Three considerations for improving diverse game narratives and characters
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Three considerations for improving diverse game narratives and characters


Up to now decade, video video games have gotten visibly extra diverse than titles with simply straight white males because the participant character or on the field artwork. However extra diverse-looking video games does not all the time imply that narratives have essentially gotten richer or much less problematic, particularly when many main studios nonetheless encompass predominantly white groups.


Based in 2018, Candy Child Inc. is a Montreal-based narrative growth and session studio, with credited tasks embrace God of Conflict: Ragnarok, Marvel’s Spider-Man 2 and Alan Wake 2.


Whereas it might work with builders at any stage of a game’s growth course of, its mission is to collaborate with game builders to inform higher and extra inclusive tales the place illustration is not simply on the floor however integral with the design of a game and narrative. That can also be one thing that firm co-founder and CEO Kim Belair believes is finest accomplished earlier relatively than later in a game’s growth.


“If [a developer] involves us too late and goes, ‘Make this game non-problematic’, there’s nearly nothing we will do about it,” she tells GamesIndustry.biz. “It is too late to alter a personality or what they are saying, so all you are able to do is take away, and you simply find yourself in a scenario the place a personality’s been made to 100%, and now you are eradicating that fullness.”


Belair’s recommendation to builders does not embrace simple options to magic your manner out of problematic narratives which are solely outwardly diverse, or simply to get a ‘go’ (though that is one thing she says some builders have approached the corporate for). As an alternative, it comes again to creating room for including genuinely new views, which additionally means having a extra diverse crew within the first place.


“It is about creating area, it is about saying it’s a worth that we maintain alongside another technical aptitude.”


Listed below are three considerations Belair urges builders to bear in mind when creating diverse game narratives and characters.

Illustration is not separate from design

Whereas extra studios are working with consultants in terms of creating characters from marginalised backgrounds or having sensitivity checks, Belair says that among the identical points with problematic depictions can nonetheless come up if not thought-about as a complete.

“Folks will, for instance, say that they’ve consultants for these characters, and then they’re going to have the whole play take a look at crew, or have the course crew do a narrative or narrative evaluate, however they will not embrace any speak about illustration or sensitivity throughout that dialog, as if it is a fully separate entity from narrative,” she explains.

To make illustration of marginalised characters extra genuine, she makes the case that the experiences of marginalised communities ought to be thought-about in the identical manner as if consulting with a professional skilled.

“It’s important to communicate to your audiences and perceive that narrative design occurs within the eyes of the participant”

“I’ll usually see a Black character who says X, Y and Z, and I am going to go, ‘That does not really feel practical based mostly on the world that they reside in, based mostly on the issues that I learn about them’,” says Belair. “However that sense of unrealistic is just not seen in the identical manner as if I’m going, ‘This character is just not performing like a physician would,’ and then individuals will change that for accuracy.”

The concern is that by mentioning one thing problematic, it might impede the design of a personality or narrative, comparable to, for instance, having a Black villain, however Belair argues that it might be the other and add a brand new dimension or layer, additive relatively than corrective.

“You are not asking ‘can we now have a Black villain?’, however ‘can we now have a Black villain who doesn’t characterize sure stereotypes that can make our viewers misunderstand our intentions round their villainy?'”

The opposite mistake she sees is the place a game is mainly seen as extra diverse with a palette swap, however as a right over how this connects to the story or will resonate with its viewers.

She provides, “We’re making a product for actual individuals, and we won’t faux that if somebody modified their color tomorrow, their life expertise would not be totally different. It’s important to communicate to your audiences and perceive that narrative design occurs within the eyes of the participant. We aren’t designing in a vacuum.”


Three considerations for improving diverse game narratives and characters
Alan Wake 2 is simply one of many current hits Candy Child Inc. has consulted on

Confront uncomfortable points

For builders with well-meaning however homogenous groups, it may be too simple to give attention to a prime layer of variety that is solely celebrating the positives however afraid to handle the painful, messy nuances of being from a marginalised neighborhood. Belair makes a distinction between surface-level variety and illustration the place a marginalised character can also be offered realistically, which is able to in flip resonate with audiences who determine with that background.

