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This site includes blogs and podcasts created by students enrolled in Gender & Intersectional Identities in Video Games (FIST/GEST404) at Lawrence University. The students’ work has been shared online to contribute toward creating a more welcoming, inclusive, and reflective gaming community.

Select the game titles at the top of the page to see recent work grouped by title, or the menu on the right under Games Researched to see work from all classes by game title.

Cyberpunk 2077 Episode 2: Portrayals of Disability and Wealth Inequality

By Jonnie and Caleb

We will be discussing the portrayal of disability and wealth inequality in the game and analyze the impact that may have on the audiences.

Source:

Siuda, P., Reguła, D., Majewski, J., & Kwapiszewska, A. (2023). “Broken Promises Marketing: Relations, Communication Strategies, and Ethics of Video Game Journalists and Developers: The Case of Cyberpunk 2077“. Games and Culture, 0(0). https://doi.org/10.1177/15554120231173479

Expansion of Play and Mental Health Narratives in Celeste

By Elle and Logan

Introduction (Elle): 

Celeste offers a unique gameplay experience in relation to other platformer games, providing features such as Invincibility Mode, which makes gameplay possible even for me as a person with limited video gaming experience.  In this blog post, we write about Celeste’s expansion of play possibilities and incorporation of mental health narratives. 

Modes of Play (Logan):

Despite being a tough as nails platformer with unrelenting obstacles that threaten you at every turn, Celeste stands out as a game that embraces players of all skill levels. The fundamental controls of the game come down to a joystick or directional pad for movement through the space, a jump, a grab, and a dash. Many modern platformers tend to overwhelm new players with mechanics and abilities that require precision and a deep level of game knowledge to get a grasp on. Celeste is content to keep the controls simple and let the game mechanics speak for themselves. The game launched with seven levels and two more were added later on, and each one has a unique mechanic that alters the standard gameplay in some form. None of these significantly change the players’ moveset or require additional buttons, they just recontextualize and build upon what has already been established. The approach that the Celeste developers took to making a platformer creates a fascinating dichotomy. They have created a brutally challenging game that is effectively impossible to truly complete, that is also very approachable and understandable to players of all levels of ability. It’s easy to understand, but difficult to master. This is especially evident in Celeste’s prominent speed running community in which pixel-perfect movement and hundreds of frame-perfect inputs are required to get a top-level time. The fundamental gameplay and mechanics of Celeste were crafted in a way that the game can be enjoyed by anyone. 

As if that wasn’t enough, Celeste offers a glut of assist options right off the bat through its extensive “assist mode.” There are five options within this umbrella, some of which have multiple options within them, and some of which can be simply toggled on or off: game speed, infinite stamina, air dashes, dash assist and invincibility. Game speed is fairly self-explanatory. You can slow down everything in the game to 50% speed by intervals of 10%. This allows the player to adjust the level of timing and precision necessary on some of the obstacles. Infinite stamina allows the player to cling to walls for as long as they want, which creates far more safe spots to rest and take a breath between difficult obstacles. Normally, the player gets to use their dash one time before they touch the ground again or refill their stamina some other way. The “air dashes” option lets the player dash twice in midair or an infinite amount of times if they so choose. Dash assist stops the game any time the player dashes and allows them to select an arrow that’s pointing the direction they want to go. This is especially useful for getting used to the ability and its cardinal limitations. Lastly, toggling invincibility allows the player to touch obstacles and keep going. What’s fantastic about the assist mode in Celeste is the variety of options that appeal to different potential needs of the player base. Some of them, such as game speed, invincibility, and air dashes, simply make the game easier. For people who aren’t as experienced in platforming or simply don’t have the privilege of sinking hours of effort into every play session, this lets them set their own level of challenge. Others, such as dash assist and infinite stamina, give players of differing abilities options to enjoy a game that otherwise may present barriers that the developers hadn’t considered. Putting accessibility in the hands of the players allows for individuals to choose what works best for them and prevents the developers from having to attempt a “one size fits all” approach that will inevitably leave people behind. All of this is already great, but Celeste takes things a step further. Contemporary platformers often employ similar, albeit less robust, assist modes. If you die too many times, the game asks you if you’d like to skip the level or gives you a power-up that makes you invincible, etc. However, these games usually punish you for taking advantage of these options. In many games I’ve played, using the options that the game provides can permanently lock you out of true completion, even if you go back and beat the level “legitimately.” I understand the desire to preserve rewards for “pure” completion of one’s game, but offering disadvantaged players a way to beat your game only to punish them for taking it is just scummy, not to mention bad game design. Celeste allows the player to use any accessibility options they want and still considers a win legitimate. You can even skip through every single level and watch the final cutscene, and the game doesn’t punish you or hold it against you in any way. Does this diminish the value of what a “win” truly means? Maybe. But ultimately, players who want to truly challenge themselves still have the ability to do so, and players who otherwise wouldn’t be able to now can as well. If anything, that makes the idea of “winning” even more valuable. A win in Celeste is not on the level designer’s terms, it’s on the players’ terms. I believe that’s an incredibly powerful subversion. 

