Gender representation in video games has long been a fraught topic of
discussion within online gaming communities. In game scholarship, analysis of the usually
harmful tropes and trends of female representation has resulted in countless studies
demonstrating that video games are often a regressive medium in terms of representation,
privileging heterosexual white male subjectivities and erasing, marginalizing, or even
vilifying anyone outside of that specific demographic. These conversations and scholarly
studies tend to focus on the representation of human women, especially as victimized
damsels-in-distress. Considerably less work has been done to analyse the portrayal of
villainous and monstrous nonhuman women in games, even though countless science fiction,
fantasy, and horror games feature these kinds of characters. Many of these games utilize
harmful tropes and design practices related to female villainy and monstrosity, thereby
reinforcing misogynistic ideologies. With the understanding that gender representations in
games can have deep cultural ramifications, especially as they intersect with
representations of race, sexuality, queerness, body size, disability, mental illness, and
age, this paper examines online player and developer discourse regarding female-coded
monsters from a selection of commercially successful “AAA” video games. The intent of this
project is to contribute to ongoing scholarship on monstrosity in games by looking at how
developers explain and justify their design processes in online interviews and forum posts
and how players/fans articulate their attitudes towards and reception of these monstrous
creatures.