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  • What are the ways that NPCs can end up as racist?

  • [THEME MUSIC]

  • We've talked before about how games

  • have had more than a few issues with racial inequality.

  • 85% of the playable characters and game

  • are white, according to the virtual census.

  • And when people of color do appear,

  • they are often relegated to what you

  • call a non-player character.

  • If God is love, then you can call me Cupid.

  • Because NPCs lack any agency and generally hold

  • little power, things can get problematic pretty quickly.

  • In a medium where the entire world is subservient

  • to the player's will, games can be racially unequal in ways

  • that other mediums just can't.

  • Movies might have to worry about the power dynamic in narrative.

  • But games have to be concerned with the power and balance

  • in both narrative and mechanics, particularly when

  • it comes to white player characters facing off

  • against NPCs of color.

  • And that means game designers need

  • to think about everything from the skin

  • color of the enemies on the other end

  • of the barrel to using stereotypes

  • as a crutch for character design.

  • Let's start with enemy design and how people of color

  • are often framed as the villains.

  • "Resident Evil 5" takes home the gold

  • of racist creations of NPCs by far,

  • with 95% of the gameplay consisting

  • of a white protagonist killing off hordes of nameless zombie

  • diseased Africa.

  • They actually throw spears.

  • I'm not making this up.

  • Then there are all the war games,

  • like "Battlefield" at "Medal of Honor," that differentiates

  • the player from enemy targets by using skin color

  • and culture, most recently Arab or Muslim cultures,

  • the same way that the NFL uses different color jerseys.

  • Even "The Legend of Zelda," for all of its childhood innocence,

  • isn't above fault. Ganondorf's Gerudo racial group might

  • be made up.

  • But they're an entire class of people

  • defined by three characteristics--

  • living in the desert, having darker skin, and being thieves.

  • All the heroes are white, of course.

  • Look, I'm not saying that people of color

  • always have to be the good guys.

  • But given the mass of inequality in the racial makeup

  • of playable characters, this power dynamic

  • of white guys squaring off against people of color just

  • can't be ignored.

  • Racist NPCs don't just come in the form of enemy hordes

  • though.

  • Take a listen to Letitia, the trash lady,

  • in "Deus Ex Human Revolution."

  • If it ain't the Cap'n hisself.

  • This isn't Mark Twain.

  • This is just over three years ago.

  • Letitia points to an even bigger problem than racially divided

  • enemy hordes.

  • Because, as the white protagonist

  • designated street informant, which

  • is a half-step up from using the term "urban spy,"

  • Letitia exists in the world of "Deus Ex"

  • solely to grant access to a part of Detroit that's

  • outside of the main character's race and class.

  • I's hear there might be a gunseller or two around town.

  • She's an example of a person of color

  • who not only suffers from a stereotypical and offensive

  • representation but also finds themselves

  • in the lesser role of an NPC because they're

  • racially distinct from the white protagonist.

  • But there is hope.

  • Games have gotten a lot better overall.

  • In the 2013 "Assassin's Creed" DLC "Freedom Cry,"

  • a black protagonist is the driving force

  • in a story focusing on the slave trade.

  • It's still DLC, but, hey, we're getting there.

  • Yet even "Freedom Cry" inadvertently uses

  • racist mechanics-- dehumanizing the slave NPCs by essentially

  • rendering the ones you liberate a nameless resource

  • for experience points.

  • So there's progress, but it's tricky,

  • as all progress is, especially when

  • conventional mechanics often get in the way

  • of a humanizing narrative.

  • But there are still persistent and more indirect issues

  • we need to address, like the shift

  • from offensive stereotypes to tokenism.

  • In movies and television, you'll recognize tokenism

  • as the "black best friend" problem.

  • A white protagonist has a black friend

  • to show them the ways of the world in quirky, ethnic ways.

  • It's an important observation and possibly more relevant

  • to gaining than movies.

