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Diversity in Character Creation

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Diversity is a loudly discussed and yet woefully underheard topic in the video game industry. Historically, the development and creation of video games has been dominated by a demographic of white men, and it shows. Many popular main characters within story games seem to be the same cookie-cutter, brunette-haired or bald, middle-aged white man, with dozens of examples coming to mind just off the top of my head: Nathan Drake from the Uncharted series, Joel from The Last of Us, Agent 47 from Hitman, Arthur from Red Dead Redemption: 2, just to name a few.

 

If I attempt to name characters that deviate from that cookie-cutter look, not many come to mind. And if they do, these games were created only within the last few years or created by developers from different countries, and those games will have a cast composed primarily of those who live in the countries they are made in. And this leads to the bigger issue. A lack of diversity is a reflection of the industry as a whole–we lack POC (especially WOC), we lack neurodivergent people, we lack people who belong to marginalized genders, we lack diversity behind the scenes. This becomes a mirror, a reflection, of the industry as a whole, and bleeds into every aspect of video game creation.

 

This issue extends beyond the characters that actually participate within the stories, but even extending to video games with character creation. In fact, this issue becomes more specific, more harmful, and more painfully obvious when considering RPG’s, especially in games where you have a chance to create your own character. If you’re white, you probably won’t even realize this is an issue. Because character creations cater to yourself and people that look like you. You can create yourself within the game, always.

 

Have you ever tried to make a Black character? A Southeast Asian character? A Middle Eastern character? If you have tried, you realize that these games don’t have many options for you. More often than not, in character creation, the main idea is for you to make your own stand-in avatar to play within the world of the game, whether that avatar is a representation of yourself (most commonly) or a character you’d like to create. But if the best-looking options (or sometimes the only options) mean you have to play as a white man, is that really character creation?

 

The reason for this is from the lack of diversity in video game creation, causing a lack of diversity to bleed into every aspect of the game. If a game only has the perspectives of white men behind the scenes, the perspectives of POC are left behind, the perspectives of marginalized genders, the perspectives of basically, anyone, else, leaving these character creators lackluster and sad. When analyzing various games and their character creators, what do they do poorly, and what do they do well? Are the options plentiful, or are you stuck with the same hairstyles, the same look, each time? Taking a look at current popular games and their character creation, here’s an analysis of games and their character creations–the best and the worst.

1.) Cyberpunk

Overall Rating – 1/5

The Breakdown

Skin Tone Options – 12 total (split evenly between 6 lighter tones and 6 darker tones)

Hair Style Options – 39 total (35 straight hairstyles, 1 bald, 3 Black hairstyles)

 

Skin Tone – 2/5 

Personally, I do not believe 12 options adequately represents the vast variety of skin tones a person can have, especially with an AAA game that was released in 2020 (I mean, seriously!). I was, however, pleasantly surprised that the skin tones were split up to (roughly) six lighter tones and six darker tones. Still, even from the palest skin tone to the darkest skin tone that I chose for my character, the options were not accurate to real-life people, whose skin tones can come in a variety of undertones and shades.

Hair Style – 0/5

There are 39 total hairstyle options for Cyberpunk’s character creation. That may sound like a lot, but when I went through and counted it out, there were 35 straight hairstyle options and 3 Black hairstyle options, with one option being entirely bald. It might be worth mentioning that there was one near-bald option that could technically pass as either, but when you zoomed in, it was clear it was rendered as a straighter hair type. The option I chose was what I (and my friends) thought looked the best. Although the other options were fine and certainly something someone could have in real life, 3 hairstyles isn’t at all accurate to the variety of hairstyles that exist in real life, including women.

There was not a single afro haircut of any lengths, or a faded haircut, or long locs, just to name a few (very, very few!) of the other hairstyles they could have incorporated. 

 

Another bone I have to pick with the Cyberpunk 2077 character creator is that–when trying to choose face tattoos, something I loved choosing for my pale self-inspired character in my first playthrough–I noticed that some of the tattoos were not properly rendered for the skin tone I had chosen and would instead glitch out, as if it was like a sticker rather than a tattoo.

Sometimes it would try to render itself to be lighter or take on a weird almost transparent appearance. I tried to reproduce this glitch with the lighter skin tones, but only found that it happened on the darkest option. Here’s what it looks like:

Compared to what it should look like:

 

After further investigation, I know this wasn’t an intentional render. I thought that maybe they were trying to make the tattoo lighter to show up on the darker skin tone (which, either way, I was angry about because that wouldn’t be how tattoos work in the real world). But sometimes, the tattoo would show up the way it’s meant to on my character, but only sometimes.

