WEBVTT 00:00:00.242 --> 00:00:03.465 (Princess Peach) Mario! Oh Help! 00:00:25.267 --> 00:00:29.898 Welcome to our multi-part video series exploring the roles and representations of women in video games 00:00:29.898 --> 00:00:36.447 This project will examine the tropes, plot devices and patterns most commonly associated with women in gaming 00:00:36.447 --> 00:00:39.410 from a systemic, big picture perspective. 00:00:39.410 --> 00:00:43.079 This series will include critical analysis of many beloved games and characters 00:00:43.079 --> 00:00:46.463 but remember, it is both possible, and even necessary 00:00:46.463 --> 00:00:52.672 to simultaneously enjoy media, while also being critical of its more problematic and pernicious aspects. 00:00:52.672 --> 00:00:58.134 So, without further ado, lets jump right into The Damsel In Distress. 00:00:58.134 --> 00:01:00.844 Let's start with the story of a game that no-one ever got to play 00:01:00.844 --> 00:01:08.435 Back in 1999, game developer 'Rare' was hard at work on a new original title for the Nintendo 64 called Dinosaur Planet. 00:01:08.435 --> 00:01:14.193 The game was to star a 16 year old hero named Krystal as one of two playable protagonists. 00:01:14.193 --> 00:01:19.326 She was tasked with travelling through time, fighting prehistoric monsters with her magical staff 00:01:19.326 --> 00:01:24.316 and saving the world. She was strong, she was capable and she was heroic. 00:01:24.362 --> 00:01:27.125 *"And who might you be, animal girl?"* 00:01:27.294 --> 00:01:28.860 *"My name is Krystal"* 00:01:40.214 --> 00:01:41.820 Pretty cool right? 00:01:41.820 --> 00:01:44.904 Well, it would have been except the game never got released. 00:01:44.920 --> 00:01:50.182 As development on the project neared completion, legendary game designer, Shigeru Miyamoto 00:01:50.182 --> 00:01:54.074 joked about how he thought it should be the third installment in his Star Fox franchise instead. 00:01:54.074 --> 00:01:56.944 Over the next two years, he and Nintendo did just that. 00:01:56.944 --> 00:02:03.201 They rewrote and redesigned the game and released it as Star Fox Adventures for the Game Cube in 2002. 00:02:03.201 --> 00:02:08.961 In this revamped version, the would-be protagonist Krystal, has been transformed into a Damsel-in-Distress 00:02:08.961 --> 00:02:12.502 and spends the vast majority of the game trapped inside a crystal prison 00:02:12.502 --> 00:02:15.546 waiting to be rescued by the new hero, Fox McCloud. 00:02:15.546 --> 00:02:19.259 The in-game actions sequences that were originally built for Krystal 00:02:19.259 --> 00:02:21.802 were converted to feature Fox instead. 00:02:21.802 --> 00:02:25.317 Krystal is given a skimpier, more sexualized outfit. 00:02:25.317 --> 00:02:29.102 "Wow! She's beautiful!!" 00:02:29.102 --> 00:02:35.796 *cheesy saxophone music plays* 00:02:35.796 --> 00:02:38.072 "What am I doing?" 00:02:38.072 --> 00:02:45.240 And, yes. That is cheesy saxophone music to make sure it crystal clear that she is now an object of desire 00:02:45.240 --> 00:02:47.910 even while in suspended animation. 00:02:47.910 --> 00:02:49.286 To add insult to injury, 00:02:49.286 --> 00:02:56.003 Fox is now using her magical staff to fight his way through the game to save her. 00:02:56.003 --> 00:02:59.173 The tale of how Krystal went from protagonist of her own epic adventure 00:02:59.173 --> 00:03:01.516 to the passive victim in someone else's game 00:03:01.516 --> 00:03:05.735 illustrates how the Damsel-in-Distress trope disempowers female characters 00:03:05.735 --> 00:03:10.222 and robs them of the chance to be heroes in their own right. 00:03:10.222 --> 00:03:14.686 The term 'damsel in distress' is a translation of the French 'demoiselle en détresse'. 