We've mentioned before that movies still inexplicably revolve around prejudices that we thought we had outgrown decades ago, but that can at least be attributed to the age of the medium. Movies came into their own nearly a century ago; those prejudices are likely just strangely persistent moral throwbacks. But video games are different, because they're ours, right? There's no reason to inherit our grandparents' bigotry because we made these things up: We've set the standards, we've made the rules and we know that being racist, sexist, homophobic jerkholes is wrong ... don't we? Then how come this stuff is still happening all up in Mario's grill?
5Racism as a Gameplay Mechanic
Sure, there's the occasional obvious racism, like your classic stereotypes -- Barret Wallace in Final Fantasy VII is the only black character, and of course he uses heavy weapons, speaks in broken English and is vaguely homoerotic. City of Heroes has a similar problem, with the only in-story black character being the "Back Alley Brawler." Even the Mass Effect franchise, which is usually considered smarter and more progressive than most other games, has only one possible black romance option -- and if you pursue it, he cheats on you and gets another woman pregnant. Also, he's in charge of weapons on your ship and his father is a criminal. Also, he constantly says "dyno-mite!" like Jimmie Walker and kills aliens by slam-dunking over them. (We only made two of those things up.) One of the oldest villains in video game history is Ganondorf, and not only is he the only non-white character in the first few thousand iterations of the Zelda series, but he's also a member of the "thieving Gerudo race," which, like the Redguard, are obviously based off an existing people: Gypsies.
It's like what Hitler probably thought Gypsies looked like.
In Warcraft II, the "Trolls" are a species of idiotic subhuman warriors, so, naturally, they speak with an obvious Caribbean accent and make blatant references to living in Jamaica. In World of Warcraft, the Pandarens come from an ancient foreign realm in the Far East, bow as a form of courtesy and look like this:
It's not necessarily racist ... maybe the developers just loved Breakfast at Tiffany's.
Yep. You read that description right: The players keep them as pets, like a bunch of fantastical anthropomorphic subservient Katos to the white man's Green Hornet. We're not even going to get into World of Warcraft's race of Pygmies, who actually speak by repeatedly hollering "boogada boogada." You guys know Pygmies are a real people, right? We know they're amusingly short to us white devils, but we didn't see any "You must be at least this tall to be racially offended" sign at the entrance to the arcade.
But hey, like we said, that's all pretty superficial stuff: Some racism in modern video games is so ingrained as to actually be fundamental to the gameplay.
So What's the Deal?
Way back in 1974, Dungeons and Dragons took a cue from Tolkien and set a fantasy standard in gaming that lasts to this day: The race of your character influences gameplay in a meaningful way. Elves are good at bows and magic, dwarfs are heartier and use axes, and humans are for players who are unimaginably boring or painfully indecisive. Now, more "realistic" fantasy games like the Elder Scrolls series allow your characters to choose real-world races -- but still base their in-game stats around race. For example, the Redguard share skin pigmentation and cultural signifiers with the Moors ...
If you play as a Redguard, all the other characters mention how you're +10 to "Articulate" and "Well-Spoken."
... and share their stats with "black people," as in the walking stereotype we're trained to expect from watching cop dramas and episodes of Maury. In Skyrim, Redguards have an Adrenaline Rush perk that augments their athletic abilities, while in Oblivion, Redguards took a massive penalty to intelligence (effectively meaning that in the Elder Scrolls universe, black people were too stupid to use magic -- that world's analogue of technology).
This isn't the stuff of yesteryear; it's all still present in video game design. Despite the fact that African-Americans and Latinos play more video games than any other race, they're still getting treated as second-class citizens in the properties themselves. That's right: Even in an interactive medium completely free from the boundaries of reality, we're still slapping up "no coloreds" signs on all the Fairy Fountains.
And no Jewish people in the Mystical Country Clubs.
4Relationship Mini-Games Create Exclusively Unhealthy Relationships
These range from BioWare's plot-spanning and game-changing "Romance" side quests to God of War III's completely ridiculous, sexual-insecurity-overcompensation mini-game. But if anyone has figured out how to make a video game relationship that isn't utterly horrifying, we haven't seen it yet.
Take Infamous 2, which has two relationship options: the sassy black woman (if you're evil) and the bookish Asian woman (if you're heroic). In addition to starting out at the "Haha, like, really?" level of racism right from the jump, the outcome of both options is the same: Cole MacGrath, the hero, gets their powers, doesn't have to share his own and then kills both of the women. Even the ostensibly progressive BioWare drops the ball, with their portrayal of Jack in Mass Effect 2. As this 1Up article points out, the only way to effectively cure her post-traumatic stress disorder is to literally fuck it out of her. If you play as a female Shepard or just decide not to romance her, her character's story doesn't come to any kind of conclusion.
"Decades of physical and mental torture have left you psychologically shattered? I hear my penis is great for that."
Then there's Fable, where divorcing your wife earns you 600 "evil" points. Murdering her, however, only gets you 16.
So What's the Deal?
Relationships need to serve a purpose in video games, and since writing a quality story arc is, like, really hard, most game relationships end up functioning as just another way to earn in-game perks instead of advancing the plot. Grand Theft Auto's relationship system revolves around the male player tricking women into falling in love with him so he can use their stuff (sleep with a mechanic for free car repairs, or a cop for getting treated nicer by police), and he can "romance" as many as he'd like, consequence-free. While this kind of thing appeals to the "nerdy gamer who can't get a real relationship" stereotype, it's pretty frustrating and more than a little insulting for the millions of gamers who actually have emotionally matured beyond the age of 14.
"Will you be paying in cash, credit or sexual romance?"
Take us, for example: We're operating at least on the level of a 17-year-old. But, y'know: a deep one. Like a French kid or something. Give us some le credit, gaming industry.