 

Overall, even though I was able to make a character I was halfway pleased with, the options were incredibly limited and disappointing. To make matters worse, the fact that there was a skin tone-specific rendering glitch just really disappointed me. Therefore, I couldn’t give Cyberpunk’s Character Creation more than a 1/5.

 

2.) Stardew Valley

Overall Rating – 3/5

The Breakdown

Skin Tone Options – 24 total (14 human skin tone options, 10 random colors–5 lighter skin tones, 9 darker skin tone options) 

Hair Style Options – 74 (64 straight hairstyles, 11 Black hairstyles)

Skin Tone – 3/5

Choosing a game with an entirely different art style, I thought it would be interesting to see how a pixel art game handles character creation and diversity, especially with an art style that can somewhat limit the amount of detail you can convey. I found that Stardew Valley–a game developed by one man, by himself, for four years–in comparison to Cyberpunk 2077, had around the same amount of human skin tone options, but when I was counting it out, had more diversity in the skin tone options that were included–ranging from very pale skin to dark skin, with a variety of tones between. However, the options still weren’t great and in terms of character creation, there were a lot of different skin tones that could have been added. Another thing I noticed is that Stardew Valley has a color choosing system for hair and eyes, meaning you can pick any color you desire. I was wondering if that sort of option was possible for skin tones, allowing for greater choice and creativity. I wasn’t sure, though, if there was a development reason behind choosing present skin tones. 

Hair Style – 3/5

Stardew Valley boasts 74 hairstyle options. However, when I counted it out, there were about 13 afro or braided hairstyles and 62 straight hairstyles. Still, in comparison with Cyberpunk 2077, I found that there were a lot more options and also a variety of options (for afro alone, there were 3-4 different lengths to choose from). There was also a cornrows option and a fade option, something that not even Cyberpunk could provide. Still, the ratio unnerved me, so I could only give Stardew Valley a 3/5 for hairstyle options. 

 

3.) Sims 4

Overall Rating – 2/5

The Breakdown

Skin Tone Options- Before the recent update – 26 human skin tones, 9 random colors. After the recent update – About 45 skin tones under each category of cool, neutral, and warm skin tones, plus random skin tones as well

Hair Style Options – Depends on how many expansion packs you buy, but a disproportionate amount of straight-textured hairstyles to afro-textured hairstyles.

 

Skin Tone – 3/5

While the most recent update of Sims 4 added hundreds of more options for skin tone customization, the Sims 4 was released in 2014, meaning users have been begging EA for more skin tone options for upwards of 7 years. Before the update, Sims 4 had about a 3/5 in terms of skin tone customization with only 26 options, and after the update, the options come close to a 5/5. However, with customization being a fundamental aspect of the game, justifying spending that long just to allow someone to choose their own skin tone in game is abhorrent. What we can learn, from this situation though, is that if a fanbase is vocal enough, maybe video game developers will get the hint. For how long they took, Sims 4 will have to stay at a 3/5

Hair Style – 2/5

While Sims 4 hairstyles are dependent on how many expansion packs you buy, a common theme is supposed to be a diversity in hair type options, with categorization based on the hair type, length, and style you’re looking for. However, when sorting the hairstyles into different textures (straight-textured hair vs. afro-textured hair), the differences are clear. Even in just the scroll bar, for straight-textured hair there are so many to scroll through, while for afro-textured hairstyles there’s only a handful. Since character creation is a very important aspect to Sims 4, it’s important that these games keep their audience in mind. Especially when it comes to women, Sims 4 generally offers a more diverse character creation, but it’s nowhere near perfect.

To make matters worse, much like Cyberpunk’s ridiculous skin tone specific tattoo glitch, Sims 4 had a similar issue with rendering makeup options. The makeup textures wouldn’t sit right on darker skin tones and sometimes give a texture glitch and it wouldn’t be until years later and a very vocal community that this issue would be fixed. It also helps that the Sims community is so involved, with many custom content creators and modders allowing users to download more options based on their wants for character creation. Only with the help of the community is Sims’ character creation close to a 5/5. 

