Plasma Beaming the Gender Barrier
March 16th, 2009 by Joel Haddock
There was a day, long ago, when gender in video games was an unknown topic. This was not because no one wanted to to talk about it – it was simply because no one ever thought to talk about it. Early games were essentially gender-neutral; players, for the most part, were not playing people, but were instead playing things.
Pong, Space Invaders, Asteroids: in all these cases, the player’s link with the gameworld is a series of tiny blocks arranged in different shapes, sometimes a spaceship, sometimes a triangle, sometimes a rectangle. Neutral things any player could connect with. Things were this way mostly as a limit of technology; creating more detail was not yet an option. As such, the idea of the avatar, of the player’s representation in-game, was a simple one, and discussions about player identity were a long ways off.
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