I'm not sure where that's meant to come from? She says "games do X" which is a generalization about "games". She never attempts to make any sort of caveat, so she is in effect claiming to be talking about
games as a whole.If you want to use race as an analogy: Imagine I said "black people - they commit lots of crimes" and I list an bunch of black people who were violent criminals. But I don't make any attempt to say "but there are many other black people who never committed any crime", instead, I say
"and that's just the tip of the iceberg". (which incidentally is an exact quote from Anita). And then, someone else tries and justifies my position by saying "yeah, but he was only referring to those black people who commit crimes, when he said 'black people' ". What i said was factually correct - there have been many crimes committed by black people in the USA. But it's also misleading, even though i cannot be said to have "lied". Omitting counter-examples to your claim is actually misleading when you're claiming to make general observations.
The closest Anita gets to indicating such tropes she list aren't 100% universal is saying "occasionally a game comes along which isn't sexist" and she lists like 2-3 examples. But, when doing
this she implies
the complete opposite to her tone when implying the negative traits are universal - at one point she list 3 examples of "good" games and said "sadly, such games are rare". so in the case of "positive" games she implies that the ones she listed are exclusively the only good games in existence, but when protraying a "bad" game, she implies that the negative trait is shared by all games, whether she's listed them or not.
Race as an analogy again: would be to follow up my "black people are criminals" speech with a caveat: "occasionally a black person who isn't a criminal can be found - as in the case of Mr So-and-So. Unfortunately, such cases are rare!"
The only positive examples given by Anita are categorically stated to be isolated examples, no exceptions allowed. Whilst for the negative tropes she makes very different caveats:
Over the course of this series I will be offering critical analysis of many popular games and characters, but please keep in mind that it’s both possible (and even necessary) to simultaneously enjoy a piece of media while also being critical of it’s more problematic or pernicious aspects.
I just want to caution viewers that as we delve into more modern games we will be discussing examples that employ some particularly gruesome and graphic depictions of violence against women.
In our previous episode we explored the history of the Damsel in Distress and how the trope became so pervasive in classic era games from the 80s and early 90s.
Now it might be tempting to think the Damsel in Distress was just a product of its time, and that by now surely the trope must be a thing of the past. Well, while we have seen a moderate increase in the number of playable female characters, the plot device has not gone away. In fact the Damsel in Distress has even seen a bit of a resurgence in recent years
*lists examples* And that’s just the tip of the iceberg; suffice it to say the trope is alive and well even today.
And since the majority of these titles focus of delivering crude, unsophisticated male power fantasies,
Ok so we know that the Damsel in Distress is alive and well in gaming but that’s not the full picture, there’s even more insidious side to the story.
This trading of female characters lives for something meant to resemble male character development is of course part of a long media tradition, but the gruesome death of women for shock value is especially prevalent in modern gaming.
The Damsel in the Refrigerator is part of larger trend of throwing women under the bus in increasingly gruesome ways in an apparent attempt to interject what I’ll loosely refer to as “mature themes”.
The Euthanized Damsel is the darkest and edgiest of these trope-hybrids but it’s also an extension of a larger pattern in gaming narratives where male protagonists are forced to fight their own loved ones who have been possessed or brainwashed by villains.
Even though most of the games we’re talking about don’t explicitly condone violence against women, nevertheless they trivialize and exploit female suffering as a way to ratchet up the emotional or sexual stakes for the player.
Despite these troubling implications, game creators aren’t necessarily all sitting around twirling their nefarious looking mustaches while consciously trying to figure out how to best misrepresent women as part of some grand conspiracy.
Most probably just haven’t given much thought to the underlying messages their games are sending
So when developers exploit sensationalized images of brutalized, mutilated and victimized women over and over and over again
Consequently violent revenge based narratives, repeated ad nauseum,
The “dark and edgy” trope-cocktails we’ve discussed in this episode are not isolated incidents, or obscure anomalies; instead they represent an ongoing recurring pattern in modern gaming narratives.
Okay, above are all the quotes from the lasted transcript where she discusses the prevalence of the negative tropes. In each case, she attempts to imply that the prevalence is vastly greater than the examples she gives, and pervade the industry as a whole.
There are some games that try to explore loss, death and grief in more genuine or authentic ways that do not sensationalize or exploit victimized women. Dear Esther, The Passage and To The Moon are a few indie games that investigate these themes in creative, innovative and sometimes beautiful ways. These more contemplative style games are a hopeful sign but they’re still largely the exception to the rule. A sizable chunk of the industry is still unfortunately trapped in the established pattern of building game narratives on the backs of brutalized female bodies.
Okay ... so the games that don't brutalize women are "the exception to the rule" (and apparently mainly consists of the 3 indie games she listed) and a "sizeable chunk" of the industry is "building game narratives" on the "backs of brutalized female bodies". She's making a pretty bold case here, and one can infer that all non-indie games are built "on backs of brutalized female bodies".