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If the OP means to characterize 'man jobs' as jobs that are dominated by men (for example, engineers, truck drivers, mechanics, plumbers, carpenters, miners, lumberjacks, firefighters, software engineers, etc.) and that 'women jobs' are the respective other side (nurses, maids, hairdressers etc.)--well then that characterization is accurate. Jobs are gendered, like it or not (data confirms this, this is not an opinion)
But lets look at the professions in aggregate to see if there is a 'woke' agenda in the background.
Trader: Most finance jobs are male dominated
Fishmonger: Traditional mixed (hard to find data)
Mayor: 75% male dominated
Dockworker: 99% male dominated
Whaler: 99%+ male dominated
Whalers Brother: same
Swamp Military Guy: Military--male dominated
Ex-Mayor: same as above
Traveling Trader: (finance) Male dominated
Researcher: Male dominated, but not extremely so
Lighthouse Keeper: Almost exclusively male (until the 1800's)
Shipwright: Male dominated
So, basically what we see here is that nearly every functional job in this game is a traditionally male dominated role, except for the fishmonger, which could go either way.
Which is kind of funny, because the designers/programmers are basically saying (without saying) that only male dominated professions are important in order to be successful in this world. (Which would characterize nearly every game actually).
So is the characterization of women/men professions in this game focused more on ideology (wokeness) than reality? Are the professions counter-cultural to the time period?
If it were holding traditional OR current gender representation in the workforce--then the only female in the game would be the fishmonger or researcher. If we're talking for this time-period, virtually no professions in this game would be held by females.
Given the setting here (presumed 1800-1900's?), the probability of a female shipwright is next to zero, same with lighthouse keeper.
So is there a 'wokeness' argument that has some logic to it? yeah for sure. If this game were gender-accurate, there would be 1 or zero females.
More interesting is that 100% of these jobs are traditionally male in nature (can you tell that men were the programmers?).
Programmers Meeting
"Okay guys, we've made this game where all of the professions are traditionally male dominated. So in order to make it not look like that, even though it is, we need to choose one of these jobs, maybe the most unlikely ones, to appease the woke mob so they won't notice that all of the game jobs are basically run by men, like us."
The one female staff member
"Why don't we include some professions where women traditionally dominate, and then those skills are required to be successful in the game?"
(awkward, blank stares)
It's kind of a no-win for the developers though--highest probability to be female in this game (when there is no high probability at all), would go to 1. fishmonger 2. maybe the researcher.
So--does the OP have a point? Yeah I think so, because otherwise there would be no females in this game.
If you work in science then you would know that your anecdotal evidence is invalid data (insufficient) in order to come to a rational conclusion.
Till's characterizations, whether you like them or not, are accurate. Male dominated professions involve 1. risk 2. physically demanding 3. focus on 'things' rather than 'people'. Men and women have different interests, and that manifests in the representation of the workforce.
There is something called the 'gender paradox'. The paradox is that in the countries that have the most balanced social and legal policies are also the countries that experience a growing gender divergence.
Instead of having a knee-jerk reaction to information, try reading relevant information on the subject to become more educated.
also the fact that in games both men and women play them so what is there to gain by putting reality into a game anyways wouldnt you or anyone else want in any game for jobs to be able to be done by anyone regardless of gender.
reality is flawed filled many flaws and while games draw from reality they do not need to follow it to a T.
Perhaps it is because horror writers are expected to live off of the negativity of humanity, and thus in their portrayals are capable of depicting the ugly colours of the soul in stark reality, appreciable and unavoidable to readers who take inspiration from his brand of cosmic horror. For him, the world was a terrifying place filled with unknown, monstrous people, and he took his otherwise literate education, and applied his fear to it. Lo and behold, the literature was born which inspired the world.
He would have never have become a classic either if, after his death, his friends had not done their best to advertise his works. That said, I think the fact that the devs have taken what made Howard's writing great, while leaving behind what made it risque in this age, to be an excellent application of common sense, and I will take a dozen Strong Independent Women anyday over what it *could* have been.