A solid article by Robert Rath who brings up valuable points regarding play as being able to convey experiences some players are usually not able to perceive in their everyday life and why this is beneficial:
Examples:
And just an important reservation Rath makes about minority characters:
In conclusion:
I overall agree with Rath, but I would like to add that I think it's important not to make the viewpoints of PoC, LBGTQ, women Other, as if discrimination and marginalization are the only experiences they should be characterized as. E.g. it's crucial not to make a Black Woman "exotic" by having the game experience centering around being discriminated and marginalized, but (also?) simply make them normal human beings with everyday problems like everyone else. Game developers should refrain from only making minority characters interesting by virtue of their perspective as a marginalized individual, but make them appear as natural and "default" as every other person, meaning someone with individuality and common features and challenges, just like everyone else. That should also make players able to understand that people with different levels of melanin or a gender identity or a sexual identity share commonalities with them.
That doesn't mean that Rath is incorrect at all, as I totally agree that straight white dudes could benefit from understanding that people different from them don't possess the same privileges as themselves and that a marginalized individual's everyday experience can be incredibly different and difficult by virtue of their color, gender, sexuality, ability, etc. And play, especially roleplaying, can be a powerful tool to convey such experiences.
But diversity isn't just about the color of someone's skin or what language they grew up speaking at home. It's about a diversity of ideas and experiences, the unique cultural achievements and the challenges people face in our society - and that's often overlooked. It's crucial that games connect with minority players, but diverse protagonists are also powerful because they can foster understanding in those who aren't the same color, creed or sexuality as the character. Games have the unique ability to let us step into another person's shoes and - in a small sense - identify with problems we've never had to face. But we lose that opportunity when we play the same straight white guy over and over again.
I've written before that playing as a minority character is in itself a revolutionary act. Taking control of a character frees them from the constraints of their programming and gives them a role in their own destiny, making them an active participant rather than an NPC who's acted upon. But more than that, we also role-play when we control a well-defined character, with our own wants and even values commingling with the PC. I never ran riot over Liberty City in Grand Theft Auto IV, for instance, because it didn't seem like Niko would do that. What this means is that playing a minority character not only lets us tell their story, but that we subconsciously play from the character's perspective.
This combination can make us reconsider fundamental issues about race, class, gender and even sexuality. Take The Walking Dead, for example. While the game isn't specifically about race, the fact that you play as a black character in the South tints almost every interaction in the game.
Examples:
The Walking Dead isn't the only game to pick up this tool. There are several independent games that aim specifically to give the player a sense of a life they don't live. Cart Life helps you identify with the economically disadvantaged, and in one portion reveals the challenges new immigrants face when they arrive to a different country. Dys4ia, more than anything else, helped me grasp how it feels to be a trans person. Depression Quest does the same for mental illness and The Path communicates often frightening navigation from girlhood to womanhood.
And just an important reservation Rath makes about minority characters:
Understand, I'm not saying games starring minority groups should be created to educate straight white men, only that minority protagonists can benefit different people for different reasons. These experiences speak to players that come from that background, but they can also invite those who don't share that experience to see from another perspective and reevaluate their assumptions - and that's, in short, what art is supposed to do.
In conclusion:
We only live one life, and we spend it imprisoned in our own point of view. But art and play have the extraordinary ability to break us out of our own eyes and ears, and show us the world filtered through another life. Games can do this in a way different from any medium before it, and I think it's time we leveraged that.
I overall agree with Rath, but I would like to add that I think it's important not to make the viewpoints of PoC, LBGTQ, women Other, as if discrimination and marginalization are the only experiences they should be characterized as. E.g. it's crucial not to make a Black Woman "exotic" by having the game experience centering around being discriminated and marginalized, but (also?) simply make them normal human beings with everyday problems like everyone else. Game developers should refrain from only making minority characters interesting by virtue of their perspective as a marginalized individual, but make them appear as natural and "default" as every other person, meaning someone with individuality and common features and challenges, just like everyone else. That should also make players able to understand that people with different levels of melanin or a gender identity or a sexual identity share commonalities with them.
That doesn't mean that Rath is incorrect at all, as I totally agree that straight white dudes could benefit from understanding that people different from them don't possess the same privileges as themselves and that a marginalized individual's everyday experience can be incredibly different and difficult by virtue of their color, gender, sexuality, ability, etc. And play, especially roleplaying, can be a powerful tool to convey such experiences.