00:03:14.686 --> 00:03:17.358 'Demoiselle' simply means 'young lady' 00:03:17.358 --> 00:03:22.194 while 'détresse' means, roughly, anxiety or despair caused by a sense of abandonment 00:03:22.194 --> 00:03:23.784 helplessness or danger. 00:03:23.784 --> 00:03:26.742 As a trope, the Damsel in Distress is a plot device 00:03:26.742 --> 00:03:29.919 in which a female character is placed in a perilous situation 00:03:29.919 --> 00:03:34.167 from which she cannot escape on her own, and must be rescued by a male character, 00:03:34.167 --> 00:03:37.126 usually providing the core incentive or motivation 00:03:37.126 --> 00:03:38.987 for the protagonist's quest 00:03:38.987 --> 00:03:41.924 In video games, this is most often accomplished via kidnapping 00:03:41.924 --> 00:03:46.483 but it can also take the form of petrification or demon possession, for example. 00:03:46.483 --> 00:03:51.490 Traditionally, the woman in distress is a family member or a love interest of the hero, 00:03:51.490 --> 00:03:57.489 princesses, wives, girlfriends and sisters are all commonly used to fill the role. 00:03:57.489 --> 00:04:01.985 Of course the Damsel in Distress predates the invention of video games by several thousand years. 00:04:01.985 --> 00:04:06.240 The trope can be traced back to Ancient Greek mythology with the tale of Perseus. 00:04:06.240 --> 00:04:10.536 According to the myth, Andromeda is about to be devoured by a sea monster 00:04:10.536 --> 00:04:14.081 after being chained naked to a rock as human sacrifice. 00:04:14.081 --> 00:04:18.176 Perseus slays the beast, rescues the princess and then claims her as his wife. 00:04:18.176 --> 00:04:22.297 In the middle ages, the Damsel in Distress was a common feature 00:04:22.297 --> 00:04:24.575 in many medieval songs, legends and fairy tales. 00:04:24.575 --> 00:04:28.736 The saving of a defenseless woman was often portrayed as the raison d'être 00:04:28.736 --> 00:04:33.223 or reason for existence in romance tales and poems of the era. 00:04:33.223 --> 00:04:35.653 involving a knight-errant, the wandering knight 00:04:35.653 --> 00:04:38.856 adventuring to prove his chivalry, prowess and virtue. 00:04:38.856 --> 00:04:42.992 At the turn of the twentieth century, victimized young women became the cliche of choice 00:04:42.992 --> 00:04:45.110 for the nascent American film industry 00:04:45.110 --> 00:04:48.491 as it provided an easy and sensational plot device for the silver screen. 00:04:48.491 --> 00:04:55.387 A famous early example is the 1913 Keystone Cops' short, *"Barney Oldfield's Race for a Life'* 00:04:55.387 --> 00:04:57.172 which features the now iconic scene, 00:04:57.172 --> 00:05:00.503 of a woman being tied to the railway tracks by an evil mustache twirling villain. 00:05:03.841 --> 00:05:07.426 Around the same time, the motif of a giant monkey, carrying away a screaming woman 00:05:07.426 --> 00:05:11.181 began to gain widespread popularity in media of all kinds 00:05:11.181 --> 00:05:13.849 notably Tarzan's love interest, Jane, 00:05:13.849 --> 00:05:15.404 is captured by a broodish primate 00:05:15.404 --> 00:05:18.240 in Edgar Rice Burroughs' 1912 pulp adventure 00:05:18.240 --> 00:05:20.439 *Tarzan and the Apes* 00:05:20.439 --> 00:05:24.276 In 1930, Walt Disney used this meme in an early Mickey Mouse cartoon 00:05:24.276 --> 00:05:26.237 called *The Gorilla Mystery*. 00:05:28.897 --> 00:05:34.787 The imagery was even exploited by the US military in this recruitment poster for World War I 00:05:34.787 --> 00:05:37.540 But it was in 1933 that two things happened, 00:05:37.540 --> 00:05:41.411 which 50 years later, would set the stage for the Damsel in Distress trope 00:05:41.411 --> 00:05:45.590 to become a foundational element in video games as a media. 