Lesson 10-Race and Games Flashcards

1
Q

Violence and sex blow up in games, yet there is little race that is talked about.(not the race like racing games, but like people of colour).

Race features prominently in many games. It also features prominently by not being featured at all. What is the one genre which uses race to frame its stories, to guide mechanics, and to develop dynamics?

A

Strategy games. (Think of how in real life when Cortez wanted to take over Aztec land, he had to create strategies to beat the other race).

Additionally, strategy games were also one of the first to make the jump to home computing. The strategy genre also has similar roots to the adventure genre. In which the strategy genre was created in table top was simulation games(except most of these were simulated on the computer).

The realization taht the computer could be a meaningful opponent was eye opening. What (Sean Gouglas when he was 10) might not have noticed in the text based strategy game, Star Trek, is that though the motive of the game is to kill all Klingons, it meant to kill a race. (the race frame the game’s story: kill all the klingons)

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2
Q

What was an important strategy game in 1983?

A

M.U.L.E.
You play as an industrialist competing and cooperating with other players to maximize your wealth and build a sustainable colony.

MULE’s legacy in modern (real time strategy) RTS games comes from its gameplay which is focused on resource management and economics.

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3
Q

What are real time strategy games?

A

The strategy game is played in real time as opposed to turn based play(like chess). It added the pressure of the ticking clock, which made a huge difference in game play.

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4
Q

What was the earliest RTS game in the 1984?

A

The Ancient Art of War.

The Ancient Art of War took a lot of
its cues from the tactical war games that
dominated the early strategy scene.
You're on a battlefield.
And your job is to win skirmishes against
your enemies using knights, archers,
spies, and barbarians.
It's a single player game that
pits you against the computer.
Unlike many strategy games, there was
no single specific historical setting.
Some scenarios were set
during the Napoleonic Wars.
Some came from the Roman Civil Wars.
And others were set in
the Great Sioux War of the 19th century.
It made little sense, but
the game was a lot of fun.
The Ancient Art of War also came
with a construction set, so
you could design your own maps and
battles.
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5
Q

An example similar to Archon in terms of how after the player moved to an opponents square, the gameplay switches to an action game?

A

Mario Party. When you step on Bowser’s block on the map, your character’s box outline turns red and when everyone has had their turn on the board, it’s game time(action) and the red player either gets an advantage or disadvantage

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6
Q
There are many kinds of strategy games,
some are turn based.
And some involve real-time action.
But in general, in strategy games,
players compete for 
A, natural resources, land and power.
B, the affections of a damsel in distress.
C, tactical superiority in deep space.
Or D, the highest score.
A
The vast majority of strategy
games involve domination and
supremacy through warfare.
Sometimes, though, domination comes
through the acquisition of capital and
land, as we see in M.U.L.E..
So that makes the correct answer, A.
Strategy games are a good jumping off
point for a conversation about race
because these games often depend
on race to frame the conflict and
develop the various interactions.
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7
Q

Is race explicit or implicit in games?

A

It is more often less obvious and therefore is implicit. In games, race serves more as an abstraction for other concepts. Sometimes it indicates a character’s ethnicity or homeland. Other times it indicates biological differences between creatures.

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8
Q

So here is a question about race.
When we think about race, the distinctions
we are making are based on
A, physical and intellectual characteristics
that are scientifically proven,
B, cultural practices that can be explained
by underlying biological differences,
C, cultural theories and
ideologies that have no scientific basis.
And, or, D, genetic differences
that explain social status.

end of 10-1-Race and Strategy Games

A
Correct answer is C.
Race is a concept that became popular
amongst Western scientists of
the 19th century.
The answer is not A because distinctions
made on the basis of intellect,
have been disproven, and
are dismissed as stereotypes.
Nor is the answer B or D.
For over a century, people tried
to explain cultural differences by
genetic inheritance and biology.
In the end, racial distinctions
emerge from a culture's theories and
beliefs about itself and other groups.
This might remind you of our
conversation about gender,
which is also a concept that
is culturally constructed.
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9
Q

Who is the game scholar who can explain these questions?

