Gaming doesn't need feminisum's girl power/ empowerment trope where they simply give the fem lead all male characteristics like their stoc, they kick ass no matter if its a brick wall or a 1000lb robot they're punching, see Vanquez or Kill Bill, not quite man with boobs but it could go worse if too much feminisum is thrown in where the fem lead is so empowered her male supporting characters could be made to be weak unable to function without her or made to be idiots incapable of doing anything she doesn't tell them to do. Its one thing to have the men fallowing orders its another to spell out their jobs to them like they're children.
What Gaming DOES NEED however are COMPELLING female characters that are multidimensional, non sex toy, women who have either internal or external strength, have personalities that are great, motives and goals that are logical, they need to be rememberable as in not carbon copies of one another unique personalities. When women say they want better representation most mean they want fem leads and fems in other roles that are portrayed as people not toys for boys or moonlighting dominatrices (or were on their way to that job when they decided to call in sick and help the lead in his journey) as or tools no more then your aid kit that have their uses then need to go on the shelf.
I think this is why the industry is hesitant to make fem leads more then rare because if they bumped that number up to often then each woman lead would have to be unique, individualistic, her own person with her own goals, maybe a love interest, and be relateable on an emotional level Nillin is a good start here. However being the game industry itself shows a high president for carbon copy heroes that don't require much effort save make his cataylist for shooting everybody more bloody horrific then the last hit games lead this shows on average is they don't like to try to make compelling male heros let alone have to do it for women. The industry would have to try to make great heroes or at least ones that can related to more people and trying means time, larger game development times, maybe less realistic graphics, and less money in the short term. In the long term however that means more players of both sexes and new blood players joining up.
A reason I think having more compelling fem leads or games that market with their fem audience in mind but have leads be made male would be a bonus you get more depth in the characters, more realistic portrayals of both sexes so men crying sexism for current games can play these and not feel like thats a huge thing for them either, we get deeper characters both lead and supporting, games can be more innovative with themes and issues and plot types. These games could make whole new standards for story, protagonists, and general character depth. Women back in the 70's loved the games for their fun and fun can be inclusive not exclusive.
What Gaming DOES NEED however are COMPELLING female characters that are multidimensional, non sex toy, women who have either internal or external strength, have personalities that are great, motives and goals that are logical, they need to be rememberable as in not carbon copies of one another unique personalities. When women say they want better representation most mean they want fem leads and fems in other roles that are portrayed as people not toys for boys or moonlighting dominatrices (or were on their way to that job when they decided to call in sick and help the lead in his journey) as or tools no more then your aid kit that have their uses then need to go on the shelf.
I think this is why the industry is hesitant to make fem leads more then rare because if they bumped that number up to often then each woman lead would have to be unique, individualistic, her own person with her own goals, maybe a love interest, and be relateable on an emotional level Nillin is a good start here. However being the game industry itself shows a high president for carbon copy heroes that don't require much effort save make his cataylist for shooting everybody more bloody horrific then the last hit games lead this shows on average is they don't like to try to make compelling male heros let alone have to do it for women. The industry would have to try to make great heroes or at least ones that can related to more people and trying means time, larger game development times, maybe less realistic graphics, and less money in the short term. In the long term however that means more players of both sexes and new blood players joining up.
A reason I think having more compelling fem leads or games that market with their fem audience in mind but have leads be made male would be a bonus you get more depth in the characters, more realistic portrayals of both sexes so men crying sexism for current games can play these and not feel like thats a huge thing for them either, we get deeper characters both lead and supporting, games can be more innovative with themes and issues and plot types. These games could make whole new standards for story, protagonists, and general character depth. Women back in the 70's loved the games for their fun and fun can be inclusive not exclusive.