The gaming industry has always been associated more with a male public, where female players are the odd exception rather than the norm. Even today female gamers are still regarded as a phenomenon rather than a normal occurrence. I consider this weird, seeing as there is an entire gaming market specifically aimed at a female audience. In the west it is made popular through games revolving around fashion, animals and cooking, with titles such as “Dogz” and the “Imagine” series coming to mind. Japan on the other hand has created an entire genre for females, namely Otome games. The very word “Otome”, meaning young girl, already indicates the desired audience for said games. But what makes Otome games so special and where are their flaws? I would suggest that the answer lies in the content.
Let’s look at the Tokimeki Series as an example. Spanning three games, Tokimeki Girl’s Side, presents an Otome dating game, which follows the exact same pattern throughout all releases. The female gamer takes on the role of the heroine, who is beginning her first year in high school. Throughout the plot, the heroine encounters several male characters, as well as choices on what she wishes to do with her school life. The goal of the game is of course to win the heart of the male character most appealing to the player and to finish high school with a happy end. In terms of game mechanics, the gamer gets chances to interact with all characters, while at the same time choosing weekly activities, which influence the players stats, which include intelligence, fitness, style and charm. Each male protagonist of course requires a variation of stats in order to fall in love with the heroine. Furthermore, the player has to go on regular dates with the guy of choice, dressing accordingly and choosing the right options to please the man. Now what appears very simple in terms of actual content and gaming mechanics, actually reflects very particular values, which are often attributed to young girls and their expectations of school life and dating, as well as what is considered attractive.
Of course, literally comparing an Otome game to reality is impossible and should never be attempted. However, video games are often inspired by existing social norms and expectations and in return, feed those notions themselves. So even though gamers know that reality is much more complex than any game and that Otome games are simply there for entertainment and to perhaps play on some fantasies, they may be slightly influenced by the content, which will be looked into now.
All the guys within Tokimeki Girl’s Side fall into stereotypical distinctions, allowing them to cater to a wide range of possible audiences. You have the typical cool, but cold guy, who gradually warms up, the jock, the artist, the nerdy one, the cheeky guy and, in the case of Tokimeki, a teacher as well as several other options. Essentially, there is something for everyone. These preferences for a specific type can actually be translated into the real world. While such typecasts can never exist in such a pure and rigid form as they do in games, our society does contain a group system, especially in high school, where people can be categorized as belonging mostly to one particular circle, such as jocks, geeks and so on. But now comes the part, which bothers me about Otome games and that is the rigid way you have to go in order to get the guy of your choice.
In order to please the man of your dreams, you have to adapt the style of clothing, which he likes most, as well as his characteristics. If he is the geeky type, you need to get your intelligence stats up as high as possible, while being allowed to ignore others. Essentially, the game doesn’t require you to be a well-rounded character at all. To me, it also seems to send the message “Be the girl, the guy wants you to be, otherwise you don’t stand a chance”. Again, while such behavior can never be as extreme in real life, it does support the notion, that girls need to become a certain type to please guys of a certain group, instead of just being themselves.
Furthermore, the game dynamics seem to create an image of what the perfect high school experience should be. You meet a ton of guys, of which one is the perfect one, you make female rivals, who happen to like the same guy, you join clubs, become the best at school and possibly work a part time job. Perhaps it’s just me, but after a while of playing these addictive and highly entertaining games, I started comparing them to my high school experience and found that I never ever would have been able to handle such a busy schedule. Dating (at time several guys!), studying to get the best grades, hanging with friends, school activities and part time work, all look so easy in the game, but when translated into real life, the heroine surely wouldn’t have been so happy and chipper. Now don’t get me wrong, Im not saying that handling this is impossible in real life. Surely there are people out there who do that, but it really isn’t for everyone. I guess my point of critique is, that it makes such a life look desirable and easy, which it definitely is not.
My last point of dissatisfaction is that Otome games feed the belief that all female gamers require in a video game is romance. That for females, the ultimate goal and prize is a man. While I am not ashamed to admit that I adore romance elements, I am also a big fan of games which have none of it at all. And as a single woman, I also don’t regard a man as the ultimate achievement in life, but rather see this as an old-fashioned and outdated notion, as many females would probably agree.
So why are these games still so attractive to women and why do I still play them? Well, for the same reason that some games are attractive to male gamers. They allow you to live out a fantasy for a while, where things are easier than in real life and where goals are monothematic and straightforward. And while the content of the games may not always provide good messages about society and life, the majority of gamers is very aware of that. Besides, video games aren’t any worse at feeding certain social values to audiences than any other type of media. And Otome games have actually created a video game market for an audience, which is too often ignored or unappreciated by what is still regarded as a very male-dominated domain of entertainment. So while there are a lot of points to criticize about Otome games, there are also a lot of positive arguments to be made for this particular genre. And I am not ashamed to admit that I love playing them.
Tags: female gamers, Gamer, Games, Japan, Otome game, TMGS, Tokimeki Girl's Side, Video game, Women
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