A friend spoke to me last week about just what I meant when
I brought up the issue of how video games deal with people who aren't white
men. She was a bit perturbed that I was
generalizing such a massive medium in such a sweeping fashion, particularly given
its remarkable potential for democratizing expression and distribution
methods. As we discussed the topic
further, three distinct considerations began to emerge: first, the manner in
which people of color in general and women specifically are portrayed in games
(oftentimes relegated to marginal roles or constructed with cartoonish
broadness in mainstream games), second, the manner in which the mainstream
video game industry in North America seems to be dominated by white men,
particularly when one considers leadership positions (Kim Swift and Jade
Raymond are the only prominent lead female game developers that I can recall
off-hand, and Swift's prominence has diminished of late), and, finally, that
the development of tools that democratize the production and distribution of
games over the last few years, which have made it possible for more diverse
voices to enter the artistic conversation represented by games as a medium have
never been more accessible or more available to garage designers, regardless of
race or sex.
I'm not well equipped to assess the efficacy of that last
point. Honestly, I'm not sure anyone is. The super-indie design structure that structures
like Steam's Greenlight provide micro-studios with is powerful, no doubt, but
it's difficult to pull patterns out of it, or to cement it in a cultural
discussion that touches on North American constructions of social identities -
Greenlight draws from a global market and allows designers to localize as they
like, which is fantastic, but that also makes it difficult to discuss, given
the relative invisibility of author figures within the Greenlight framework. That decoupling is a good thing, but it makes
it difficult, if not impossible, to garner useful information about just how
people represented by Greenlight self-identify, or what kind of experiences
they've had in society; there's no face time with developers, for the most
part, and the products that players eventually see are mostly left to speak for
themselves. This isn't a bad thing, but
it does make that last point difficult to effectively discuss. My friend was optimistic about the notion of
how marginalized voices might find hospitable ground through these new guerilla
distribution methods I felt less
enthusiastic about the prospect, but I'd very much like to be wrong. The broader the cultural spectrum sharing art
with the world, the better.
What we could agree on was that the first two points
represented significant issues, issues that mainstream video games seemed to be
moving in the direction of addressing. A
while back an African American co-worker told me in passing that a big part of Assassin's Creed 3's appeal for him had
been the presence of Ulysses, and his role in the story: for him seeing a fully
developed, fully fleshed out black character in a game was such a watershed
moment that the problematic elements of the game didn't even manifest for him. "It's rare to have characters I can
identify with on that level who I can really engage with," he
explained. To hear him talk about it,
the game was, at its core, about a relationship between Connor and Ulysses (a
thoroughly reasonable reading which, frankly, likely allowed my co-worker to
play a considerably more interesting game than the one I played).
This isn't an isolated occurrence in the world of Assassin's Creed. Assassin's
Creed 4 just released Assassin's
Creed: Freedom Cry, a stand-alone expansion wherein players take the role
of a Trinidadian slave turned pirate during the era of the Spanish Main,
effectively asking players to develop the narrative of a thrice-marginalized
person during a watershed moment in human history. It's great to see the series feature not only
a Black man, but a Black man with personal experiences as a slave. The social and psychic scars of slavery are
still thick on the psyche of many people in North America, and our capacity to
have a productive discussion about the subject is often occluded by a seemingly
intractable division between cultural experiences. Of course, it's worth
mentioning that this isn't even the first time an Assassin's Creed game centered on a black character. Assassin's
Creed: Liberation centered around Aveline, a French-African woman living in
Pre-Purchase Louisiana. It makes me wish
I was up to date on my Assassin's Creed
titles: Adewale's story in Freedom Cry taps into a rich literary tradition of
slave narratives, and Aveline is doubly qualified for the purposes of the
discussion I'm haphazardly trying to have here.
Ubisoft's progressive inclusion of different voices and characters from
conventionally marginalized backgrounds seems to be a key element of the Assassin's Creed universe as it
continues to expand, but I'm three games behind at this point; I'd be way out
of my depth trying to discuss the development of these protagonists. So instead of watching me continue to
flounder, let's talk about the game that initiated this conversation: Broken Age.
Broken Age is
noteworthy for a number of reasons, but the one I'd like to pick apart today is
its relationship with race and sex: one of Broken
Age's two central characters is, drum roll please, a woman and a person of
color. This is a bit of a big deal in
and of itself in video games: I can count on one hand the number of times I've
played as a person of color in a game that didn't allow me to customize my own
appearance. In fact, I think there are
more games that let me play as an alien or a ghost than games that let me
engage with the world through the lens of a person of color. Women are better represented, to be fair, but
their representations are often a bit lackluster, and female main characters
are overshadowed in much of gaming mythos by female supporting characters, who
themselves often reflect male fantasies, or girlfriend archetypes as I like to
call them. This is often true even when they're empowered characters with
agency: consider Half-Life 2's Alyx
Vance and Portal's Chell side by
side. Chell is a footnote in the Portal series, Alyx a key figure in the Half-Life mythology who resonated so profoundly
with players that she became the focus of a series of gameplay
"Episodes." In these episodes
she acts as a player's guide and companion, moving the player through
environments, supporting the player, and motivating the player to give a shit
about the world. That is to say, broad
stroke girlfriend stuff. She's also
archetypically constructed and artistically cast as a sort of punk-rock tomboy,
a more relatable, somewhat defeminized construction of womanhood (in comparison
to Western conventions of femininity - I'm not making a statement about the
authority of her existence as a woman).
