Remachinate
Member
You're kind of describing the difference between industry and art. Yes the artist creates what they freely envision while the industry creates what people want/expect. Reason why I think something like Call of Duty or Battlefield should be criticisized for their lack of female soldiers when they already exist in the real world. They are large, industrial franchises, they are the mass produced examples of what people want/expect.
That was basically my point in response to Corto--art is held to a different standard depending on its context within society.
Dragon's Crown is a small group creating a unique vision. It's up to society to decide if it merits becoming an institution.
Unique vision or no, Vanillaware is part of the industry of commercial video games. They don't really get to displace themselves and win that freedom of artistic expression while also marketing the game through the usual channels.
Again, lack of female protagonists, refusal of publishers to allow female leads, female soldiers in modern military games, the industry's treatment of it's female professionals. Going after any sexuality in games is just a small step away from playing morality police.
Those are all relevant issues too. But I'm not saying that no sexuality of any kind belongs in games. There's ways to make it relevant or substantial to the experience. But the clamor over Dragon's Dogma is that its use of sexuality is gratuitous, and without value beyond titillation. Just because it's an homage to an established genre of illustration doesn't alone give the art style merit.
In the gaming industry workplaces. In the news outlets, in the video games studios and in the publishers companies. Let the women be in decision making positions and let them shape the industry. Discussing big juggling boobs is just dancing around the issue.
Isn't it fair to say the latter is a symptom of the issues in the former, one that we can point to in order to diagnose the problem?