Mental Health Narratives (Elle): 

I’m feeling Sam Quirke’s writing about his experience playing Celeste as highlighting a kind of space in which players can be responsive to what the game offers them in relation to mental health while feeding those strategies back into the context of the game.  Quirke writes that “If I find myself hurling at a difficult section relentlessly, I remember the feather [breathing strategy offered by the game] and stop to take a breath.”  I would argue that this represents a kind of accessibility, although it does not figure as one of the official Assist Mode features discussed above by Logan. 

Players can not only use the feather breathing strategy within the boundaries of the game and the gameplay, but also—in a fantasmic way—allow that tactic for navigating anxiety and panic to transcend the edges of the space, potentially breaking the magic circle (Chess 74-75) and letting a gameplay feature—keeping the feather inside the box on the screen—move beyond its boundaries to affect a player’s real, physical, life. 

Conclusion (Logan):

Celeste doesn’t treat accessibility as an inconvenient checkbox to tick off during the development process, or a blurb on the back of the box. Accessibility is a gameplay mechanic that is inherent to the game’s design and the player’s experience. It is up to you to create and beat the obstacles set up for you. All the developers do is provide you with the means and tools to do so. It’s one thing to create a game that everyone wants to play. But the developers of Celeste went a step further and made a game that anyone can play. 

Bibliography: 

Chess, Shira.  “Play to Protest.”  In Play Like a Feminist, 74-75.  Cambridge, Massachusetts:  The MIT Press, 2020. 

Quirke, Sam. “The Mountains We Make: Celeste and Mental Health.” TrueAchievements, 24 Feb 2018. https://www.trueachievements.com/n31419/the-mountains-we-make-celeste-and-mental-health

Further Reading:

Brown, Mark & Anderson, Sky LaRell.  “Designing for Disability: Evaluating the State of Accessibility Design in Video Games.”  In Games and Culture 16, no. 6 (2021):  702-718. 

Dumont, Alexandra & Bonenfant, Maude.  “Thinking Inclusiveness, Diversity, and Cultural Equity Based on Game Mechanics and Accessibility Features in Popular Video Games.”  In The Palgrave Handbook of Disability and Communication, 221-242.  Palgrave Macmillan, 2023. 

Klepek, Patrick.  “The Small But Important Change ‘Celeste’ Made to Its Celebrated Assist Mode.”  Vice, September 16, 2019.  https://www.vice.com/en/article/43kadm/celeste-assist-mode-change-and-accessibility. 

Signor, Jeremy. “How the Celeste Speedrunning Community Became Queer as Hell.” Kotaku, 30 Nov. 2021, kotaku.com/how-the-celeste-speedrunning-community-became-queer-as-1848120383. 

Simon, Annika. The Mountains We Make: Eine medienästhetische Analyse psychischer Störungen in CELESTE. In: transcript; Görgen, Arno; Simond, Stefan Heinrich: Krankheit in Digitalen Spielen. Interdisziplinäre Betrachtungen. Bielefeld: transcript 2020, 189-210.* 

Heavy Rain: Pain and Petrichor- Women & Motherhood

By Miranda and Kyle:

This podcast episode is divided into two segments. First, we discuss the violence against and the sexualization of women in video games, and how those tie into Heavy Rain, before diving into an analysis that is counter to the narrative put forth in the game: How are mothers depicted, and what do these depictions say about society’s understanding of parental roles?

Bibliography:

Beck, Victoria Simpson, et al. “Violence Against Women in Video Games: Prequel or Sequel to Rape Myth Acceptance?” Journal of Interpersonal Violence, vol. 27, no. 15, 2012, pp. 3016–3031, https://doi.org/10.1177/0886260512441078.  

Mendelytė, Atėnė. “Thought Experiments in Video Games: Exploring the (Un)Ethics of Motherhood in Frictional Games’ Amnesia: Rebirth.” Games and Culture, 2023, https://doi.org/10.1177/15554120231153715.  

Spindler, Emily. “She Contains Multitudes: Exploring Motherhood Through Games.” GamesHub, 24 May 2023, www.gameshub.com/news/features/exploring-motherhood-and-games-2617232/.  

