“Best Girl” sounds harmless at first.
It sounds like fandom shorthand. It sounds like a joke, a meme, a casual way to say, “This character is my favorite.” In its mildest form, there is nothing wrong with that. People have favorite characters. People attach themselves to specific stories, designs, aesthetics, arcs, voices, and moments. Fandom has always involved preference, argument, interpretation, and play.
The problem begins when “Best Girl” stops meaning “my favorite” and starts meaning “the correct woman to choose.”
That is where the joke hardens into a structure. That is where fandom turns women into rankings, romantic prizes, moral tests, and competitive commodities. “Best Girl” culture becomes especially ugly when it becomes “waifu war” culture: the practice of sorting female characters into hostile camps where fans defend one woman by degrading another. Instead of asking what a character means, what she survives, what she reveals about the story, or what her writing is doing, the conversation collapses into ownership.
Who is hotter?
Who is more useful?
Who is more loyal?
Who is the “real” love interest?
Who deserves the protagonist?
Who would the player choose?
That last question matters. In gaming especially, the language of choice can make fandom feel like possession. If a player can choose a romance route, customize an avatar, select a party member, or rank combat utility, it becomes very easy for some fans to mistake interaction for ownership. The character stops being a person within a narrative and becomes a reward system.
This is not appreciation. It is flattening.
Henry Jenkins famously argues that fans are not passive consumers; they actively appropriate, reinterpret, and reshape popular texts into participatory culture (Jenkins 23). That is one of fandom’s great strengths. Fans can build community, critique media, create art, expand queer readings, reclaim neglected characters, and challenge official narratives. But participatory culture is not automatically liberating. The same interpretive energy that lets fans deepen a story can also be used to shrink it. When fandom treats female characters as objects to rank, possess, and fight over, participation becomes another way of disciplining women.
And the women being disciplined are fictional, but the habits are not.
From Character to Database Entry
The “Best Girl” debate depends on reduction. A complicated character has to be broken down into marketable pieces before she can be ranked. She becomes a checklist: hair color, body type, trope category, combat usefulness, romance availability, voice, “dere” type, domestic appeal, sexual appeal, purity, damage, loyalty, and whether she validates the player or protagonist.
Hiroki Azuma’s theory of “database consumption” is useful here. In Otaku: Japan’s Database Animals, Azuma describes a shift in otaku culture where characters are increasingly consumed through recurring “moe-elements”—visual traits, personality types, speech patterns, costumes, and narrative cues that can be catalogued and recombined (Azuma 42–54). He notes that characters can be broken into elements and registered within a database, where those elements later reappear as material for new characters (Azuma 52–54).
That framework helps explain why “Best Girl” culture so often talks about women as types instead of people.
Asuka Langley Soryu and Rei Ayanami from Neon Genesis Evangelion are one of the clearest examples. The Asuka vs. Rei split helped form a blueprint for later waifu wars. Asuka becomes “the angry redhead,” “the tsundere,” “the loud one,” “the difficult one.” Rei becomes “the quiet girl,” “the mysterious girl,” “the pure girl,” “the doll.” Those descriptions are not entirely invented out of nowhere, but they are incomplete to the point of distortion.
Asuka’s anger is not merely a personality flavor. It is a defense mechanism built around abandonment, humiliation, achievement, and terror of being unwanted. Rei’s quietness is not simply softness or submissive appeal. It is tied to existential horror, replaceability, bodily alienation, and the question of whether a person can form an identity inside a system that treats her as disposable (Neon Genesis Evangelion).
When fandom reduces Asuka and Rei to opposing aesthetic archetypes, it is not just choosing favorites. It is refusing to sit with what the characters are actually about.
The same flattening happens to Tifa Lockhart and Aerith Gainsborough in Final Fantasy VII.
Tifa is not simply “the tough girl” or “the childhood friend.” She is a survivor of Nibelheim, a woman carrying grief, doubt, and guilt while trying to hold together a version of Cloud that even she does not fully understand. Her strength is not just physical. It is also the burden of remembering, caretaking, second-guessing herself, and trying to survive after Shinra has already destroyed her home once (Final Fantasy VII; Final Fantasy VII Remake).
