I've been watching Anita Sarkeesian's Tropes vs Women in Video Games. While it's far from terrible, the more I watch the more I believe the series isn't all that insightful or offers very much in the way that will have have permanent relevance to the overall culture of video games. The series does have, at least for now, some novelty because video games are still a relatively new form of media and having a serious and intelligent discussion about them for many hours is still somewhat uncommon. But this is more of an accident of history. As video games grow increasingly popular, they will be discussed and criticized ad-nausea by all sorts of people for all sorts of reasons. Once this happens, the novelty of her more-or-less paint-by-numbers take on how video games portrays women will begin to fade and will become just one of many similar works with almost identical points of view.
I think the core reason for the series' lack of very much genuine insight has to do with Anitia Sarkeesian's seeming lack of interest in video games in and of themselves. Since she doesn't appear to play video games for pure enjoyment, she fails to understand that the big breasts on the maiden offering you a fetch quest are no more central to the experience of a video game than the pieces on a chessboard are to a chess player. They are there merely as window dressing or, at best, something to entice a spectator into playing. When a game grabs hold of you ? fully grabs hold of you for hours and hours - it is the mechanics of the game that become important. Everything else becomes a symbol or token, a mere abstraction that exists only to convey a piece of information about the current game state. This is the experience that games offer that nothing else can provide in quite the same way. But this core experience is difficult to talk about. We lack the vocabulary to describe much of what make video games unique. Critics who can find a way to talk about and offer insights into such things will become the true pioneers of video game criticism and might find at least a degree of cultural permanence. But I'm afraid that Anita Sarkeesian will not be one of those critics.
I think the core reason for the series' lack of very much genuine insight has to do with Anitia Sarkeesian's seeming lack of interest in video games in and of themselves. Since she doesn't appear to play video games for pure enjoyment, she fails to understand that the big breasts on the maiden offering you a fetch quest are no more central to the experience of a video game than the pieces on a chessboard are to a chess player. They are there merely as window dressing or, at best, something to entice a spectator into playing. When a game grabs hold of you ? fully grabs hold of you for hours and hours - it is the mechanics of the game that become important. Everything else becomes a symbol or token, a mere abstraction that exists only to convey a piece of information about the current game state. This is the experience that games offer that nothing else can provide in quite the same way. But this core experience is difficult to talk about. We lack the vocabulary to describe much of what make video games unique. Critics who can find a way to talk about and offer insights into such things will become the true pioneers of video game criticism and might find at least a degree of cultural permanence. But I'm afraid that Anita Sarkeesian will not be one of those critics.