Representation in Media: Video Games

This week I wanted to bring attention to the representation of queer characters in a source of media that has impacted me throughout my life, video games. Video games on consoles and PCs are new in terms of the way to tell a story, compared to movies and literature. However, with the rise in people who play video games increasing with the pandemic, I feel like it is an important medium to talk about. 

In the early days of video games, there wasn’t much to talk about in the realm of representation other than games were mostly pixel games without room to put in complex characters let alone anyone with queer identities. At this point in history, “activists were pushing for being seen in much more visible media like television and movies (1)” so there wasn’t much other than throw away lines from NPCs that could be written out of these text command games, point and clicks, and early console games for international releases. 

In the late 1980s and early 1990s, many games made by Nintendo and Capcom would have queer characters that were either in the most accurate terms “accidents” or completely censored out of western releases. Like Birdo from the Super Mario games that is explicitly stated as a male that likes to dress up as a woman and likes to be called Birdetta, and it’s never talked about again after Super Mario Bros. 2. This wouldn’t be much of a fuss, but this is a trend even now with Nintendo. Although early Capcom would have the earliest known transgender character in gaming Poison, from Final Fight and Street Fighter. Poison has a very complicated history even before this however, “originally a female enemy (alongside the palette-swapped Roxy) in Final Fight in Japan, Poison and Roxy were planned to be cisgendered females but were then changed by Capcom to be “shemales” due to, of all things, concerns over violence against women (2).” The history of Poison is flabbergasting but is also a running theme in video games and will come up again, queer characters as villains is something that has been in common in all forms of media. Fear Effect 2: Retro Helix (2001) box cover art - MobyGames

In the late 1990s, the gaming industry changed; developers wanted to be more “edgy” have games that toed the line of societal values. With the most popular characters of the time being hyper-stereotyped like Lara Croft and Duke Nukem this came in the form of the femme fairy tale from the Fear Effect franchise. In an “era of sexual pandering, and often queer characters would be caught in the crossfire, (2)” the PlayStation hit used its two queer women to be the prominent characters in an ad campaign, most of the time having them on full pages of video game magazines half-naked and in compromising positions. The fetishization of women in video games would unfold like this to cater to the biggest population of gamers, teenage boys. Other than sexed-up lesbians most of the 90s used queer characters to be the butt of the joke to sell to those that wanted more “avant-garde” video games, or characters that could be written off as bisexual if needed be (which is a whole other conversation).  

The 2000s brought the AAA era of video games which had some tokens but still a lot of queer villains, gay jokes, and the late stages of the 90s over-sexualization. One game title that really stood out in trying to take queer representation seriously was BioWare. This led later titles to use their story to house dynamic characters, and complex queer characters. Unfortunately, most of these titles were “homo-optional” (1) and the player did not need to meet the queer characters if you played the story in certain ways. Most of the time the player had to be female to see any of the gay story themes, which was not often as most people playing video games were still mostly men. And with the increase of character creation screens, is just making the option of having a gay character representation even if nothing about the story changes?  

Indie games (games made by smaller companies or sometimes one person) started to gain traction. One of the best in my opinion that has come out in the last decade is Hades. In Hades, you play as an openly bisexual character Zagreus, who to complete the story must have fulfilled the storylines of all the side characters. This entails getting two long-lost lovers back together, both queer men, as well as romancing the three available characters Zagreus has. To finish the game players must go through these storylines, no optional dialogue changes or paths that erase the experiences of these characters. Because of this open representation, and a really good story overall, this game has had large releases on AAA consoles like The PlayStation and Nintendo Switch. Which begs the question, why haven’t AAA games themselves more accurately represent queer identities and not just villains? It’s obviously wanted and popular, Hades won many awards at Game Awards in 2020 and 2021.

Hades on Steam

But if you want to learn more about Queer History and Media, please watch more of James Somerton’s video essays! He is one of the main reasons I know so much about this topic and others in Queer theory. 

(1)https://www.youtube.com/watch?v=TQNKEkrPEfI  

(2) https://techraptor.net/gaming/features/queer-characters-in-gaming-brief-history  

Links for pictures

Fear Effect 2

Hades 

Representation Impacts Early life

Representation is usually one of the first topics you hear when talking about television, books, and other forms of media as of late.  But this is no new trend.  Like other words that have become an important part of our vocabulary, there is a purpose.  The portrayal of individuals that embody different types of people has been an obstacle since the inception of media, mostly written and oral tradition.  Silencing and amplifying peoples’ stories is not a new phenomenon.  However, with the rise in platforms that allows people to express their stories more readily has made it so the discussion of representation in media reaches many people. 

