The Witcher 3: Racism and Fantasy

By Bob Case Posted Wednesday Aug 15, 2018

Filed under: Video Games 213 comments

We’ve now arrived at the part of the series where I talk about – well, it’s not quite the elephant in the room. It’s maybe something like the hippopotamus in the room (hippopotami, while smaller than elephants, are still pretty big). You see, when The Witcher 3 was first released, there was nary a person of color to be found anywhere in the game. Some in the games media noticed this, among them Tauriq Moosa, who wrote an article for Polygon titled “Colorblind: On The Witcher 3, Rust, and Gaming’s Race Problem.

I’m not aware of any reliable statistical measures by which one can measure the size of an internet brouhaha, so I usually just eyeball it: the brouhaha was medium-sized, and, as brouhahas go, I think it was more productive than most.  Any time a hot-button issue like this gets raised, some percentage of the arguments that follow are made either in bad faith, at cross purposes, or both. Accusations of racism unavoidably activate people’s defensiveness, and, well, you know how the internet can be.

I’m aware that as a white person, I risk making a hash of this, but the only other option is to not talk about it, which can be harmful for its own reasons. Paraphrasing the many objections to the absence of people of color in The Witcher 3 is a tricky business, but paraphrasing one of the most common defenses isn’t. It goes something like this: “Why would you expect there to be people of color in the game? It takes place in a setting based on medieval Europe, and partly on Slavic mythology, and it’s made by a developer based in a country that’s overwhelmingly white. There’s no sinister motive here.”

I happen to agree that there’s no sinister motive. I don’t think CDPR’s developers ever sought to deliberately exclude non-white characters. But I also think that racism isn’t only gauged by intent – it can also be gauged, and perhaps more accurately gauged, by its effect. Meaning something can be racist by accident. If anything, it’s more common than being racist on purpose.

This picture comes from a book called the Cosmographia, written in 1544. On the far left is a Sciapod, from Ethiopia. They have such big feet because they use them like umbrellas to escape the hot Ethiopian sun. Second from the right is a Blemmyae, from India. His face is in the middle of his chest because he has no head. Scholars now believe that 16th-century European depictions of non-Europeans may have contained inaccuracies.
This picture comes from a book called the Cosmographia, written in 1544. On the far left is a Sciapod, from Ethiopia. They have such big feet because they use them like umbrellas to escape the hot Ethiopian sun. Second from the right is a Blemmyae, from India. His face is in the middle of his chest because he has no head. Scholars now believe that 16th-century European depictions of non-Europeans may have contained inaccuracies.

The idea that everyone of consequence in medieval Europe was white is neither accurate nor politically innocent. It’s an idea that has, over the centuries, been deliberately crafted by a relatively small group of people, and then spread through unconscious habit by a much larger one. I have neither the time nor, frankly, the qualifications to make this argument comprehensively, but I can link to a website that makes it far better than I can: this series of articles by The Public Medievalist, which is also the source of the image above.

Continue reading ⟩⟩ “The Witcher 3: Racism and Fantasy”

 


 

Significant Zero

By Shamus Posted Tuesday Aug 14, 2018

Filed under: Column 90 comments

A week ago I mentioned I’ve been reading Significant Zero by Walt Williams, the lead writer of Spec Ops: The Line. It’s the story of how he basically blundered his way into game development at 2k Games, bullied his way into the writer’s room, and burned off a couple of years of his life in self-imposed perma-crunch. Along the way he got to work on games like BioShock 2, Prey 2006, The Darkness, Borderlands: The Pre-Sequel!, and a bunch of other stuff.

I’ve since finished the book, and it’s been eating at me. It was at various times educational, humorous, frustrating, and sad. I want to talk about this book, but not in a “book review” sense. I really just want to respond to some of the events, but I can’t do that without spoiling a few bits of it. So that’s what we’re going to do.

I read a lot, but I don’t read a lot of books. I have no idea how typical this book is in terms of autobiographical post-industry confessions. The last book I read on this topic was Masters of Doom, which is a really different sort of work. MoD is an almost fawning look at a couple of industry veterans, written a few years after the events in question. Significant Zero is alternately self-deprecating and self-aggrandizing, covers the recent past, and is centered on the author.

This is the account of one person and their journey through this meat-grinder of an industry. Obviously there are at least two sides to every story and this book only gives us one of them. When you’re condensing a decade-long adventure down to under 300 pages you’re going to have to make some pretty drastic edits. It’s entirely possible that, consciously or not, the author made selective edits or embellishments that will bruise the truth. There’s no way to know if this is the case, but I’m not going to cover the following paragraphs in qualifying asterisks saying “allegedly” and “according to the author”. So for the purposes of this article, we’re going to take everything the author says at face value.

I don’t want this to come off like I’m judging poor Mr. Williams. I’m not trying to shame him. I’ve never met Walt Williams and even after reading this incredibly candid book he still feels like a mystery to me. I’m just using his anecdotes as a jumping-off point for talking about how messy small-scale interpersonal drama can directly influence the large-scale technology products we build.

Here are some of the emotions I was feeling as I read:

Continue reading ⟩⟩ “Significant Zero”

 


 

A Lazy Sunday Post

By Shamus Posted Sunday Aug 12, 2018

Filed under: Notices 103 comments

Don’t be confused by the title. This is not a post for a “lazy Sunday”, implying this is something to be read sometime in the late afternoon, before you’ve changed out of your pajamasWho wears pajamas these days? When people who wear clothes to bed refer to “wearing pajamas”, they usually mean sweatpants and a t-shirt. As far as I can tell, the days of specialized bedclothes are just about over.. What I’m actually saying is that this is a low-effort post intended to go up on Sunday.