Many of these games require you to choose
a race that represents your character.
Elves, orcs, Klingons, Kilrathi,
Mandaloreans, githzerai, pandaren, toran.
All of them represent different
species in various video games.
Some look human while others
have human like features,
but almost all of these games ask
you to choose your character's race.
Why race?
They clearly seem like different species.
Why not use the word, species?
A

Nathaniel Poor. Poor argues that the word, race is used in videio games because species in a game stands for a race outside of the game.

A character’s race is used to symbolize the real world differences in appearance, culture, and geographical origin.

Poor says that many games use race as a means for depicting the other.

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10
Q

Refresher from lesson 6: what is othering?

A

It refers to the process of including some people while excluding others.

In the case of race, othering is determined purely by racial stereotypes. Race in the 19th century was a scientific taxonomy that was used for distinguishing between humans beings based on superficial differences like skin colour, hair type, and it is a term that carries a ton of cultural baggage

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11
Q

What are some other terms that replace the term race?

A

Ethnic group, and more generally, community.

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12
Q

If there are terms with less cultural baggae that can be used like community or ethnic group, why is the understanding video games course using race explicitly?

A

One, people still use the term to understand the relationship between cultural groups.

Racial discrimination, hatred and slurs are all unfortuneately real experiences for many people. so we have to understand the term in an everyday sense.

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13
Q

So where do racial
stereotypes come from anyway?
Why do some believe in game races
represent real ethnicities.

A

For Poor, defining a culture or race as the other, we really project our own values and social taboos on that character. Then, we generalize stereotypes in to racial classifications.

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14
Q
Think about it,
high elves are pure melancholy
magical creatures of a bygone era.
Dwarves are strong, loyal, and greedy.
Orcs are a corruption of
all that is good and human.
And so on.
Racial differences in
games become analogies for
racial distinctions people
make in everyday life.
Take the dark elves as an example.
Dark elves are a species of
elves in many fantasy settings.
Sometimes called black elves or drow.
Dark elves are frequently considered
corruptions of their high elf brethren.
There is no confusion here.
Dark elves are evil through and through.
It isn't a huge leap to think
of racial perceptions of
skin color in a fantasy world
as projections of racial
perceptions in our world.
A

So to summarize when Nathaniel Poor attempted to answer the question of why people define race, he said when people define other races, it is a projection of our values as well as what we think are social taboos of that character or race.

So when we use race in games, we are projecting our own social values onto these fictional races as we do on real races. “We use perceptions in our world”

So in summary: Racial stereotypes are crude and
unsophisticated in the real world, and so
games are no exception when
they do the some thing.

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15
Q
>> A lot of the discussion so
far involves language.
We talked a lot about language in
the sections on post-structuralism.
A post-structuralist approach might
explain race in video games as,
A) An abstraction of race based in common
structural patterns across societies.
We are able to make generalizations,
about other things with the same name.
B) Something we can only understand
when we observe it directly.
Generalizations and
abstractions based on race are simply our
mind's way of categorizing
the things we see.
C) Something that seems
like accepted knowledge,
such conceptions about race,
however, are based on signs and
symbols that are reinforced by existing
power structures in society, Or
D) The dominant ideas in society that are
reinforced by sound scientific research.
A

By nature this research is unbiased,
so abstractions and
generalizations are based in fact.
The answer is c.

Many racial stereotypes were a product of
historical scientific studies that
had no real basis in evidence.

So that makes D incorrect.
A sounds impressive, but
it implies a structuralist interpretation.
Which isn't what we are looking for.
It also happens to be very wrong.
B touches on a philosophical
theory known as empiricism.
But this theory does not help us
understand something as complex as race.
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16
Q

What do post structuralists theorize?

A

They theorize that assumed signs and symbols that make language are created and reinforced by its powerful members. Many racial stereotypes were a product of historical scientific studies that had no real basis in evidence.

17
Q

What does Nathaniel Poor think is a good idea to avoid the conception that race in games is based on race in the real world. ex. ogres are black people?

A

He believes abstraction of race is best to address racial problems, and it also might be more effective.

18
Q

What is the challenge with abstraction?

A

Abstraction really only simplifies something that is complex. Issues surrounding race and ethnicity are high on that list. However, in Mass Effect, they abstract the sad reality of genocide in human history, but do they really capture the truth in it? Can imaginary characters in imaginary setting do justice to real moral issues?

