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September 13, 2006

On the internet everyone knows you're not actually an elf.

twilek2.jpgLisa Nakamura has written extensively about race and identity tourism in virtual environments. She argues that in most cyber social spaces, the surface absence of race is an implicit assumption of default whiteness. The textual environment LambdaMOO, for instance, requires users to set a character gender (although "neuter" is available); although players may choose to include it in their character description, race "is not even on the menu" as far as the interface is concerned (Nakamura 1999). Today's MMOGs, however, make race explicit insofar as one cannot create a "colorless" virtual avatar--although most games offer some non-human options ranging from elves to cow, rat, and lizard people. As something that is visually available to all players and generally considered integral to personal identity in the mainstream culture, race, whether human or fantasy, seems to offer a particularly valuable resource for role-playing (RP) in game spaces.

Despite the possibility of non-white human avatars, however, their actuality seems rare. A Black character with an afro in City of Heroes draws comment from other players when a white character with spiky pink hair does not. A preliminary analysis of video data from several games yields several examples of players using non-human race as an RP resource, but only one instance in which a character roleplays non-white human race. In this latter instance, uptake from other characters is problematic, an issue that may be related to the character's heavy reliance on racial stereotypes. Non-white avatar options such as hairstyles are also in limited supply in most games, limiting available "looks" for such characters.

It is probably true that the available character options reflect the demographics and desires of the majority of the current players, but it is still possible that the addition of more identifiably non-white faces would lead to the creation of more non-white characters. Far more female characters exist than female players; while one can argue the realism of many female avatar options, there are still quite a variety of recognizably female options available. Whether the presence of more non-white characters would lead to more nuanced, less stereotypical RP, of course, is an open question. Certainly many male players' female characters are built upon stereotypical conceptions of gender, such as "healers are girly."
It seems possible, however, that the presence of non-white character options might attract more non-white players, if we assume that people have some interest in creating avatars with which they identify on racial lines--it does seem to be the case that women prefer to play female avatars, although a significant minority of men prefer female avatars as well. If a similar pattern in player/character racial identity exists, it would seem that adding more non-white options for character creation is likely to provide an added attraction for a cross-section of players in any game that does so, but perhaps particularly in game worlds like CoX where almost all characters are basically human.

For one thing, character race, although especially non-human race, yields one solution to the general problem of making RP distinct from OOC talk. While players use many strategies to do so, most commonly bracketing, even interactions that seem to fall fairly clearly into one category or the other may be explicitly identified by participants, suggesting that the possibility of confusion is always there.

In cases where non-human character race is used for RP, however, there is no question about its status as RP rather than RL talk, as in the gaming session excerpted below. Following the "arrest" of third character by Imperials, A and another character, LG, RP with each other using their character race (Twi'lek) without any OOC negotiation or discussion:

Excerpt (1) [RP styles and tell frame shifting SWG 02-22-04 RM-3 RAVE 001: 148-165, irrelevant talk omitted for clarity]

01 LG: [angrily] They already HATE us...
02 (0.7)
03 A: [angrily] oh my god
04 (3.4)
05 LG: [angrily] Twi'leks...
06 (7.8)
07 LG: [angrily] If your not HUMAN you aren't anything in their eyes!
08 (2.1)
09 A: [angrily] I know

The arrested character is also a Twi'lek, which LG references at 1 with her assertion that the Empire "already hate[s] us"; she then clarifies the category at 5 with the explicit identification of the hated people as those who belong to the race Twi'lek and further expands on this at 7 with an assertion that to the Empire, only humans are "anything," to which A agrees at 9. Some time later, the "sisters" A and Ci also use their shared Twi'lek race for RP about their childhood separation from each other following an Imperial raid, and LG asserts that Twi'leks are in particular danger of enslavement because of their oppressed status.

