Since the early days of gaming, the general idea has always been that games for more of a boy thing. Many of the arcade cabinets of old had a focus on attracting a male audience, be it the bloody and graphic contents found within a Mortal Kombat game, or the prospect of overly sexualized female characters next to the tough, muscular men in Street Fighter. These ideas has led to a crowding out of the female demographic, as well as reinforced the ideals of toxic masculinity. Over the years, however, this idea of masculinity has been constantly changing to be more inclusive, real, and overall a more healthy outlook of what it means to be a man. To explain this change, I wanted to talk about a game series that has been with me for the formative years of my life and has changed and differed as much as i had. That game is Jak and Daxter.
For those of you who don’t know Jak and Daxter was a game series made for the PlayStation series of consoles by Naughty Dog, the same game developers who made some popular games like The Last of Us and the Uncharted Series. Jak and Daxter tells the journey of series protagonist Jak. In his first game Jak was a teen aged boy of some fantasy race of people who looked like humans but with long, pointed ears and various hair colors. In his first game, his good friend Daxter gets transformed into this weird creature, and the journey of the game is to find a way to transform him back. The game was pretty impressive 3d platformer that utilized the game environment to create interesting puzzles and situations. Combat consisted of using punches and kicks to defeat enemies, which usually went down in one or two hits. In game, Jak was a mute who had no dialog outside of his yells and screams as he fought enemies. He was pretty much a blank slate of a character when it came to personality, but even then he showed traits of stereotypical masculine behavior. Jak has a natural drive for adventure and is shown to be quite heroic, even almost getting the girl at the end of his adventure, before being comically interrupted by his friend Daxter.
The second game in the series, Jak 2, takes the series to a much darker and gritter place. The world of Jak 1 is replaced with an urban, authoritarian mega city where class divides are present and serious themes such as enslavement and genocide. The new setting also ages up Jak to that of an adult, who is no longer mute and full of rage and anger. This game also introduces us to the use of guns, which will be a series mainstay. Jak himself takes on more stereotypical manly traits, such and always being angry, always ready for a fight and just overall aggressive. If that isn’t enough he’s also caught in a love triangle between two equally sexually suggestive females. These personality traits follow our hero all the way up until the last game in the series.
Jak: The Lost Frontier is the final game in the series, and relaxes some of the masculine traits that Jak processes. For starters he really isn’t the main focus of the game. That tittle goes to Kiera, once the object of Jak’s affection now a very capable inventor and designer. Kiera also ends up being the person that saves everyone at the end of the game as well. Jak, as charater is a bot more toned down. He’s less angry, being more suave and joyfull at times. The whole love triangle thing no longer exists, and while before he seemed to always have a plan, in this game it seems that he improvises most of the time to get things done.
Although there are more prominent examples of changing masculinity, I find the Jak example to be close in personal to me because that is what I grew up with. A more realistic and all around better example would be Joel from The Last of Us. An excerpt from the book “How to Play Video Games” describes the character of Joel as follows:
“As the primary playable character and central representation of masculinity in the game, Joel is often presented as being vulnerable, imperiled, and victimized by a bleak existence. Much of the violence that takes place—while admittedly cinematic—is neither glamorized nor heroic.[1]“
What it means to be a man has been changing with the times year by year and generation by generation. These expectations and assumptions are presented to us thought the media of entertainment and game media. As many of us may at one point create something that will be presented to the world, it is important that we look at what we create and asses if it is either breaking the mold or enforcing the rules of old. Either way, we should do so responsibly and with the best of intentions.
[1] Huntemann, Nina B. How to Play Video Games (User’s Guides to Popular Culture) (p. 104). NYU Press. Kindle Edition.