#RPG – Diversity Dungeons RELEASED!

Buy it HERE

Diversity Dungeons : Worldbuilding & Game Design in the Safe Space Age
Much digital ink (and blood) has been spilt taking about diversity representation in tabletop gaming and in every other field of geek and nerd endeavour. Usually these conversations are extremely combative and they tend to end poorly for everyone involved. I’ve been involved in these debates and discussions myself, to my detriment. The position I hold being that free expression and the vision of the author or creator should trump any and all other concerns – including diversity, representation and so on. To my mind the answer is for people to create according to their own conscience, not to be condemned out of hand or for their motivations to be presumed and for diversity of ideas to be the benchmark. I want a world in which Varg Vikernes and David Hill can both make and sell games and I can ignore both of them.

That said, I cannot help but be drawn to controversial topics – that is where the interesting conflicts and stories lie – and there are few topics so controversial as the treatment of ‘minorities’ within media. Here we arrive at a nexus-point between realism, expectation, demands for representation, demands for free expression, historical revisionism, magic, science fiction, truth, ‘is’ and ‘ought’. That makes it interesting, but the battle lines of identarian politics, liberalism, conservatism, the regressive left and cultural libertarianism also make it an area fraught with difficulty and wilful misunderstanding.

There are no good – or at least no satisfactory – answers to a lot of these questions. Perhaps there are just multiple approaches each of which will annoy some group or other. What’s true in all circumstances however is that these controversial topics are interesting, fascinating and important in terms of world, character and scenario building whatever your particular stance.

This booklet intends to examine these issues in and of themselves, outside of the current state of controversy and to ask – rather – how we might better simulate the plight of minority groups, understand them within the context of fictional worlds, make allowances for player-characters who might seek to buck those societal trends or allow characters – through their actions – to affect social change within the game worlds.

#GamesSoWhite – Are they really? Why?

ACLiberation-Aveline_CoverArtI have a crashing headache so now may not be the best time to get into this, a lot of it is also going to be repetition of old points, but still, I think it’s worth weighing in.

This hashtag, and topic, is bait – not intended to create or sustain any intelligent discussion about the issue but rather to stir people up. The writer, Tauriq Moosa, associated with the tag (and The Guardian) appears profoundly ignorant of the actual diversity in games or the reasons why it’s not even more diverse.

So let’s actually look at some of the surrounding issues about diversity in games and try to look at why things are the way they are and how they might be changed – if they even need to be.

Why are Games Predominantly White?

Jared Diamond attributes western dominance, very simply put, to ‘Guns, Germs & Steel’. In terms of games you can attribute this to ‘Demography, Technology & Money’.

First world nations are predominantly white (Japan and Korea being two notable exceptions). First world nations have the technological infrastructure, money and access to personal technology on an affordable basis to support a gaming industry.

DIR_PurnaMany European nations are also much more racially homogeneous than the United States is, even the UK – pretty cosmopolitan – is around 90% white while the USA is around 75% white and Poland – focus of recent ire – is almost entirely white with white minorities rather than ‘persons of colour’ in its population, the Romani people not necessarily being treated very well across Eastern Europe.

So, aside from the obvious exception of the first-world Pacific nations, most games are produced by western, predominantly white nations by a process of simple demography. As such they stem from the ‘white point of view’, if such a thing can even be described. Remember, ‘whiteness’ is many different cultures. Just as it would be racist and ignorant to assume ‘Africa’ to be one single culture it would be racist to assume that the life experience or culture of a Scottish Islander has any real similarities to that of a Romanian Tatar.

Diversity is more than colour.

So, we have majority white populations. They’re going to produce more programmers, artists, designers – and consumers – by simple virtue of weight of numbers. Western, white-majority nations also have greater access to the technology, both to produce things, provide infrastructure and to make the necessarily technology available. The last factor is money, which ties into technology but which is worth looking at by itself.

Money exacerbates the problem in a number of additional ways. Minority communities are often poorer, which means they have less access to education and technology even in otherwise advanced nations. While social advancement is easier for people from poor backgrounds in Europe than it is in the US (democratic socialism) it’s still not as good as it could be. This combines with the white demographic dominance to make even less opportunities for people from minority communities.

This is a problem, but it’s not one really soluble by games companies.

Sheva-Official-Render-Rear-View-sheva-alomar-20099937-570-1100Why isn’t there more Diversity?

I say ‘more’, because there actually is a lot of diversity. This is why gamers get annoyed and upset when they’re told that their hobby is racist or sexist. They can give you a huge litany of diverse race and gender representations in games, but you have to be into games to know how ignorant it is to assume and presume that they are not diverse. This is not helped by ‘white saviour’ hipster kids playing up the supposed problem to – seemingly – profit from it.