 

4.) Saints Row: The Third

Overall Rating – 4/5

The Breakdown

Skin Tone Options – 25 human skin tones, 35 random colors

Hair Style Options – 30-40 for each gender

Skin Tone – 4/5

For a game made years ago, Saints Row: The Third holds up next to games released in the last couple years. In terms of skin tone options, there are only 25 (one less than Sims 4 before the update), but they have a large range of skin tones to choose from and a greater range between darker skin tones. They also, in perfect Saints Row hilarity, have a ridiculous amount of random skin tones to choose from–including chrome. While that doesn’t have to do with diversity, many that I’ve spoken to have felt that the first game they could recall being able to make themselves in would be Saints Row: The Third, a game that came out in 2011. 

 

Hair Style – 4/5

Saints Row has a wide range of hairstyles to choose from for both men and women, making it easy for players to create themselves in game. With the ability to also choose feminine or masculine hairstyles for either gender, it allows for more customization for those that want to represent a character that expresses their gender differently, something that many games fail at (either categorizing clothing and hairstyles as either for men or for women). In Saints Row: The Third, however, the way you choose to represent yourself is up to you, making it one of the better games in terms of diverse customization, and a game that came years before its time. 

 

Loudly Discussed but Woefully Underheard

The larger takeaway from this analysis is that although games are making improvements to character creation to make it more diverse, it’s too little, too late. Diversity isn’t and shouldn’t be an afterthought, but when the team behind games is largely made up of white males, it’s easy to see how their character creation development has tunnel vision, only designing options that they themselves would want or see using. However, that’s where the largest issue in the video game industry comes into play. Without a diverse team behind the development of games, different groups of people become an afterthought, something to consider after the game has been created and released, perhaps in an update or a DLC, as if their existence is something separate from the “main event.”

To fix this issue would be to fundamentally change the people behind development, to have a vision that pushes for more diversity behind the scenes, and to support companies that support that vision. Even if a game cannot hire the development team that will offer insight into a more realistic character creation (even though they should), that game should make sure to listen to their userbase, and to listen to them quickly. In the case of Sims, it not only took years, but also took an amazingly dedicated fanbase to be vocal about their problems with the game’s character creation and to demand change, without giving up. Hopefully, this change can extend to Sims games going forward.

Could it extend to the videogame industry as a whole?

Well, to do that, we don’t just need to be loud, but we need to be heard

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The Icon Monthly

The Icon Monthly Nov 2022 | Monetizing the News

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I want to make money; it’s a relatable statement. But how we go about making that money is a bit murky. We all (Hopefully) want to make money ethically and without exploiting anyone. There seems to be more ways to monetize our passions than ever. If you’re an artist, you can start a Patreon, use the Youtube Partner Program or create an NFT project.

Depending on who you ask, there are issues with all those options. Making money from your passion isn’t easy, and that goes for me here at The Icon. So how do I ethically monetize this site?

Websites like Bloomberg and Forbes charge you a subscription to read their articles. Which I think is fair. They’re often detailing breaking news stories that took time and years of collecting sources to produce.

But the problem with that is it puts news out of reach of people who don’t have money. Not that a subscription to Forbes is expensive, but if you can barely afford dinner, then subbing to a news site isn’t a priority. But no matter your financial situation, we all need to stay informed.

Additionally, it’s tough to get people to read news articles. Half the time, you’re lucky if people read past the article’s title on social media. Most of the time, at least with my site, people read the title and immediately comment or just read what other people are commenting. The problem with this is that it can aid find misinformation spreading on the internet. Still, when you lock information behind a paywall, that limits the number of people getting that information.

It’s a struggle to get people to click on the article, and getting people to pay to read it is much more challenging. This means people turn to people in the comments and other secondhand accounts to get the information.

On a related note, have you ever played the game ” Telephone?” You get a group of friends and whisper a phrase to one of them, and they’re supposed to whisper it to other people, and once it gets to the last person, you see how much the phrase has changed. Usually, the phrase has changed somewhat. That’s because most people can’t recall exactly what was told in the time it takes to hear the phrase and then repeat it. So the more people the information goes through, the more human error is filtered in.

Same with information on the internet; when we get information secondhand, the person’s biases and interpretation get filtered in, and god forbid, they’re an idiot. If you’re blocked access to the sources of information, you’re denied the ability to scrutinize the data for yourself and to form your own opinion.

*Obama voice* Let me be clear. I don’t think anything is wrong with Forbes and Bloomberg charging money. Still, I believe it puts up a wall that could potentially facilitate spreading of fake news by limiting access to information from people.

