…These games also tend to frame misogyny and sexual exploitation as an everlasting fact of life, as something unescapable and unchangeable. This dominant narrative surrounding the inevitability of female objectification and victimhood is so powerful that it not only defines our concepts of reality, but it even sets the parameters for how we think about entirely fictional worlds, even those taking place in the realms of fantasy and science fiction.

It’s so normalized that when these elements are critiqued, the knee-jerk response I hear most often is that: if these stories did not include the exploitation of women, then the game world would feel too unrealistic or not historically accurate.

What does it say about our culture when games routinely bend or break the laws of physics, and no one bats an eye, when dragons, ogres, and magic are inserted into historically-influenced settings without objection? We’re perfectly willing to suspend our disbelief when it comes to multiple lives, superpowers, health regeneration, and the ability to carry dozens of weapons in a massive invisible backpack. But somehow, the idea of a world without sexual violence and exploitation is deemed too strange, and too bizarre, to be believable.

Women as Background Decoration (Part 2), on Feminist Frequency.

Anita Sarkeesian is so great. Too bad she didn’t feel safe sleeping at her own house last night after being physically threatened for saying nothing more inflammatory than what you just read, above.

(via timoni)