00:05:45.590 --> 00:05:51.858 First, Paramount Pictures introduced their animated series, *Popeye the Sailor* to cinema audiences. 00:05:51.858 --> 00:05:58.853 The formula for most shorts would involved Popeye rescuing a kidnapped Olive Oyl. 00:05:58.853 --> 00:06:05.329 Second, in March of that year, RKO pictures releases its groundbreaking hit film *King Kong* 00:06:05.329 --> 00:06:07.409 in which a giant ape abducts a young woman 00:06:07.409 --> 00:06:11.463 and is eventually killed while trying to keep possession of her. 00:06:13.326 --> 00:06:16.994 Fast forward to 1981, when a Japanese company named Nintendo 00:06:16.994 --> 00:06:20.172 entrusted a young designer named Shigeru Miyamoto 00:06:20.172 --> 00:06:23.802 with the task of creating a new arcade game for the American market. 00:06:23.802 --> 00:06:27.911 Originally, the project was conceived of as a game starring Popeye the sailor 00:06:27.911 --> 00:06:30.676 but when Nintendo wasn't able to secure the rights 00:06:30.676 --> 00:06:36.683 Miyamoto created his own characters to fill the void, heavily influenced by the movie *King Kong*. 00:06:39.775 --> 00:06:44.106 The game's hero 'Jump Man' was tasked with rescuing a damsel named 'The Lady', 00:06:44.106 --> 00:06:47.157 after she is carried off by a giant ape. 00:06:47.157 --> 00:06:51.906 In later versions, she is renamed 'Pauline'. 00:06:51.906 --> 00:06:56.619 Although Donkey Kong is perhaps the most famous early arcade game to feature the Damsel in Distress 00:06:56.619 --> 00:06:59.455 it wasn't the first time Miyamoto employed the trope. 00:06:59.455 --> 00:07:04.957 Two years earlier, he had a hand in designing a 1979 arcade game called Sheriff. 00:07:04.957 --> 00:07:07.803 In it, a vague female shaped collection of pixels 00:07:07.803 --> 00:07:12.218 referred to as 'The Beauty', must be rescued from a pack of bandits. 00:07:12.218 --> 00:07:17.848 The hero is then rewarded with a 'smooch of victory' for his bravery in the end. 00:07:17.848 --> 00:07:21.228 A few years later, Miyamoto recycled his Donkey Kong character designs 00:07:21.228 --> 00:07:25.312 Pauline became the template for a new damsel named Princess Toadstool 00:07:25.312 --> 00:07:28.961 and 'Jump Man' became a certain very famous plumber. 00:07:39.665 --> 00:07:45.126 Princess Peach is in many ways the quintessential stock character version of the Damsel in Distress. 00:07:45.126 --> 00:07:50.506 The ill-fated princess appears in fourteen of the core Super Mario Bros platformer games 00:07:50.506 --> 00:07:53.093 and she is kidnapped in thirteen of them. 00:08:01.648 --> 00:08:05.028 The North American release of Super Mario Bros 2 in 1988 00:08:05.028 --> 00:08:09.689 remains the only game in the core series in which Peach is not kidnapped 00:08:09.689 --> 00:08:12.495 and also the only game in which she is a playable character, 00:08:12.495 --> 00:08:16.372 though it should be noted it wasn't originally created to be Mario game at all. 00:08:16.372 --> 00:08:20.119 The game was originally released in Japan under a completely different title 00:08:20.119 --> 00:08:22.499 called *Yume Kōjō: Doki Doki Panikku* 00:08:22.499 --> 00:08:27.200 which, roughly translates to *Dream Factory: Heart Pounding Panic* 00:08:27.630 --> 00:08:32.021 *Japanese voice over* 00:08:38.468 --> 00:08:43.434 Nintendo of American thought that the original Japanese release of Super Mario Bros 2 was too difficult 00:08:43.434 --> 00:08:45.936 and too similar to the first game 00:08:45.936 --> 00:08:49.073 and so they re-skinned and redesigned *Doki Doki Panic* 00:08:49.073 --> 00:08:51.236 to star Mario and Luigi instead. 