Music for the episode – “Maybe Tomorrow” performed by Grant Green on his album, Visions, published by Blue Note Records in 1971 

Queer Mechanics of Celeste

By Elle and Logan

Introduction: Logan

What does it mean to be queer? I believe it’s fair to say that queerness as a concept has metamorphosized over the last century, and is, for all intents and purposes, unrecognizable now when compared to its premodern implications. What used to be a derogatory term for homosexuality has been reclaimed as a personal sense of self-expression, a category of ideas and ideologies, a term for a contemporary wave of explorative academia, and, most integral to this current exploration, a form of confident divergence from the establishment. This divergence is present all around us in a variety of forms like books and films, but I’m a firm believer that contemporary ideology always pairs especially well with contemporary ways of delivering it. That’s why I adore the discussion of queerness in video games so much. The level of interactivity and passion involved in every step of the video game perfectly lends itself to the ability to experiment and challenge preconceived notions. A phenomenal example of everything I have brought up, from queerness as self-expression and confident defiance to video games taking full advantage of their unique medium, is the 2019 indie hit Celeste

Queer Resistance to Normative Play: Elle

One significant feature of Celeste that players might notice early on is that although the game records the number of deaths a player accumulates in the course of playing a level, the player is not penalized whatsoever for the number of times their character dies.  Any meaning or significance that a player might attach to death in the context of Celeste is challenged by the fact that players have the option to turn on Invincibility Mode, one of the Assist Mode features.  Players might, of course, also borrow meanings from their experiences with other games where they are penalized for accumulating, in some cases, a specific number of deaths. 

This can be read, queerly, as a resistance to a possibly normative way of moving through a platformer game that might prominently feature navigation along a direct, predetermined pathway.  The player of Celeste is empowered to choose how they wish to move through the spaces that their character encounters in the game.  Bonnie Ruberg writes that “Queerness challenges dominant beliefs about pleasure and power” (Ruberg 7).  I am imagining that a player might experience pleasure at not dying and I remain curious about where this pleasure is coming from.  Is it from their experience playing other platformer games where death might have greater significance within the gameplay than it does in Celeste? Where might the value of not dying come from? 

If playing can be a queer practice, or playing queerly can be a practice, and if “[Both] Queerness and video games… make space within structures of power for resistance through play,” then how might this resistance take place, be enacted?  I want to suggest one possibility, drawing on my experience with disability studies.  Rosemarie Garland Thomson writes that “Stairs… create a functional ‘impairment’ for wheelchair users that ramps do not” (Garland Thomson 7).  In a similar way, navigating the spaces with which players are presented in Celeste using Invincibility Mode might be read as a kind of resistance against a “normate” way of playing that privileges a player’s ability to navigate Celeste’s spaces as a signifier of how good the player is at Celeste, or at platformer games, or at video games more generally.  As my own personal experience with video gaming includes deep knowledge of a few specific 90s platformers, I would not derive pleasure from playing Celeste without Invincibility Mode on.  However, I want to suggest that resisting the value of character death, as Celeste offers it to players, as a signifier of anything offers a queer, anti-ableist mode of gaming that might be used as a model for making, or for playing, other games. 

Subverting Game Death as Punishment: Logan

As mentioned above, Celeste is a game that embraces what its contemporaries in the platforming genre generally see as acts worth punishing. In an overwhelming majority of mainstream platformers, if you fail too many times, you are punished and have progress taken away from you. Those who are already struggling are punished further, while those who manage to succeed, whether due to prior experience or natural ability, are rewarded further. Based on this description, it should come as no surprise that most conventions of the modern platformer have strong roots in capitalism. Platformers originated in arcades in which companies were financially incentivized to make games cryptic, challenging, and generally inaccessible. After all, you’re more likely to put quarters into a machine when you can’t clear it on your first try. However, mainline platformer series have largely remained unchanged in this way. When you lose all of your lives, you are punished. Your inability to play the game the way its designers intended is met with progress that you HAVE made being taken away from you. This is where Celeste comes in.  

