Gender & Intersectional Identities in Gaming Podcast

The group discusses the gendered disparity in the various deaths of the
characters in What Remains of Edith Finch, as well as key points of symbolism that aid
in the game’s narrative.

Show Notes

Denning, D.G., Conwell, Y., King, D., Cox, C. “Method Choice, Intent, and Gender in Completed Suicide.” Suicide & Life-Threatening Behavior, vol. 30/3, (2000): 282-8, https://pubmed.ncbi.nlm.nih.gov/11079640/

Hetfeld, Malindy. "Edith Finch and Finding Meaning in Materialism: First-Person Perspective." Eurogamer. 17 April 2018, https://www.eurogamer.net/edith-finch-and-finding-meaning-in-materialism. 

Schilling, Chris. "The Making of What Remains of Edith Finch." PC Gamer, 2 June 2018, https://www.pcgamer.com/the-making-of-what-remains-of-edith-finch/.

What is Gender & Intersectional Identities in Gaming Podcast?

A podcast by students enrolled in Film Studies/Gender Studies 404. Students will discuss topics of gender and identity in In Sound Mind, What Remains of Edith Finch, and LEGO Star Wars: The Skywalker Saga.

All right. Hello, everyone, my name is Elias. I'm

Johnny. My name is Nathan Dillon and Eve. And my

name is Kate. Today, we are going to be talking

about the game, what remains of Edith Finch. And

we are going to be talking more generally today

about death, more specifically, gender disparity

in death, how male characters in the games have

clear and violent deaths, whereas the women of the

story or male characters who exhibit more feminine

traits have less violent, more secretive deaths.

We're also going to be talking about general

symbolism within the game, since many parts of the

game contain symbols that aren't usually seen

ahead of time. So our first topic is gender

disparity in death and we'll open it up. Yes. So I

would like to reference Chris Southwick's

interview with the developers. And the article is

the making of what remains in the fridge. And it's

all about we get to see some of the viewpoint the

developers were going in when depicting the

Manning depth in the game, for example, to

describe Gregory, the baby who ends up drowning in

the bathtub. They explain how they got a lot of

pushback from the publisher on that death for

being a violent for being so violent. So we had to

see an example of a very violent male death that

even shocked the publishers elsewhere. We also get

to hear about the death of Alpha and how they have.

And they took inspiration for the comic book Tales

of the Queen from the Queen and the John Competent

Halloween movies and then A.F. and mysteriously

mysterious as we find. And at the end of the comic

book, you playing, she's eaten by monsters. So you

don't really get a true answer to that. And so we

get an example of a mysterious female death. So in

general, we get to see in general, the developers

took a lot of focus into making EAF. I think it's

very interesting to the way that aside from their

being like the disparity in death, there's also

still mystery that shrouds the death to. So just

like from our previous podcast, looking at how

E.T. and the kind of mystery surrounding the curse

still kind of encroaches, that's the right word.

But on how the characters die, which I think is a

very interesting thing. Yeah, absolutely. And so

just kind of getting right into some of those

character deaths right away. If you remember from

the last podcast, I focused on Lewis's character

in general and the relationship that he had with

the curse. And I want to talk more about his death

now. The death that he gets is extremely violent.

It also sheds light on the mental health aspect,

though, for males, especially in videogames and

outside, there's often an overlooking and a

thought that often male characters, because of

their power dynamic, can often have these mental

burdens on themselves. But I think Edith Finch

actually does highlight that and shows what some

element of that program that promised future, as I

was talking about in the previous podcast, can

happen when there isn't that realization moment,

but something that I wanted to talk about

specifically. I have two articles for you today,

sort of Wiliams when a woman looks and more visual

pleasure in narrative cinema. So thinking about

that death, again, how violent that is. Lewis

works in a factory. And what we know and what we

are alluded to from the game is that he chops his

head off with the fish cutter in that he has been

using his for his daily task and everything like

that. And the point of the articles that I'm

bringing up right now is to demonstrate that the

looks that we have when we are gazing again with a

male gaze upon women characters in video games and

how we often want to present them in a better

light, we don't want to give them the violent. We

don't want to show them in the same way that we

are comfortable showing with some of our male

characters because there is a certain protection

that must exist. There's a certain element to if

we do this to a woman, it's going to be that much

more terrible and it's going to have that much

more of an effect on our audiences. And that also

is perpetuated in the deaths of more feminine,

masculine characters within the game. Absolutely.

Especially Melton's, because there is mystery that

surrounds his death, but he's also a little bit

more feminine. And so there is that kind of

protection around his death as well. Yeah,

absolutely. And again, just thinking just real

quick of how one female character in the game, we

have Molly, who eats a bunch of food. And again,

it's very clear what happens to Molly. She has

food poisoning, but we don't actually see any of

that. Again, we're given a sort of dream sequence

in order to kind of ease our suffering, to ease

her suffering as well while we're playing the game.

