensitization to fiction? I wouldn't say that's an influence or subtle propaganda.
Theres always extremes in entertainment we get a rise out of but would never DREAM of doing to our friends, family or strangers. I think that same standard exists for gamers who have wider thresholds of wish fulfillment.
Also in our taboo and judgmental culture, pushing the bar gives devs more freedom to tackle subject matter responsibly or irresponsibly. When the standard recedes to being safe, (even if for cultural awareness which is good) is a slippery slope that can recede even past subject matter that you don't think has any real world ramifications. People have varying thresholds of offense too, and that can be very tricky to guage.