In Watch Dogs, Women Are Just Victims And Plot Points
SPOILER WARNING: This essay reveals various plot points from the game Watch Dogs. If you don’t want that story spoiled, maybe come read this after you’ve played the game.
There are five women who figure prominently in Watch Dogs. Four of them die. Two of these dead women are important enough to build the plot around but not important enough to have more than a couple of speaking lines.
In the sprawling open world of near-future Chicago, where technology has changed the world so much, what we see is that not much has changed at all. “The dangerous world of Aiden Pearce” that Ubisoft’s advertising campaign has invited us into isn’t dangerous for Aiden—in fact, Aiden makes it through the entire game without ever being trapped, taken prisoner or experiencing anything worse than being inconvenienced (and inconvenience is always solved by hacking something with a cell phone.) There is a dangerous world contained in Watch Dogs, however, and it is the world the women of the game inhabit, a world where they literally exist only as plot motivation to keep the narrative machinery of the game moving along.
I’m not suggesting that Watch Dogs is unique in how it uses women as stepping stones to get a protagonist from emotional point A to emotional point B. Instead, I want to simply point out that the plot of this game, like the plots of many other games, can only think of women as plot points rather than as whole people to be written as whole people. This is because Watch Dogs is written around the assumption that women are plot fodder, and it depends on a well-worn concept: fridging.
“Fridging” is a term used to describe an act of maximal violence against a woman in a piece of media. The concept has roots in nerd culture and was coined after an event in a Green Lantern comic book where the protagonist, Kyle Rayner, opened up his refrigerator to find his girlfriend dead and stuffed inside. It is horrific moment made even more so because it lays bare the function that the woman plays in the story. She is not a person, she is a plot point generator; she is a vector that creates arcs centered around vengeance.
It is important to have this language handy in discussing Watch Dogs because the plot of the game literally could not move forward if there were not women to be fridged. These characters appear only to have violence happen to them and then they are quickly exited from the game’s narrative after they provide their appropriate plot push.