Posts Tagged ‘Race’

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Scribblenauts Redux

October 5, 2009

I wanted to put a post together over the weekend but it ended up getting taken over by Scribblenauts.

“Balisong” and “Tuk-tuk” are both in there. Good on ya, devs.
pat m.

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(Non) Player Characters of Color: Donald (“Sigint”) Anderson

October 2, 2009

So you’re Snake, the world’s most awesome soldier, and you’re parachuting to the Russian jungle (yeah, don’t ask about that one). You’ve got all kinds of new moves and gear to play with. Guess who holds your hand while you figure it all out? None other than Donald “Sigint” Anderson, the guy who invented half your gear.


Of course, repping men of color as a weapons expert and engineer is impressive–especially considering MGS3 is set in the mid-1960s. But the reason why Donald Anderson gets the Token Minorities nod (and corresponding dap) is because he’s the only person on Snake’s team who thinks that Snake is up to some crazy ass White Boy Shit. While Major Zero has his head up his ass and Para-Medic keeps on blabbing about obscure sci-fi movies, Sigint has some choice words with Snake:

Sigint: Uh, Snake… What are you doing?

Snake: I’m in a box.

Sigint: A cardboard box? Why are you…?

Snake: I dunno. I was just looking at it and I suddenly got this urge to get inside. No, not just an urge – more than that. It was my destiny to be here; in the box.

Sigint: Destiny…?

Snake: Yeah. And then when I put it on, I suddenly got this feeling of inner peace. I can’t put it into words. I feel… safe. Like this is where I was meant to be. Like I’d found the key to true happiness.

Sigint: …

Snake: Does any of that make sense?

Sigint: Not even a little.

Snake: You should come inside the box… Then you’ll know what I mean.

Sigint: Man, I don’t wanna know what you mean! Between you and Para-Medic, is everyone but me that is hooked up with the Major strange!?

Snake: …

Sigint: Yeah, well, anyway, I suppose even that dumb-ass box might make a decent disguise if you wear it inside a building.

Or this:

Sigint: Snake, what’s up? Why are you naked? I know there’s a “NAKED” option under “UNIFORM” that lets you take off the upper part of your uniform. But without a shirt on, your camouflage sucks, and your stamina goes down faster. You don’t get any advantages whatsoever.

Snake: Sure there are.

Sigint: Like what?

Snake: It feels good.

Sigint: …Man, you do whatever you want.

Snake: I will, thanks. Just one question, though.

Sigint: What?

Snake: Is there a way to take off my pants?

Sigint: Say WHAT!?

Snake: My pants, can I…

Sigint: Ah, hell no! This FOX unit is a nut fest!

Sadly, he gets whacked before you even see him in Metal Gear Solid, so it doesn’t look like we’ll be seeing any more Sigint. Still, he gets this week’s Token Minorities (Non) Player Character of Color spotlight. Tune in next week for more, or check out last week’s piece on Talim from Soul Calibur.

pat m.

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Says It All, Really

September 30, 2009

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Zombie Cow Studios
pat m.

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“Sambo” Is A Viable Scribblenauts Term

September 23, 2009

…and it summons a watermelon.

Good going, guys.

There’s no point to writing any kind of in-depth insightful commentary on this one – intentional or not, it’s hilariously fucked up.

Can’t wait to get my hands on a copy of Scribblenauts and see what kind of offensive stories I can put together, though.

Read up more here:

Ian Bogost – Gamasutra

Kotaku

pat m.

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Player Characters of Color: Talim (Soul Calibur)

September 22, 2009

Since the vast majority of traffic to this blog comes from Google searches for the guys in The 13 Hottest Men of Gaming, In Color, I thought I’d encourage the trend (read: pander to the masses) by giving some dap to the random people of color that show up in video games. We at Token Minorities know that it’s not easy being the only brown character in the instruction manual, guys, but we appreciate the pleasant surprise that comes up when we find you in the middle of your lily-white game world.

The inaugural character for Player Characters of Color is none other than Talim, from the Soul Calibur series.