Because really, they are just abstractions. They are able to show a piece or slice of how sad genocide of a race can be. But it would be hard to make it feel more real also due to the use of imaginary characters and setting.

19
Q
Strategy games often use racial
differences as plot and story elements.
The real-time strategy game,
Warcraft: Orcs and
Humans, is a popular example of how
race is used in the fantasy subgenre.
Characters of different races most often:
A) Develop strong interpersonal
relationships based on mutual interests.
B) Are pitted against one
another in bitter conflict.
C) Begin in conflict and
eventually resolve their differences
through diplomacy by the end of the story.
Or,
D) Initially form alliances, and
slowly become enemies as cultures clash.

end of 10-2- Race in games

A
The most correct answer is B.
Many strategy games,
especially fantasy games,
use racial conflict as a means
to drive the plot forward.
The game usually ends by conquering or
annihilating the enemy.
The answer is not A, nor C,
because it's very rare for
games to resolve racial
differences in any peaceful way.
Although some games do begin with
alliances that break down over
the course of the game as is suggested
in D, this is not too common.
20
Q
As you've seen, racial conflict is used
as a story element in many fantasy games.
It is used, 
A, as a plot device
to drive the story forward.
B, to complicate gameplay.
C, as character motivation.
D, as moral and political context.
Or E, all of the above.
A
So, E is the correct answer.
As we've discussed, the Warcraft series
uses racial war to drive narrative,
gameplay, and character motivation.
It even uses race as a means for
understanding the moral and
political context of the Warcraft world,
Azeroth.
21
Q

Complex uses of race can add much more depth to a game’s narrative framework.

A
Take the RPG Shadowrun as an example.
Shadowrun is based on a science fantasy
world that combines cybernetics and magic.
It has some of the same
character races you'd see
in other fantasy games lke orcs and
trolls.
But it has an interesting twist,
every race in the game was once human.
This shared human ancestry makes a big
difference in the story and setting.
No race is inherently good or
evil in Shadowrun.
Racism is one of the central
themes in the game universe.
Humans are capable of ugly prejudice
against humans of other ethnicities, and
so are orcs and dwarves and trolls.

the racially complex setting creates a
lot of opportunity for emergent gameplay. But the complexity doesnt always have to be solved through war.

It is like in adventure time, the creatures of the land of oo used to be all human.

22
Q

Racially complex setting create a lot of opportunity for emergent gameplay. But this does not always mean that the conflict has to be resolved through war. So what’s another way to solve this problem and which game does this?

A

In Ultima VI: The False Prophet,

Humans think gargoyles are trying to destroy their sacred shrines. The gargoyles think that the humans are prophesized to extinguish their species. It’s a case of cultural miscommunication that brews into war. The player spends the rest of the game trying to understand the root of the rift between humans and gargoyles. In the end, the player resolves the conflict by showing both races that can can cooperate towards a higher moral purpose. The plot is therefore resolved through words and not weapons.

23
Q
Many video games allow the player to
customize the physical attributes and
facial features of the protagonist.
Character creation and customization of
this kind is seen in the Elder Scrolls
series as well as Mass Effect and
Tiger Woods PGA Tour golf.
More often than not, these kinds of
games include a default character.
Default characters are important
to study because 
A,
they can reveal what the designers
view as normal with respect to race.
B, all games need a neutral character for
the player to modify.
C, they are often the best choice for
a protagonist because
the designers created them.
Or D, they represent the protagonist
in his or her ideal form.

End of 10-3- Race as narrative

A
A is the correct answer.
Marketers and
developers in the game industry
often tailor default characters to
suit the gaming audience they imagine.
Most often, this audience is comprised of
white males between the ages of 16 and 30.
B might have been tempting to choose,
but there is very little neutral
about the default character.
In fact,
default characters are not neutral at all.
Their physical attributes often express
questionable racial assumptions held in
gaming culture.
The answer is probably not C or D,
because character creators exist
to give the player more agency in
creating a protagonist that suits them.

Basically, race in narrative can represent races in real life and nathaniel poor believes it best done abstractly. Some games like SKyrim actually have NPCs react to your race and how you look. Games can also demonstrate real races and conflict like aboriginals and how they are migratory and how they cant even become a civilization because of this and this is brutally true.