Just finished watching the video: yeah, pretty tame in comparison to all the publicity that was surrounding this.
She does say in the video that future installments of the series will explore more contemporary examples as well as talking about positive female characters in videogames. I was also starting to feel like she was giving a pretty one-note view of things while watching it, but it looks like that's going to come in the next episodes. Probably not the best way to format your video series if you're interested in more than preaching to the choir, but there you have it.
Taken as one episode, however, it's really just a scholarly essay on damsels in distress in videogames, with a focus on the early years of the industry. And let's be honest - saying that most videogame stories of the time revolved around a male protagonist saving a damsel in distress is hardly a controversial view. I thought that was given, right? Not only was it common, but it happened a lot. Not just in videogames, but watch nearly action or kung-fu movie from the 80's and 90's and you'll see the same thing.
Her point, as I understand it (and she probably could have stated this better, to be fair) is not so much that any single game is "evil" for following what literally couldn't be a more archetypal story structure, but that taken as a whole there was just a lot of misogyny in videogames at the time. And when you take the industry as a whole, a focus on gearing games toward adolescent males and crafting stories that tie into a male empowerment fantasy isn't exactly the best thing ever for gender equality.
She's not demonizing any of these games in her video, but pointing out that this is something that happened. I think the real trap lies in my question of relevance (and this might be answered in later videos.) As I said, I don't think there's much question about early videogames being pretty heavily male-dominant.
But yeah, I don't know if a video is really the best medium for what she's going for. I kept thinking this felt like it would work better as an article, or in a blog.
There's also the matter of perspective. It's sixist for me to even think this (because I wouldn't have questioned her "geek cred" if she were a fat man in glasses,) but I couldn't help but wonder if she's a gamer or not. She says she played a lot of nintendo as a kid, but that's just about everyone. Doesn't make someone a "gamer," in my mind. As I said, it's sixist that a woman needs to "prove" her hobby, whereas a man doesn't - but given how gamers tend to react to "outsiders" having opinions about the industry, I think a bit of personal background would have helped establish her point of view much better.
Because as it stands, I just don't know who this is, really. I'd be much more interested in hearing views on feminism and videogames from someone in the industry. All things being equal, I'd be much more interested in hearing what Rhianna Pratchett thinks about the state of the industry than someone I don't know anything about and don't know her background.
Overall, though? Yeah, there's just not much there beyond being something for the conversation to take place around (ie, the ongoing debate about the role of women in the industry is larger than this one woman's short history of damsels in distress in videogames.)
Best post in this thread.
I think you've nailed the problem withe video: it doesn't explain its relevance. I think a lot of people are aware that a lot of artistic tropes reflect entrenched gender biases and stereotypes; for most people, this is hardly news. What people are insufficiently aware of and uneducated about are (i) the kinds of harmful consequences of this sort of casual sixism, and (ii) the scientific work that has been done to test the conditions under which these harms are caused, and their severity. If we're going to make progress on gender equality, the thing to impress upon people is that (contrary to what seems to be the popular view) these gendered stereotypes/tropes are not entirely inert; they often can and do subconsciously influence our behaviour and decision-making.