For God of Conflict: Ragnarok, Candy Child particularly labored on making Angrboda, depicted as a Black character, extra relatable to Black audiences regardless of the game’s Norse mythology setting. As a supporting character, there had been issues that it might really feel like Angrboda’s goal did not matter within the grand scheme of the narrative, however relatively than draw back from this, Belair says the answer was to make it “extra diegetic”.

“One of many issues that all of us face in our lives as marginalised individuals is the sense of, ‘Am I only a side of another person’s existence?’,” she continues. “For me, a black character in a game the place she feels that very same manner, it is going to completely be seen and resonated with by individuals of color and by Black women who determine with Angrboda. So many locations are afraid to even make a commentary on issues, due to some concern that mentioning one thing is dangerous. However not mentioning one thing is extra uncomfortable.”

Nevertheless, Belair has additionally had conferences with all-white groups who wish to handle essential points like racism however the place the intention is barely to inflict struggling on a marginalised character or narrowing it to a sequence of villains that may be externally overcome.

“It is solely going to be about unhappiness and damage, and not the ways in which we’re resilient or the ways in which [issues of systemic racism] are merely realities,” she says. “They will even say, ‘It is not empowering if we do not present individuals overcoming these realities’. However I do not suppose that, whilst an organization proprietor present below capitalism, what I am doing is me by any means overcoming capitalism, however it’s me surviving and attempting to thrive inside it.”

She provides, “I would relatively somebody say ‘I’m a Black character, racism exists, this is how I reside’, as a substitute of creating it about racism a side of my life and it is all that I take into consideration, and my entire arc is about making individuals much less racist.”


Sable takes place in a fantasy world, however diverse illustration continues to be simply as essential

Deal in specifics, not stereotypes

The extra specificity that may be dropped at a personality, the richer their illustration. This sounds apparent nevertheless it’s one thing that video games attempting to be diverse will wrestle with if the crew does not have already got totally different views within the room.

“If you’ll create an American character, you may see he is from Texas particularly, he is received a number of Texan cultural touchpoints,” says Belair. “Then you will have a personality from West Africa who represents like 15 totally different international locations, and they take a look that’s incongruous as a result of the particular person designing it does not have that specificity. It finally ends up feeling like there are costumes being worn and there are people who find themselves simply there to characterize another person’s schooling a couple of nation.”

A scarcity of specificity also can end in stopping totally different flavours of a personality’s id. For instance, Belair discusses a venture in a highschool setting the place the developer wished one of many characters to be a French alternate pupil however was baffled by the suggestion that this may very well be a non-white character.

“They noticed that if this character was not white, then it might distract from their Frenchness and the archetype they wished to create,” she explains. “However why would not it deepen that archetype and give a deeper set of references? Folks actually wrestle with that.”

“Many locations are afraid to make commentary on issues, due to concern that mentioning one thing is dangerous. However not mentioning one thing is extra uncomfortable”

Specificity will also be the distinction between a stereotype and a beloved trope in a neighborhood, which might be troublesome to differentiate for somebody exterior that group. Talking of her Jamaican background, Belair talks about how her brother encountered a person from Barbados in a car parking zone and seen they each had miniature punching gloves embellished of their respective nation’s flags hanging on the entrance of their automobiles.

“They have been laughing as a result of all of the Caribbean guys they know even have these identical little trinkets,” she explains. “That’s one thing that individuals in the neighborhood will know, which nobody on the surface would suppose to place in a game, however it might be all I must see a personality is of Jamaican descent as a substitute of another stuff.”

It is these little touchpoints that present gamers the place a personality’s tradition (and that of the individuals they’re representing) lives, and how tradition is skilled.

“It’s kind of like worldbuilding the place individuals have to clarify how every little thing works. I exploit my cellphone each day and I do not know the way it works, nevertheless it’s actual to me and I do know what it does,” she provides. “So when desirous about illustration of characters and of worlds, take note of what it does and the way you expertise it daily. Do not work from a bio, work from an arc.”

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