Sexuality in games is a contentious topic. Few see video games as open or mature enough to express ideas and create experiences concerning sexuality for players to explore. It’s also rarely pleasant to talk about the topic, usually any arguments settle on the accusation of games as serving as wish fulfillment for heterosexual men and the more vocal of said demographic replying with a “So what?” What’s often overlooked is the possibility of the sexualization of men, as if it’s not an option.
My title is misleading; games don’t usually sexualize men. As frequently suggested when discussing the Male Gaze theory in film studies and neatly tied into relevancy for our purposes by Kate Cox in “The Gamer’s Gaze,” men are not sexualized in most media (“The Gamer Gaze, part 1”, Your Critic is in Another Castle, 20 June 2011). Because there is a large presence of the heterosexual man’s identity in the development process and in gaming’s audience, the perceived “neutral” vision of game design takes on the influence of the socially appropriate interests specific to straight men. The lack of men’s sexualization is a product of the average straight guy’s impulse to avoid appearing or feeling gay. Men have a fig leaf of sorts when it comes to camera work and character design, while women get more attention and exposure. What sexual bits we do see are “safe” for heterosexual men to view without feeling like they’re watching something “gay,” such as muscular arms or exposed torsos. A common counter-argument concerns the issue of men’s impossible body image in games, which is definitely important, but mostly a different discussion to tackle. The aesthetic of muscles denote strength, agency, and power for the assumed male player to relate to, while emphasis on T&A when viewing women only serves as fan-service. Both rely on problematic ideals, but there is still a power relation present in theis representation that favors men.