For instance, recently, there was a dispute between Platinum Games and the former voice actress for Bayonetta, Hellena Taylor. Hellena claimed Platinum Games only offered to pay her $4000 to voice the title character in Bayonetta 3. However, Paul Schreier of Bloomberg discovered that that wasn’t exactly true through documents and various sources.

He tweeted his article and said Hellena Taylor’s claims were misleading, which some people in the comments said he needed to provide proof. He did. The evidence was in his article, but it seemed most of the comment section hadn’t read it. There were a few who did who tried to explain what was happening. The problem with this is that it’s that person’s interpretation. The others who didn’t read the article were losing out on the ability to scrutinize the information for themselves.

Again Bloomberg is great, and their prices are more than reasonable. But writing something and putting it on social media is 50% hoping people read past the title, 45% defending yourself against people who didn’t read past the title and begging them to do so, and 5% wondering why you even bothered.

And as much as we hate tactics like clickbait, if it didn’t work, sites wouldn’t do it. We’ve all done it, given in curiosity, and clicked on a clickbait article. However, I think clickbait is a toxic practice and breaks the trust you’re trying to build with your readers.

With all this said, I wanted to devise a way to monetize  The Icon while avoiding some of the pitfalls mentioned above. And remember, we’re not as big as Forbes or Bloomberg ( yet), so our founding needs aren’t as vast.

We will try to avoid pay walling content and instead offer optional ways to help fund us.

We’ll have to build trust with our audience, and that means giving them the information they need without clickbait and without adding a bunch of padding to the article. This means some articles might be short, or some information doesn’t need to be articles at all and will instead be a Twitter post. Posts will have critical information immediately at the beginning of the article. We want to keep you all moving forward, so we don’t want you scrolling for necessary information. We want you to get the information you need and decide if you want to keep going.

We’ll employ ads, but we’ll keep them from being intrusive, and additional funding options will be optional for those who enjoy our content and want to support us.

It’s easy to say all of this now. But creating something and making money from it has a slew of struggles, some I’ve spoken about and some I’m unaware of. So, we’ll see.

 

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Video Games

Dealing with the Grief of Losing an Online Friend

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There’s still a bit of stigma about meeting people online. I remember people speaking in hushed voices as they said, “We met online,” when asked how they met their spouse. Not me, though. I don’t care what people think. #rebel.

But I have felt the awkward looks and questions when I’ve told them I met my fiancee on an online dating site. We’ve been together for seven years but yes, Karen, raise your eyebrow in surprise as I tell you we met online.

But those things were never the most challenging part about meeting people online. The hardest part was the distance. Sometimes we have online friends across the country; heck, some of us have friends across the world. So I thought distance and realizing someone you played with hadn’t logged in years was the worst part. But as I’ve gotten older, I realized something that’s even harder. And that losing a friend.

Recently a friend of mine passed away. We played Destiny 2 together. He and a group of us have saved the universe from the Cabal, raided for hours, suffered in Crucible, and he came to the rescue when I was stuck on that damn elevator in the corrupted strike.

But what’s more, we talked, shared life stories, and checked up on each other, and now he’s gone. His wife called us to let us know that he had passed because he spoke about us, and she knew he would want us to know. We impacted his life enough that his wife, whom we had never spoken to, knew who we were and reached out. That would make me feel special if  I wasn’t so despondent about it.

But the problem with meeting people online is that you can’t just walk into the funeral when your friend has caught a bad case of death. Even if you do have the money, a lot of families aren’t going to think to invite Jason’s friend “NoobPWNr69.”  Not many people are lucky enough to find out their friend has passed away. Many of us have to see they haven’t logged on in years and wonder what they’re up to. We imagine that life probably just got too busy. Sometimes ignorance is bliss. And sometimes you don’t find out until long after the person has passed.

But where does that leave us? The people they leave behind. As if it wasn’t bad enough that they had o go up and die, they leave us to deal with it. As if my therapist didn’t have enough to deal with.

I hate funerals; they’re kind of depressing; however, I think they’re essential in helping us get closure. So when online friends pass, we must find our own way to honor them.

Apparently, Online funerals are a thing. There’s an entire article on What’s your grief that details how to deal with the loss of a friend. In addition, they have some great suggestions that I plan on implementing.

One website suggests having an online memorial. Maybe a web page you and the rest of his online friends can leave comments on. I liked this idea because it gives you something to go back to and look at.

A New York Times article talks about how grief isn’t a problem to be solved but rather something to be lived through. The article even talks about ways to gently and appropriately reach out to your friend’s family.