Aerith is not simply “the sweet girl” or “the flower girl.” She is the last Cetra, a young woman raised under surveillance, hunted by Shinra, isolated by inheritance, and forced to carry spiritual knowledge that no one around her can fully share. Her kindness is not naivety. It is defiance. Her playfulness is not emptiness. It is how she remains alive inside a world that has been trying to claim her since childhood (Final Fantasy VII; Final Fantasy VII Remake; Final Fantasy VII Rebirth).
Yet fandom often turns them into a binary: body vs. spirit, strength vs. softness, childhood vs. destiny, “real girl” vs. “dream girl.” That binary is lazy. Worse, it is a betrayal of both characters.
Tifa and Aerith are not opposing products on a shelf. They are two women shaped by trauma, resistance, love, memory, and loss. Their bond with each other matters. Their separate relationships with Cloud matter. Their individual lives matter outside the question of which one a fan wants Cloud to “pick.”
When fandom treats them as rival claims on a male protagonist, it repeats one of the oldest mistakes in media criticism: assuming women exist primarily through their romantic availability.
Preference Is Not Possession
There is nothing wrong with loving a character. There is nothing wrong with preferring Tifa, Aerith, Asuka, Rei, Makoto, Futaba, Haru, Yennefer, Triss, Ashley, or anyone else. Preference becomes toxic when it turns into possession.
Possession says: this character exists for me.
Possession says: canon has betrayed me if she does not behave the way I want.
Possession says: another female character’s existence is a threat to my chosen woman.
Possession says: if her outfit changes, something has been taken from me.
Possession says: if she is not sexually available, romantically validating, or visually pleasing, she has failed.
That is why costume discourse can become so revealing. When remakes update designs, some fans respond as though a character’s body has been stolen from them. Tifa’s updated outfit in Final Fantasy VII Remake and Ashley Graham’s redesign in Resident Evil 4 Remake are useful examples because the backlash around these kinds of changes often exposes what some fans believe they are entitled to: not simply a design, but access (Final Fantasy VII Remake; Resident Evil 4; Resident Evil 4 Remake).
The same possessive logic appears in RPG romance discourse. The Witcher 3: Wild Hunt lets players pursue Yennefer or Triss, but fandom arguments often treat the choice as a verdict on which woman is more deserving, less “toxic,” more useful, or more sexually appealing. The women become moralized options in a player-facing menu rather than characters shaped by history, politics, power, trauma, and their own desires (The Witcher 3: Wild Hunt).
Persona 5 Royal has a similar problem in fandom spaces. Makoto, Futaba, Haru, Ann, and the other romanceable girls are frequently discussed through utility, availability, and archetype. Makoto becomes “the smart one” or “the canon-feeling one.” Futaba becomes “the gamer girl” or “the little sister type,” even when her story is explicitly about grief, guilt, isolation, suicidal ideation, and recovery. Haru becomes “late-game” or “forgettable,” despite her arc being tied to corporate inheritance, coercion, and the violence of being treated as a family asset (Persona 5 Royal).
This is where “Best Girl” culture becomes more than annoying. It becomes a training ground for entitlement.
Anastasia Salter and Bridget Blodgett argue that women in geek spaces are often pushed into impossible categories: fake geek or fangirl, sex object or feminist threat, with no answer that protects them from marginalization (Salter and Blodgett 12). That same structure appears in character discourse. Female characters are either desirable or annoying, pure or ruined, useful or useless, loyal or manipulative, “for the boys” or “for the agenda.”
The fictional woman is judged through the same narrow gate that real women in fandom are forced to pass through.
Appreciation vs. Objectification
The line between appreciation and objectification is not whether a character is attractive. Beautiful character design is not the enemy. Sexuality is not the enemy. Liking a character’s outfit, voice, fighting style, softness, rage, elegance, or confidence is not automatically objectification.
The line is whether the character is allowed to remain a character.
