I hadn't thought of the common man theme in mario. That was a good catch, and worth looking into I think.xorinite said:Yeah my mind went strait to nursery stories, like Rapunzel, sleeping beauty, Cinderella you name it. Rescue the princess is a pretty common theme, it makes sense than at a time when most games were directed at children they would include familiar themes from children stories. So we still have peach needing rescue.runic knight said:The history may be a bigger part then you know. We have a long history of male-centered societies and with it a long history of stories. Games love to draw from stories and themes common within, it is little wonder you see the same things popping up. Rescue the princess anyone?
Although princesses being royalty probably didn't have much time to figure out how to do things for themselves so its not entirely based upon her gender. There's also some message there about the working class Mario rescuing the princess peach thereby showing that the plucky common man is your real hero. Which seems to be the more modern twist there, its not a prince or knight rescuing her you notice.
Kind of like how Bruce Willis in die hard is just some cop, contrasted against the high and mighty types in authority who inevitably get things wrong.
The reason I think of a natural polarisation is from animal studies there does appear to be some kind of psychological dimorphism in humanity, it seems relatively small (more like gibbons than gorillas, and nothing like ants) but I wonder how hard marketers like to pull on those strings which could result in a significant reinforcement.runic knight said:This is also still reflected in part in culture and in gender identity, which perpetuates, is rebelled against and melds into the culture. I wouldn't say there is a natural polarization, but that does seem a bit of how the culture has encouraged. Battle of the sexes and all that. It is less drastic now, but does seem to be noticeable in everything from advertisements (that damned annoyingly stupid motor mouth wife commercial) to games.
I find the historical idea most convincing, which would lead to the belief that it should recede as new stories are created and the concepts spread and develop naturally. Which may have already begun. Would that mean the real social change comes from stories than from movements?
As for the polarization, I don't know. It may be self-feeding. They market to what the culture has dictated to them is the norm for the gender, which in turn fuels the next generation who do the same. I can certainly see advertising taking advantage to natural or culturally traditional roles, especially noticeable in toys like dolls v. nerf guns.
As for new stories, that is hard to say. Some last, most fade. Hard to determine which ones influence culture and how much, but I wouldn't deny a certain appeal to the idea that the storyteller can leave a lasting impression on generations to come in a way politicians only wish they could. But since so many stories are merely reflections of cultural norms, it is hard to explain shifts and changes fully on story influence. Life imitates art imitates life sort of cycle perhaps?