00:08:51.236 --> 00:08:54.907 However, the Japanese game already had four playable characters. 00:08:59.260 --> 00:09:04.411 So the designers opted to include Toad and the Princess to fill the two remaining slots 00:09:04.411 --> 00:09:07.801 building directly on top of the pre-existing character models. 00:09:07.801 --> 00:09:12.798 So really, if we're honest, Peach is kinda accidentally playable in this one. 00:09:12.798 --> 00:09:15.566 Still, she had the awesome ability to float for short distances 00:09:15.566 --> 00:09:19.052 which came in really handy, especially in the ice levels. 00:09:19.052 --> 00:09:23.599 Sadly, Peach has never been a playable character again in the main franchise. 00:09:23.599 --> 00:09:26.603 Even with newer games that feature four player options, 00:09:26.603 --> 00:09:29.239 like the new Super Mario Bros Wii and WiiU 00:09:29.239 --> 00:09:32.063 the Princess is still excluded from the action. 00:09:32.063 --> 00:09:34.746 She's been replaced with another Toad instead 00:09:34.746 --> 00:09:39.698 as to allow Nintendo to force her back into the Damsel role, again and again. 00:09:39.698 --> 00:09:42.158 Peach does of course appear in many spin offs, 00:09:42.158 --> 00:09:45.371 such as the Mario Party, Mario Sports and Mario Kart series 00:09:45.371 --> 00:09:50.240 as well as the Super Smash Bros Nintendo universe cross-over fighting games 00:09:50.240 --> 00:09:55.662 however all of these spin offs fall well outside of the core Super Mario series of platformers. 00:09:55.662 --> 00:10:00.727 She is the star of only one adventure, and we'll get to that a little later. 00:10:00.727 --> 00:10:05.077 One way to think about Damsel characters is via what is called the subject/ object dichotomy. 00:10:05.077 --> 00:10:09.493 In the simplest terms, subjects act, and objects are acted upon. 00:10:09.493 --> 00:10:13.580 The subject is the protagonist; the one who the story is centered on 00:10:13.580 --> 00:10:15.349 and the one doing most of the action. 00:10:15.349 --> 00:10:18.822 In video games this is almost always the main playable character 00:10:18.822 --> 00:10:21.909 and the one from whose perspective most of the story is seen. 00:10:21.909 --> 00:10:25.035 So the Damsel Trope typically makes men the subject of narratives 00:10:25.035 --> 00:10:27.581 while relegating women to the role of object. 00:10:27.581 --> 00:10:32.502 This is a form of objectification, because as objects damsel'ed women are being acted upon, 00:10:32.502 --> 00:10:39.723 most often becoming, or reduced to a prize to be won, a treasure to be found, or a goal to be achieved. 00:10:39.723 --> 00:10:43.018 The brief into sequence accompanying many classic arcade games 00:10:43.018 --> 00:10:47.874 tends to reinforce the framing of women as a possession that has been stolen from the protagonist. 00:11:07.738 --> 00:11:14.293 The hero's fight to retrieve his stolen 'property' then provides lazy justification for the actual gameplay. 00:11:14.293 --> 00:11:17.588 At its heart, the Damsel Trope is not really about women at all. 00:11:17.588 --> 00:11:21.342 She simply becomes the central object in a competition between men, 00:11:21.342 --> 00:11:23.677 at least in its traditional incarnations. 00:11:23.677 --> 00:11:28.182 I've heard it said that, in the game of patriarchy, women are not the opposing team, 00:11:28.182 --> 00:11:29.767 they are the ball. 00:11:29.767 --> 00:11:33.833 So for example, we can think of the Super Mario franchise as a grand game being played 00:11:33.833 --> 00:11:38.108 between Mario and Bowser and Princess Peach's role is essentially that of the ball. 00:11:42.200 --> 00:11:43.575 The two men are tossing her back and forth 00:11:43.575 --> 00:11:45.475 over the course of the main series, 00:11:45.475 --> 00:11:48.709 each trying to keep and take possession of the 'Damsel Ball'. 