I'd rather that difficult art be treated like it's difficult, not be unquestioned mass entertainment. KS (and *Doki Doki Literature Club) should make the players uncomfortable. Really I'd like critical gamers much like critical readers of difficult literature. Katawa Shojo is the prime example of something that is, yes, problematic but sensitive enough that I'm not comfortable with knee-jerk censorship. I don't believe (and really hope against) that the goal of feminist criticism is to eliminate all the troublesome and wrong attitudes towards women - I'd like badness to be understood as bad for the most part instead of unquestioned. This is a middle position which I think is very often lacking in discussions about the conflict between "feminism" and "heroes of gaming". It's also possible for a game to be problematic and sensitive at the same time. They are economically vulnerable youths for sure, but could be minors or adults.) ( Digital is intentionally vague about the ages of the main characters. Most of the games in question are more exploitation than artistically valueable.īut it's very possible for a game to touch on underage sexuality with sensitivity - Gone Home and Digital: A Love Story. On the whole I think this is the right call.
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