  • Even when games do include characters of color,

  • tokenism tends to rear its ugly head. "BioShock Infinite,"

  • while appealing to the social injustice narrative,

  • ostensibly renders racial inequality

  • a gritty conflict for the greedy white protagonist

  • to solve with quantum physics.

  • And are NPCs always going to be fully fleshed out characters?

  • Of course not.

  • But they also don't need to be written as cheap stereotypes,

  • because that's just lazy.

  • Things like "Mass Effect" and the new "Dragon Age"

  • include darker skin tones while ignoring them

  • as any indication of race, an odd oversight

  • in the context of their exceedingly racially divided

  • universes.

  • I don't think it's too much to ask

  • to have racially diverse characters whose skin tone is

  • more than just a cosmetic adjustment

  • to make a game appear diverse.

  • It may seem like I'm splitting hairs here,

  • but these types of considerations

  • are exactly the kinds of changes that

  • need to happen for true equality in games.

  • On the 60th anniversary of Brown v. Board of Education,

  • the Supreme Court case that desegregated schools here

  • in the United States, Attorney General Eric Holder

  • delivered an important speech on the changing nature

  • of race and inequality.

  • He acknowledged that we've made progress.

  • But we're moving from the realm of law

  • to culture, from biased to sincere neutrality,

  • from direct racial effect to indirect racial effects,

  • from commission to a mission.

  • Essentially things are changing for the better.

  • We've moved away from the not even having characters of color

  • in media to something slightly less racist.

  • But with enemy hordes, stereotypical character design,

  • and tokenism, clearly we still have a long way

  • to go in video games.

  • So what do you think?

  • Do games represent race and NPCs in a problematic way?

  • Hash it out in the comments.

  • And if you like what you say, please subscribe.

  • I'll see you all next week.

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  • Last week, we talked with Joe Hanson

  • of It's Okay To Be Smart about the brain

  • science behind winning.

  • Let's see what you had to say.

  • So in describing the roots of behavioral game design,

  • I pointed to the early days of behaviorism and Skinner boxes

  • and rats pulling levers and thought,

  • that's not really a lot of fun.

  • But apparently I'm wrong, because KnaveMurdok points out

  • that you do that all the time in Zelda games.

  • So that's fine.

  • I'll make an amendment.

  • With the exception of games in the Zelda franchise,

  • pulling levers is not very much fun.

  • Oblivious Adobo says that they don't derive a lot of joy

  • from the big payoff of winning at the end

  • of a particular game, but from the process of getting there,

  • which is part of the point.

  • Remember, it's about all of these tiny little victories

  • that your brain registers, releases dopamine, and then

  • encourages you to create more opportunities for victories

  • in the future.

  • So even if you don't necessarily get to the end of the game,

  • you still are engaging in that process

  • by working your way through it.

  • So yeah, thanks the comment.

  • Kiva Bay says that dopamine is part

  • of the process of addiction and is surprised

  • that I didn't discuss things like gambling

  • addiction in the episode.

  • So I actually did a previous one on games

  • as a controlled substance, which I'll

  • link to in the description.

  • And I reiterated a point from that previous episode

  • in this episode just last week, specifically

  • that game designers need to think about their behaviors

  • as being part of a ethical spectrum.

  • So the same way that doctors take a hypocritical oath,

  • game designers need to think about what

  • they do in terms of using the tools of neuroscience

  • to keep people on that wheel.

  • They need to think about doing that in a responsible manner.

  • So yeah.

  • Great point though.

  • Shirma Akayaku was turned off by all the brain

  • science behind game design and decided

  • not to continue making games.

  • A couple things there.

  • One is that, if you're a creator of any different stripe

  • or persuasion, you're always trying

  • to think about ways to keep people

  • interested in the thing you're creating.

  • It just so happens that the tools that

  • are available to game designers are different

  • and are incredibly effective.

  • However, I would say that you shouldn't

  • let the abuses or the potential abuses of game design

  • be a reason that you don't pursue it.

  • They need more responsible people like you making games.

  • But thanks for the comment.

  • I appreciate it.

  • [THEME MUSIC]

What are the ways that NPCs can end up as racist?

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