
Originally Posted by
Correction
She doesn't actually say this.
The Hitman example is a treatise on objectification at a very basic level. Every person, man or woman, in a Hitman game is an object useful for cover, a distraction, or as a means to an end, so in a way every person that isn't your target or an auto-fail state in Hitman is in the same boat. The 'cannot help but treat as things' phrasing is a clumsy way to say it but that's what she's saying. It probably falls flat to say one is meant to derive perverse pleasure but I laughed my ass off the first time I stomped a guy's head in in GTA 3, so maybe there's something to it. Hitman is certainly if nothing else a game built around trial and error puzzle solving, so no doubt more than one person went into the dressing room thinking, 'hey what happens if I do X to these helpless, cowering strippers?' As this is an exercise in deconstructing how game designers build their worlds, it's not above pointing out that such designs are a conscious act by a group of people making a video game in a genre known for catering to casual sociopathy. That's where sandbox games get their appeal, after all. Give no fucks, blow everything up. Who doesn't like Just Cause?