In this case, the source material of the game lends itself to racial RP; the original Star Wars trilogy depicted female Twi'lek characters as slaves kept by Jabba the Hut for his entertainment. Character race, in addition to being an obviously in-game quality, is also a resource about which most players may be presumed to have a shared knowledge base. Even in games that lack such an established and developed world, however, character race is still a resource for RP, as in this scene from the assembling of a pick-up group in EverQuest II:

Excerpt (2) [levels of RP EQ2 01-19-05 RM-1 A 001: 5-33, irrelevant talk omitted for clarity]

01 D: greetingsss
02 (24.8)
03 R: I smell an iksar!
04 (14.7)
05 D: rodentssss...
06 (39.1)
07 R: I prefere Ratonga, or even rat over rodent.
08 (8.5)
09 D snarls R.
10 (14.8)
11 R dies x.x

In excerpt #3, R is a male rat person (Ratonga) and D is a male lizard person (Iksar). D makes the lizard race of his character an explicit part of his speech with expanded s's and remarks on R's race at 5 with the word "rodents," to which R objects at 7. The antagonism between them is further elaborated through emotes at 9 and 11. The two characters, presumably previously unacquainted, collaboratively produce a racial conflict almost immediately upon encountering each other in the virtual physical space of the game. Even without the kind of world-established race relations available in SWG, players may use character race to color their in-character interaction, although in the EQ2 excerpt the conflict is done "playfully" in that it does not noticeably inhibit group cooperation in any way; a more "serious" RP of such conflict might preclude the characters grouping together. Such RP does, however, break up the otherwise somewhat monotonous routine of a pick-up group's hunting activities.

afroditeesquare.jpgThe open conflict between races role-played in these examples from SWG and EQ2 is particularly interesting when compared to an instance of more "realistic" human race role-playing taken from a social event in City of Heroes/City of Villains (CoX) involving an African-American female character named Afro-ditee (name has been changed while attempting to preserve original connotations). This character appeared in Pocket D, a designed social zone accessible to both City of Heroes and City of Villains characters, during a going-away party for the developer CuppaJoe. She joined a service line that formed when another developer, Manticore, offered to grant custom titles to characters:

Excerpt (3) [Afro-ditee welfare CoX 09-01-06 CG-6 title line 001: 1-54, irrelevant talk omitted for clarity]

01 PTM: Whats the line?
02 (20.0)
03 Ad: welfare
04 (18.8)
05 Ad: manticore is giving us food stamps and inf vouchers
06 (5.9)
07 DSM: LOL
08 (9.1)
09 DSM: Charity is so very heroic
10 (12.6)
11 AC: what is this line for?
12 (5.0)
13 K: I think I might change to a hero, he's inspired me so much. :D
14 (1.7)
15 DSM: A yellow title
16 (9.8)
17 Ad: it's good to know my little d'shawn will finally get a real costume
18 this year
19 (14.8)

PTM asks about the purpose of the line (which is very long and noticeable) in broadcast chat at 1; there is some non-serious discussion of the line's length that has been omitted, but at 3 Ad provides a second non-serious answer: "welfare". There is no response to thisr, and she elaborates at 5: "manticore is giving us food stamps and inf vouchers" ("inf" is short for "influence," the currency of CoH). DSM responds with laughter at 7 and then goes on to build on this candidate answer at 9, saying that "charity is so very heroic." Following this line of talk, at 13 K claims that he is so inspired he might become a hero himself (presumably K is a City of Villains character). Neither of these replies directly identifies the speaker as a recipient of the "charity."

At 17-18, Ad continues her talk about the welfare line with an utterance about being able to adequately--in terms of the game world--clothe her "little d'shawn," further tying welfare receipt to cultural stereotypes of African Americans. There is no further uptake on Ad's impromptu RP from the other characters present, but neither is any challenge issued concerning her joking talk about welfare or its connection to her portrayal of an African-American woman, either in an OOC frame or an RP one (one could imagine an anti-welfare reaction to such statements as well as a negative reaction to the character Ad portrays). Certainly there is no RP of open racial conflict, either serious or playful, such as occurred in the SWG and EQ2 examples above; players unsure of the connection between player and character race may be less willing to engage in such interaction.

Stereotypical performances like this one are also more noticeable in an environment where non-white avatars are relatively rare; part of the reason for that rarity may be the lack of non-white options in character creation. While players do exercise control over the skin color of their avatars, as noted above, almost all preset hairstyles and facial features seem geared towards the creation of white avatars. CoX does provide a few Asian faces among its presets, perhaps reflecting the large overlap between players interested in comics and players interested in Asian culture, including manga and anime; as a result, there does seem to be a visible minority of Asian characters in the game, although they are heavily tilted towards ninjas and cat-eared schoolgirls. Only one preset face, however, seems to have African American features, and the afro sported by Afro-ditee is the only identifiably African American style available except for perhaps the dreadlocks. Noticeably absent are the braids favored by many African American women.