00:11:55.126 --> 00:11:58.135 Even though Nintendo certainly didn't invent the Damsel in Distress, 00:11:58.135 --> 00:12:03.425 the popularity of their 'save the princess' formula, essentially set the standard for the industry. 00:12:03.425 --> 00:12:07.072 The trope quickly became the go-to motivational hook for developers 00:12:07.072 --> 00:12:11.906 as it provided an easy way to tap into adolescent male power fantasies 00:12:11.906 --> 00:12:15.301 in order to sell more games to young straight boys and men. 00:12:25.364 --> 00:12:27.624 Throughout the 80s and 90s the trope became so prevalent, 00:12:27.624 --> 00:12:30.409 that it would be nearly impossible to mention them all. 00:12:30.409 --> 00:12:33.236 There were literally hundreds of examples showing up at platformers 00:12:33.236 --> 00:12:35.250 side scrolling beat-em-ups, 00:12:35.250 --> 00:12:36.834 first person shooters 00:12:36.834 --> 00:12:38.910 and role playing games alike. 00:12:45.926 --> 00:12:49.428 Let's take a quick moment to clear up some common misconceptions about this trope. 00:12:49.428 --> 00:12:53.857 As a plot device the Damsel in Distress is often grouped with other, separate tropes, 00:12:53.857 --> 00:12:58.063 including 'The Designated Victim', 'The Heroic Rescue' and 'The Smooch of Victory'. 00:12:58.063 --> 00:13:01.578 However, it is important to remember that these associated conventions 00:13:01.578 --> 00:13:05.112 are not necessarily a part of the Damsel in Distress trope itself. 00:13:05.112 --> 00:13:09.740 So the woman in question may or may not play the victim role for the entire game or series 00:13:09.740 --> 00:13:14.076 while our brave hero may or may not be successful in his rescue attempts. 00:13:16.415 --> 00:13:19.551 All that is really required to fulfil the Damsel in Distress trope 00:13:19.551 --> 00:13:23.005 is for a female character to be reduced to a state of helplessness 00:13:23.005 --> 00:13:26.341 from which she requires rescuing by a typically male hero 00:13:26.341 --> 00:13:29.113 for the benefit of his story arc. 00:13:29.344 --> 00:13:32.347 This brings us to the other famous Nintendo princess. 00:13:32.347 --> 00:13:36.769 In 1986, Shigeru Miyamoto doubled down on his Damsel in Distress formula 00:13:36.769 --> 00:13:39.780 with the NES release of *The Legend of Zelda*. 00:13:39.780 --> 00:13:45.055 This was the first in what would become one of the most beloved action adventure game franchises of all time. 00:13:58.791 --> 00:14:02.324 Over the course of more than a dozen games, spanning a quarter century, 00:14:02.324 --> 00:14:07.681 all of the incarnations of Princess Zelda have been kidnapped, cursed, possessed, turned to stone, 00:14:07.681 --> 00:14:10.138 or otherwise disempowered at some point. 00:14:31.865 --> 00:14:37.293 Zelda has never been the star in her own adventure, nor been a true playable character in the core series. 00:14:37.293 --> 00:14:40.163 However, it must be said that not all Damsels are created equal 00:14:40.163 --> 00:14:46.164 and Zelda is occasionally given a more active or integral role to play than her counter part in the Mushroom Kingdom. 00:14:46.164 --> 00:14:51.927 Unlike Peach, Zelda is not completely defined by her role as Ganondorf's perpetual kidnap victim 00:14:51.927 --> 00:14:56.438 and in a few later games, she even rides the line between Damsel and Sidekick. 00:14:56.438 --> 00:15:00.826 Remember, the Damsel in Distress as plot device is something that happens to a female character 00:15:00.826 --> 00:15:04.534 and not necessarily something a character is from start to finish. 