The idea of death as punishment is subverted in several ways. First off, all progress is guaranteed. Unless you go out of your way to reset your progress, clearing a screen once means you’ve cleared it for good. Some of these screens are longer and/or more difficult than others, but beating one means your victory is yours to keep. This means that a player who struggles to overcome the games’ tougher challenges is rewarded every time they manage to do, and success doesn’t lead to pressure to succeed more under threat of their progress being undone. Additionally, the number of times a player dies in each level is tallied and displayed right next to their strawberries, the games’ main collectible. Celeste treats its collectibles and the players’ deaths as equal achievements: both things that deserve recognition from onlookers. This small change to the standard gameplay loop completely recontextualizes the act of platforming within its titular genre as something that is unequivocally deserving of praise, regardless of factors such as death count, time taken, and skill level. Not only does this increase accessibility for the genre, but it flips the traditional “do what we want how we want you to, or you’ve failed” narrative that subconsciously runs through the platformer genre on its head. Going by Ruberg’s classification of queerness in video games, I contend that this easily fits the bill. After all, what could be more antithetical to hegemony than rewarding failure and living experiences at one’s own pace without regard to experience or level of ability? 

Conclusion: Elle

Celeste is a queer game that troubles normative platformer expectations and calls into question the role of deaths, collectibles, and the relationship of gaming to capitalism.  Through these practices, Celeste offers spaces for players to engage with gaming in ways that disrupt normate ideologies of gaming.

Bibliography:

Garland Thomson, Rosemarie.  “Disability, Identity, and Representation:  An Introduction.”  In Extraordinary Bodies:  Figuring Physical Disability in American Culture and Literature, 5- 18.  New York:  Columbia University Press, 1997. 

Ruberg, Bonnie.  Introduction to Video Games Have Always Been Queer.  New York:  New York University Press, 2019.

Indigenous Games in a Cultural Context

Gabe Roethle and Jessie Downey

Introduction 

Video games have a long history of Indigenous representation. The conquest of Indigenous land by the U.S. is a familiar topic in games that center the “wild west” and exploration of the frontier. Indigenous people as shown in video games so often represent what lies on or beyond the frontier, the conquered or not-yet-conquered, because of the video game industry’s cultural investment in replaying of colonialism. Portrayals of Indigenous people in media are lacking overall because market forces uphold a vague Indigenous aesthetic as something that can make money, but they do not similarly uphold informed research and Indigenous voices as important components in this type of representation.  

For the many Indigenous people playing games, especially Indigenous youth, this general lack of informed representation in video games is one of many factors that alienates them from Indigenous cultural modes. This is not to say that Indigenous voices are silent in the video games industry. Indigenous video game creators such as Upper One Games, the Skins project, and Skawennati are currently working toward recreating a video gaming industry that not only includes Indigenous input but where Indigenous voices are foundational. These individuals and organizations usually emphasize the importance of youth in participating in Indigeneity through these video games. In some projects, such as Skins, Indigenous youth are even encouraged and taught to develop their own games in a collaborative setting. As Indigenous people continue to reclaim their representations in media such as video games, they actively participate in the nurturing of Indigenous identities. 

Skawennati and TimeTraveller™ 

Mohawk artist Skawennati is one of the creators of TimeTraveller™, a machinima and ARG set in the game Second Life (LaPensée, 105). The TimeTraveller™ story bridges Indigenous past with present and future, as Indigenous technology bends joins Indigenous people and communities from different time periods, with the players having the chance to learn and reflect on Indigenous history both past and to come. Second Life was chosen as the platform for the series because it provides players with a wide set of tools for creating characters and worlds (LaPensée, 109). Second Life is not considered an “indigenous game,” but its potential for player-centered meaning-making allows Indigenous voices to speak through the game. Skawennati’s use of the online multiplayer game for machinima is indicative of Indigenous reappropriation, using tools sustained by settler colonialism to work against colonialist hegemony.  

While Second Life’s freedom does allow for Indigenous player agency, the game by and large still wears the markers of settler colonialism. Skawennati recounts that her first encounter with Indigenous assets in the game, which were rare to begin with, were sexualized clothing items (LaPensée, 114). At the time of Skawennati’s first playing of the game, the market of player-created assets had not been conducive to authentic Indigenous expressions, but rather led to fetishized representations. Skawennati and other creators on the project created assets that demonstrate traditional Indigenous items, such as clothing, as well as those that demonstrate Indigenous futurity, such as a pair of TimeTraveller™ glasses (LaPensée, 115). Because of work by Skawennati and other Indigenous creators, Indigenous representation in player-created assets in Second Life has since improved because of the intentional fostering of in-game environments that promote Indigenous self-advocacy and community. 

from timetravellertm.com 

Indigenous Gaming as Political Activism 

The recent uptick in games and game analysis content made by and for Indigenous communities has facilitated discussions about what progress has been made and what still needs to be done in terms of Indigenous representation. The Indigitalgames.com blog project, for example, examined Indigenous representations in several video games in order to “show the complexities and other factors that contribute to descriptions [of Indigenous people] seen in video games throughout the decades” (Lagace 12). Highlighting these representations was then meant to “provide opportunities for Indigenous people to examine and counteract tropes that otherwise will continue to define Indigenous cultures, nations, and traditions in digital spaces” (Lagace 88). Understanding how certain representations are authentic or harmful is a key step towards creating better representations and thus creating better, more accurate conceptions of these communities in the public’s mind.  

