|
|
|
|
Join Date: Jul 2009
Posts: 244
Moderator
Thanks: 19
Thanked 34 Times in 32 Posts
|
12-24-2011, 07:09 PM
Ok, so after thinking about this more I'm not sure that subversive racism isn't involved here. I mean even though I agree that designers think in terms of recycling at a pretty superficial level why is the one constant in the middle of this recycling almost always a "White" looking character if "White" is viewed as a significant part of what's cool? If race isn't a component why does virtually every non-White character generally get the stereotypical design treatment relative to their group. Black characters generally have some era of "Ghetto" flavor, Asians virtually always have some type martial arts flavor, but designers seem very okay with assigning any and all of these stereotypical characteristics (if they look cool enough.)
Why are there no Indian Male "Sci-Fi" heroes like a Commander Shephard from Mass Effect if there's not really any racism involved? Here's an Interesting video I just found that deals with videogames, but I'm starting to think it's broadly applicable: Racism as Design |
|
|
||
|
Join Date: Apr 2012
Posts: 2
Member
Thanks: 0
Thanked 0 Times in 0 Posts
|
04-03-2012, 10:50 AM
Quote:
Like, if there are several white leads they can all have different interests, styles and personalities etc and no one expects one individual character to represent 'whiteness'. Especially when their race is the dominant cultural majority. However, when a character is the only one of their race in a cast and a minority in the wider culture to boot, there seems to be a tendancy to sterotype, even characature them. And a tacit sense they carry the weight of representing their whole race. Their race becomes an integral part of their characterisation, in a way it is not for a majority character. On the one hand, the exoticness of other cultures makes them cool and interesting to character designers. On the other hand, this perpetuating of their otherness, their exoticness forces them to remain segregated outsiders and prevents them from integrating into the mainstream. |
|
|
|
|
|
Join Date: Jan 2010
Posts: 1,771
Moderator
My Mood:
Thanks: 597
Thanked 731 Times in 515 Posts
|
04-03-2012, 12:30 PM
I think games characters as a whole would be pretty restricted if these kind of boundaries were not broken. If ONLY people originating from North America could wear native Indian dress, which would men that only white English/European types could wear full medieval armour and only Asian men could be samurai.
Yes in a way that would mean there might be more diversity in colour and race of characters but I think they would be even more stereotyped and pigeon-holed because now these characters would be restricted to boundaries of that race and history that a white European in native American dress or a native American in full knight armour would not be. These broken stereotypes conflict in our heads and subconsciously make us wonder why that person is different, how did they get there? What is their story? I understand that there is a prevalence of white characters in the majority of games but depending where the game is made makes a difference and also who the target audience is. The fact is that right now games with white male leads sell, because they are still aimed at middle class white boys. I'm still waiting for a game with a strong female lead without boobs big enough to hit her in the face when she runs but the games companies it seems are still not convinced that would sell so they are not producing it. |
|
|
||
|
Join Date: May 2009
Posts: 16
Junior Member
Thanks: 0
Thanked 5 Times in 4 Posts
|
04-03-2012, 05:20 PM
Quote:
My illustration instructors have been discussing the fact that we tend to create symbols of everything. We create a symbol for how a leg looks like, or how eyes look like, or what a particular subject looks like. Likewise, we create a symbol for what non-White people look like or what their culture is like. The problem with using symbols and not actually researching or finding out what something really looks like, is that the symbol usually is inaccurate. That's why people who tend to draw without reference will have anatomy issues, or perspective issues-in the same manner, people who simplify and symbolize a ghetto culture through one black character have created all sorts of inaccuracies. I do not like it as much as you do-I am Hispanic and it does bother me how in Mass Effect series(one of my fav games) many of the characters symbolize cultures that exist around us. But that's the role of artists, to change culture, to shape the visual library of masses. So it falls to us whether we keep repeating those symbols or we make new ones that are more accurate. |
|
|
|
|
|
Join Date: Oct 2011
Posts: 893
Moderator
My Mood:
Thanks: 460
Thanked 418 Times in 362 Posts
|
04-03-2012, 05:33 PM
Another thing to have in mind, sadly, is what producers want.
We live in a world where everything is bussiness, the artists may be bold and creative, trying to change a stereotype and include it in a videogame from a monster developer. But if the producers consider that going from the stereotypical hero (young, attractive, white, etc.) will somehow affect the income, then they will reject it. It's happened a lot in the history of movies, comics, etc. Producers, Directors will not take something that might get people uncomfortable because they want everyone to like it, whatever the artists may think. When artists decide to take the risk and create something that breaks these stereotypes, then something unique and great is born. Take Hellboy for example, Mike Mignola went for a concept of a boy that came from hell, raised by American soldiers in the middle of a World War. He involved Nazis with the ocult and just went to the extreme, thus creating something that was refreshing and that came to be very popular. I'm not sure how certain people might take the Nazi concept in a game or comic, but here in Mexico, even the thought of mentioning a cartel or a "Narco" as we call them and showing it to the public in a comic or an art, is literally suicide. In Mike Mignolas work, there are a lot of references to Hellboy as the one that will destroy the world, and in several occasions Mignola goes as far as to literally point his father as the devil himself. How could a concept that is bound so heavily on Hell and religious ideas, have become such a great success? I think a lot of it had to do with mignola just saying what his mind wanted to, he had no producers or directors behind his back placing walls to his ideas. |
|
|
|
|
Join Date: Jul 2009
Posts: 244
Moderator
Thanks: 19
Thanked 34 Times in 32 Posts
|
04-03-2012, 11:54 PM
The popularity of Hellboy is an interesting topic for study on it's own in that while it seems like Mignola might have built something that is a counterculture icon in fact society has changed. (even back when it was released) That which is the most bizarre or strange or opposite of what would have been viewed as appropriate in generations past is the foundation of the mainstream now, so at a certain level HellBoy is cliche.
I remember years ago on a somewhat popular television program named "Felicity" there was an episode where a punk stereotype character had a non-punk boyfriend. She decided to dress punk because it was "Different" and ran counter to everything that was appropriate. It took her "normal" boyfriend spelling out for her that the world had changed, that punk had become cliche and that she was just as clique-ish as the people she made fun of. After a short period of time she accepted the fact that she'd become just as stereotypical and prudish as the people she supposedly abhorred. The following day and thereafter she elected to dress like...(wait for it) A 1950's Stepford wife. (again another stereotypical misplaced social "costume" appropriated purely to attract attention.) |
«
Previous Thread
|
Next Thread
»
| Currently Active Users Viewing This Thread: 1 (0 members and 1 guests) | |
|
|
Search






)


Linear Mode
