TY - JOUR
T1 - Diversity is not a win-condition
AU - Fickle, Tara
AU - Patterson, Christopher B.
N1 - Publisher Copyright:
© 2022 National Communication Association.
PY - 2022
Y1 - 2022
N2 - This article examines several genres of role-playing games in terms of their procedural logics of racial management as an attempt to understand how game logics can express varying and often contentious ways of enacting “diversity.” It argues that games themselves can help answer one of the most persistent questions about games today: “how do we make games more diverse?” We proceed by defining the racial logics—the “diversity rules”—structuring the Mass Effect series (BioWare, 2007–), Genshin Impact (miHoYo, 2020), and Divinity: Original Sin 2 (Larian Studios, 2017). These games respectively place the player in the role of multicultural manager, racial empath, and divine avatar. These games show us the many logics, strategies, and appropriations that can occur when diversity itself is treated not as a complex process toward building social justice, but as an obtainable asset, and as the sole win condition in making and selling a game. Attending to these racial logics can open paths to new disciplinary directions in game studies by pushing beyond established domestic boundaries, liberal multiculturalist definitions of diversity, and ultimately into revealing our regional attitudes and particular ways of defining and practicing “diversity.”.
AB - This article examines several genres of role-playing games in terms of their procedural logics of racial management as an attempt to understand how game logics can express varying and often contentious ways of enacting “diversity.” It argues that games themselves can help answer one of the most persistent questions about games today: “how do we make games more diverse?” We proceed by defining the racial logics—the “diversity rules”—structuring the Mass Effect series (BioWare, 2007–), Genshin Impact (miHoYo, 2020), and Divinity: Original Sin 2 (Larian Studios, 2017). These games respectively place the player in the role of multicultural manager, racial empath, and divine avatar. These games show us the many logics, strategies, and appropriations that can occur when diversity itself is treated not as a complex process toward building social justice, but as an obtainable asset, and as the sole win condition in making and selling a game. Attending to these racial logics can open paths to new disciplinary directions in game studies by pushing beyond established domestic boundaries, liberal multiculturalist definitions of diversity, and ultimately into revealing our regional attitudes and particular ways of defining and practicing “diversity.”.
KW - Asian American
KW - Game studies
KW - diversity
KW - race
KW - role-playing games
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U2 - 10.1080/15295036.2022.2080852
DO - 10.1080/15295036.2022.2080852
M3 - Article
AN - SCOPUS:85131430254
SN - 1529-5036
VL - 39
SP - 211
EP - 220
JO - Critical Studies in Media Communication
JF - Critical Studies in Media Communication
IS - 3
ER -