Here are a bunch of random announcements:

Continue reading ⟩⟩ “A Lazy Sunday Post”

 


 

Grand Theft Auto IV

By Shamus Posted Friday Aug 10, 2018

Filed under: Retrospectives 105 comments

Grand Theft Auto IV is the highest rated entry in the franchise, which is bizarre to me since I think it’s the absolute nadir of Grand Theft Auto. The virtues of the series (the open world sandbox) were more restrained, while all of the worst faults (a heavy focus on a no-fun story that tries and fails to be a movie) were stronger.

The tone is even more self-serious than what came before. The world is drab and joyless. The driving and shooting are “realistic” by way of being sluggish. The lead character is a mope that doesn’t seem to enjoy anything the game asks us to do. Many of the supporting characters are grating. The missions are more scripted than ever, keeping the player on an even tighter leash in the service of set-piece driven mission design spiked with DIAS “gotcha” moments. The mechanics are cluttered with shallow, frivolous side activities like bowling and dating that don’t make use of the open world that is the strong point of the franchise. The gameplay / story dissonance is more noticeable than before, thanks mostly to the fact that Niko Bellic’s personal goals are completely at odds with the typical “boss of the week” mission structure.

Continue reading ⟩⟩ “Grand Theft Auto IV”

 


 

A Few Minutes with the Bethesda.net Launcher

By Shamus Posted Tuesday Aug 7, 2018

Filed under: Random 146 comments

According to CNET, the Fallout 76 beta isn’t coming to Steam. Instead, the PC version of the beta will be exclusive to Bethesda’s own platform on Bethesda.net. Everyone is up in arms about the beta not coming to Steam, but I think they’re overlooking the bigger bombshell:

Bethedsa has their own platform?!?

Sure enough. I go to the site and there’s a link for “download the Bethesda Launcher”. How long has this thing existed?

According to the FAQ, the beta is available to people who pre-purchase the game. So you can pay up front to be a QA tester. On the upside, they’re promising your progress will carry over to the full game at launch. On the downside, this means at launch you’ll be entering a PvP realm where some people have several weeks of head start.

I’m always conflicted when I hear there’s a new game platform on the PC. I like having another competitor to Steam to work against their market hegemony and encourage them to not take their customers for granted. At the same time, it’s annoying having to manage yet another account and maintain yet another launcher. It’s more convenient to have all your games in one library. Also, the idea of a game launcher from Bethesda Softworks is mildly terrifying. Skyrim is the jewel of Bethesda’s works, and it was still counter-intuitive, occasionally broken, and janky as hell. I can only imagine what their launcher would be like.

I don’t care about Fallout 76, but I am curious what the Bethesda launcher is like. So let’s try it…

Continue reading ⟩⟩ “A Few Minutes with the Bethesda.net Launcher”

 


 

Diecast #221: Formative Games, Mailbag

By Shamus Posted Monday Aug 6, 2018

Filed under: Diecast 132 comments

The mailbag is now empty. The email is in the header image if you’ve got questions for us.



Hosts: Paul, Shamus. Episode edited by Issac.

Show notes: Continue reading ⟩⟩ “Diecast #221: Formative Games, Mailbag”

 


 

You Okay Buddy?

By Shamus Posted Sunday Aug 5, 2018

Filed under: Random 27 comments

I’m currently reading a book – a gift from a reader – and I’d like to share a quote with you:


Creating art is hard, even painful. Writing, in particular can require days, if not months, of solitude, doubt, and struggle against your better judgement. To be good, you have to put in the time and effort. You have to consume the work of others, both good and bad. You have to write, then revise and revise and revise and revise until you can accept it is time to let go. Most importantly, you have to sit down every day and punch yourself in the face repeatedly, hoping in the end you will come out the winner in a fight against no one but yourself. You can teach yourself to live this way, but it does not come naturally.

That quote is from Walt Williams in his book Significant Zero, an autobiographical journey through the videogame industry. Walt here wrote Spec Ops: The Line, and this quote gives a pretty good clue as to why it felt like: PTSD: The Game. If this is his creative process, then it’s no wonder the game was a descent into madness.

I’m about halfway through the book at this point, and it’s pretty amazing. On this site I’m usually raging against the dysfunction among the leadership of the major publishers, but this book is more focused on the dysfunction at the level of middle management.

Another fun fact? Spec Ops starts off with a rail shooter-style helicopter battle with confusing dialog and it doesn’t totally fit with the rest of the game. I always wondered what the deal was with that. According to the book, late in development some ninny in management decided that the game needed to open with the helicopter section, even though that works directly against the slow-burn opening the game is designed around. The strange dialog in this section was the author’s protest against this decision. Williams deliberately made it so this bit couldn’t fit into the continuity of the rest of the story. It was a middle finger to the dumbass that decided to destroy the intended pacing and tone because they thought gamers are too dumb to appreciate a slow opening.

For the record, I’ve never found punching myself in the face to be at all conducive to writing. Maybe I’m just lucky, but I find the process to be enjoyable and sometimes even cathartic.

Editing, on the other hand… editing sucks.