While it’s no surprise to Token Minorities readers that one of the easiest places to find brown PCs is in fighting games, Talim gets extra dap for being the first Filipina in a video game and the least mindlessly sexified female character in a series that might as well have all their other women characters put the swords down and beat each other with their ballooning bosoms. That hasn’t stopped certain gaming magazines from including her in a swimsuit issue (PSM) or a “Girls of Gaming” spread (Play) – for shame, for shame.

Here’s hoping that she continues to kick colossal amounts of colonial ass with her two arm-blades while managing to wear more clothes than the rest of her female counterparts.

Matchup I’d like to see: Talim vs. Ferdinand Magellan.

pat m.

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Race Mods for Popular Games, 9.17.2009

September 17, 2009

Grand Theft Auto:

Black male player: Wanted Meter starts at two stars. When the player is on foot, all white NPCs within eyeshot will cross to the opposite side of the street. Game can only be played on Very Hard difficulty level (does GTA have one?).

Asian female player: Wanted Meter starts at one star. When on foot, all white male NPCs within 20′ radius will run to player and proposition her (dialogue takes about half an hour to click through). Add one to Wanted Meter each time she rejects advances. If player has short hair, rejected NPCs will call her a lesbian.

Resident Evil series

Black male player: when other friendly characters are present, the game will not progress until the player is the first to open door/turn corner/walk down hallway/other situation which places him in mortal danger. also includes new Second Person Perspective camera, which remains fixed on white NPCs for duration of game. Game ends when player is killed, zombified, and killed again.

Latino male/female player: Game ends when player is killed, zombified, and killed again. (Game duration: five minutes.)

Asian female player: see Ada Wong.

Ico

Black male player: Player character has Afro instead of horns. Also, mysterious black shadows trying to separate Black male PC from white female NPC are now mysterious figures in white robes and hoods.

Madden 2010

Asian female player: No penalties are called on opposing team.

Phoenix Wright

Young white female player: Opposing attorney is Kanye West.

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My Take on the Street Fighter Stereotype Squad

October 28, 2008

When Capcom was taking flak for the Resident Evil 5 debacle, a few people would occasionally comment that Capcom actually has a history of racially offensive characterizations in their games – specifically, the characters from Street Fighter. This gave me pause – I have adored Street Fighter for a long, long time, and it never really occurred to me that the characters were seriously offensive. Furthermore, I’m hardly in the minority, here – virtually no one in the Street Fighter community ever really brings this kind of thing up, and it’s not because there’s a lack of people of color who play seriously, or reasonable people who can talk about race. So why would this be?

bankuei commented in the open thread about this a while back:

 

Here’s a thought: Street Fighter 2 was one of the first videogames that gave you a WIDE range of playable characters in terms of ethnicity. Stereotypical? Yeah. Still, better than playing either a Ninja or some random white guy all the time.

For that level of nostalgia factor alone, I think people are willing to give it a pass. (though, admittedly, videogames are rife with racist stuff. The fact that all the characters can be protagonists is good, though Blanka, Balrog/M.Bison and Dhalsim are the most problematic).

This is the first step. To use an example:

Media representation of Asian Americans has been a huge issue in the community for a while now. We’re sick of seeing ourselves portrayed as geeks, martial arts masters, delivery boys, sinister ganglords, and dragon ladies. Before we could organize around that, though, we had to make it in the media in the first place. Before Asians were portrayed in American films as those stereotypical images, we weren’t really in much of anything at all

Fighting games are quite possibly the easiest place to bring in a diversity of characters, particularly since it’s less about developing a character’s story and more about bringing in an exotic aesthetic. Certainly, this is problematic on some level, but it’s also given us our first Filipina character (Talim from Soul Calibur 2) where introducing a Filipina character in any other genre would have required a lot more pushing. Street Fighter 2 created stereotypes by drawing on each country’s fighting myths and legends. It wasn’t perfect – Balrog and Dee Jay, inspired by Mike Tyson and Billy Blanks (of Tae-Bo fame) aren’t exactly the inspiring figures I’d have wanted to model the first couple Black game characters after, Dhalsim is downright bizarre with the human skulls around the neck, and it seems painfully unfair to neglect Brazil’s vale tudo combat tradition by giving us Blanka instead of, say, a Brazilian Jiu Jitsu player – but it was a welcome departure from white guys and ninjas.

