Anita Sarkeesian's Guide To Creating The Perfect Female Character is garbage, and kind of boils my blood, so I'm going to go over it one by one and give my response to each point.
I hadn't seen it before now, but I'm well aware of what she believes. (Warning, may be somewhat NSFW, knowing Anita and her main gripes.)
1. Female characters should not perpetuate harmful gender stereotypes. Avoid gender signifiers such as; excessive makeup, pink clothing, bows, prominent jewelry, etc.
You mean just like you do, Ms. Hula Hoops? How I dress my character is up to me and is going to be heavily influenced by that character's personality and taste in wardrobe. If it calls for makeup, bows, and lots of pink, she'll have makeup, bows, and lots of pink.
2. Female characters should not be based off resources used to create male characters, as this is a "Ms. Male" or "Male by Default" trope and perpetuates the old fashioned, sexist belief that women are inferior to men.
First off, no it doesn't. Where the hell did you get 'women are inferior to men' from 'the models use the same base resources'? Second, a lot of the time it's either easier, or you're playing a character who has an alternate universe self that's the opposite gender. If you knew a single thing about game design, you'd know your statement is purely dumb.
3. Female protagonists should not embody predominantly masculine attributes, as this reinforces the myth that femininity is incompatible with strength and heroism, and that masculinity is inherently more valuable in physically demanding situations.
Unfortunately, Anita, this is just how biology works. Women who are strong and heroic usually display more masculine attributes, like Calamity Jane. She wore men's clothes and was good with a gun, but she was also gentle, caring and feminine. Exceptionally feminine characters who are heroic do exist, like Bayonetta, one of the characters you hate the most, but if you think being aggressive or violent is a masculine attribute, then there's no winning this. Gamers don't want to play a game where they play a brave, strong, heroic female character who sits down and finds a diplomatic solution to the problems in the game. Gamers, both men and women, want to play female characters who go around kicking ass. My sister is the perfect example of this. She played Fable.
4. Female characters in combat roles or sports games should not make stereotypical feminine grunting sounds which can be interpreted as erotic, as this reduces them to sexual objects and contributes to the demeaning "Fighting Fuck Toy" trope.
Anita, I'm going to let you in on a little secret: we're just developers. We don't typically do our own voice-acting, especially when the character is the opposite gender. Barring the few special cases, who do you think it is who voices the gendered characters of video games? The way you framed this point, it sounds to me like you think men voice all the women. Wrong. And what do you expect us to do, anyway? "Hey, good first take, but could you grunt less like a woman?" It's just how women sound.
5. Violence against women is completely unacceptable, and so avoid relegating women to the status of environmental texture to brutalize and do not give player the choice to attack, kill, beat, or mutilate these non-playable female characters.
Excuse me? Did you just tell me to give female characters special treatment? I don't think so. The point in a video game is to give players more choice, not less. Women in my games will be treated like men in my games. No one gets special treatment based on their genitals. And in video games, violence against women is perfectly acceptable. No one likes the protected class. If you want people to like female characters, they have to be humanized like everyone else.
6. In a game in which there are male combatants, there should be equal representation of women too, as the exclusion implies that women are incapable of standing up for themselves, and by extension, their omission implies unworthiness.
This is Grade-A retarded. "Standing up for themselves"? You're taking every video game as if its goal is always centered around saving women. You had Mario and Zelda in mind when you wrote this, didn't you? Tell me, how do women 'stand up for themselves' in a tournament fighter? The men aren't trying to rescue the women, they're trying to beat the crap out of each other to with the prize. And 99 times out of 100, tournament fighter games aren't to rescue women, they're to gain money, fame, a wish, keep the world from being taken over by gods, kill a criminal/dark ruler, or defeat a team of bad guys. And what about Perfect Dark? There are more males in that game than females, yet the main protagonist and side protagonist are BOTH female. No, I'm not going to shoe-horn in more females just so there are a perfectly even number of female characters as there are male characters. If my game has more males, it will have more males. If it has more females, it will have more females. If it has more whites, it will have more whites, and if it has more blacks, it will have more blacks.
7. Women should not be put in unpleasant predicaments in which they need to be saved by a male character. This is the 'Damsel in Distress' trope and it conjures up sexist ideas of women as a weaker gender that need to rely on men.
There are only two genders to choose from. There can be a male being saved by a female, a male being saved by another male, a female being saved by a male, or a female being saved by another female. Sometimes people need help, this is what makes them more relatable. It's not sexist for a female to need to be saved, and for her savior to be a male.
8. In video game stories in which female characters lose control of themselves or turn into monsters, players should not be encouraged to kill those characters, nor should the characters be put out of their misery. This is the "Euthanized Damsel" trope which makes domestic violence perpetrated by men against women appear justified.
Bullshit, does it. First of all, I'll do whatever the story calls for. Second, the forced killing of one's own loved one is a powerful, emotional story element. Your sexism is showing, again, Anita. One rule for men, another for women. This is called the "Double Standard", and it reinforces how little variety you're willing to allow women to have.
