This week in class, we took a look at Nintendo’s Super Smash Bros. and its representation of female characters and the player community’s attitude towards female players and game characters. In Adams’s article, he discusses the hypermasculinity that is often seen in other mainstream gaming circles is not as present within the Super Smash Bros. gaming community. The playable female characters present within the game have various ranges of femininity present in their designs, as well as a diversity in agency in each character’s respective games. The roster of female characters in Super Smash Bros shows off some diversity in character and design that can be not as present in other games that contain female characters.
Within Super Smash Bros.’s gaming community, Adams describes the community as “vaguely positive” towards feminine subjects, and how players within the community may express positive attitudes towards female characters in the game in ways that do not denote a sexual preference. It is also important to note that these attitudes may also be influenced by character arcs a particular female character undergoes in their own games, such as Adams’s example of a player expressing why they liked Lucina. The community also emphasized a character’s mechanics and playstyle over their gender or character, as shown in tier lists developed by the community. However, female sexualization of characters’ appearances was still present within the community, which seems to also be seen in the game itself with characters such as Zero Suit Samus, whose design includes heels and a skintight suit emphasizing her body. Adams noted that instances of sexualization were largely present in a group dynamic, which may play a part to have other members of the community take part in the action in order to better fit in within the group.
Attitudes towards female players were also less toxic in comparison to other mainstream game communities according to the study. This is shown in many forum posts in the SmashBoards where women were more open in mentioning and expressing their gender, whereas in many other communities female players would often hide their gender in order to avoid facing toxicity from the community solely due to their gender. Many interactions in the SmashBoards forums also show a lack of negativity or comments towards a female player’s gender. In our discussions, we bring up the possibility of this community’s attitude to be tied up with Nintendo’s image of promoting their games as family-friendly. Indeed, the rules of the SmashBoards forums emphasizes that the community is meant to be family-friendly. I think it is worth noting that the expectations of having more younger kids within the player sphere would also change the conduct of some players in regards to interactions with others.
I think that the lower levels of toxicity within the Super Smash Bros. community in the study does make a point to show that how a game’s and its company’s image also influences the player community. This could show that while gaming companies may not have full control of its consumer community, it should also still go out to create an image that promotes the positivity that it wants to see in its player community, as it no doubt still serves as an influence to the players.
Sources:
Adams, John. “Female Fighters: Perceptions of Femininity in the Super Smash Bros. Community.” Vol. 3, no. 1, 2016.