Representation in YA books 

Representation in a type of media that most young people have the chance of encountering is books.  Books are available to most Americans and are important to school curriculums.  Before the time of cellphones and easy access to the internet, libraries were somewhere kids would spend their time, I know I did.  The chance to cash in on so many younger readers that were not quite ready to read books aimed at adults, but too old to read books marketed to children, led to a niche to be created.  The young adult genre has grown to massive proportions since the 2000s.  With this boom came many more voices telling stories, no longer were the popular authors white men.  Although, even with this boom, there is still a lack of diversity.  Young adult books follow many of the same tropes and outlines that the early popular stories of the genre did.  In turn, the stories have many of the same characters, typically with a white male lead.  One of my favorite young adult series of all time, Percy Jackson and related books, is one of the genre’s best and arguably shaped the genre, is still a story with a straight white male lead with people of color and gay accompanying characters.  While this was great for me, seeing gay characters in media that were not just villains, Percy Jackson was still the main protagonist.  

Percy Jackson Series – How Many Words Did You Read? | Word Count Tool

This also begs the question, how should diversity in books be tackled?  Riordan has revived backlash for the way he writes his P.O.C. characters, mostly keeping much of their culture as small parts of their overall development because he isn’t as knowledgeable in those aspects.  Riordan is a white male author telling the story of a young white man, so should he really be writing about a protagonist that has completely different experiences, like minority groups?   One of the best ways would be to read stories about people of color from authors that are P.O.C., reading queer stories from queer authors.  With the rise of technology and the internet, this problem could be solved somewhat.  In the young adult genre, the use of technology has become more prevalent to make the stories more relatable.  Despite this, the rise in technology, the rise in stories of minority groups did not follow, “Koss and Tucker-Raymond point out the glaring absence of Black, Latino, Asian, and Native American young adult characters who use media and technology, as well as the poor and working class youth who are not represented” (1).  So, why is it that groups of people are being left out in the new wave of young adult books?  

Representation in Movies 

Childrens’ movies have been a forerunner of trying to tell the stories of different groups of people.  Disney, one of the most popular companies that make children’s content has been heavily criticized for the poor and downright offensive depictions of minority groups. Walter Dean Myers asked, “Is it better to not be seen correctly or to not be seen at all? The answer is neither. Everyone deserves to see themselves, instead of being forced to accept “that these characters, these lives” are not theirs” (2).  Everyone should have the chance to see themselves portrayed in films, books, and other forms of media. 

2-year-old boy's sweet reaction to his lookalike in 'Encanto' | GMA

In one of Disney’s newest movies Encanto has been getting good press for stories of children ecstatic there are characters that look like them in the movies they watch.  Kenzo Brooks, a two-year-old boy found himself in Antonio, a character in Encanto.  His parents were happy their son got the chance to experience this, “I know growing up for me that wasn’t necessarily often something you see,” Keith said. “For me, it did make me feel a little bit emotional to think that my son was able to see this and have this experience. Just for so many other Black and brown boys and girls to be able to have that same experience now, I think that was amazing”(3).  With so many other stories like this hitting news broadcast every day it reinstates the fact that representation matters.  Finding your identity is a lifelong experience but being able to see characters that you relate to early on helps aid the process and makes growing up just a bit easier.   

Bottom line, amplify media that shares new experiences and are written by minority groups.  Don’t be afraid to engage with stories that you normally would not read or watch, you might expand your knowledge.     

 

 

  1. https://www.researchgate.net/profile/Ryan-Rish/publication/332986240_Representation_of_Media_and_Technology_in_Young_Adult_Literature/links/5cf52e43299bf1fb18539cf0/Representation-of-Media-and-Technology-in-Young-Adult-Literature.pdf 
  2. https://digitalcommons.murraystate.edu/scholarsweek/Spring2021/GeneralPosters/3/   
  3. https://abc7ny.com/kenzo-brooks-disney-encanto-representation-matters-kid/11427993/  

Pictures

  1. Percy Jackson Books
  2. Kenzo Brooks 
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