Game workshops have been incredibly beneficial at facilitating these types of discussions (especially for Indigenously-made games being discussed by Indigenous community members). As Lagace explains, “Game workshops allow all generations of Indigenous community members to participate in transitioning their traditional knowledge into digital projects and platforms so as to incorporate as much authenticity into the game as possible” (87). With games being an emerging form of carrying on the storytelling tradition, it’s vital to include as many generational perspectives on them as possible. By introducing older generations to this new format of storytelling and younger generations to the stories themselves, these workshops offer a novel form of community bonding.  

Conclusion 

The lack of positive, authentic representations of Indigenous identities/communities in video games has harmful repercussions on the outside world’s conception of them as well as their conceptions of themselves. Many games that include Indigenous characters use overtly racist and offensive stereotypes of these peoples and their culture, while others have had neutral to positive representations while still using colonial/problematic game mechanics, such as Second Life. The answer to this dilemma is simply to have more games be created by and for Indigenous people. When representing a real-life identity or culture, it’s imperative to have members of said identity/culture be involved in the creative process, lest the representation be ignorant or offensive. This is especially true for video games in which players are made to assume the role of or ‘directly’ engage with a real-life identity. Games such as Never Alone (that were created by and for Iñupiaq people) have done this expertly. By integrating Indigenous traditions, beliefs, and histories through game narratives and mechanics, they allowed for these communities to bond through working and learning together on these projects.  

Heavy Rain: Pain and Petrichor- Mental Health

By Miranda and Kyle

In this episode, Kyle and Miranda introduce the game Heavy Rain. They delve into a summary of its characters before starting a conversation on depictions of mental health. They continue with a look at how Heavy Rain uses aesthetic information to create an environment of sadness to reinforce the depictions of mental health, before concluding with their overall thoughts on the game.

Bibliography: 

Ovandal. “Mental Health in Games.” YouTube, 8 Mar. 2023, www.youtube.com/watch?v=idyUrJHdDPc.

Shapiro, Samuel, and Merrill Rotter. “Graphic Depictions: Portrayals of Mental Illness in Video Games.” Journal of Forensic Sciences, vol. 61, no. 6, 2016, pp. 1592–1595, https://doi.org/10.1111/1556-4029.13214

Zagalo, Nelson. “Narrative Design of Sadness in Heavy Rain.” Journal of Science and Technology of the Arts, vol. 9, no. 2, 2017, p. 47, https://doi.org/10.7559/citarj.v9i2.246

“Never Alone” as an Autoethnographic Game

By Jessie and Gabe

The 2014 critically acclaimed game, Never Alone, integrates vital aspects of Iñupiaq culture in its narrative design, game mechanics, and “Cultural Insights”. Each of these aspects work to stress this culture’s importance of upholding community. Working as a community in tandem with the natural world is vital to those of Iñupiaq culture, and so these concepts are reflected throughout the game.

Narrative Design

The narrative of Never Alone is that of a well-known Iñupiaq legend (“Kunuuksaayuka”), with several cutscenes of both 3-D and 2-D animation and a voiceover done in the Iñupiaq language. The legend describes a young Iñupiaq child (a boy in the original, a girl, Nuna, in Never Alone) who gets separated from her village during a blizzard, befriends a fox, and eventually returns to find that a “terrible man” had destroyed her village and sent her people fleeing. The man then chases after Nuna and Fox, leading them to a great journey where they eventually defeat the terrible man, but not before he kills Fox. Amazingly, this doesn’t end Fox’s gameplay! Instead, Fox turns into the human version of his spirit, floating through the air and still able to interact with the platform spirits. The pair continue on their journey until they find the source of the blizzard, an ice giant hacking away at an iceberg with a pickaxe. They manage to steal the giant’s axe and destroy it, finally putting an end to the blizzard. After ending the blizzard, Nuna and Fox return to Nuna’s village. 