Appreciation says: I love how Tifa’s strength is tied to grief and memory.
Objectification says: Tifa is better because of her body.
Appreciation says: Aerith’s kindness is powerful because she knows loss and chooses connection anyway.
Objectification says: Aerith is better because she is pure.
Appreciation says: Asuka’s rage is heartbreaking because it protects a child who believes she must be exceptional to be loved.
Objectification says: Asuka is better because tsunderes are hotter.
Appreciation says: Rei’s quietness is unsettling because the story asks whether she has been denied personhood.
Objectification says: Rei is better because she is submissive.
This is also why tier lists can become such a miserable way to talk about women in games. Tier lists can be useful for mechanics. If someone is ranking party members by battle performance, skills, or speedrun utility, that is one kind of conversation. But when the format migrates into character worth, it encourages a false sense of objectivity. It turns affection into data and interpretation into scoring.
Deborah Lupton’s work on self-tracking is useful as a broader cultural comparison. She argues that data practices are never just neutral measurements; they are shaped by social, cultural, and economic contexts, and they produce ways of seeing the self through categorization, profiling, and interpretation (Lupton 3–5). Fandom rankings work similarly. They look playful and objective, but they smuggle in values. They teach fans to see characters as sortable units.
Amanda Phillips makes a related point in Gamer Trouble when discussing gender, visual power, and the gaze in games. The problem is not simply that women are looked at, but that gaming often places women’s bodies inside systems of control, objectification, and player-directed visual access (Phillips 100–101). In “Best Girl” culture, the gaze becomes a spreadsheet. The woman is not only watched. She is measured.
That measurement changes the conversation.
Instead of asking what the story is doing with Makoto’s perfectionism, Futaba’s guilt, Tifa’s survivorhood, Aerith’s isolation, Yennefer’s history, or Triss’s compromises, fandom asks who wins. It treats female characters like hardware in a store: compare features, assign value, declare superiority, move on.
But characters are not products just because corporations sell products with their faces on them.
The Corporate Trap
Waifu wars are not entirely organic. That does not mean every fan argument is secretly manufactured in a boardroom, but media industries know that character attachment is profitable. Distinct female archetypes encourage identification, debate, shipping, merchandise sales, social media engagement, and long-term brand loyalty.
Ian Condry argues that anime’s success depends on “collaborative creativity” across official producers, unofficial fan production, merchandisers, sponsors, and audiences (Condry 2–3). He also describes characters and worlds as creative platforms—structures that can move across media and gather social energy around them (Condry 31–34, 57–58). That is extremely useful for understanding why character wars persist. A beloved character is not only part of a story. She is also a platform for art, cosplay, edits, merchandise, fanfiction, arguments, rankings, memes, and identity.
That can be beautiful. It can also be exploited.
The industry benefits when fans keep talking. Algorithms benefit when fans keep fighting. Platforms benefit when conflict produces engagement. A thoughtful post about Aerith’s loneliness may get attention, but a hostile Tifa vs. Aerith fight can circulate faster because anger is easy to monetize. A careful reading of Futaba’s palace might matter more, but a ranking of Persona girls invites instant reaction. Yennefer vs. Triss discourse can become less about The Witcher 3 and more about keeping fans locked in a cycle of defense and attack.
Condry’s concept of “dark energy” also helps here: fan activity, circulation, and attachment create value beyond the moment when something is officially packaged and sold (Condry 164). Fandom is part of the engine. That means fans are not powerless, but it also means fan behavior can be absorbed into the market. Even hostility can become useful to the systems selling the characters back to us.
This is the trap: fandom turns women into battlefields, and the market sells tickets to the war.
How “Best Girl” Culture Leaks Into Real Fandom Spaces
Some people will say none of this matters because the characters are fictional. But the way fans talk about fictional women shapes the atmosphere real women have to inhabit.
When a fandom normalizes the idea that women exist to be ranked, possessed, corrected, or punished for failing male desire, that logic does not remain safely contained inside the text. It affects which fans are listened to. It affects which critiques are treated as valid. It affects how women are spoken to when they challenge the fantasy.
