Is It Ever “Good Enough”?

Recently I had a conversation with someone who mentioned that game developers were afraid to incorporate more diversity – specifically, in this instance, female characters – in video games. He went on to explain that, in their eyes, the costs often outweigh the benefits for them. No matter what they do, someone would find fault with the representation they created. So that fear, he proposed, deters them from creating female characters and is an enormous burden in the design process. He even went on to say that someone he knew – a female designer, mind you – received criticism over the design of a female video game character. That fear, the fear of making a mistake and misrepresenting a group of people, the fear of not properly taking into account the unfamiliar experiences people of totally different backgrounds than your own might live through, even just the fear of embodying the role of someone completely not like yourself in the most basic ways, can be crippling. I should know, I’ve experienced my fair share of it. But giving into the fear and letting it prevent you from creating characters and situations that are inclusive of all gamers.

I had decided to make a genuine effort to increase the diversity in my fiction. Admitting that my characters had been plagued by whiteness, I thought I’d jump head in and create a set of characters with more diverse and realistic racial and ethnic backgrounds and the like. But after I started writing, I begun to second guess myself. Was I incorporating this character’s culture enough? This one’s first language wasn’t English, was I supposed to write in a different language even if it meant using bad Google Translate? That one had and was going to continue to have racism-related microaggressions – was I overdoing it? I wanted  The last thing I wanted to do was accidentally slip into stereotypes, misrepresent the cultures I was trying to portray, or trivialize any aspect of their lives. Then at the peak of my worries I was told by a woman of color that I perhaps shouldn’t incorporate these things in the novel at all.

I slipped into anxiety. I second guessed my characters’ designs. At one point I did wonder if it was worth it if my attempt would just lead to another example of poor representation for characters of these races. I didn’t want to make the problem worse. I was suffering from the Fear; the Fear that one might be doing more harm in their desire to increase diversity han they are doing good.

Although I’m not implying that every instance of a lack of diversity in a game can be accrued to the Fear and as much as I dislike making excuses for these oversights, it’s hard not to sympathize. The Fear can be crippling, especially if you have received criticism in the past. It can convince you that adding diversity to your creation is perhaps not worth doing and that it would just open up the channel for backlash.

But, at least from my experience and from the opinion of others who find their demographic lacking representation in any given medium really, giving up and not including it at all is the worst thing that could be done. Of course creating and writing characters of a different race, gender, sexual preference, or physical/mental ability is difficult. It requires an immense amount of research. Part of this involves consulting the people you’re trying to portray – it is ultimately them who are best able to give consultation and determine if any part of the representation is problematic – and bring them onto the project. Feeling uncomfortable is to be expected; after all, you are creating a character that is distinctively not you and who experiences different societal discrimination, expectations, and outlooks.

Even after doing all this there is still a fair chance that some aspect of your character will not properly represent everyone of a chosen demographic. This, I’ve learned, is almost inevitable to some degree. Not everyone, even within the same demographic, will agree with the way they are being represented in a character. That’s why, as I explained to the person I mentioned at the beginning of the post, just because a woman is designing a female character doesn’t mean that it can’t still involve a problematic representation of women. Some female gamers might not see a problem with the female character fighting in heels and a bathing suit, but that doesn’t mean there still aren’t plenty who do. That, for example, points out that having one woman on a team designing a female protagonist will not inherently represent the opinions of all female gamers; instead, bringing multiple women on to develop the character or game would better ensure a non-problematic representation.

Ultimately, in the end I’d argue that putting forth a sincere effort to create a proper representation of a character of a certain demographic is infinitely better than defaulting to the overused, scruffy white male protagonist because of a fear of criticism. I, for instance, would like to see a slightly problematic female protagonist than go without one at all. Then, even if something does go wrong, a precedent is still set that can be built upon and improved. Because is “good enough” really ever the note you want to end on?

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