00:15:04.534 --> 00:15:08.527 Once in a while, she might be given the opportunity to have a slightly more active role 00:15:08.527 --> 00:15:13.198 in facilitating the hero's quest, typically by opening doors, giving hints, power-ups 00:15:13.198 --> 00:15:15.951 and other helpful items. 00:15:15.951 --> 00:15:18.794 I call this variant on the theme, The Helpful Damsel. 00:15:18.794 --> 00:15:24.918 Indeed Zelda is at her best when she takes the form of Sheik in Ocarina of Time and Tetra in The Wind Waker. 00:15:24.918 --> 00:15:29.131 In Ocarina of Time, Zelda avoids capture for the first three quarters of the game. 00:15:29.131 --> 00:15:33.677 Disguised as Sheik, she is a helpful and active participant in the adventure 00:15:33.677 --> 00:15:36.103 and she is shown to be more than capable. 00:15:36.103 --> 00:15:42.990 However, as soon as she transforms back into her more stereotypically feminine form of Zelda 00:15:42.990 --> 00:15:45.856 she is captured within three minutes. 00:15:45.856 --> 00:15:52.287 Literally three minutes. I timed it. 00:15:52.287 --> 00:15:55.740 Her rescue then becomes central to the end of Link's quest. 00:15:55.740 --> 00:16:00.704 Similarly, in the Wind Waker, Tetra is a feisty and impressive young pirate captain 00:16:00.704 --> 00:16:06.828 but as soon as she is revealed to be, and transformed into, her more stereotypically feminine form of Princess Zelda 00:16:06.828 --> 00:16:10.120 she's told that she is no longer allowed to accompany Link on the adventure 00:16:10.120 --> 00:16:13.544 because it is suddenly too dangerous for her. 00:16:13.544 --> 00:16:15.392 She is ordered to wait in the castle, 00:16:15.392 --> 00:16:20.432 which she does until she is eventually kidnapped, while waiting obediently in the same spot. 00:16:22.462 --> 00:16:26.396 It is noteworthy that, in the very last stage of the boss battle, 00:16:26.396 --> 00:16:30.179 she does help Link fight Ganondorf, for a few brief minutes, which is a refreshing change. 00:16:31.610 --> 00:16:36.161 However the next time Tetra's incarnation appears, in 2007's The Phantom Hourglass 00:16:36.161 --> 00:16:38.404 she is kidnapped immediately during the intro. 00:16:38.404 --> 00:16:42.248 Later she is turned to stone and then kidnapped for a second time. 00:16:42.248 --> 00:16:46.500 It’s disappointing that even with her moments of heroism, Zelda is still damsel’ed 00:16:46.500 --> 00:16:48.543 she is removed from the action, pushed aside, 00:16:48.543 --> 00:16:51.698 and made helpless at least once in every game she appears in. 00:17:10.023 --> 00:17:15.741 This brings us to one of the core reasons why the trope is so problematic and pernicious for women’s representations. 00:17:15.741 --> 00:17:18.699 The damsel in distress is not just a synonym for “weak”, 00:17:18.699 --> 00:17:24.913 instead it works by ripping away the power from female characters, even helpful or seemingly capable ones. 00:17:24.913 --> 00:17:28.969 No matter what we are told about their magical abilities, skills or strengths 00:17:28.969 --> 00:17:34.805 they are still ultimately captured or otherwise incapacitated and then must wait for rescue. 00:17:34.805 --> 00:17:39.512 Distilled down to its essence, the plot device works by trading the disempowerment of female characters 00:17:39.512 --> 00:17:42.316 FOR the empowerment of male characters. 00:17:50.564 --> 00:17:53.521 Let’s compare the damsel to the archetypal Hero Myth, 00:17:53.521 --> 00:17:57.694 in which the typically male character may occasionally also be harmed, 00:17:57.694 --> 00:18:03.035 incapacitated or briefly imprisoned at some point during their journey. 