Vella, the female lead in Broken Age is all the more noteworthy then. Vella is initially cast in a supportive role,
that of sacrifice, of literal eye candy, an actual piece of human icing atop a
cake. She chafes, not at the trappings
of social convention that adorn her, the dress, her status as
girl-becoming-woman, but at the expectation that she cannot be a main
character. Vella's cleave with society
doesn't come from a desire not to serve and better her people, it comes from a
place where she wants deliberate agency separated from the social constructs
that contain her. Vella engages with her
femininity wholeheartedly: the trappings of feminine convention, that is to say
clothes and shoes, are critical weapons in Vella's arsenal, and by utilizing
these objects effectively Vella manages to defy expectations, navigate the
world, and undermine authority structures that marginalize her. Unlike strong female supporting characters
I've written about before, like the aforementioned Alyx Vance and Fallout 3's Sarah Lyons, Vella embraces
her position in society as a woman in order to navigate the world and overcome
obstacles. Whether she's collecting
shoes in the clouds or navigating the cattiness of tween "frenemies"
on a beach, Vella is engaging with the tropes of being a woman in modern
society and, through that engagement, acquires agency and moves narrative
towards catharsis.
Before we dig even deeper into Vella's position in the game
vis a vis Feminist theory, let's rattle through some Feminist-Marxist theoretical
conventions coming out of Western social norms and literary theory,
particularly regarding the female body. Feminist
and Marxist theorists, long story short, have long argued that societies (many
societies, but Western society in particular) commodify the female body in daily
practices and cultural portrayals, treating it less as an aspect of a person
and more as a fungible asset to be traded, employed, consumed, and eventually
depleted. There have been a number of
approaches to eschewing these themes in 20th and 21st century literature, dope
approaches that have, more often than not, focused on moving women out of
feminine spaces and into previously male dominated spaces, where they then mask
their sex and/or gender in order to exercise agency. I'm thinking of noir stories with female
detectives, such as Linda Barnes eye-rolling Hardware or Thulani Davis' heavy handed Maker of Saints. On the
other end of the spectrum, writers and artists work to redefine femininity in a
way that eschews these traditional structures, as in the avant-garde poetry of Harryette
Mullen's Muse & Drudge and Anne
Waldeman's Fast Speaking Woman, work
that that deconstructs and recontextualizes modern conventions of womanhood. As we (slowly, painfully) transition towards
a society where manhood is no longer equated with power, however, a new trend
has begun to emerge, wherein women assert their authority in conventionally
feminine spaces and ways and, in doing so, exert agency in a larger
context. William Gibson's Pattern Recognition is an especially
adroit construction of this trope: Gibson's novel centers around a Cayce, a
"cool hunter" who uses her ability to navigate the world of fashion
and culture to navigate a series of obstacles, both existential and physical. By engaging with the social forces that commodify
her body and exerting mastery over them, Cayce is able to navigate and
textually subjugate a hostile world. Broken Age fits into this emerging
tradition: the female bodied Vella doesn't eschew the trappings of femininity,
even when they chafe. Instead, she turns
them to her advantage, weaponizing the commodification of her body as she's
offered to Mog Chathra, who, spoiler alert, is essentially a many-dicked altar
to the male-gaze and the consumption of the female body controlled by a
thirteen year old boy. Rather than
fleeing the offering process, Vella uses each offerings as an opportunities to
attack Mog Chathra and, in doing so, prove the dominance of developing female
authority over established masculine authority.
She embraces her womanhood, and uses the artifacts of her womanhood to
overcome threats to both herself, and to the social institutions she holds dear
(specifically family).
I jumped off the rails a bit there, but I wanted to be sure
to give you a sense of how popular culture and avant-garde art are both
engaging with a conversation that Broken
Age is participating in. Broken Age's construction of womanhood
goes beyond just including a female-bodied character in the game: it presents a
reading of how a young woman can navigate hostile social structures and, in
doing so, exert her authority as an individual over the world. This is no mere eschewing of social morays,
this is full out confrontation with what it means to be a woman. Mainstream video games are straight up
terrible at presenting strong female characters without stripping them of their
femininity. Much as I love Sarah Lyons
and Alyx Vance, and as important as I think they are, they are, on some level,
unsexed (though one could aptly make the case that Alyx Vance's body is
frequently presented as potential subject for the male gaze throughout Half-Life 2). Vella isn't strong despite her womanhood,
she's strong because of her womanhood.