The integration of aspects of Iñupiaq culture (such as the Little People and Lost Children Spirits as well as the Cultural Insights) make this narrative feel grounded in a really special way. As Peter Keough Williams describes in his thesis on the game’s ethnographic significance, “It is not just representing their cultural ways of life, but their political status as an Indigenous people, […] ensuring the player takes away not only one of their folktales, but other aspects of their material and social culture as well. In short, representing their culture as they would have it represented demonstrates Iñupiaq sovereignty” (Williams 28). By demonstrating this sovereignty, Never Alone is able to share and engage players with Iñupiaq culture in a novel way (which is especially significant considering how the history of these cultures have historically been told by their oppressors).

Game mechanics

The game has two playable characters, Nuna (the young Iñupiaq girl) and Fox (the friendly fox). Even in single-person mode, the player must switch between the two–you cannot play the game as only one character. Each character has their respective skill sets and weaknesses. For example, Nuna can throw bolos to defend herself, but can’t climb up walls of ice in the way that Fox can. Their strengths overlap each other’s weaknesses so that together they can face any challenge that the game puts before them. This mechanic enforces community, discouraging competition by having neither player be able to succeed without the help of the other. As Williams describes, “Teaching cooperation by requiring the player to learn this approach in order to progress in a sense is an extreme expression of Iñupiaq sovereignty. They create a scenario where the only means to succeed is to accept their method of problem solving as the most effective” (Williams 43). The Iñupiaq method of problem solving almost always appears to require communal effort. Never Alone then utilizes this methodology, having players adopt it in their gameplay.

The game also uses various nature spirits as tangible platforms that the characters must utilize in order to pass each area. By having these spirits (or at least parts of them) be solid, corporeal platforms, they’re proved to be real (at least in the sense that White Western Culture generally considers things that physically exist to be more real than that which exists in other ways). These spirits also function to make the player have a deeper respect for forces of nature, and even perhaps to consider (as the Iñupiaq do) that everything within the natural world has a soul.

Cultural Insights

Throughout gameplay, Never Alone has 24 unlockable videos entitled “Cultural Insights”. These videos include documentary-style interviews with several Iñupiaq individuals where they explain some aspect of their culture or personal experiences that relate to gameplay. The player(s) unlock these Cultural Insights as they progress through game levels (generally popping up along with the natural progress of the game, but it is possible to miss them–we missed four in our first runthrough). These Insights are a “shared resource, rather than one players have to fight for”, further encouraging cooperation and a desire to learn more about Iñupiaq culture (Williams 43). Once again, by implementing these educational videos, Never Alone allows for these historically voiceless people to share their history in an authentic and engaging way.

Game Development

The development of Never Alone involves indigenous Inupiaq individuals and communities at many levels of development. The story of Never Alone is based on Robert Nasruk Ceveland’s telling of the story “Kunuuksaayuka” with permission from his daughter (Brown, 27). The creators did change certain details from Cleveland’s version, most notably changing the boy protagonist to a girl, Nuna. The creators were inspired to make this change to address the intersectional underrepresentation of Indigenous women (Wlliams, 18). Nuna’s active role in helping her community is reflective of the importance of youth action and activism in Indigenous communities. The development of Never Alone occurred under the company Upper One Games, subsidiary of Cook Inlet Tribal Council Enterprises, a for-profit branch of the Cook Inlet Tribal Council (Williams, 16). Never Alone is Upper One Games’s first project with E-line Media, and was designed to make money in a competitive gaming market. The for-profit model is  framed as an investment in indigenous youth and futures, putting flow of both money and culture through activities that Indigenous youth will already be engaged in (Brown, 29). Financial independence within a competitive market also demonstrates indigenous financial sovereignty, which need not be inherently individualistic, instead relying on a comprehensive network of collaborations from within the Inupiaq communities as well as with outside individuals and organizations such as E-line Media (Williams, 24). The “Cultural Insights” segments feature members of Inupiaq communities credited as “Cultural Ambassadors,” the title of “ambassador” suggesting a political sovereignty exercised through the collaboration of Inupiaq individuals (Williams, 24).

Other Indigenous Developers: Elizabeth LaPensée

While Upper One Games is the first commercial fully indigenous-run game company in the U.S. there are several other indigenous voices in video games, especially in non-commercial and independent contexts. One other example of an indigenous game developer is Elizabeth LaPensée, an independent developer who creates games that enact activism and education around indigenous cultures (Clapper, 449). LaPensée confronts the alienating tendencies of the digital world that obscure indigenous cultures’ connections to the land. Members of indigenous communities, especially younger members, are at risk of social alienation from culture, which is why LaPensée targets indigenous people as the target consumers of her games (Clapper, 451). Knowing that she can’t speak for every indigenous culture, LaPensée emphasizes the importance of indigenous people claiming culture-specific meanings from her works, such as her digital game Survivance whose gameplay consists of pondering a series of prompts outside the confines of a computer screen (Clapper, 447). By extending gameplay into the outside world, LaPensée claims an indigenous mode of gameplay that is rooted in culture and land, reclaiming the alienating forces of the computer screen.