To be fair, Capcom has rounded it out a bit since then. The Street Fighter III series gave us Sean, a Brazilian brawler with moves inspired by MMA and Ryu and Ken’s Ansatsuken karate, and Dudley, the dopest black boxer in a video game ever, to make up for Balrog and Blanka. Most recently, Street Fighter IV added a white American single-mom-secret-agent with lips like Angelina Jolie’s, a French MMA fighter inspired by real-life fighting legend Fedor Emelianenko, and a fat white American biker kung-fu guy with a ponytail and a happy trail. On the downside, we get a Mexican Lucha Libre fighter (and chef) named El Fuerte:

Sigh. One step forward, two steps back, I suppose.

pat m.

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The 20 Most Important White Women in Gaming

May 26, 2008

Bonnie Ruberg blogged over at Heroine Sheik about her piece over at Gamasutra, “Women in Games: The Gamasutra 20″. Which is great! We need more pieces about women in the gaming industry – lord knows there aren’t enough of them (women, and pieces about them).

But, being the long-time veteran of the Internet that I am, I already knew what was coming before I even opened up the 21-page article. Click.

White woman.

Click.

White woman.

Click.

White woman.

And so on, and so on.

From what I can gather, the article’s nominees were recommended and deliberated by a panel of Gamasutra editors. Now of course I don’t know who was on that panel, but I’m willing to guess they’re white, too. So we have a panel of white people in a white-dominant industry talking about some of the other great white people they know. I get that it’s also a white male-dominated industry, so I’m all for pieces like these that highlight the important work that non-white-men are doing in the industry, but it seems pretty shitty to give women of color the short end of the stick.

The tricky thing about all of this is, I doubt any of this was intentional in the least; I can’t imagine Ms. Ruberg calling a secret meeting of her local chapter of the Gamasutra White Supremacists to figure out Yet Another Way To Keep Those Pesky Colored Folk Down. In fact, I have no doubt that the article’s nomination process sounded like a perfectly good idea at the time, whatever it was – and it could have been something as innocuous as a few people getting together and talking about women that they really admired in the biz. The point to take away from all of this is not that the gaming industry is racist (if you’re taking that away from this article, you must be a newbie to this blog) but rather, if the status quo is an industry that excludes people of color AND women, doing a project aimed at promoting the women in the industry without any kind of thought for race produces a project that still leaves plenty of people feeling screwed. The road to hell is paved with good intentions.

The response to this kind of criticism is, inevitably, along one of two lines:

1. We would have more women of color on the list, except they just didn’t seem to measure up along our eminently objective standards of XYZ. This basically translates to, “women of color just aren’t good enough to hack it with us. That’s not racist at all!” Um, yeah.

2. Well, Pat, since you’re so smart, what women of color would you have added? To which I say, considering I don’t work in The Industry, I haven’t the faintest idea. But I wonder: was Nichol Bradford, Global Director of Strategic Growth at Vivendi Games (parent company to Blizzard Entertainment, among others) was ever considered for nomination? Considering her rather impassioned speech at last year’s GDC, and the work she’s doing with arguably the most influential gaming company of the last few years, I can’t imagine it would have been for lack of impact.

That’s enough from me at the moment – I’m currently still reeling from a bout with tonsilitis. Peace.

pat m.

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San Andreas, and The Game I’d Really Like To Make

May 15, 2008

So far I’ve managed to make my way, through, oh, the first 5% of Grand Theft Auto: San Andreas so far – I’m still doing the initial gang missions and all. From what I hear, it’s not really one of those games that anyone ever bothers to finish, so I’m not too worried about it.

I actually brought it up while talking to The Lady last night, and she mentioned that all she had heard about it was that it was a horribly irresponsible game, because it doesn’t really teach about the consequences of taking certain actions. Actions like stealing cars, killing people, eating nothing but fast food, provoking the National Guard, and so on. Which is true, for the most part; it sets you in a somewhat realistic world and lets you go wild – things like committing felonies or getting killed are inconveniences readily remedied by reloading an earlier save. Cars are in endless supply, so why bother driving safely? For that matter, so are people, so who cares if you accidentally run over a few people while pulling out of the driveway?

