Tag Archives: New Western History

Gender in the Oregon Trail Computer Game

The Oregon Trail computer game’s gender bias is narratively implicit, but visually explicit. Users control a character that is never textually referred to as a specific gender, however its visual representation is indisputably that of a male figure. In the game, the wagon leader makes the decisions along the journey and is presented as male, apart from the rest of the company. With his hand on the yoke of the oxen, it’s clear that the male is both leading the oxen and holding the gun. When hunting, the pixilated character the user controls can only be discerned as having a male appearance. While the user is able to choose the name of the character for him or herself, the visual representations of the game’s protagonist remain male.

Women only appear to have subservient roles and are pictured wearing pink dresses and bonnets; usually beside the children. They are absent from hunting, and infrequently appear throughout the game. By focusing on male-oriented jobs within the game, the role of females is erased (Bigelow 86). Along the journey, the user playing the game can choose to “ask for advice”, where another character in the game offers advice on how to get to Oregon safely, or shares his or her fears of the journey. The only time female characters are featured is to offer advice, for example, Aunt Rebecca Sims tells you:

I hear terrible stories about wagon parties running out of food before Oregon – the whole party starving to death. We must check our supplies often; we might not get there as soon as we think. Always plan for the worst, I say.

While she offers helpful advice along the trail, such concerns are consistently voiced only by female characters. The recurrence of female characters in this role portrays them as powerless and unable to contribute toward the journey. Conversely, men are portrayed as workers and decision makers on the trail. However, in 1848 and in preindustrial America when the game’s narrative takes place, there was no developed ideology of a “woman’s place.” Women often contributed to a family’s income and did physical labor on the farm (Faragher and Stansell 152). This role is wholly absent from the characterization of women in the game.

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Exploring the (virtual) world of “Wild West” simulations

In 2004 – two years before Sigil or any other Western role playing simulations appeared in Second Life there was a game being developed and aptly called “Wild West Sim.” To my knowledge this was a failed attempt, but it sounds incredibly ambitious including the ability to support tens-of-thousands of players. Online there are a few interviews with the development team that reveal how bad this was going to be.. which is likely why it never got out of beta.

“WWS is not meant to be 100% accurate to actual history, but rather 100% accurate to the romanticized version of the era, which is fairly close, but makes for better game play. Of course, prostitution was a very integral and accepted part of society in those days, so it will be included in WWS,” commented Anastasia.

The notion that a romanticized version of the era is even remotely close to the reality of the West is ludicrous. The best way to illustrate this is by seeing the only screen capture I’ve found of the game.

wild west sim screenshot

I can only imagine what Patricia Limerick or Richard White would say. To WWS’ credit, the game did include many ethnic groups, however they only seem to have been included to intentionally create conflict.

There may be an alternate version with modified elements that will be available for younger players, and possibly even geared for educational purposes in the classroom. ([It would be] a sort of multiplayer “Oregon Trail” where students could interact with other students around the world.)

Great. They wanted to teach a romanticized version of the West to children, and expose them to prostitution when they’re in the 4th grade. It doesn’t surprise me this never took off.

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