Phillips discusses how feminist critique in gaming communities is often framed as ruining the fun, with feminists cast as killjoys who threaten group bonding (Phillips 27). Salter and Blodgett likewise connect toxic geek masculinity to trolling, harassment, and identity policing, especially when women become visible as creators, critics, or fans (Salter and Blodgett 90–91).
That is why “it is just a joke” is not always a defense.
A joke can still train people to see women as interchangeable types.
A meme can still reward contempt.
A ranking can still normalize objectification.
A ship war can still become misogyny with fandom vocabulary pasted over it.
The issue is not that fans should stop joking, ranking, shipping, or having favorites. The issue is that fandom needs to stop confusing possession with love.
If your appreciation for one woman requires you to humiliate another, that is not analysis.
If your favorite can only win by making another female character worthless, that is not devotion.
If your attraction to a character makes you angry when she gains agency, clothing, boundaries, or narrative complexity, that is not fandom. That is entitlement.
Reclaiming Empathy
The antidote to “Best Girl” culture is not forcing everyone to like every character equally. That would be dishonest and boring. Fandom thrives on strong reactions. People should be able to love Aerith and not connect with Tifa. They should be able to prefer Tifa and still respect Aerith. They should be able to find Asuka difficult, Rei unsettling, Makoto compelling, Futaba moving, Yennefer frustrating, Triss sympathetic, or Haru underused.
The point is not equal preference. The point is better language.
Ask what the character is carrying.
Ask what the story does to her.
Ask what she wants when no one is watching.
Ask what systems shape her choices.
Ask why fandom forgives male characters for complexity but punishes female characters for contradiction.
Ask why a woman must be useful, pure, sexy, loyal, damaged in the right way, and available before she is treated as worthy of care.
Tifa and Aerith are not fandom battlefields. They are not two halves of a personality test. They are not there to measure what kind of fan you are. They are women inside a story about memory, capitalism, grief, ecology, identity, and survival.
Asuka and Rei are not a menu of acceptable girlhood.
Makoto, Futaba, and Haru are not stat blocks with hairstyles.
Yennefer and Triss are not morality buttons.
Ashley is not a lost entitlement because a remake changed how she dresses.
“Best Girl” culture asks us to choose a winner. Better criticism asks us to notice what the competition destroys.
Because the real problem is not having favorites. The problem is forgetting that female characters are art before they are avatars of fan desire. They are written, designed, voiced, animated, performed, and remembered. They carry themes. They expose systems. They make people feel seen. They frustrate. They contradict. They fail. They survive. They matter.
A fandom that can only love women by ranking them has not learned how to love women at all.
Works Cited
Azuma, Hiroki. Otaku: Japan’s Database Animals. Translated by Jonathan E. Abel and Shion Kono, University of Minnesota Press, 2009.
Condry, Ian. The Soul of Anime: Collaborative Creativity and Japan’s Media Success Story. Duke University Press, 2013.
Final Fantasy VII. Square, 1997. Video game.
Final Fantasy VII Rebirth. Square Enix, 2024. Video game.
Final Fantasy VII Remake. Square Enix, 2020. Video game.
Jenkins, Henry. Textual Poachers: Television Fans and Participatory Culture. Routledge, 1992.
Lupton, Deborah. The Quantified Self: A Sociology of Self-Tracking. Polity Press, 2016.
Neon Genesis Evangelion. Directed by Hideaki Anno, Gainax, 1995–1996.
Persona 5 Royal. Atlus, 2019. Video game.
Phillips, Amanda. Gamer Trouble: Feminist Confrontations in Digital Culture. New York University Press, 2020.
Resident Evil 4. Capcom, 2005. Video game.
Resident Evil 4 Remake. Capcom, 2023. Video game.
Salter, Anastasia, and Bridget Blodgett. Toxic Geek Masculinity in Media: Sexism, Trolling, and Identity Policing. Palgrave Macmillan, 2017.
The Witcher 3: Wild Hunt. CD Projekt Red, 2015. Video game.