But the main thing you should know when dealing with grief is that it’s okay. It’s okay that you missed them, and it’s okay to hurt. Friendships formed online are just as real and as special as the bounds you form in “real life,” and anyone who tells you any different probably never lost a friend they stayed up with until 3 am saving the galaxy.

One thing this ordeal has taught me is that losing an online friend has all sorts of difficulties, but I also discovered that there are all sorts of resources online to help. I’ve even linked some below.

If you take away one thing from this article other than I’m a snarky bitch that deals with his grief with humor, I hope it’s that it’s okay that you’re hurting and you don’t have to do it alone.

With that said, we at The Icon give losing a friend – infinity out of 5. Don’t recommend

 

Grieving an Online Friend: 8 things you should know

New York Times:  How to Grieve for Online Friends You Had Never Met in Person

This is a post by the CDC about dealing with grief during COVID. I feel many steps would be suitable for losing an online friend.

Send me a message. I can relate.

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Video Games

The Icon Monthly Oct 1st 2022 | Burnout in Video Games

Discussion about experiencing and overcoming burnout in video games.The Icon Monthly is a monthly letter from Editors that sest the tone for the month to come.

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In the mid-2000’s Xplay did a bit where they said Adam Sessler was leaving to do his own show called “Meet the Sess” with the tagline: “The fun Stops Here.” But, of course, Adam wasn’t going, and there was no show. It was a part of a bit which basic concept could be boiled down to “What if shows about video games were more like shows you’d see on CNN and Fox News?”

Ironically, over a decade later, I feel that’s precisely what many video game content creators, including myself, have done. Created content about video games that’s full of anger, contempt, and devoid of fun. But unlike Meet the Sess, this isn’t an April Fools Joke; there is no punchline.

I feel like so many of us wanted video games to be taken more seriously that we overcompensated and swung the pendulum in the other direction. Please make no mistake; I know how messed up the video game industry is. Rampant labor disputes, sexual harassment, corporate greed, and that’s not even mentioning issues of the games themselves, such as stagnation of content, an overabundance of microtransactions, and major corporations buying every studio they can.

These issues shouldn’t be ignored, and I think they need to be focused on more. I think looking at the industry through rose-colored glasses and not talking about serious issues is a problem in the community.

But for me, there needs to be a balance. So we have room to talk about serious issues that face the community while remembering that video games are meant to be fun.

Everything doesn’t need to be so serious all the time. Yes, talking about crunch in the industry needs to be handled with care, but that same type of tone doesn’t need to be carried over to, let’s say, a review of Pokemon Snap.

I believe video games can capture the feeling of whimsy better than any other art form. Yet, I noticed all my content, whether it be video or article, was handled with an air of deadly seriousness.

Eventually, I went over a year without posting. Then it hit me. I  fell victim to something you always hear about in the news but never think it’ll happen to you. Burnout.

And not just with video games but with technology too. Yes, these industries have their issues, but there are bright spots too. Bright spots I lost the ability to see.

But I’m not here to blame this on a toxic industry or communities. As a journalist, my job is to tell stories from all over the community, good and bad. I also have to remember just how big the video game industry is. Some indie companies are taking strides to fix the problems that a lot of the bigger companies have cultivated. There’s innovation and creativity abound out there. There are good people and fun to be had in the big industry and in indie games.

I think that’s the point of video games, to spread joy, and in turn, I want to try to spread joy by talking about it. So I want to talk about and discuss the bad things while also leaving room for the good.

After all, even something like politics that has implications that affect all of our lives has shows like The Dailey Show and the Colbert Report.

I want to take a lighter tone and focus more on the positivity in the community, even if I have to search for it. But the bright side, I don’t think I’ll need to search for it hard.

Ironically now that I’m leaving my burnout, I realized I just burned out I was and for how long.

It even showed in our logo.

Just words,  not that different from CNN or Fox News. I wasn’t happy talking about games, and it showed.

With all that said, where do I go from here? I’m now taking precautions to keep myself from burning out. I’m not going to try to emulate some misguided idea of what talking about video games should be because teenage me was so desperate to have video games taken seriously.

Instead, I’m going to be ok taking breaks from talking about video games and taking time actually to play them and, if I’m lucky, actually enjoy them.

Video Games and technology are still fun; even though I lost sight of that for a while, I want to focus myself and The Icon on that in the future.

And to anyone experiencing burnout, please remember it’s ok to take breaks; if you’re able to, you should. Hopefully, with time maybe your joy can find you again too.

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