The Pattern of Erasure
The gaming industry has a dirty secret: many of its most beloved characters and stories were created by women whose contributions have been systematically erased from history. While male “auteurs” take credit in interviews and retrospectives, the actual architects of these digital worlds disappear into the shadows—often by design.
This isn’t just about giving credit where it’s due. It’s about understanding how an industry built on the creative labor of women has constructed mythologies that exclude them entirely, while using these same women’s creations to justify disturbing cultural attitudes.
The Predatory Auteur
Consider the recent death of Tomonobu Itagaki, creator of Dead or Alive, who left behind a complicated legacy that perfectly encapsulates the problems with gaming’s “genius creator” narrative. When asked about sexualizing Kasumi, his 17-year-old protagonist, Itagaki responded: “In Japan, that’s okay. Maybe it’s 20 in America.” He added, “I was 27 when I created Kasumi. I’m older now, but 17-year-old girls are still gorgeous.”
But did Itagaki actually “create” Kasumi? The gaming industry’s auteur mythology obscures the reality: Itagaki “originally envisioned the character to be male, before changing her gender. As Kasumi became more and more kawaii, he decided to make her the lead character. The rest of his team was only half-convinced at first but warmed up to the idea eventually.” What this sanitized narrative doesn’t mention is the army of uncredited designers, artists, and animators—likely including women—who actually brought the character to life.
The pattern is clear: male directors make broad decisions and give interviews, while the actual creative work gets buried in corporate hierarchies and disappeared from historical records.
The Soraya Saga Case Study
Perhaps no case illustrates this pattern more clearly than Soraya Saga (Kaori Tanaka), one of gaming’s most brilliant and tragically overlooked writers. Saga contributed to multiple Square classics including Final Fantasy IV, V, and VI, helping create characterizations that millions of players remember fondly.
But her most significant work came with Xenogears and Xenosaga. Saga and her husband Tetsuya Takahashi submitted a script for Final Fantasy VII which was deemed “too dark” and “complicated,” leading to the creation of Xenogears instead. The story drew inspiration from Jung, Nietzsche, and Freud, addressing profound philosophical questions.
Yet today, when people discuss these games, they almost universally credit Tetsuya Takahashi as the visionary genius. As one fan noted: “So I always credited Xenogears’ GOAT (and frankly yet to be topped) plot to Tetsuya Takahashi. But upon looking further into it, it seems like it was mostly his wife (Soraya Saga) along with Masato Kato who were responsible at conceiving its story and all the compelling and complex ideas it explores”.
The Corporate Purge
What happened to Soraya Saga next reveals the industry’s true priorities. During production of Xenosaga Episode II, Saga was informed that her services would no longer be needed.
The result? Extensive story elements were removed or altered beyond recognition.
The cost of losing voices like Soraya Saga’s is measurable – It’s why in my opinion the Xenoblade games’ plots pale in comparison to Xenogears.
The Hidden Architects
Final Fantasy artist Kazuko Shibuya went uncredited for creating the series’ pixel art for years, despite being responsible for the iconic visual language that defines JRPGs. Shibuya “doesn’t hold the same near-mythic place in the industry as the men she worked alongside when creating Final Fantasy, largely because she wasn’t credited for her work until years later. Partly because of this, she’s had fewer chances to speak publicly or in interviews.”
Shibuya “handled nearly all of Final Fantasy I and Final Fantasy II’s graphics: the characters’ pixel art, the menus, the battle backgrounds, the towns. Only the world map was drawn by the sole other artist on the games.” Yet for decades, her contributions were invisible to gaming historians and fans alike.
The First Female Pioneers
Even recognized pioneers face erasure. Carol Shaw, often cited as the first female professional game designer, “downplayed her role in video game history” for decades and “now 56, she seems ready to embrace that part of her life, although she does not actively seek attention or fame.”
Shaw’s experience at Atari reveals the hostile environment women faced. When Atari president Ray Kassar saw her, he said: “Oh, at last! We have a female game designer. She can do cosmetics color matching and interior decorating cartridges!” – subjects which Shaw had absolutely no interest in.
Despite creating River Raid, one of the most successful Atari 2600 games ever made, Shaw’s colleague had to advocate for her: “The less publicized superstars, I would have to include Carol Shaw, who was simply the best programmer of the 6502 and probably one of the best programmers period… She was the go-to gal for that sort of stuff.”