Posted by Cabell

Posted at September 13, 2006 02:02 PM

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Comments

Asheron's Call provides another interesting example. The game shipped with three human races: one based on the people of northern Europe, one on northern Africa and the Middle East, and one on Japan and China. In my experience, racial roleplaying was very rare, and when it did occur, it involved a lot of real-world stereotypes. Players couldn't conceptually separate the in-game races from their real-world counterparts. Something like your EQ2 example would have involved a lot of offensive real-world slang, for instance.

Posted by: Sara Jensen at September 18, 2006 04:30 PM

Similar observations I think would be fascinating in Second Life where there are no racial categories established by some pre-existing plotline, and where body features are determined by gradients on sliders rather than in discrete categories limiting hair styles, skin color, and facial features.

I think this setup makes for more racial playing; I'm a Filipino and I've chosen to make my avatar have the hues and shape of a southeast Asian. Also, I have seen a fair share of non-white avatars though I must admit many still do fall into racial stereotypes.

Posted by: Vincent at September 19, 2006 10:10 PM

I think game avatars are designed to be neutral from real world cultural and racial differences simply to hide the ugly truth about our human natural tendencies to bias, stereotype, and segregate (which is what political correctness is all about). The cultural differences between the actual players easily come to light either instantly from the avatar's name or from text/voice chatting. MMO populations are highly racially and culturally segregated, especially with the prevalence of voice chat. Animosity towards Asian players on US servers runs extremely high for example. This isn't a reflection of differences found in-game, rather the attitudes of American society in general.

Posted by: Jules at October 29, 2006 08:32 AM

Just dropping in on a very, very old topic:

I play exclusively male avatars. My current WoW guild is the first people I have played with in about five years to know I'm actually female.

Why? Because, honestly, I have to deal with enough bias and stereotyping in real life; I'd rather not have to deal with it in games, too. "White male" is the default; there are so many of them running around, nobody notices another one. Nobody thinks twice about one, or about who might be on the other side of the computer.

In the time I spent passing as male, I learned a few interesting things about how the other half lives. The most interesting from a sociological point of view is that the RL males that I encountered did not divide the human race into "males" and "females" -- rather, the categories were essentially "people" and "females". Their de-facto category of "people" encompassed all the variety of the human species (except for supposed Chinese gold farmers) ... well, the male half of the species, anyway. "Females" on the other hand, were seen to be a rather homogeneous group, with very little variety.

The stereotypes were self-reinforcing. Any action done by a (known or presumed) female was believed to stem from one of the highly-stereotyped, and generally negative, characteristics assigned to that group: Overly emotional, fond of drama, manipulative, lazy, greedy, self-centered, nurturing, and not committed to the game. Once the action (whatever its real cause) had been ascribed to that stereotypical root, it served to reinforce the stereotype. It became a vicious circle. When a person (male) did exactly the same thing, it was accepted that he did it for any of a variety of reasons, most of them neutral or positive. For example, getting into a verbal altercation with someone who was stealing kills from a guild group would be seen as "getting emotional" if the one doing it was female, and "standing up for his guildies" if the one doing it was male.

Likewise, in discussions of out-of-game matters, the "people" versus "females" distinction was retained. "Females" (mostly girlfriends) were spoken of as if they were another species entirely; those admitted to membership in the human race were exclusively male. These women (girlfriends, some wives, occasional co-workers) were spoken of in terms often bordering on contempt, as a burden and an unfair limitation on the speaker. (cf. the concept of a wife as a "ball and chain" common in humor, bachelor parties, etc.)

I'm a gamer. I want to be taken seriously as a gamer. I want to be judged by my skill and my actions. I want to be seen as a "person", not that non-human species called "female". And, prior to my current guild (and even with them, until I knew them well) the only way to accomplish that has been to allow others to assume I am what they see as the default, as someone like themselves: male.

I'm tired of being a pioneer, breaking stereotypes and changing attitudes. I've been doing that in real life for decades. I just want to play the game.