00:18:03.035 --> 00:18:12.178 In these situations, the character relies on their intelligence, cunning, and skill to engineer their own escape 00:18:17.208 --> 00:18:20.722 — or, you know, just punching a hole in the prison wall works too. 00:18:20.722 --> 00:18:24.097 The point is, they're ultimately able to gain back their own freedom. 00:18:24.097 --> 00:18:26.516 In fact that process of overcoming the ordeal 00:18:26.516 --> 00:18:31.159 is an important step in the protagonist's transformation into an heroic figure. 00:18:31.159 --> 00:18:35.692 A damsel'ed women on the other hand, is shown as incapable of escaping the predicament on her own 00:18:35.692 --> 00:18:39.118 and then must wait for a savior to come and do it for her. 00:18:39.118 --> 00:18:41.782 In this way, the Damsel's ordeal is not her own, 00:18:41.782 --> 00:18:45.915 instead it is framed as a trial for the hero to overcome. 00:18:45.915 --> 00:18:51.083 Consequently the trope robs women in peril from the opportunity of being the architects of their own escape 00:18:51.083 --> 00:18:55.794 and therefore prevents them from becomig archetypal heroes themselves. 00:18:55.794 --> 00:19:01.382 Today, many old school Damsel games are being resurrected for modern platform services and mobile devices 00:19:01.382 --> 00:19:05.097 as publishers are in a rush to cash in on gaming nostalgia 00:19:05.097 --> 00:19:08.806 and capitalise on any recognisable characters from years gone by. 00:19:08.806 --> 00:19:14.161 For example, Sega's 1993 platformer, Sonic CD, featuring a Damsel'ed Amy Rose 00:19:14.161 --> 00:19:19.611 has been enhanced and made available for download on a wide variety of modern platforms. 00:19:19.611 --> 00:19:22.832 Jordan Mechner's famous Karateka and *Prince of Persia* games, 00:19:22.832 --> 00:19:26.663 originally released for the Apple II home computer in the 1980s, 00:19:26.663 --> 00:19:36.960 have both seen modern HD remakes. 00:19:36.960 --> 00:19:40.054 And the 1983 animated laser disk game, *Dragon's Lair*, 00:19:40.054 --> 00:19:45.053 with ditsy Princess Daphne, has been ported to just about every system imaginable. 00:19:45.053 --> 00:19:53.854 *Please save me! The cage is locked. With a key. The dragon keeps it around his neck.* 00:19:53.854 --> 00:19:57.419 *To slay the dragon use the magic sword* 00:19:58.358 --> 00:20:02.584 Remember Pauline? Damsel in the classic Donkey Kong arcade? 00:20:02.584 --> 00:20:07.534 Well she has also been revived. First in 1994's Donkey Kong for the Game Boy 00:20:07.534 --> 00:20:11.580 and later in the Mario versus Donkey Kong series for the Nintendo DS. 00:20:11.580 --> 00:20:14.633 Each game features a rehashing of the old excuse plot 00:20:14.633 --> 00:20:23.800 with Pauline being whisked away by the giant ape in the opening credits. 00:20:23.800 --> 00:20:28.582 The now iconic opening seconds of the 1987 beat-em-up arcade game *Double Dragon* 00:20:28.582 --> 00:20:33.276 has Marian being punched in the stomach, thrown over the shoulder of a thug, and carried away. 00:20:33.276 --> 00:20:38.187 In several versions, her panties are clearly shown to the player while she is being abducted. 00:20:38.187 --> 00:20:43.361 The game has been remade, released, and ported to dozens of systems over the past 25 years 00:20:43.361 --> 00:20:48.435 ensuring that Marian will be battered and Damsel'ed for each new generation to enjoy. 00:20:48.435 --> 00:20:55.044 Most recently Double Dragon Neon and 2012 reintroduced new gamers to this regressive crap, yet again 00:20:55.044 --> 00:20:56.708 this time in full HD. 00:21:00.879 --> 00:21:06.176 The pattern of presenting women as fundamentally weak, ineffective or ultimately incapable 00:21:06.176 --> 00:21:09.469 has larger ramifications, beyond the characters themselves 00:21:09.469 --> 00:21:11.807 and the specific games they inhabit. 