The Auteur Myth Machine
“The men on the teams are the ones interviewed by outlets and invited on stage at awards shows. Over time, theirs are the only names remembered on a project”, explains gaming historian Mary Kenney.
This isn’t accidental. It’s a systematic process that serves multiple functions:
- Marketing simplification: It’s easier to sell “the vision of [Male Name]” than to explain collaborative creative processes
- Power consolidation: Concentrating credit in one person makes that person more valuable and harder to replace
- Cultural reinforcement: It maintains the myth that creative genius is inherently masculine
- Predatory enabling: It allows problematic figures to use their “genius” status to justify exploitation
The Pseudonym Problem
“I noted in a few of the chapters that certain studios wanted to list the studio and publisher, but not individual names, in [the] game credits. That erased a ton of people, including the women on any given project.”
Many women in game development use male or neutral pseudonyms to avoid discrimination, then disappear from public view when projects end. This creates a documentation problem: their contributions become invisible to historians and journalists who rely on public-facing information.
When these women are pushed out of major projects, their personal websites disappear, their social media goes dark, and their contributions become unverifiable. The industry’s institutional memory conveniently forgets them.
The Japanese Context
The situation is particularly complex in Japanese game development, where cultural expectations around women’s roles intersect with corporate hierarchies in devastating ways.
Japanese women designers often understand the difference between “sex appeal with dignity” and male gaze exploitation—a distinction that gets lost when their creative input is filtered through male decision-makers who make comments like Itagaki’s about teenage characters.
Beyond Individual Cases
This pattern extends far beyond any single company or creator. “No matter what dudebros say, the first person to write a text-based video game will always be Mabel Addis Megardt. Unreal Engine 3 will always be what it is thanks to engineer Corrinne Yu. Rebecca Heineman will forever be the first national video game champion.”
The questions multiply when we consider:
- How many women used male pseudonyms in credits?
- How many were listed as “additional” or “assistant” designers despite doing primary creative work?
- How many were freelancers whose contracts didn’t guarantee credit?
- How many were junior employees whose contributions were absorbed by senior male colleagues?
- How many characters attributed to male “creators” were actually designed by uncredited women?
The Cost of Erasure
When the industry systematically excludes women from creative leadership roles and historical recognition, we lose:
- Diverse perspectives on character development that might prevent the objectification of teenage characters
- Different approaches to narrative structure that prioritize depth over exploitation
- Alternative visions of what games can be and say
- Mentorship for the next generation of women creators
- Accountability for predatory behavior hidden behind “genius” narratives
Resistance and Recovery
The good news is that some creators are fighting back. “History will ignore these women if we let it, but we have the power to continue what they started.”
Independent developers, fan communities, and digital archivists are working to preserve and celebrate the contributions of women in gaming history. Projects like ours represent a new model: spaces where beloved characters can be preserved and developed according to their full creative potential, rather than reduced to corporate marketing demographics or predatory male fantasies.
Moving Forward
Recognizing the pattern is the first step. The gaming industry needs:
- Better documentation of creative contributions, especially for freelancers and contractors
- Historical correction that gives proper credit to women creators
- Structural changes that prevent the systematic exclusion of women from creative leadership
- Cultural shifts that value collaborative creation over individual genius myths
- Accountability for how “genius” narratives enable predatory behavior
Most importantly, we need to stop treating this as ancient history. The patterns that erased Soraya Saga’s contributions in 2005 and enabled Itagaki’s predatory comments are still operating today, in studios around the world.
Adjusts hoodie with archival determination
The ghosts in the machine deserve recognition. The women who built our digital worlds—and continue to build them—deserve to be remembered, credited, and celebrated for what they actually created, not what male “auteurs” claimed as their vision.
Sources
- Soraya Saga – Wikipedia
- Kasumi (Dead or Alive) – Wikipedia
- Gamer Girls: 25 Women Who Built The Industry Book Review – TheGamer
- How Kazuko Shibuya’s survived the “end times” and changed pixel art forever – Astrolabe
- Final Fantasy Pixel Artist Kazuko Shibuya Comments on Her Career – DualShockers
- Carol Shaw, Atari’s First Female Video Game Developer – Vintage Computing
- Uncovering The Real History Of The Women Who Pioneered Video Games – ResetEra
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