Note: This is not a topic about making video games more accessible to players living with various disabilities. Video game accessibility is an interesting and important issue, but that's not what this particular topic is about.
Much has been written about diversity in video games. Video games haven't always done a great job of representing the whole spectrum of humanity that could be the protagonists (or, to a lesser extent, the villains) of their stories. Game developers have made a little progress in this area, although they tend to focus on only certain dimensions of diversity. A lot of the time, game designers' response to this criticism has been to add more youthful female characters of European/East Asian origin, frequently with body proportions that shatter the limits of human anatomy and physiology. All too often, when critics lament the lack of diversity in video games, the focus is on the way characters look - gender, sometimes race/ethnicity. It's nice to be inclusive in the external dimensions of diversity, but changing the appearance of your characters won't affect the gameplay much, and it won't necessarily lead to stronger character development.
I've always felt that disabled people are under-represented in video games. Among Americans, depending on your source, 10-20% of the population is living with some kind of disability. This figure is probably higher if you include certain chronic medical attentions. No matter how you slice it, that's a large group of people, and it encompasses quite a range of conditions. Including differently-abled people in prominent roles in video games doesn't just make your games more inclusive - it also introduces some innovative gameplay possibilities.
In one of my jobs, I've helped college students with various disabilities. One thing I've noticed from this job is that tasks that are second nature to most people can be a struggle for the disabled, and solving these problems often requires creative thinking. Similarly, all video games impose a set of constraints upon the protagonists' powers - if there weren't any limits on what the player could do, you wouldn't have a game. Adding unique constraints is often a major part of what makes a game innovative and original, and some of these constraints could be based on disabilities and chronic medical conditions faced by people in real life.
For example, I think an art game that portrays the world as seen by a visually-impaired person could be fascinating. With limited vision, you'd have to rely on sound effects and dialogue to navigate. This would be a hard game to make, but it could be amazing if done well. There are a lot of other disabilities and chronic medical conditions that could affect both gameplay and characters' interactions with one another.
I'm not calling for diversity for the sake of diversity - attempts to increase diversity just because you "should" often feel contrived and artificial. It's also important to be sensitive in portraying handicapped people in games - video games are a medium especially vulnerable to stereotypes, which don't help anybody. While a disability could make for an interesting central gameplay mechanic, there's also a lot of value in including disabled characters who don't wear their handicaps on their sleeves - since, in many cases, a disability isn't immediately noticeable unless you know the person well.
This is my Verbose Video Game Thought Piece for the day. Legend has it that I might be incorporating a few of these ideas into my own Career Fantasy as part of my strategy for filling the game with a diverse and nuanced cast of characters.
Note: This is not a topic about making video games more accessible to players living with various disabilities. Video game accessibility is an interesting and important issue, but that's not what this particular topic is about.
Much has been written about diversity in video games. Video games haven't always done a great job of representing the whole spectrum of humanity that could be the protagonists (or, to a lesser extent, the villains) of their stories. Game developers have made a little progress in this area, although they tend to focus on only certain dimensions of diversity. A lot of the time, game designers' response to this criticism has been to add more youthful female characters of European/East Asian origin, frequently with body proportions that shatter the limits of human anatomy and physiology. All too often, when critics lament the lack of diversity in video games, the focus is on the way characters look - gender, sometimes race/ethnicity. It's nice to be inclusive in the external dimensions of diversity, but changing the appearance of your characters won't affect the gameplay much, and it won't necessarily lead to stronger character development.
I've always felt that disabled people are under-represented in video games. Among Americans, depending on your source, 10-20% of the population is living with some kind of disability. This figure is probably higher if you include certain chronic medical attentions. No matter how you slice it, that's a large group of people, and it encompasses quite a range of conditions. Including differently-abled people in prominent roles in video games doesn't just make your games more inclusive - it also introduces some innovative gameplay possibilities.
In one of my jobs, I've helped college students with various disabilities. One thing I've noticed from this job is that tasks that are second nature to most people can be a struggle for the disabled, and solving these problems often requires creative thinking. Similarly, all video games impose a set of constraints upon the protagonists' powers - if there weren't any limits on what the player could do, you wouldn't have a game. Adding unique constraints is often a major part of what makes a game innovative and original, and some of these constraints could be based on disabilities and chronic medical conditions faced by people in real life.
For example, I think an art game that portrays the world as seen by a visually-impaired person could be fascinating. With limited vision, you'd have to rely on sound effects and dialogue to navigate. This would be a hard game to make, but it could be amazing if done well. There are a lot of other disabilities and chronic medical conditions that could affect both gameplay and characters' interactions with one another.
I'm not calling for diversity for the sake of diversity - attempts to increase diversity just because you "should" often feel contrived and artificial. It's also important to be sensitive in portraying handicapped people in games - video games are a medium especially vulnerable to stereotypes, which don't help anybody. While a disability could make for an interesting central gameplay mechanic, there's also a lot of value in including disabled characters who don't wear their handicaps on their sleeves - since, in many cases, a disability isn't immediately noticeable unless you know the person well.
This is my Verbose Video Game Thought Piece for the day. Legend has it that I might be incorporating a few of these ideas into my own Career Fantasy as part of my strategy for filling the game with a diverse and nuanced cast of characters.
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Course clear! You got a card.
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