9. Female characters in active or professional roles should be dressed appropriately, which means revealing or hyper-sexualized and high heels are off the table as they're unrealistic and impractical.
This is just a rehash of point 1. And since you're so lazy you'll recycle points, I'll just recycle answers. How I dress my character is up to me and is going to be heavily influenced by that character's personality and taste in wardrobe. If it calls for them dressing inappropriately for their field of work, they're going to dress inappropriately for their field of work. I've created female characters who run the full spectrum, ranging from fully armored to scantily clad. It depends on the character's personality, and how secure they are in their sexuality. Characters who take their job more seriously, like my female warrior, Zero, dress in full armor. Characters who are serious about their job but like to live a little on the naughty side, like my female ninja, Kat, dress more scantily. How my characters dress is not up to you, and never will be.
10. Prostitutes, pole dancers, and sex workers in general, have become almost obligatory environmental texture that litter most modern, open world games. However, their presence contributes to deeply misogynistic and problematic concepts such as violability and disposability, which are best avoided.
Bullshit from capital letter to final period, Anita. First of all, art imitates life. Prostitutes, pole dancers, and sex workers exist in real life, and have always existed in some fashion or another. Games that imitate the real world sometimes have those kinds of people in them, especially big city areas and games about drugs and crime. Second, stop saying "environmental texture". It makes you sound stupid. Well, more stupid, anyway. It's called "environmental backdrop" or "atmospheric backdrop" not "texture". Get it right. Number three... how do prostitutes, pole dancers, and sex workers contribute to violability and disposability? First, anything and anyone is violable. There is no immunity to it. No one is incapable of being violated. Second, most people are disposable. Prostitutes can only work for as long as they hold out. If they get into hard drugs and alcohol and wreck their appearance, they become disposable to clients. Pole dancers are disposable for younger pole dancers, or more fit, more healthy pole dancers. An overweight dancer, or anemic pole dancer isn't going to be able to perform competitively with women looking to take their jobs. And sex workers, well, like I said, if they let themselves go, or get injured and lose that beauty and appeal, they're disposable. And finally, disposability, especially with NPCs, cannot ever be avoided. Some players will find a character irreplaceable. Like a shop keeper. Other players will have no use for that exact same character, and indeed find it more worth their while to kill that person. What is disposable to one gamer may be indispensable to another. There is no way to even approach avoiding it.
(This one is larger with multiple points. So I'll break it into parts.)
11a. The attire, movement, and otherwise behavior of a character can all culminate in ways that presents them as sexual objects to be enjoyed by a straight male player.
I'm bisexual, and I still enjoy the sexual appeal of women. What now?
11b. Therefore, female characters should not be wearing erotic clothes that draw attention, or provide emphasis to their breasts, crotch, or butt.
"Should not"? No. These are my games, and you have exactly zero say in them. I don't care what you think should and shouldn't be. I don't care how insecure you are, Anita.
11c. They should not have their navel exposed.
I love midriff-revealing clothes on women, so you can go straight to hell on this one.
11d. Nor should they move with a sexualized hip-sway.
Women have wider, flatter pelvises. This is just how they walk.
11e. Or talk seductively in mundane dialogue.
If the character is naturally flirtatious or dulcet, she'll probably talk this way. I'm not breaking a character's character for you.
11f. There should not be a heavy emphasis to their breasts, crotch, or butt. as this further reduces them to the status of sexual objects lacking boundary integrity.
"Should not" again, huh? I happen to really like breasts. I'll emphasize whatever I want, when it comes to my games and my characters, and you can live with it, how about that?
*Spits coffee* "Reduces them to the status of sexual objects, lacking boundary integrity"!? No, I don't think so, Anita. You do not get to tell me what kind of person my character is, based on how they dress. Like I said before, I don't care how insecure you are, you're not dictating my design choices to me.
11g. Also, don't let them cut off people's heads or shoot people. That's gross.
Badasses cut off people's heads, and badasses can be male or female. Fuck you and your prudish, pearl-clutching, hectoring attitude. I'd compare you to a mom, but my mom was cool and not only was she fine with me playing violent video games, she also loved to play video games, too. Do you know what one she, dad, my bother, and I would play together? GoldenEye 007. A first person shooter! And she was damn good at it, too! After I moved out, she bought a Wii and fucking Call of Duty: Black Ops, and would play online! My mom's almost 50 by the way. Comparing you to moms would be an insult to the cool moms. I can't even call you a grandma! I know of an 85 year-old woman who loves to play GTA of all games! I'm not making that up! Click Here To Watch The Video! Comparing you to grandmas would be an insult to cool grandmas, too. So again, fuck you!
11h. Actually, you know what? Let me write and design the character for you, because I'm never going to be happy. Also pay me more.
YOU couldn't pay ME enough money to take a character design off you, Anita. A character designed by you would have all the character depth of a sheet of tracing-paper. Word of advice to all developers reading this: never listen to a feminist on video games. They don't know what they're talking about, and every single company that attempts to make the perfect feminist game ends up closing down after they release the game.