I was kind of torn trying to choose just one article to cover for this week's blog post, but I decided to look at an article we read for Tuesday: "Does Lara Croft Wear Fake Polygons? Gender and Gender-Role Subversion in Computer Adventure Games." I kind of wanted to look at the idea of griefing in online communities and games that was presented in "A Rape in Cyberspace," but there were aspects of the Lara Croft scenario(s) that I wanted to hash out in a blog post. Let's time warp back to the start of my post and actually get to the article by Schleiner I opted to look at.
As the title implies this article is all about the video game character Lara Croft who is featured in the (still ?) popular Eidos franchise Tomb Raider. Schleiner breaks down the roles that Lara Croft fits into in gaming culture; not within the pantheon of gaming characters so much, but within the minds of gamers. Schleiner discusses the positions of Lara Croft and the player in several different player-avatar relationships in her efforts to explore how or if understandings of gender will change through playing games as characters of another gender. I agree with most of the points made in the article with the exception of the "Lara as Drag Queen" section.
Schleiner posits, "Male players of games like Tomb Raider are drawn into identification with the female avatar [...] [allowing] players to experiment with 'wearing' a feminine identity , echoing the phenomenon of gender crossing in Internet chat rooms and MUDs" (223). Now, given the state of gaming technology and popular game design at the time I do have some issue addressing this part of the article, but it seems that Schleiner is stating that Tomb Raider and Lara Croft present this great boon where "boundaries between [...] gender norms [...] will become more fluid" (223).Considering the way the game is represented and the limited interactions the player has with the world through the character, I don't agree with this assessment. This isn't to say that I don't think games can lead to a situation where there is a blurring of boundaries between genders and/or gender roles, but I don't think Tomb Raider and the character of Lara Croft are particularly effective at doing so.
Initially, her statement might seem like a given considering that Lara Croft is/was one of the only major game heroines, but in the context of Tomb Raider, this assessment does not hold true. Schleiner points out many of the following issues with the way Lara Croft is presented, but the aforementioned conclusion is still presented. The first issue I have with this section is the fact that players can have a go at "wearing" another identity. I'd argue that this is nearly, if not completely, impossible given the locked third person perspective of the game. My disagreement has less to do with mirroring the virtual donning of a new skin in first person view and more with the conceptual disconnect that is added by a third person view. In third person view, the player is constantly aware of the disconnect between their own skin and that of the character. There is already the clear barrier of the hardware (controllers, screen, speakers, etc) and that of the unreal virtual visuals, but in third person view an additional layer or filter is added because the player is not only aware that they are merely acting as a puppeteer. Additionally, the character and its appearance is always placed in the center of the player's view. So, not only does the player have to immerse themselves into the virtual through the hardware, but now they also have to try to mentally augment their perspective to get past the centrality of the female character's appearance. I'm not saying that the player should not be aware of the character's gender, but rather the gender of the character shouldn't be this central to the experience because it seems to remove some an opportunity for the player to create a strong mental/emotional link. If something happens it seems like it is more of a situation of "Oh, look what happened to Lara" instead of "Oh, look what happened to me." The player is basically watching these things play out and the character is little more than something to draw the player's "gaze" rather than build a substantial connection.
The second issue I have with Schleiner placing Tomb Raider in the role of tool for gender blurring is the fact that there seems to be very little interpersonal/intercharacter activity within the game. Schleiner states, "Human non-player characters sometimes impart information [...] [but] the game shifts to a [...] mode, which precludes involved player interaction" (223). If the player is continually distanced from the character's role and interactions which are often key to defining who the character is in terms of gender and general personality, how can Lara Croft and Tomb Raider act as a gender blurring tool as it is positioned? Everything the player actually experiences while controlling Lara is very generic and could be experienced using a character of any gender or even a non-gendered character. Other than presenting a female form, Tomb Raider doesn't actually do anything to co-mingle or break established understandings or interpretations of gender. I see where watching a female character perform these typically male actions in a male dominated space could give one pause, but the design of the game keeps Lara (and the player) from the role of drag queen.
If we go back to the first statement I quoted and consider the comparison between Tomb Raider and MUDs in changing notions of gender, we can start to see how far away Tomb Raider is from meeting the goal stated by Scheiner. In a MUD, the player is actively playing as another person, potentially with another gender. As I tried to point out above, Lara just becomes this distanced virtual other that the player happens to be controlling within the context of Tomb Raider.

