The presence of women in video games, as far as the last decade is concerned, has become an increasingly hot topic of debate.
The growing notion about the importance of its correct description in the interactive medium has sparked extensive discussions about the figure that, to this day, the female collective has shown.
This tension, caused by the friction between the search for a more realistic adaptation of women and the maintenance of the normative status quo, has become important advances for the industry regarding this need through works such as The Last of Us 2, however, you can still aim higher, this is where GTA VI comes in.
And it is that the Rockstar franchise, iconic for decades both inside and outside the deepest surroundings of our sector, is a bulwark of the video game, and few sagas have their scope and repercussion.
Therefore, we would not be surprised if, under the current situation of greater social awareness, the North American company adapts to the demands of the market and, finally, offers a female protagonist for one of its main works.
In principle, before illustrating what a female lead might look like in GTA VI, it’s important to consider what Rockstar has historically taken into account when giving genesis to its legendary characters.
However, Grand Theft Auto is a series with a melting pot of cultural influences that go beyond mere filmography – this, in turn, evidently conditioned by historical details such as the Italian mafia or North American gangs – even despite remaining in the same thematic line.
The Russian mafia and the long-standing Yakuza Japanese mafia bloody colorize the narratives of GTA III, GTA: Liberty City Stories and GTA IV, while GTA V finds its muses in African-American gangs of the 70s like the Crisps and Bloods – also important for San Andreas- Mexican drug networks such as El Cartel de Sinaloa and even the systematic corruption of United States security forces such as the FBI.
In this way, we can replicate the practice and go to both contemporary history and its representation in theaters, where we find an extensive archive of references – in time and space – in order to generate a consistent female protagonist in GTA VI.
Thus, first of all, the gangs of Central America, located in Guatemala, El Salvador, and Honduras, are one of the most fearsome organized crime groups in the world, and the role of women in their activities is increasingly noticeable.
This possibility, however, we will deepen later, although we have already shown that there is plenty of material to devise a perfect main avatar.
Throughout all its iterations, GTA has had the appearance of various women, but their participation has been, in general, anecdotal.
Despite prominent figures such as Aunt Poulet in Vice City, Toshiko and Asuka Kasen in Liberty City and GTA III, Catalina in San Andreas, Elizabeta Torres in GTA IV and a couple more, and ignoring that GTA I and GTA II allow choosing a woman without a background as an avatar, is usually relegated to a secondary role that, in most cases, corresponds to highly worn and stereotyped tropes of women.
This, on its own, is a debt that Rockstar must pay off for the next GTA, and having a female lead can be an important step towards achieving it.
In this sense, the predominant appreciation regarding the role that females play in Grand Theft Auto is associated with, as we said before, banalities and reductions that do not do justice to the true role that they are in the power to fulfill.
First of all, because the simple change of sex is already an innovation never before applied in the saga. A woman belonging to the gangs who break the franchise’s normative canons while embarking on a journey of vindication.
GTA VI, in order to evolve in more than one facet, would have to equate the plot transformation with a respective playable modification, materializing the dissimilarities of being a man or a woman according to the context in which they decide to locate us.
The outlaw, in short, is an idyllic mirror for who could be the protagonist of GTA VI: a real individual who evolves and who, despite her internal evil and the evil of her immediate context, beyond the crimes, that day by day commits. Because, with GTA IV, Rockstar has shown that the saga can reach truly outstanding levels of maturity.
Although the previously argued arises from the genuine consideration that GTA VI can be intrinsically more enjoyable with a woman as the main role.
It is essential to generate a more accurate, realistic and human recreation of women in order to achieve a reliable representation of their figure in the eyes of the public, achieve greater integration as an industry and generate awareness and disappointment at the promulgation of highly visible inappropriate values in the video game. Consequently, GTA VI, being the long-awaited sequel that it is, having a worldwide impact.
Ultimately, for developers to assume their tacit responsibility as cultural agents would be an indescribable advance to obtain more real and critical products, even though GTA would incur, once again, the dissonance between plot and gameplay that it would entail. After all, as they are behaviors more than known as reprehensible, GTA will not stop being a game with murders, robberies and misdeeds.
However, being a structural behavior and assumed as normal, GTA should stop being a game with women created with men in mind, since the awareness of one reality and not the other is where the key to why, inexorably, the latter is much more harmful than the former.