Anyway, I agree with others in this thread that BlameHerGate and their ilk are a minority in the industry and fandom, and that progressive views do reign. After all, video games continue to feature more diverse characters— so either the industry is genuinely progressive, or at least it's sensible marketing to pretend to be. But, certainly, it is indisputable that a sizeable (and extremely loud) minority of gamers are actively hostile to the representation of anyone other than straight cis white men. So the question is: how can we make this group
smaller?
I think it is fair to say that the largest bugbear amongst those with regressive views is feminism, and that the rest of their regressive views spiral out from there— if one start railing against one group, it's easy to suddenly find common ground with people who rail against
other groups, too. So I would posit that if
the existence and presence of women in video games was less controversial, then there would be fewer of these regressive sort.
To do that, video gaming needs to be seen as less of a "boy's activity". Interestingly, this wasn't always the case; per
this excellent article from Polygon, video gaming only started being perceived as something "for boys" with the NES, as Nintendo deliberately sought to position their console as a toy to avoid association with earlier consoles. Personally, though, I would say the "point of no return" comes in the Genesis/SNES era, as video games begin to be targeted to
teenage boys, with all the hypermasculine posturing and objectification of women that entails. I think, if that's drastically toned down, the result would be a
very different userbase.
I think one such way to change the direction of the era is to have a less aggressive SEGA— a SEGA that isn't
advertising its console with dick jokes and otherwise playing into the whole "console war" mentality. Another way would be for more video games to actually take note of their female fans, cultivate a relationship with them and even directly appeal to them instead of treating them as an afterthought. The Polygon article notes Myst had a large female following; perhaps that could be a start, with adventure games and derivatives becoming a female-dominated genre.