So not ‘why aren’t games diverse?’ but ‘why aren’t games more diverse?’

In the previous section I covered a huge part of that – simple demography. Minority populations are called minorities for a reason, so simply by population weighting you would expect less designers and artists. Minorities also tend to be poorer, further reducing opportunity.

This we all know, if we’re honest, and we know it’s not really something that’s the responsibility of companies to address.

There are other social and financial pressures at work as well, and paradoxically the ‘hipster saviours’ may well be making things worse, not better.

There’s a catch 22 when it comes to minority representation. If you present a minority in your game you’ll be accused of stereotyping, doing it wrong, even cultural appropriation. If you don’t present a minority in your game, you’ll be accused of racism. If you do include a minority (or female) representation everything that character says, does or has happen to it will be placed under intense scrutiny. The (tempting) way to minimise this is to go for a standard white-male protagonist, since nobody much cares what happens to them and the racism accusations probably have the least bite or traction (or at least get more evenly distributed).
Alyx_Vance_2_by_SG_KatanAAdvertising/PR consultants and ‘social justice warriors’ have a belief in common which, seemingly according to research – gamers don’t share. Both PR people and SJWs both believe that representation matters. Gamers don’t seem to care as much (according to DiGRA research) about what their character is, they’re focussed on completing the game. PR and SJW however both think it matters a great deal. If firms could accept the fact representation doesn’t matter that much to their audience we’d probably see more diversity. So long as PR think it does matter, there’ll be pressure to pander to the majority audience, which for the big, showy titles remains stubbornly white and male. SJWs only make this worse by insisting that representation matters, enforcing the idea that catering to one is excluding another. If there’s millions of dollars at stake, why would you risk turning off your majority audience? That’s not good business sense.

Fixing the ‘Problem’

I’m not convinced there is a problem here. People who really know about games can point to countless examples of representation and the audience doesn’t much seem to care. I’d like to get some hard data on the racial breakdown of video-game buyers (USA stats would probably be the most useful) so if anyone has a link to any that would help. We do have stats on gender which is placed at 50/50, suggesting there’s no real problem there at all.

tumblr_me98p9Ost01rm9fh5o1_500Let’s assume there is a problem, or at least that we want to socially invest in minority communities because regardless of anything else we want to help people out – simply because it’s the right thing to do.

The only way to really make a difference here is to deal with the problem root and branch. Fund coding classes or after-school game design courses in public schools. Create scholarships. Continue the democratisation of gaming via the indie scenes. We don’t need blue-haired white hipsters banging on about diversity, we need to support the diverse creators that are out there.

We also need to change the way we go about things. Praise games and companies that are inclusive, rather than attacking the games and companies that we think are not. People will only dig in and resist to protect their creative freedom – as they should – and gamers will only react angrily to people ignorantly calling them racist. American diversity campaigners also need to learn a little more about European history and geography, before they open their mouths and fling insults.

Let’s also not forget that diversity doesn’t make a game good.

At the end of it all everyone needs to retain their free expression. Box-ticking on diversity quotas doesn’t make a better game. Allowing the artist to pursue their vision is much more likely to. If we are to do anything we need to create situations in which more diverse artists have the opportunity to express themselves, and we need to be a lot less judgemental of people creating games outside their own culture.

The future’s already here, it’s just unevenly distributed – to quote Gibson.

On a personal note there are many mythologies and subjects I would like to delve into, such as Indian mythology or alternative history around America’s history of slavery, but even I find myself self-censoring because I know the kinds of negative reactions I would get – despite the fact these settings would increase diversity.

I’m sure there’s others like me.

Mature conversation welcome in the comments!

Pax.

Appendix:

I did some back-of-an-envelope figures on the racial demography of the top selling (UK) games of 2014 as reported in Metro UK.

From the top selling (UK) games of 2014
35% race wasn’t applicable – either due to being sports/team games, non-human protaganists or unknown protaganists (cars).
65% had human/humanoid protagonists where race was applicable.

Of that 65%
50.77%% had white protaganists.
18.46% had PoC protaganists.
32.31% had customisable/choice of protaganists including PoC

As previously mentioned, the UK is around 90% white, so as far as representation of population goes this isn’t so bad,at all (though Japanese people may be highly overrepresented!).

What we do seem to be seeing is a continuing trend towards customisable protagonists which includes just about anyone.

I should note that in assigning this I stuck to single-player campaigns. Many games have online multiplayer with racially customisable characters but that isn’t reflected here.

Do You Like Awesome?