And there are a lot like me. More, I suspect, than there are who want avatars that look just like them. (As someone on another blog said, "If I want to watch a chubby middle-aged woman running around, I'll go out and run around.") My avatars in a game have nothing else in common with me -- the last I looked, I couldn't swing a sword longer than I am tall, nor cast fireball spells, nor smelt khorium. I don't live in a war-ravaged medieval land, ride on the back of a game netherdrake, or fight monsters for a living. So, with all the important things about a character being totally different from the player sitting at her computer, why should I care that the skin color or body shape of that pile of polygons should match my own? Out of all my many characters over the years, the one I identify most with is my tauren warrior. My male tauren warrior. Sure, he looked like a big bipedal bovine, but that character that just wanted to have a good time, get rich, and kill people (PvP server) ... that was me.

I think there's another factor, though, in the lack of race-specific skins provided for avatars: fear on the part of the game companies. Most of the ways in which a male player with a female character can be offensive are covered under rules against sexually-explicit actions. (remember, kids, make war, not love) Not that the night elf "stripper dance" isn't offensive, mind you, but I've got more important things to worry about, and I don't have to look. Portraying exaggerated stereotypes of females is not a thoughtcrime. Portraying exaggerated stereotypes of minorities, however, is. Giving people the opportunity to do so is opening up a huge, and potentially expensive, can of worms. Let's say a player creates an African-looking character and starts acting in a stereotypical way (the "D'shawn example above, or the "gangsta" lifestyle), and someone complains. The game management has two choices: Allow this to continue, and get slammed for permitting racism in the game, or stopping it, and then getting slammed equally hard when the person claims to be black in real life, and therefore being discriminated against. It doesn't matter if they are or not -- all they have to do is say they are, and the bad PR will start. It's a lose-lose situation for the company. There is no way they can come out of that situation without being accused of racism -- either for allowing the player to act as he did, or for stopping him. That's someting that Legal and Marketing just won't risk.

As for whether more people of any given demographic will play games if the avatars looked more like them: I seriously doubt it. I have never, in decades of gaming going back to when I was represented as an ASCII symbol on a text-only screen, whether or not my avatar could look like me has never entered into my decision about whether or not to buy/play a game. What I can do in the game, yes. What I look like in the game, no. For that matter, one of the attractions of MMORPGs to me is that I can be a "person" instead of a "female" -- someone just like everyone else, distinguished by interests, skill, attitudes, personality, whatever, instead of body shape. It's a refreshing change from the real world.

You can't take a game that isn't fun -- whether it isn't fun overall, or it isn't fun for people in some specific group -- and make it more fun by changing the pictures. No matter how you dress it up, if it's made of suck it's just going to be prettier suck. The reason people don't play any given game isn't that the pictures don't look like them. (otherwise, who would play Zerg or 'Toss in SC?) The reason is the game isn't fun for them. That is what devs need to address.

I've been interested for a long time in the history and mythology of Africa. I think that would be fertile territory for a MMORPG. It would certainly be a refreshing change from rehashed Norse mythology as filtered through Tolkein. I suspect it would not do well in the market, mostly because said market seems to have an inexhaustible appetite for said regurgitated Norse mythology. But whatever the reason for it not doing well might be, that reason is highly unlikely to be that white players couldn't make avatars that look like themselves.

But that's a rant for another day.

Posted by: Female Gamer at August 24, 2007 12:04 PM

Sadly, I don't have anything hugely insightful to say, but I thought I'd mention that Guildwars has a pretty large number of options for non-white characters (compared to most other MMO games I've tried), especially in the latest nightfall expansion, and while they are noticably rarer, there are enough so seeing one isn't strange. It's quite a nice option to have certainly, especially when you're making a character based on a set background rather than personal preference.

Posted by: Darloth at August 27, 2007 01:16 AM

The comments by "Female Gamer" regarding the population of WoW as being separated into "normal" players and "female" players were very interesting and I certainly agree with them. Personally it brings to mind the environment that harassment training in the workplace is trying to enforce. Ideally, workers treat each other according to their work ethic, their skill and their personality objectively regardless of sex, race, religion etc. The online community isn't nearly as enlightened though as many are still teenagers, anti-social, inexperienced with women or all of the above.

Another quick point I'd like to make is I think Blizzard saw a need to create more physically attractive female character models with the expansion. The number of lithe supermodel type female models went from 2 in the original game to 4 with the addition of the Draenei and Blood Elf races. In fact, the 2 new models are even more dainty than the Human and Night Elf character models.

Posted by: Blake at January 6, 2008 02:29 PM

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