Lionhead Studio’s Fable II offers game players a
full immersion experience in which players can choose to play as a man or
woman. Outside of combat skill choices, players also have the option to marry,
have children, and live a morally upstanding life or heroism. On the other hand,
players may choose to drink, gamble, become obese eating decadent food, or
corrupt themselves to veritable embodiments of evil. One of the outstanding
features of Fable II’s third person perspective is for every choice the player
makes, the consequence is a visual index read on and through the visual
representation of the player’s on-screen character. This feature actively
pushes what the player may or may not be comfortable with seeing, and
identifying with. Eat one too many cream
tarts, and the character’s waistline rounds. Drink one too many beers, the
character, sick and woozy, stumbles through the tavern. However, the game also
encourages stepping outside of traditional gender and social modes to unlock
Demon doors (behind which are treasures to be had), or to win achievements
points. The game seems intent on subverting how the player probably behaves in accordance
to real life rules. As the article, “Women and Games: Technologies of the
Gendered Self,” points out “technology encourages [gamers] to enact new
definitions of the gendered self” (686). Moreover, with a game like Fable II,
the encouragement goes beyond gender identification, exhibiting and exploring
their “potential” as social performers in the relatively “safe” place setting
of Fable II’s virtual Albion. This further proves the articles argument that “the
salient factor for power gamers...appears to involve choice and control” (686).
The multiplicity of potential selves Fable II offers is daringly inviting.
In terms of gender reconstruction, Fable II
offers not only the choice to choose a gender performance, but it also promotes
a fluidity of gender within the characters. Playing as a female hero, the melee
combat skill enables the character to perform a masculine representation as the
character adopts traditionally physical masculine traits—bulging muscles,
stockier frames. Alternatively, the sexy/”kicking butt” representation is also
achievable.
Even if this representation is the preferred (it is
for me because I can be heavy and middle age in reality), Anne Marie Schleiner observes
the importance for girls to play these games. She writes, “It is important for
women to not to be excluded from...the positions of influence in the larger
information sector that will be increasingly tied into an “education” in
gaming/computer-geek culture” (224). For Schleiner, regardless of the manner
girls play video games, the important thing is that they play. Fable II also
pushes normative associations with heterosexual male aggression and
shooter-action style game play. Schleiner argues that through games like Tomb Raider
and Fable II “queer female gaming subjects
also delight in the abject annihilation of her foes, in the adrenaline rush of
combat...that rupture the body surface of ‘the other’” (224). Most endearing
about Fable II is its gender fluidity. It highlights the performative nature of
gender that most people wear like outfits. In game play, players can purchase a
sex change potion and change into the opposite sex, thus performing different
genders as the whim strikes. Cross-dressing, Goth-dressing, or just outright
fashion faux pas are easily performed, as are social functions commonly
associated with either feminine or masculine gender performances. Male and
female heroes dye their hair, their clothes, wear facial hair, or get tattoos;
they may gamble, fight ala gladiator style in a tournament, or become polygamist.
Further, Fable II’s fairytale quality, set in a remarkably beautiful fairytale
landscape stimulates the spirit of imagination, dreaming, and becoming.
New Fable Two sounds like an interesting game with lots of flexibility for women to perform gender more consciously—on their own terms, and adopt positions that might not be possible for them in the real world.
ReplyDeleteThis game sounds like a wonderful world in which to immerse oneself, one where gender performance is not stuck in stone or outwardly policed but movable and maleable. Great post.
ReplyDeleteI just realized I forgot to reference my second source. For a fascinating read on girl gaming in Tomb Raider, check out Anne-Marie Schleiner, "Does Lara Croft Wear Fake Polygons?"
ReplyDeleteI had never heard of this game before. It's a solid example of giving the gamer a choice in gender when at play. The only other one that I had thought of was Tomb Raider but with your example you have the choice of being either gender which takes things a step further than the Laura Croft games. I like this post very much thank you for sharing.
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