It's one thing to be hand-animating an entirely new set of character sprites of a different gender (though then it's a management problem and it'd be better to have gender variety before outfit variety), but that case that got the internet talking is 3D models. It's not nonexistent work, but it's not enough to justify that excuse - just say you'll add them in future updates, take a month or 6, don't shift the blame. The rigs are different(and height/arm distance might need adjustment) but unless you're doing that Catwoman cutscene in the Batman game for every woman, please don't, it won't even be noticed by most people.
Disclaimer
I KNOW the Catwoman cutscene was specific to the character, so many people pointed that out; but a non-zero amount of people decided to go "akshually, most women do walk around throwing their hips around" and how about no
My sister used to work as an animator (and I've got to look behind the scenes in both the game and movie industry) so I can confirm you have to animate men and women differently if you want a realistic style to look good. So if we're talking about smaller studios that's not necessarily a BS excuse, at least if the only have one body type rig for the male playable character.
If they have more than one type of playable male character it's a kinda a lame reason. It's mainly very basic stuff like the walking and running cycle that have to be slightly differently animated, there's no reason you can't give female character more "masculine" body language. In some cases it may still be more work having both a male and female character rather than 2 male body types, but not considerably so.
For less realistic styles you can often get away with using the same animation but it does depend on the specific style and animation technique.
EDIT: I should maybe specify that when I'm talking about a slightly different walking/running cycle I do mean slightly . It's (usually) only in realistic animation not altering it will look off and most people won't be able to spot why unless they're trained to see it. And yes, that does include people animating women sometimes, which is why we get ridiculous stuff like female fighters walking like runway models (it's easier to copy stylised walks than learning the subtle differences).
Ugh, this is one of my biggest pet peeves in games! I absolutely hate games where female characters are given this weird dainty walk and run cycle that looks ridiculous. Women aren't that different from men and when shit hits the fan we run like hell too! Add in some extra ass shaking when running and I'm forced to choose a male character. I don't want to look at a character whose ass looks like it's trying to escape every time she takes a step. I don't get it why men can walk and run like normal humans while women's movement is made more sensual. Even when I'm a knight or some other badass in bulky armor I'm forced to move like a belly dancer.
Some of the funniest videos on youtube are about this. Male characters are given female move sets and idle animation and it. just. looks. ridiculous. When it's done to men you can really see how bizarre it all is.
Just going to talk about this with gaming since this is where I've seen this discussion the most. Honestly, I'd heard the primary issue with that whole thing was that you have to make a whole new model, rig said model, and then make animations for it. I'd say the latter probably takes the most time. Granted, I'm not exactly the best with this sort of thing, so I don't exactly know whether animations would be transferable between models. Furthermore, if the idea is to have expressive characters, then it's likely instead of transferring animations, one would opt to simply make a whole new set of them.
As for the issue of the issue between the way men/women walk, I suppose if you really went an analyzed it you might be able to find certain differences that come from biological differences at least for things like walking, but gestures and such are generally something that goes for an individual. Furthermore, there are people who would definitely go against the norm. Tying that back to animating, then the main issue there is the walk cycle I guess (that being said, i have actually animated a walk cycle before and, while it was kind of crappy, I wouldn't say it's hard thing to do).
So, in the end, I can kind of see where people are coming from when they lack a budget, team, or time in implementing this, but I don't see much of an excuse for bigger studios (well, unless we factor in the fact that they force their programmers into crunch time just to get some games out, but I think that's primarily blaming the publishers). Well, I guess there is an issue if you need to go back and change/rerecord dialogue, but that's more of a case by case thing.
That is not point though. Those differences may be present, but they do not excuse every woman in a game to walk like they're the child of a runway model and a pole dancer. It also doesn't excuse studios from not adding women in their entirety. Guess who also have different centres of gravity? Men of different heights, men with broader shoulders, men that are more heavyset: it's not an excuse if you already have five different male characters, and definitely not an excuse to sexualise every female animation.
No, they shouldn't be used as excuses for any of the things you mentioned ( except for the part on center of gravity in different Men, the location doesn't change but it's relation to other factors like body mass does. this effects movement strategies more) but they can't also be waved away as non factors because you have issues with the things you mentioned.
The argument for those changes isn't made stronger by arguing biomechanics.
This sounds more of the same "My side is more righteous so our opinions are more right than the other side." Does the whole world agree that men and women move, sit, stand the same? Is that EVERY culture? Is the progressive notion of removing gender differences (beyond anything physical) so prevalent that it is planet earth's default? Is that even the slant of the majority of people? Worldview? What world? Your world? Where YOU are from? Did you know, that in other cultures there are still traditions and norms -- that clash against much of these current stances? Not everyone is on the same page about this and to assume everyone SHOULD be - is just as limiting an outlook.
The fact that you can write this tells me you are aware of the different behaviors and what they suggest.
I just saw a video about this and it seems like they named several reasons.
"too much work" and "not possible" (even in quotes) is not linked to their responses.
Don't do that. Make you point by making good points.
Aside from that, you guys sit on here and rally so hard at ANY suggestion of anyone telling you about your work.
You literally, flip out, at the thought of ANYONE telling you what to do.
Just the idea that some creator needs to justify a decision like this is nuts. Who cares what reason they gave. The fact that they have to give a reason at all is scary.
If you are completely lost, look up the thread where there's discussion of selling IPs to Disney.
This must be part of the
"I don't mind when people are forced to do things as long as it's the things I want them to do."
^ What @DiegoPalacios said. By the way, I never knew menspreading was problematic
Movement can be used to express a character's personality but I do feel like people get very stereotypical about it. I do think it works in a cartoonish environment but is not really a universal norm.
This is an example of stereotypical gendered animation and how it looks when the roles are reversed. It shows how people's personality can change by animating them differently. I think a lot of people who exclude female characters for being "too hard" to animate, just makes me think that they lack range and skills and should probebly do more character studies or hire a woman to do some mo-caps.
Edit: I also like to note, that I don't think the woman with her swaying hips from the video should be set as a "norm" for animating women. I think it is a good example of showing maybe a high class feminine woman but I think using it for something like an Action RPG video game about knights just looks weird.
I'd even say it's kind of...
Ballsy.
YYYYEEEEEEEAAAAAAHHHHHH
On a serious note @burginlewis trust me, even men are annoyed by other men taking the limited space like that. So I see your point.
Something I’d like to note that walking becomes very diffrent for males and females. As knowing someone who has done a lot of medieval reenactment groups the women often tried to walk and move as men because it was mostly men on the battlefields. It was very interesting to hear that the why the female members realized how to walk as men walk, was to practice waking as if their was a book between their legs as.... you know, men have to deal with dangling bits while they walk.
Same for a lot of my male cross dressing friends. To walk like a women they have to make the same changes in their steps to account for the fact that women don’t have to deal with dangling bits.
Even with the physical diffrence, they can still posture and pretend if they try hard enough, but the fact is without trying it’s much more natural for women to easily walk with a sway as men usually walk with their legs parted.
As for “is it nessasaary to have two distinct gestures for men and women in your game” I REALLY feel like it just depends on the type of game your playing, if it’s a sprite game like Pokémon I wouldn’t see the reason for the extra step. If your making a game like the sims where everything is super customizable, then I’d expect lots of Intresting gestures.
Altho I do admit I hate it when the gestures made for men and women are very.... basic. Like in dragon age 2 I noticed that the females had a much more Danity feel to them then the males. Which was fine when playing a Danity mage.... but not when I wanna play a bulky amazon warrior, just clashes with my vision of my character x3