There's more to be said about how gender and sex and
authority fit together in Broken Age,
certainly, and I want to talk about that later. The politics of yarn alone could keep me
occupied for weeks, but if I keep going down this rabbit hole of how Vella's
specific construction as a female character resonates in an important critical,
artistic and social context, I'll never get to the second half of her
exceptional status in the context of video games: her race. See, Vella is a person of color, which is
nervous white person speak for "she has dark skin."
Normally people of color are, like women, relegated to broad
supporting roles in video games: even key characters of color, like Sergeant
Johnson of the Halo series, are drawn
from broadly constructed archetypes. The
hard-nosed black sergeant, the fast talking latino soldier, the jittery Asian
combat tech, these are the faces of Benetton that greet us in our video game
casts. Fortunately this is being
eschewed of late in a variety of spaces.
The majority of the first Assassin's
Creed's characters are Arabs, drawn not from broad stereotypes but with an
eye to detail and character that makes them people, rather than objects placed
in a context to represent a particular social expectation or anxiety expressed
by Western audiences. This is great, but
it remains the exception to the rule in a genre wherein once a massively
anticipated release called Daikatana
that had a half-decade of marketing lead-up prominently featured a black man
named Superfly Johnson.
I'm happy to say that Broken
Age falls on the side of Assassin's
Creed. The setting, at least Vella's
setting, is a world rife with people of varying hue. Human hue, not weird alien hue, a key
distinction when you're talking about video games. And far from being broadly drawn as
stereotypes, Broken Age's people of
color are just that: people.
Individuals, characters, people with feelings and jobs and thoughts who
are just trying to get by. Vella is no
stereotype, and her presence as a person of color presents a strong, well drawn
character, affording players with a character they can identify with in a way
that the monochromatic casts of most video games often don't permit. Of course, there's a problem in this
conversation: because of the decontextualization of race and racial politics in
Vella's world, the experiences that Vella has as a character and her existence are
largely removed from relevant socio-political and cultural experiences that people
of color are forced to confront in the world we live in today.
Games that engage with those experiences more directly
exist, to be sure. The aforementioned
recent entries into the Assassin's Creed
series are all valid examples, though I'm not well positioned to investigate
just how most of them turn on that particular axis. The
Walking Dead video game is a marvelous example, allowing characters to
experience the end of the world as a highly educated Black man in the South,
whose status as an educator, an academic and a caretaker is framed as secondary
to his criminal history. These
experiences are important, and fill a role that Broken Age, by nature of its world's position as a totally-fictitious
construct, simply cannot. That is not to
say that Broken Age's deconstruction
of race isn't important, simply that it presents a narrative opportunity
distinct from that of titles dedicated to the construction of a realist world,
titles that ask players to reflect on how they might survive when pressed into
a particular set of experiences or challenges.
Broken Age instead presents a
conceptualization of the world where existent cultural constructions of race
are no more, and in doing so, illustrates a fundamental truth that our society
and its institutions often disregards: there's nothing fundamentally different
about people with different colors of skin, spare that they have different
colors of skin. Broken Age's construction of race outside of typical contexts
comments on that notion, generating what might be called a
"post-racial" construction by generating a world where racism, or the
notions of "race" constructed by Western culture, are not only
absent, but irrelevant to personal and political structures.
A productive bit of dialogue, sure, though it's one echoed
in other games: Mass Effect exists in
an apparently post-racial society, though some Terra Firma sound bites and
story nods echo political movements like the Know-Nothings, and Fallout is as post-racial as you can
get, though the inclusion of Ghouls as an oppressed "other" group
presents an opportunity for an investigation of intolerance. What makes Broken Age distinct, then, is that
it is largely unconcerned with investigating these problems, instead treating
them as what they are: unreasonable constructions of a society with no logical
basis underpinning them. Their absence
is not conspicuous, and in this, a dichotomy is generated that makes their
presence in our daily lives seem that much stranger and less acceptable.
That's just my take, though.
And, in a sense, my take is pretty unimportant: what's important, or
rather what I'm trying to get at here, is that Broken Age, simply by making Vella a woman and a person of color,
affords an opportunity to its players and commentators to engage in a dialogue
about these subjects, about notions of identity construction and portrayal, of
how we see ourselves and how we believe we are seen by the world. Broken
Age is not an isolated artifact: games have been moving in this direction
for a while, and even if they weren't, there's no reason we can't engage with a
broad spectrum of cultural material to construct "readings" of games
as art objects. What's important about Broken
Age is that its position presents such a particularly rich and nuanced
construction of each character that we are afforded a multitude of
opportunities to construct "readings" of Broken Age as a text. That's
something I plan to do again and again the weeks, and perhaps months to come,
and the inclusion of traditionally marginalized groups, along with their
thoughtful construction, makes the development of these "readings" so
much richer.
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