Yeah, just to reiterate, there is a giant

disparity in the deaths in the game. If you were

to say Molly, who presumably died of food

poisoning in her sleep, Dawn died from an unknown

illness, we're not really sure what. While the

male characters in the game like Sven, he fell to

his death due to the slide and then fell off a

cliff when he was swinging. And also Sam was

knocked off a cliff by being kicked by the deer.

And so I just wanted to mention that this is all

sort of realistic in some weird way that the

gender discrepancy of the cause of death in the

game accurately reflects the choices that men and

women make when taking their own lives. According

to the research article Method, Choice, Intent and

Gender and completed suicide by Dunning Connoting

and Cox quote, Women who commit suicide use less

violent methods such as drugs and carbon monoxide

poisoning than do men who often do more often use

violent methods such as guns and hanging. And so I

think that was accurately represented in the game.

The men are given sort of in your face of violent,

traumatic death while all of the women are sort of

expected to go quietly off screen, as well as

being shrouded in mystery right now. And to your

point, I think it's even more interesting that

they're totally comfortable doing this with male

children, too. It doesn't actually matter the age

or anything like that. It really is just a gender

aspect to it, because, again, that character goes

off a cliff. I mean, that is terrible. And I mean,

there's a lot of violence there surrounding that

and everything like that. But again, the other

characters are given a lot more of a fantastical

or less absurd or more absurd image around that to

comfort the audience. And these deaths also kind

of tie into the personalities of the characters

that are in the game as well. And I think that

this kind of moves us into the general symbolism

of the game. I wanted to talk about Sam's

attention to discipline as a father. You can even

tell just as saying that, you know, Sam was young

and as a teen, he was clearly influenced by the

war. I'm right now referencing an article by

Malindi Hatfield in Eurogamer where she talks

about how Sam, as a child, came to love the army,

came to love, you know, this kind of disciplined

nature. And then when he grew up, he raised his

children in something that was akin to barracks.

They had, you know, lists of chores and individual

lockers and that kind of symbolism, this

militaristic style room, therefore symbolizing his

personality in the future as somebody who is very,

you know, type A, very akin to someone who is a

soldier, kind of perpetuates these gender

disparities as well because he feels the need. You

know, I mean, the game developers kind of felt the

need to portray him in a way that was a lot harder

than other female characters. Similarly, there is

a symbol of Holly. We were just talking about

Molly's stuff. She eats berries that are on her

windowsill. And this is Holly. Holly, berries are

generally meant to symbolize eternal life or the

blood of Christ, which is they're both very

interesting takes, but both related to, you know,

the kind of thing that the developers want to put

across. What do we think about that? Well, I do

think in terms like Sam's like military lifestyle,

I do find it so ironic that you taught his

children the sort of military lifestyle, but it's

still kind of facing death at a young age as well.

In the case of one of them disappearing. Yeah,

like no amount of control can control that kind of

thing. And he wanted. Yeah, yeah. Well, I mean,

the whole game is very much a fable like, you know,

death comes to all of us at some point. And in the

same sense, it's like they were going to grow up,

they were going to become their own as their own,

have their own identities eventually. Um, I do

think it's very interesting, though, if you look

at all of the rooms and the way they are kept by

their specifically, they're golden, like the

golden years of each child and each person.

Barbara, it's Barbara as a child when she was very

popular and very successful, um, the the twins as

children. So it's very much easy, like keeping

what she wants to preserve and not the children

and the people in the house, how they actually are.

I thought that was a very interesting that's more

that's definitely a lot more fun than the death

disparity. But, um, you know, it just like it's,

again, going back to that whole. Thing where Ed is

very much controlling the narrative and she's

still controlling their lives even after they're

gone. She's controlling how they're remembered,

how how their rooms are kept up. Um, and so and

how the rooms are kept up. It also perpetuates

parts of their personalities. I mean, she writes

in what she thinks is, are they main truths? And

they end up growing up to be like that if they end

up getting past the age children, which is really

interesting. Another really cool piece of

symbolism that also ties into gender disparity in

death, maybe not gender, but disparity in death is

at the beginning of the game. We see Christopher

Lee, the son kind of spoiler alert, is reading the

journal that she gave to him and he's holding

flowers. And those flowers are calla lilies. And

evidently those lilies express the idea of life

and fertility. Well, they also are a well known

symbol of death, which I think is a really fitting

example to add to that. And he's also wearing a

cast which could be foreshadowing that he has come

close to the curse himself. That's true. He is

wearing a cast. Yeah, I yeah.

So it looks like we're running out of time. But so

throughout this podcast, just to reiterate, we

talked about gender disparity and death and the

difference between the violent nature of the male

deaths versus the kind of mysterious, non explicit

deaths of the female characters and the more

feminine characters. And I think that's something

that definitely doesn't subvert stereotypes at all,

which also leads into more of the fun, general

symbolism, like we see with how Eddie remembers

the children, how she will oftentimes write

specific descriptions that oftentimes kind of

perpetuate how they live their lives and then

smaller symbolism like peaches representing life

and rebirth as well as, you know, the calla lilies.

So

thank you for listening to our podcast and what we

have to say about this lovely game. Again, I was

Nathan, Dylan & Eve, Kate, Elias, Johnny, and

thank you again.