Lemme take a stab at this.
[Stuff]
I don't think that's what Colonel Martyr's trying to get at, at all. I think what he's saying is that a lot of the time the sixist narrative is imposed on a story by the reader, even when it's not really there. (The first case study that Anita provides in her video, Starfox, is a good example of this. Not only did the female character lose her own game, but, oh no, a male character is expressing sixual desire for the female form! How
terrible!) Basically, he's trying to argue from a post-structuralist perspective, and I think he has a point. Sometimes a damsel's in distress and the male hero has to rescue her because the creator wanted to tell that particular story, not because the creator is acting out his sixist programming. Maybe the creator just really likes the idea of saving a woman and having her fall madly in love with him. There's nothing wrong with that. That's not an inherently sixist fantasy.
Anita acknowledges this somewhat, and then she proceeds to tell us that in view of women's status as a minority (a label with which it's possible to take issue, especially in the USA), it's a bad idea to have this trope so prevalent and that
it's just lazy design. I agree with the bolded. A lot of studios just use the trope because they're really poor storytellers. But, for example, Shadow of the Colossus uses this trope, too, and I think there it's completely fine. And if every studio for the next year released only games in which women wore thongs, were kidnapped, and were there simply to enact the players' fantasies, I'd be fine with that
provided that the story and game could adequately justify this in its context. I do agree that, for example, there's no reason for Catwoman to be wearing high heels in Batman Arkham Asylum, however. That doesn't make any sense in context and that's not who the character is.
In summary: I think what Colonel Martyr was primarily trying to say (before derailing

) is that trying to socialise art is a bad idea. I agree with him. I don't want people telling studios what quota of characters should be strong, empowered, independent women. That way lies really crappy storytelling. (Then again, I guess if we're going to have crappy storytelling in games anyway, then it might as well be more positive about women.)