00:21:11.807 --> 00:21:14.768 We have to remember that these games don't exist in a vacuum. 00:21:14.768 --> 00:21:20.190 They are an increasingly important and influential part of our larger social and cultural ecosystem. 00:21:20.190 --> 00:21:23.578 The reality is, this trope is being used in a real world context 00:21:23.578 --> 00:21:26.696 where backward, sexist attitudes are already rampant. 00:21:26.696 --> 00:21:31.917 It is a sad fact that a large percentage of the world's population, still clings to the deeply sexist belief 00:21:31.917 --> 00:21:36.873 that women, as a group, need to be sheltered, protected, and taken care of by men. 00:21:36.873 --> 00:21:40.168 The belief that women are somehow a naturally weaker gender 00:21:40.168 --> 00:21:45.257 is a deeply ingrained, socially constructed, myth which is of course completely false 00:21:45.257 --> 00:21:50.095 but the notion is reinforced and perpetuated when women are continuously portrayed 00:21:50.095 --> 00:21:53.766 as frail, fragile and vulnerable creatures. 00:21:53.766 --> 00:21:57.855 Just to be clear, I'm not saying that all games that use the Damsel in Distress as a plot device 00:21:57.855 --> 00:22:00.529 are automatically sexist, or have no value. 00:22:00.529 --> 00:22:04.199 But it is undeniable that popular culture is a powerful influence in our lives 00:22:04.199 --> 00:22:12.495 and the Damsel in Distress trope as a recurring trend, does help to normalise extremely toxic, patronising and paternalistic attitudes about women. 00:22:13.141 --> 00:22:18.582 Now I grew up on Nintendo. I've been a fan of the Mario and Zelda franchises for most of my life 00:22:18.582 --> 00:22:23.753 and they will always have a special place in my heart, as I'm sure is true for a great number of gamers out there. 00:22:23.753 --> 00:22:28.009 But it is still important to recognise and think critically about the more problematic aspects 00:22:28.009 --> 00:22:31.748 especially considering many of these franchises are as popular as ever 00:22:31.748 --> 00:22:34.750 and the characters have become world wide icons. 00:22:34.750 --> 00:22:38.749 The good news is that there is nothing stopping developers from evolving their gender representations 00:22:38.749 --> 00:22:41.980 and making more women heroes in their future games. 00:22:41.980 --> 00:22:47.077 It would be great to finally see Zelda, Sheik and Tetra as the protagonists of their own games. 00:22:47.077 --> 00:22:52.336 And not just mobile DS games, I'm talking full-on console adventures. 00:22:52.336 --> 00:22:58.286 OK, so we've established that the Damsel in Distress trope is one of the most widely used gendered cliches in the history video games 00:22:58.286 --> 00:23:02.584 and has been core to the popularisation and development of gaming as a medium. 00:23:02.584 --> 00:23:06.630 But what about modern games? Has anything changed in the past 10 years? 00:23:06.630 --> 00:23:12.218 Well stay tuned for Part Two, where I will be looking at more contemporary examples of the Damsel in Distress trope. 00:23:12.218 --> 00:23:17.970 We will look at all the dark and edgy twists and turns and see how the convention has been used and abused, right up until today. 00:23:17.970 --> 00:23:22.231 Then we will check out some games where developers have tried to 'flip the script' on the Damsel. 00:23:23.647 --> 00:23:27.158 I would like to extend a big thank you to all of my backers on Kickstarter 00:23:27.158 --> 00:23:31.636 who have continued to support me and helped make this video series a reality.