Regarding Ms. Sarkeesian in general, one thought that I had that might be worth mentioning is that she's well, human. As with the output of any critic, I daresay, it seems unlikely to me that one will agree with absolutely everything that she says--but that doesn't mean that nothing that she says is valid.
For example, I have quite a bit of respect for TotalBiscuit, and agree with a number of the points that I've seen him make, I believe (the "60 fps/30fps" issue and Let's Plays being transformative works and thus candidates for becoming exceptions to copyright claims from developers or publishers, for example). However, I disagree with him on his definition of "games": I see no reason that a loss condition, even implicit, need be present, in part because I see the "game" part of "video game" as an artefact title, a reflection of where video games came from rather than a description of all that they are.
Dude in Distress http://tvtropes.org/pmwiki/pmwiki.php/Main/DistressedDude
Ah, there are some good points on and drawn from that page and its distaff counterpart, the page for the traditional Damsel in Distress trope, I think.
First, I'll grant that the Distressed Dude trope does exist, and TV Tropes does point out that, to quote them:
[The "Damsel in Distress" trope] is definitely not as widespread in the western world as it used to be and there are many instances in media that are deliberately written as an aversion to this trope.
Further, there are indeed a fair few entries in the "Video Game" section of the "Distressed Dude" page.
However, I also note the following on the "Distressed Dude" page (bearing in mind that the following is presumably describing the trope in general use, rather than specific to video games):
Compared to the Damsel in Distress, the Distressed Dude is somewhat more likely to save himself in the end, to be saved by someone of the same sex, or, if saved by a woman, to be saved by one using her traditional, feminine strengths, rather than by someone using a more direct approach. When the Distressed Dude is rescued by an Action Girl, it's not uncommon for him (or for another character) to describe this as an injury to his masculinity.
Which seems somewhat silly (and sexist) to me. Why should it be any different when a man is the one in distress?
(I'm tempted to compare the lengths of the video game example sections given on the "Distressed Dude" and "Damsel in Distress" pages, but I'm not convinced that such would be a reliable measure, even as an indicator.)
While we can't find many (or any?) games that are a direct reversal of one specific trope ("damsel in distress"), that doesn't automatically mean no games cater to females.
...
So the industry as a whole aren't completely ignoring them
No, but the industry does seem to view women as distinct from men, with little overlap in interests. Otherwise why specifically target women, or men for that matter, rather than just making games, marketing them on their own merits, and letting whoever likes them buy them?
It's interesting that so many guys, young and old, have watched My Little Pony. ...
Alas, I haven't had much opportunity to watch it, I fear. I've heard a lot of good things about it, however, as you affirm.
Indeed, I don't think that I've seen many modern children's programs, so I'm not in much of a position to comment on them; I'm happy to take your word on their quality. I have seen some of the CG movies of recent, such as Wreck it Ralph, and I've thought well of at least some of them (the aforementioned included)--although again I have yet to see Frozen.
I did watch She-Ra when I was little, I rather vaguely recall, and I think that I enjoyed it.
I'm not saying all cliches should be avoided either (anymore than tropes should be avoided - they are tools to use), but that a cliche on its own, does not make a character.
Oh, I don't advocate dropping cliches in and of themselves, as they can be very useful tools, especially for works in which the plot isn't terribly important (as in the early Super Mario Bros. games)--although I do wonder whether video games these days don't perhaps rely a little too heavily on them for my liking (Mr. Ill-tempered Stubbly Brown-haired Fourty-ish Protagonist, I'm looking at you ).
Rather, I'm arguing against gender-related issues (such as imbalances) in their uses.
That's what we need in games, IMO. Richer characters, all around.
I would love to see better characterisation (on average) in games, I do believe.
(I'll confess that I haven't read Jane Austen (when I read, I generally read fantasy--and no, I haven't read Pride and Prejudice and Zombies ), but have rather enjoyed some of the film adaptations, I do believe.)
Once we have a wider variety of richer characters, instead of two-dimensional cookie-cutter characters, I think it'd naturally occur that greater diversity in character ensembles, protagonists, and antagonists, will come out of it.
To some degree, perhaps, but I'm not convinced that it will solve the gender issues present, because I think they they stem to some degree from gender-related perceptions on the parts of the developers or publishers--not necessarily conscious perceptions, note however. After all, the grizzled male space marine might be all but planar, but that doesn't explain the fact that he's so often male, specifically. For one thing, there seems to still be a tendency to see "male" as the default, with women tending to turn up when their sex is relevant in some way.
To clarify, when I said "gender-swapped" earlier, I was derogatorily meaning when someone takes a male character and, without changing anything ...
Aah, fair enough--I see what you mean now, I believe.
Video games add both visuals and interactivity, so now the writing can be even less capable, needing a proper wheelchair and still get by.
True, granted, but I don't think that that's much of an excuse in at least some cases. In particular, games in which narrative is important may be significantly lessened by poor writing, I feel.
So when it comes to casting characters in a way that don't appear patronizing or degrading to a certain demographic, this is not the actual problem. It's a symptom to a problem. You'd need a reason to have complex characters, and that would be a story that demands complex characters.
But I don't believe that characters have to be deep for the overall trends of gender-related issues to be done away with. If all we had were Doom-style games with excuse plots, the scowling faces in the bottom-centre of our screens could nevertheless as easily be women as men, and the snarling enemies likewise. If anything, I'm inclined to think that excuse plots should make it easier to at the least have reasonable gender representation (in terms of numbers and roles), if not decent characterisation.
My counterpoint to that is, there are cases where the designers do want to deliver a story for a cinematic experience, but it can get to the point where too much time is spent on the story and then reality hits with limited time and budget done to improve other aspects of the game which are fundamentally broken.
I think that I'd rather they took the resources from the graphics than the writing, personally. As you say, good writing can save a mediocre game, but how often has graphical quality saved one?
But that's another gripe entirely. ^^;
This is a wider cultural phenomenon and the only reason that gaming is receiving more attention is for two reasons. The first is because of the entire gamer gate scandal. The second is that it's a really new medium. New stuff always scares people.
I'm not sure that I agree. Even though these things exist outside of gaming, we address the problems before us. Speaking for myself, I'm not a movie buff, so I don't comment much on trends in movies; I do know somewhat about games, I think, and have a passion there, so I'm more inclined towards activism in that field. I don't know Ms. Sarkeesian, but it seems entirely plausible that something similar is true for her.
In any case, addressing a part of the problem may make it easier to deal with the whole; after all, if we start noticing these things in one medium, are we not more likely to pick them up in others, and if cultural perceptions shift as a result of activism within one medium, might the effects not propogate to other media?