As anyone reasonably boned up on their pop culture knows, it’s exactly this irresponsible escapism that irks so many people: once you get past the sensationalist ignorance like “it’s a rape and murder simulator!” or, more recently, the whole “Drunk driving is rewarded in GTA IV!” gaffe courtesy of the Parents Television Council (who?), what scares people about this game is that it’s so easy to kill, maim, steal, etc. when we’re controlling a virtual avatar in a virtual world that has no real permanent consequences whatsoever.

To people who play games, however, this isn’t really news to us at all. We should all know by now how easy it is to be horrible to other people who are actually on the other end of the TV screen (see: every instance anyone has been called anything derogatory on XBox Live, ever). Why would it be surprising that some polygons might be steamrolled because they stood between me and the Cluck ‘n’ Bell in San Andreas? But once the rules change so that our behavior affects the way we play the game, people are, by and large, just as nice as they can be. That is to say, if we made San Andreas issue in-game moving violations, people would behave better, and the rest of the game would have to be redesigned to make it not be boring, because right now, the game has been designed with a certain set of rules, one of which goes something like “it’s totally okay if the player drives irresponsibly.”

Since San Andreas is set in a realistic setting (well, compared to other video games, at least), the violence raises controversy. DOOM raised controversy oh-so-long-ago because people called it a “murder simulator”, but the days in which people would pick fights over that alone are over. Now, killing zombies, aliens, Nazis, etc. is for the most part, if not approved behavior, at least not something that would make the evening news. If the games we’re playing take place in something remotely resembling the real world, on the other hand, people go nuts. This marks a dramatic shift in the public’s common sense: it is less the action (shooting things with guns) but the action’s context that people are responding to. Phrased this way, it seems like even the critics are developing a more refined way to read and respond to video games. If I were a parent – and I say this as someone who has played video games practically since I could walk – I imagine I would be ever vigilant about the games my children played. And as they grew up, and matured, I think I would be less worried about the generic actions involved in the video game, and more concerned with the context in which the actions occurred. No Postal for them.

But what would happen if we were to offer a different context for the violence? After all, the use of violence is still a highly morally contentious issue. San Andreas doesn’t really give me much of a morally compelling context for driving like a homicidal maniac or performing drive-bys because the game is aimed at white people who want the escapist thrill of living in the urban jungle known as The Streets, where violence is a perfectly permissible way to deal with anything. Everything – the setting, the dialogue, the missions, christ, the CARS – it’s all cribbed from ’90s gangsta rap and Friday. But where all that spoke to actual experiences, San Andreas takes them as “authentic” packaging and sells it to white boys who just want to have an excuse to say “nigga” a few times to their also-white friends. Really, I bet white people love this stuff because Ice Cube could be gangsta (N.W.A.-era Ice Cube, not Are We There Yet?-era Ice Cube) even while he’s in his twenties and still living with his parents. That just doesn’t fly with white people these days, I guess.

So let’s take parts of San Andreas and complicate it a little bit. Let’s give the game a reason to be violent, and let the player choose to be violent, but don’t make it easy for him or her to do so. Let’s tell a story which is controversial not because people can be violent in a realistic-looking video game, but because the violence itself is controversial.

Let’s set it in mid-1960s Oakland, California, and call it Any Means Necessary.

Let’s make a video game about the Black Panthers.

For those of you who do know what the Black Panther Party was, you’ll know that it was nothing if not controversial. While I believe others could expound on the ideological basis of the organization (their Ten Points might be a good start), I will say that gangsta rap and San Andreas was not the first time people saw black men with guns. Picture this:

The opening scene would give us a shot at a middle-aged black man (voiced by Danny Glover – he was part of the SFSU Third World Liberation Front!) sitting in a prison cell and writing a letter to a loved one. At this point, the details surrounding his situation are vague; all we know is that he is on Death Row for committing some sort of violent crime, and he’s writing his letters both to come to terms with his past and as a form of memoir. These letter-writing cutscenes mark the beginning of major chapters in his life, which correspond to the chapters of the game. As the game progresses, we lead our protagonist through formative experiences that lead him to resonate with the message of the Panthers, eventually leading up to him joining up, starting his own chapter in his neighborhood, and working in all kinds of ways to empower his community.

