Delving Deeper into Diversity
Veteran game developer Brenda Brathwaite (she’s worked on 21 published
titles) hopes the un-sensationalized portrayals of gay people in games
like Fable and Bully eventually become the rule rather then the exception.
“There just haven’t been many” gay characters in video games, she says, “especially normalized ones."
“The same-sex kiss in Bully
was newsworthy to me precisely because it wasn’t sensationalized. Just
two kids kissing,” adds Brathwaite, currently working as an interactive
design and game development professor at the Savannah College of Art
& Design. “That this is coming to video games is, to me, normal.
People of all different sexualities are a part of our daily lives and
the media we consume. We’re not shocked to see a GLBT (gay, lesbian,
bisexual or transgendered) character on TV, so why should we be shocked
when he appears in a game?
“What
I find particularly warped about this is that the perception exists
that if you show a kid a gay character in a game that this will somehow
affect him negatively,” she says. “That type of thinking is so
illogical and insulting to me. I just don’t understand it.”
The
public isn’t wholly to blame for the lack of gay content in mainstream
video games, however. As implied earlier by Carter, those behind the
scenes play a role as well.
“Consider that our
industry is largely composed of straight, white guys,” suggests
Brathwaite, who recently published her first book, Sex in Video Games.
“Diversity—both in our workforce and in our games—has been an issue for
a while now. The more diverse we are, the more diverse our content will
be.
“That doesn’t just cover GLBT characters,”
she adds. “I’m also talking about non-hypersexualized females and
characters of color. There was actually a game made where you could
create a blue character, but the game made no allowance for brown. Can
you imagine?”
That said, Brathwaite says “game developers are fairly liberal in my experience.”
That’s
certainly been the experience of Jeb Havens, a lead game designer for
1st Playable Productions, based in Troy, N.Y., and a regular speaker on
GLBT issues within the industry.
“I've always been
in companies that are very gay-friendly,” he says, “and I'm always very
open and honest about my gayness at work.”
Havens, who acted as a designer on Cyberlore Studios’ Playboy: The Mansion
(published by Groove Games in 2005 for PC and Xbox) and was lead
designer on the game’s “Private Party” expansion pack, agrees with
Brathwaite that the industry’s gay-friendly attitude doesn’t always
translate into the games it produces.
Playboy: The Mansion
“From
my experience, this seems to be because most developers—especially
those in the position to make the big decisions of design and
marketing—are straight and wouldn't feel comfortable including gay
characters/scenarios even if they wanted to.”
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