By James Batchelor
With the line between what players find acceptable and offensive seemingly blurring, James Batchelor asks how developers can ensure they design characters without controversy
It’s no secret: sex sells. But there’s a difference between creating appealing, marketable characters and oversexualising them to the point of gratuitousness.
The problem is, the line between them is increasingly hard to define. Online debates around characters in Overwatch, Street Fighter, Metal Gear Solid and more show conflicting views of what does and doesn’t need to be censored.
In this climate, designing a heroine for your game might seem a risky business, so how do you ensure you avoid offending your audience?
First, says Rhianna Pratchett – the writer behind the Tomb Raider reboot – we need to establish the difference between “sexualised” and “sexy”.
“Sexualisation is not inherently a bad thing,” she says. “Context is the key. For me, ‘sexy’ is based on the character, while ‘sexualise...
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