The gameplay is set in a fairly open-ended environment, like GTA, but with less emphasis on all the crazy stuff you can drive, since the game isn’t solely about stealing stuff. The plot is advanced by missions of varying complexity; instead of taking inspiration from GTA here, I’d prefer to steal a page from Fallout‘s book. When our protagonist has to negotiate potentially violent situations (say, against white racist vigilantes, criminal elements inside the community trying to co-opt the movement, the police, etc.), give him a choice of branching dialogue options that can give him the option of resolving conflicts without violence. Borrow GTA‘s repetition-based skill system (the more you do X, the better you get at doing X) and apply it not only to combat skills but also negotiation, discussion, persuasion, and debate. Anyone involved in organizing knows how many goddamn meetings are involved whenever you do anything; let the player role-play himself and his own politics in in-game conversations that affect the way the plot unfolds. 

One of GTA‘s strengths is the incredible degree to which a player can immerse himself in the game-world. The cities of San Andreas are deep, detailed, and easily interacted with. However – with the exception of a gang turf defense mini-game – the focus is less on the communities you inhabit and more about what you can do with your protagonist, C.J. – feeding him, working out, tricking out the car, and so on. Instead, let’s make our protagonist as strong as his community; if the player invests the time to improve his community (along the lines of the Ten Point Plan, perhaps) and forge alliances with other marginalized groups,  he’ll be rewarded with stronger skills, more allies, and different plot events that eventually help to determine which ending (oh, there will be multiple) the player receives. Even aspects of San Andreas like eating and working out can be adapted; bonus points for eating well, making proper nutrition more accessible to poor communities, training and teaching forms unarmed combat (“They say karate means empty hand, so it’s perfect for the poor man” – Dead Prez). And if the player’s Panthers turn out to be as male-dominated and misogynist as the real ones were criticized as being, that too would have an adverse effect on the community’s formation as a whole.

As I mentioned earlier, the ways in which the player improves (or neglects) his communities and resolves certain key missions will affect the ending. Because of this, it’d be ideal to make the game beatable in roughly ten hours or so for the first playthrough, but readily resumable (a New Game+ mode, perhaps) so that the player’s community developments won’t reset each time. If you want plot details, though, you’re going to have to help me make this game first. ;) Ultimately, the player would have to decide what kind of vision they wanted to play out, and what role (if any) force plays in achieving that vision. The goal of the game’s design being, of course, to highlight that tension and turn the violence of San Andreas into something meaningful.

Oh, and I’d want Yuri Kochiyama as an unlockable character.

I imagine game designers are pretty guarded about some of their ideas, but I can’t imagine anyone out there is exactly chomping at the bit to make a game that critically interrogates race in the United States. If anyone out there wants to make this game, hire me on as a consultant. I could do this all day.

pat m.

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Police Brutality: The Video Game

May 14, 2008

So everyone’s favorite games artisté, Jason Rohrer (I have yet to figure out exactly how you pronounce his last name: Rawr? Rorr-rer? Row-rurrr?) has come up with another eloquent little game-ette, this one based around the horrors of police brutality and “Don’t taze me, bro!”. Apparently he’s set up shop as the artist-in-residence for the Escapist, so it’s over here. Sadly, I haven’t been able to play it, as it’s only available in a Windows executable and given his previous games it’d probably take longer to boot up Parallels than it would to actually play the damn game.

However, I figured that I would be remiss in talking about a game about police brutality without looking at how it affected people of color. After all, it’s no secret that police seem to beat on people of color – black men in particular – rather disproportionately than other folk. So I thought I’d make my own game about police brutality. Except I can’t code, and apparently there aren’t any working StarCraft map editors for Mac OS X, and it’s way too much work to do anything else for a game that would basically be a few seconds of you getting completely owned by guys with guns. And tasers. And cars. So the game is on hold, for the time being, until someone wants to give me a job as a game designer.

pat m.

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