Conclusion

Games like Never Alone and Survivance exercise indigenous sovereignty within a digital landscape that profits from ignoring it. The concept of “survivance” in indigenous studies, as coined by Gerald Vizenor, eschews the tragic tropes of extinction, instead emphasizing how indigenous cultures and people have persisted and flourished amidst hardship (Brown, 28). This notion stresses continuity with the traditional past, creating and renewing tradition through action and activism such as gaming and game development. Never Alone renews tradition through storytelling, art, and community involvement, exploring a comparatively new medium of the video game as a vehicle for the survivance of Inupiaq culture’s past, present, and future.

References

Williams, Peter Keough. “An Analysis of the Ethnographic Significance of the Iñupiaq Video Game Never Alone (Kisima Ingitchuna).” Florida State University. 2018. https://diginole.lib.fsu.edu/islandora/object/fsu:653531/datastream/PDF/view 

Brown, Michelle Lee. “Never Alone:(Re)Coding the Comic Holotrope of Survivance.” Transmotion, Vol. 3 No. 1 (2017). https://journals.kent.ac.uk/index.php/transmotion/article/download/257/1031/  

Clapper, J. (2021). The Ancestors in the Machine: Indigenous Futurity and Indigenizing Games. In D. Kim & A. Koh (Eds.), Alternative Historiographies of the Digital Humanities (pp. 427–472). Punctum Books. http://www.jstor.org/stable/j.ctv1r7878x.16 

 (all images used are screenshots from our own gameplay)

Eurocentrism in Character Accents in Fantasy Games

By May

As I continued playing Divinity: Original Sin 2, I grew to really appreciate listening to the dialogue sequences. My friends, whom I have been playing with, both told me that they generally tend to skip the dialogue since they played it so much, but I took my time to listen to what the characters had to say. For a while, I was simply enjoying listening to the voice acting in this game, many of which I thought were really good and very captivating. It took me a while to even realize what was wrong with the voice acting as I was fixated on other aspects of this game. The more I paid attention to the dialogue, the more I realized that all the voice acting was very Eurocentric and that all the accents the characters had were mainly European.
In Astrid Ensslin’s paper “Speech Accents as Language Ideologies in Video Games,” she observes voice acting in the game Dragon Age: Origins and talks about the differences in accents between the different races in that game. She brings up an idea of a “matrix” (4) of which the game’s accents center mainly around both “Anglicized” and American matrices and that any other accent either breaks off from the matrix or just adds to it. Through this idea, I took a look at the choice of accents among the different races in this game but I didn’t notice the same exact patterns. There didn’t seem to be a specific matrix that each race stuck to and in fact every race used all sorts of accents. They all definitely remained within the Eurocentric spectrum, however.

All of the videos below are some examples of the voice acting in this game.

As you may hear, the majority of the voices are English and I did notice that most of the characters in the game have English accents. The other most common accents were Irish and Scottish. This idea really challenges the idea of what the “fantasy” genre really is. Divinity: Original Sin hasn’t been the first game to demonstrate ethnocentrism with a European bias within a fantasy world. For Ensslin, it was Dragon Age: Origins, in Mattie Brice’s article, “Speaking in Accents and the American Ethnocentrism in Video Games,” she talks about Final Fantasy, and Brian Wheeler’s article, “Why are fantasy world accents British?,” he discusses the same issue but in the film industry with examples like Lord of the Rings and Game of Thrones. There are plenty more examples which makes this issue all the more apparent.
So the question is, why are characters within fantasy worlds centered around European accents, especially the English accent? I had said before that when I first started playing Divinity, I never thought twice about this idea. I had simply accepted it as a given, as something I’m used to hearing. Most people in general don’t seem to bat an eye to this issue. This shows a problem of personal bias and how much European culture is heavily ingrained within our ideas of the fantasy world despite it being an imaginary genre. Then how do we move away from this problem? Much of culture today has been working harder on diversity and inclusion and within film and video games, there has been a push for more racial and gender diversity especially. It is through this push, that we need to discuss in further detail our personal biases such as Eurocentrism beyond the common ideas such as physical appearance. There are many other ways our biases become apparent that we end up not realizing and this issue I brought up is a good example of one.

