Why Should Games Be Diverse?
Essentially, it all circles back to the ancient and first form of entertainment: storytelling. Since humanity first learned how to exercise our brains which in turn facilitated a need to satisfy questions of the world around us, we’ve enjoyed telling and passing on stories. As far as circulating and retaining information goes, it’s actually a rather clever way to make sure the next generation is interested in whatever it is you’re saying, if said information is packaged in such a creative and gripping manner. Of course, over the centuries the methods and the uses of storytelling have greatly multiplied, and its original use as a cultural preservative is but one reason we continue to spread new ideas, new tales. Yet the basic necessity for stories remains constant.
Have I lost you? What I’m trying to say here is, that we’ve created many forms of storytelling entertainment to excite and challenge audiences that at their heart employ storytelling to grip its audience: literature, theatre, television and cinema.
Yes, stripping away all of the bells and whistles, the gaming platform is just as much of a storytelling device as the aforementioned art forms, and I would tentatively argue it has the potential to be more so. Because while other media tends to fit primarily in a box of “mass consumption” (and this is a gross over-simplification but I’m going with it for now) games also rely on “mass active participation”. That is, gamers are co-creating the story narratives they are simultaneously observing which is pretty unique to the genre (again with the oversimplification). Some games are more obvious and free-form about this than others, but the underlying concept is that a game allows the player to absorb and become a piece of the puzzle that is the story being told. There’s a responsibility that comes with that. Peter Parker got it, so it’s not a hard concept to digest.
Games do not exist in a vacuum. As much as some try to deny otherwise, the effects of the medium reach far and beyond just the players, and like any storytelling device (because this IS such a thing) games have a duty to acknowledge, if not embrace, the diverse stories that both its active participants and/or consumers find relatable or stimulating.
For a long time (and understandably so) such stories focused on straight white male protagonists because the most vocal members of the community were also straight, and white, and male. Nothing inherently wrong with that. But its not an accurate depiction of the kinds of stories that are out there waiting to be told. In fact, it’s rather close-minded and narrow, and limiting in so many ways that are not even evident to those of the community that are vocal in their opposition.
Think of it this way. The gaming medium is a playground. It’s not a particularly large or varied playground; in fact there are quite a few swing sets, and maybe a small set of monkey bars. But it is a well-loved playground, and the white straight male members of that community are the children who have taken a great enjoyment in spending time there. For a long time, this has been the way; nobody has questioned why there are an excessive number of swing sets, since nobody has ever felt particularly inconvenienced by them.
But then soon, more children enter the playground. Perhaps some of them were away enjoying other activities and have since taken an interest in this playground. Maybe others were too small to use the equipment, and perhaps others were too scared to venture into the area. But all the same, they are here now. And some of them are quite fond of the swings, or single monkey bar structure. But there are others who, though amicable towards said pre-existing equipment, are frustrated that no climbing structures are available, or that nobody’s thought to put in a see-saw yet. So they get together and make plans to expand the playground, to add new and exciting, possibly scary equipment that they personally would like to try out--
“Hold on a second,” say the white boys. “This is our playground. You can’t put that see-saw here. We like swings.”
“Nobody wants to get rid of your swings,” is the reply. “We just think that a see-saw would make the playground a lot of fun for a lot more people. All that’s here are swings, and they get kind of boring after awhile. Have you ever even TRIED a see-saw?”
“No,” say the boys, “but we won’t like it.”
Complex metaphor aside, some white/straight/male members of the gaming community seem to be acting quite a lot like those first kids using the playground. Guys. Come on. Nobody is talking about taking away your white grizzled protagonists. That’s not the point. But to deny or condemn others for wanting a more diverse option in gaming that’s reflective of what entertains them is not only unfairly limiting for that group of people, but also greatly inhibits the opportunities you have to explore new and exciting storytelling that might stimulate and challenge you in a manner you’ve never encountered. To accept a singular character type as a gaming default is to accept that your storytelling will forever be stilted. Limited. Cyclical.
And the world is far too incredible for that. So let games be diverse. Broaden your horizons. Like green vegetables, you might decide it’s either for you or nah. But at least you’re not leaving anybody else’s out to rot.