Sunday, May 12, 2013

Super Nerd Sundays Presents: In Assassin's Creed 2, Damsel Objects You!



In Assassin’s Creed 2 you control a new sort of hero.  Far from the archetype of asocial doofus who runs around murdering people, in Assassin’s Creed 2 you’re a young man with a family, a mission, a mindset.  You’re a rad dude through and through, a real life Italian Playboy for the Renaissance.  That means you’re interacting with ladies.  A lot.  Some of these ladies are related to you, but for the most part, they’re not.  They’re potential sexual conquests, persons of interest, and, occasionally, damsels.  Since the trope of damselhood (that is to say, the projection of object status on to a female-bodied character in order to remove their agency and effectively utilize them as a quest object in a narrative world) is notably absent in the other Assassin’s Creed games.  So how does this trope of damselhood fit into Assassin’s Creed 2 and its world?

Well, sadly, it is a bit sexist, more often than not.  If we perceive the Assassin’s Creed games as representations of the worldviews of its protagonists, that makes sense (if unfortunate sense).  Ezio is a young man in Italy (and eventually an old man who wanders about the world).  He defines himself, at least in part, through his romantic relationships and, as one of the titular Assassins whose shit is only minorly torn up (relative to Altair, who doesn’t have a life outside of the order, and Conner, who really doesn’t have any friends who aren’t “murder buddies”) he’s actually a relatively normal dude.  And dudes, even when they don’t mean to be, reinforce a sexist power structure partially through existing.  It’s a thing, and it’s not a pleasant thing to discuss (or an easy thing to accept) but it’s there.  Ezio’s actions can be read as sexist because they are, sort of: he’s imposing a power structure on women in order to conquer them.  It’s not insidious or cruel, but it presents a potential sexist reading.

But there’s something going on with Ezio, something that runs deeper than that.  If it was just a matter of him being a horndog, it would be a simple matter of dismissing him as a character, of looking at him as an unsympathetic prick.  But the reality is that Ezio’s relationship with damsels is actually given something of an edge.  I’m not claiming that his relationship with anyone resolves the sexism, in part or whole, of his behavior.  But I am claiming that Ezio remains unique among heroes participating in the damselhood trope in that he does not acquire and retain any of his damsel-objects, and instead, after “acquiring” the female bodied object character, restores them to their own agency.

Sounds a bit far fetched?  Bear with me.

Ezio’s infatuations, ranging from Christina Vespucci to Caterina Svorcha, are all historically situated as women of power and influence.  And they are undeniably placed in positions of distress throughout the game in order to advance the plot and present Ezio with means by which to exercise agency over other characters, male and female bodied, who present themselves as obstacles on his journey.  This is classic, even typical of damselhood and damsel relations.  But in their status as historical figures, they exist outside and beyond Ezio’s interaction.  Though Ezio secures their freedom and, in so doing, exerts authority over them, in doing so he excises them from his authority: these characters are removed from the frame of the game through Ezio’s machinations and they become their historic selves: they conduct themselves as history demands, outside of Ezio’s desires and will, continuing to have an impact on the world after meeting him.

In a conventional damsel-in-distress dynamic, agency is totally removed for the damsel and, upon the damsel’s rescue, the narrative either concludes, or the damsel is excised from the narrative altogether, either relegated to a supportive role (IE a vendor or a friendly or helpful NPC) or altogether absent from the game (secured or forgotten in some secondary location).  In the Zelda games, a classic example of the damsel in distress trope, the plot centers around the rescue of the titular damsel, Zelda, by the hero, Link.  Success at rescuing the damsel ends the game: the narrative is that of male agency overwhelming female agency.  In other games, a damsel once rescued might become a helpful object in sustained play after a mini-quest, or find herself removed from the game once her damselhood is no more.

But Assassin’s Creed 2 and its varied offspring eschew this trope by featuring prominent historic figures as damsels.  Ezio, in rescuing them, does not subjugate their power, but instead removes them from the fetters of a masculine authority structure.  This is still problematic: Ezio is a male bodied individual who acts as a metaphoric gatekeeper for feminine agency.  But it’s still a step up from conventional damselhood, a set of choices I’d defend as being progressive, if not overly progressive.

It is indicative of the problematic relationship between games and their female characters, of course, that a partial victory like this can be looked at as at all progressive.  And what makes it much, much worse is that in its final act, during Assassin’s Creed: Revelation relies entirely on a conventional damsel to move the plot forward: Sofia Sartor, Ezio’s book keeping babe, becomes a contested object of desire in the midst of a political power play that Ezio intervenes in.

Her presence is more than a little unnecessary, and quite problematic because, unlike Ezio’s other ladies, Sofia isn’t terribly possessed of agency in the world.  Sure, she isn’t a sexpot and she’s a commendable member of the community (small business owner, all that) but she’s still a female bodied object in the perception of the narrative, and she’s presented with this body-status pretty arbitrarily: it’s through her association with a man (Ezio) that her body status as object emerges (she becomes a damsel to raise the stakes and to serve as currency in an exchange for a McGuffin that another character wants to secure from Ezio).

This is alloyed somewhat by her active role in the games climactic moments, but helpful damsels aren’t a new trope: they frequently appear in climactic moments in games, and while they present female agency in a male dominated world, they remain problematic in that they do so through a filter of male authority.  Borderlands 2 is particularly bad in this regard with its treatment of Angel and Lilith.  By comparison, Sofia is a woman with her own mind who makes her own decision.  That that decision is to subjugate herself to a man might be troubling to feminist scholars who play video games (or people in general) but it is worth noting that this subjugation is primarily textual: Sofia is subordinate to Ezio in both narrative and action, but she retains the capacity for action and decision.

None of this excuses the weak-tea shit that goes down in Assassin’s Creed: Revelations, nor does it eliminate the sexism pervading Assassin’s Creed 2 and its many annualized expansions.  But it does generate a framework for us to have a discussion about sexism in games and consider the manner in which body politics can be responsibly engaged with without eliminating storytelling tropes that, while problematically manifested in games, are actually quite prevalent throughout literature and have origins and histories Campbellian in scope.  Games are an easy target from a sociological perspective: they’re often poorly written, and society continues to perceive them as a boys club, even as evidence to the contrary emerges and women like Swift and Raymond raise their hands in a small crowd of auteurs making interesting shit. That they’re perceived as tokens, not contributors, is both unfortunate (in that it seems to diminish their contributions) and heartening (in that it represents a less problematic relationship between sex and authorship in other narrative forms) but it doesn’t invalidate the progress that’s being made in games.  In fact, it presents an occasion for us to have a conversation about why and how we use narrative tropes like damselhood in games, without necessarily dismissing those tropes altogether. 

Because tropes exist for a reason.  They make storytelling easy and allow unfamiliar contexts to feel familiar.  They permit us to explore sociological problem issues in neutral territory that we all, as readers, feel familiar and comfortable in.  But they’re not without their own pitfalls. Excising their use doesn’t resolve those pitfalls, it empowers them.  But a conversation, a conversation surrounding their use that permits the reshaping or recontextualization of their application is helpful.  It presents a moment where growth can occur, and that’s a tremendously valuable thing.  So Assassin’s Creed, as a series: thanks for providing us with a framework to have such a discussion.  And thanks, Patrice and Jade, for creating such an interesting piece of game-text: one that is both a joy to interact with, and a fascinating and multi-layered narrative environment that invites us (us being pretentious douches) to explore power structures and literary frames in new and interesting ways.

No comments: