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."