The Tits Have It: Sexism, Character Design, and the Role of Women in Created Worlds
In many ways, the constant barrage of this type of imagery (and characterization) is not unlike the sh*tty neighborhood I used to live in where every time I walked down the street, random people I didn’t know shouted obscene comments about my body and told me they wanted to have sex with me. And you know, maybe a lot of those guys thought they were complimenting me. Maybe they thought I had tried to look pretty that day and they were telling me I had succeeded in that goal. Maybe they thought we were having a frank and sexually liberated exchange of ideas. I’m willing to be really, really generous and believe that’s where they were coming from. But in the end, it doesn’t matter that they didn’t know it was creepy; it doesn’t matter that they “didn’t get it,” because every single day I lived there they made me feel like less of a person.
That is how I feel when I read these comics.
As a gamer, full cosign. Two years ago, at my South by Southwest panel with N’Gai and Naomi, I talked about how in my 22 years of playing video games, I’ve been all kinds of characters: a Bandicoot, a Lombax, a pervert squirrel, James Bond, some dude addicted to painkillers, a few different folks hustling in the underworlds of Vice City, San Andreas, and Liberty City, Lego Batman, Joanna Dark, Laura Croft, Karin and crew, Tidus and crew, Sora and crew, and easily hundreds of other characters. But to play as a black woman, to inhabit and play as someone is similar to my real life identity? I’ve had five opportunities in twenty-two years. And that’s if I count characters that are biracial, characters that appear in reflections, and one tan colored viera.

And, to add insult to injury, these characters are also undermined from the get go. My first introduction to Resident Evil‘s Sheva Alomar was an ass shot.
So, at question and answer time, the feminist gamer Goddesses shined down on me and allowed me to ask Jacques-Bellêtete about his comments. I wanted to know how the approach to female characters influences their design. Do designers put more thought into female lead characters, or are they illustrated in the same way as characters who are intended to be eye candy? How does that presentation impact their playability?
Jacques-Bellêtete immediately blurts out “I feel like you’re trying to trick me,” laughing apologetically to avoid stepping into a controversy landmine. He takes pains to explain that Deus Ex: Human Revolution has a female lead narrative designer. Mary DeMarle shaped the story in a way that created strong primary female characters, which makes for different themes. He acknowledge that I was “kinda right,” in that there is a difference in the approach to design between main characters versus characters he termed “cannon fodder.” He also noted that it is “such a cliche of our industry that women have big boobs” so most of his teams draw women with smaller chests – so much so the designers requested a big breasted character. But he ultimately agreed, “we broke the [usual character] mold a little bit because of the women in the lead.”
My question was the final question accepted, since N’Gai Croal (who was moderating the panel) had one more surprise – he had asked Kamikokuryo and Jacques-Bellêtete to each interpret each other’s work. So, Kamikokuryo drew Adam Jensen, and Jacques-Bellêtete drew Lightning. Jacques-Bellêtete’s work was unveiled first – and lo and behold, it’s a tit shot. For comparison’s sake, here’s what Lightening normally looks like versus Jacques-Bellêtete’s interpretation.

Page 2 of 3 | Previous page | Next page