Here’s some stuff you should pay attention to…

1. Sarah Darkmagic is kicking off a project to fund some diverse art illustrations outside the standard norm. I don’t think this is needed everywhere and in every game and I’m a fan of pinup and cheesecake but more choice is awesome and this is a resource I would use the fuck out of. You can read more HERE and HERE and contact Sarah HERE if you’re an artist that might like to contribute.

The only thing that sticks in my craw is the emphasis on ethnic and female artists rather than art, but I’m willing to let that slide for now.

2. Lego? Robots? Game? Kickstarter? FUCK YEAH! This is a project deserving of your attention and hell, with that combination of awesome, how can you go wrong?

3. Your assistance in kicking economic censorship in the arse would be appreciated. You can add your voice HERE.

Libertines Vs The New Puritans

There’s a constant clash going on between two minority groups in gaming. Those who give a flying fuck about art/representations/gender pronouns and those who want to defend the creative freedom that we – in theory – have. The majority of people, whatever their gender, sexuality or whatever, don’t seem to give the flying fuck in question and are happily getting on with their games.

That said a lot of pressure – or at least what feels like a lot of pressure – is being applied upon creators to do what they’re ‘told’ by those seeking to pressure. This goes on to the point where you can be called all sorts of nasty names, have boycotts organised of your material and people can dedicate their lives to hate-mailing you and posting constantly on fora about what a terrible person you are.

The argument itself is pretty redundant at this point, people are too entrenched and won’t countenance thought or compromise but it might be an idea to give an historical perspective on sex/representation in fantasy and science fiction literature and film. That might also give some of the hardliners a bit of a better idea why there are some of us who enjoy sexy material, sexual material and whose eyes roll hard into our heads any time someone starts whining about armour or clothing styles.

SF and Fantasy have long been ahead of public attitudes when it comes to sex and sexuality. The fantastical has often provided a safe forum to examine these ideas, particularly when it comes to matters that are transgressive, experimental, odd.

Sexual repression. Not a good idea.HG Wells was a prophet of the sexual revolution and something of a ‘player’ himself. Many of the great masters and mistresses of SF and Fantasy cut their literary teeth during the sexual revolution of the 1960s. Going back to the Victorian period (Pearson’s magazine etc) one would find at least ‘racy’ descriptions, if not illustrations, women characters in positions of power and authority and so forth. Lest we forget, in the formative and hidebound Christian years of the 19th and 20th centuries – which so inform society even today – women were barely even seen as sexual beings, not so in fantasy and SF.

Fantastical writings brought sex and sexuality out into the light, examined it, made it plain. Pulp covers might be lurid and titillating, but there was nothing wrong with that. Even Burroughs had his Martians – of all colours and genders – running around naked. Not that that will make it to the films I’m sure.

We suffered our setbacks at the hands of the moral majority, the comics code, the banning of horror comics, furore over the pulps, moral panic at the content of works by Harrison, Farmer, you name it and those aren’t even the authors who went after sexuality as a topic all out. Women in these works might have been sexual, but one must remember that this itself was, still is, somewhat revolutionary. No slut-shaming here, just an enjoyment of male and female sexuality and – often – the imaginings of more liberated, promiscuous and less dysfunctional socio-sexual politics from the group families of Heinlein to the incestuous what if of Sturgeon’s Notorious ‘If All Men Were Brothers, Would you Let One Marry Your Sister?’

Women tagged along in SF/Fantasy long before it was acceptable to the morals of the world at large, wore trousers first in SF (or Bloomers, a solution to the skirt issues of zero gravity). It’s taken women from closeted and protected McGuffins to leaders and warriors. Wilma Deering, Samus Aran, Eowyn, Red Sonja and a part of that liberation has also been to recognise the female as a motivated sexual being.

So, when the censorious come to call, whether they be motivated by religion or gender studies those of us who lived in, or studied, or appreciate all the effort, time and battles that have gone into creating a liberated and anything goes field of fiction bristle. I think it’s understandable that we do so. What I don’t understand is why anyone would seek to drag us back to puritanical outlooks, particularly those on the liberal or leftist side of things. That’s where I place myself politically, but I guess I’m a libertine.

No hyperbole. Remember, sexual repression was used to enforce EngSoc OrthodoxyThere are valid concerns to be had about representations in advertising and celebrity, but the fantastical is pure fantasy. Nobody, hopefully, expects Superman or Wonder Woman to be someone they could ever really aspire to be and we need our ‘gods and monsters’, our archetypes, our ‘gods’ even if we know that they’re not real. These things are about escaping, dragging real world bullshit into games and escapism rather defeats the object of ‘escape’.

I don’t want to turn the dial back to a more repressed age and I think we lose more than we gain that way.

You’re free to not like something, just try to be consistent, knowledgable, tolerant and don’t confuse ‘I don’t like X’ with ‘X should not exist’.