Works Cited:
Brice, Mattie. “Speaking in Accents and the American Ethnocentrism in Video Games.” Game Developer, 17 Nov. 2011, https://www.gamedeveloper.com/design/speaking-in-accents-and-the-american-ethnocentrism-in-video-games.
Cutts, Charlotte. “The Good, the Bad and the Ugly of British Voice Acting in Games.” Destructoid, 21 Oct. 2018, https://www.destructoid.com/the-good-the-bad-and-the-ugly-of-british-voice-acting-in-games/.
Ensslin, Astrid, and Tejasvi Goorimoorthee. “Refiguring Innovation in Games.” Speech Accents as Language Ideologies in Video Games, 2017.
Wheeler, Brian. “Why Are Fantasy World Accents British?” BBC News, BBC, 30 Mar. 2012, https://www.bbc.com/news/magazine-17554816.

Stereotypes Surrounding Gender and How they are Portrayed in Divinity: Original Sin 2

By May

The fantasy genre is always a wonderful genre that allows anyone to essentially create their own world and rules and Divinity: Original Sin 2 is no exception to this idea. In this game, the creators have developed an open world viewed in third-person. In this game, you will complete missions and follow the main story with either a pre-made character or a personalized character. Throughout the game, you will pick up other characters who can join you on your mission or you can play co-op with friends. Despite the open world aspect and personalized character creation, I’ve noticed that there isn’t as much personalization as I thought.
The first obvious trait I noticed among most of the characters was how most of them shared the same body templates.

Female characters in Divinity: Original Sin 2
Male characters in Divinity: Original Sin 2

The photos above are all examples of the human characters in this game. They all share or have somewhat similar body templates. When paying closer attention to their physical traits, I noticed just how much these characters tended to follow the stereotypical standards of beauty in our society today. For the female characters, they were usually young, thin, with curves, and large breasts. The male characters were typically young, muscular, and/or fit.

While this game does follow many gender stereotypes, there are certain aspects of this game that lie beyond the social norms of gender and sex. During this game you spend a lot of time talking to NPCs and are constantly given the choice of multiple dialogue options. One option I’ve encountered several times has been the ability to romance or kiss the character you are talking to. Normally when you see this option in video games, it is typically because you are playing a character of the opposite sex. I, however, created a female character and I was given the option to romance both female and male characters in this game. I like to believe that the options remain the same if I created a male character instead.
In Megan Blythe Adams’ article, “Bye, Bye, Birdo: Heroic Androgyny and Villainous Gender-Variance in Video Games,” she brings up the aspect of characters in video games that are non-human but still appear to be “humanoid”. Now in her article, she focuses on androgyny and androgynous characters, however, I still thought this idea of humanoid characters plays an important role in Divinity: Original Sin 2 as well. In this game you can choose multiple races and one of them is a Lizard race. They have lizard-esque aspects to their appearances such as a tail, scaly skin, and a face and arms/legs that are similar to a lizard, but they also have certain human features as well. What stands out in particular is that the female lizard character design takes on many stereotypical “feminine” human aspects such as a thin frame and an obvious bust. The male lizard design does the same with stereotypical “masculine” features such as a muscular and broad frame. What I find so interesting about this observation is despite being a race completely different to humans, the developers still felt the need to essentially sexualize this race in the same way.

Male and female Lizards in Divinity: Original Sin 2

This game has much content to it, but I believe it lacks much diversity of character design, especially for the player’s own personal preferences. There is more diversity among NPCs than there is for the player’s choice of character creation. Given the limited choices of character creation, players are left to deal solely with what society today generally sees as typical beauty standards for both men and women. While I understand games can lack the funds to afford more visual design details such as this, it is still something to think about when it comes to other games in the future.

Works Cited:

Adams, Meghan Blythe. “Bye, Bye, Birdo: Heroic Androgyny and Villainous Gender-Variance in Video Games.” Queerness in Play, 2018, pp. 147–163, https://doi.org/10.1007/978-3-319-90542-6_9.

Perreault, Mildred F., et al. “What Does It Mean to Be a Female Character in ‘Indie’ Game Storytelling? Narrative Framing and Humanization in Independently Developed Video Games.” Games and Culture, vol. 17, no. 2, 2021, pp. 244–261, https://doi.org/10.1177/15554120211026279.

Skowronski, Marika, et al. “The Effects of Sexualized Video Game Characters and Character Personalization on Women’s Self-Objectification and Body Satisfaction.” Journal of Experimental Social Psychology, vol. 92, 2021, https://doi.org/10.1016/j.jesp.2020.104051.

SkylentGames. “Are Games Oversexualized?” YouTube, YouTube, 27 Feb. 2017, https://www.youtube.com/watch?v=QsmLdS_xC_Q.