With designing the characters I researched representation and structures of existing video game characters in relation to masculinity vs femininity. I concluded that the masculinity and femininity were not restricted to male and female so I was able to combine certain traits to enforce characters power relations to each other and the fictional world. I aimed to do this in a way to challenge, not enforce the implications of femininity representing weakness by presenting females with predominantly feminine characteristics as powerful by applying certain masculine traits.
The
male characters, I designed are crafted with applications from
[Ewan
Kirkland, 2009]
which suggest that masculinity is challenged in silent hill by making
the protagonists weaker than the average hero trope of many video
game narratives. Kirkland assesses how most academic study of video games, “conclude
that video games
contain regressive models of male behavior
characterized by
aggression, domination, and heterosexualized superiority to women.
[..]
instead,
they are
ordinary,
flawed, even neurotic to the point of psychosis.”
With
this in mind I wanted to make the characters appear powerful but show
subtle hints of their shortcomings that make them flawed to challenge
the idea of the perfection and superiority of masculinity, commonly
portrayed in video game narratives.
With
this in mind I aim to reverse this idea for the female characters to
design them to be empowered without sexualizing them as well as
applying design techniques for them to be heroic as most male
characters would be.
The
Beautiful and the Monstrous Masculine: The Male Body and Horror in El
espinazo del diablo
(Guillermo del Toro
2001) Ann Davies
“Del
Toro presents masculinity as unfixed, in inherent danger of
collapsing in
on itself and mutating into the feminine abject. The male body comes
to haunt itself, always already implying a return of the regressed: male
beauty always carries within it a potential decay into the abject.
The horror
lies not only with the monstrosity of the ghost Santi, but also with the
fact that the monstrous and the beautiful male body are not so much opposites
but points on a spectrum, so that beauty and virility can at any time
revert to monstrous decay.”
This
article refers to the centralization on masculinity in terms of
horror and relates it to feminine and masculine power discourses of
society. Davies describes the power and beauty of the masculine body
in relation to the fear that comes in its imminent decay into a weaker
feminine state.
Davies' article argues the reasoning behind horror comes from the
dismemberment and decay of the sacred masculine body.
The
sacred and heroic masculine body is a congregation of certain traits,
most of which are not bound to the male body. By identifying the
traits not hindered by gender I can apply them to the female body to
suggest the sacred and power of the character. In
designing the female characters I wanted to make them appear feminine
but powerful without relying on applying too many "beautiful masculine" traits.
In
the case of designing the hybrid creature Venitu I combined cyborg,
mechanics, with the female body. To achieve the horror described in
Davies article I attached a decrepit scorpion claw to her hand and
an almost phallic tail with a tribal shield to combine the masculine
with feminine again but with more aggressive traits to present a
horrific yet powerful character.
Nir
is designed to have a masculine, athletic body. I gave her practical
armour with enough space to reveal her athletic attributes and
suggest her femininity. I was selective in which parts to highlight
her athleticism without focusing on her sexuality in a way that would
onjectify her [arms and legs rather than cleavage]. The combination
of masculine traits on a feminine body aim to give the end result a
triumphant and powerful look for this strong female character.
Maha
is hooded and cloaked to show her mysteriousness and secrecy behind
her and her abilities. I wanted to present her as extremely feminine
but not weak or sexualized. Considering Davies ideas behind masculine
and female complexes wanted to portray feminine traits but highlight
them in a way that did not portray them as inferiority as many texts
do.I wanted to design Maha to be a appealing without resorting to
objectifying her sexuality. Maha's hood and cloak were designed to
suggest her sovereignty which is typical of masculine ideals.
References
like Raven from teen titans and Spider Gwen were great examples of
the portrayal of combining the masculine sovereignty with the
neutral mystery and feminine body [all in a way that does not objectify or make femininity appear weak]. The darkness of raven
makes her hidden aggression[masculine] have an exponential affect on the viewer. Spider-Gwen's design [monochromatic with red and blue
trims and tints] present uncertainty and mystery and the traditional
eyes show innocence and wonder [like that of a wide eyed youth].
Both designs are minimal and iconic which I intend to apply to Maha's
final design. I aim for the culmination of these traits to produce an
appealing, mysterious, curious, sovereign female character.
BIBLIOGRAPHY
Kirkland, E. (2009). Masculinity in Video Games: The Gendered Gameplay of Silent Hill. Camera Obscura, 24(2), 161-183. doi: 10.1215/02705346-2009-006
Davies, A. (2006). The Beautiful and the Monstrous Masculine: The Male Body and Horror in El espinazo del diablo
(Guillermo del Toro 2001) . Studies in Hispanic Cinema, 3(3), 135-147. doi: 10.1386/shci.3.3.135/1