Two trends have pinged for me recently. The first is the massive uptick of players of video games made by Chinese developers corresponding with the equally massive decline of players of American-made games. "Black Myth Wukong" (BMW), based on Chinese mythology featuring the Monkey God as the protagonist captured hundreds of thousand players on the Steam platform compared to American releases which were struggling to get tens of thousands of regular players. Big budget multi-player game, "Concord", even shut down after a few weeks of launch due to lack of player interest. Game Science, the Chinese developer of BMW certainly seems to have made monkeys out of its Western competitors.
Recently (and ironically) another Chinese developer, NetEase Games, has captured much of the gaming market with its release of "Marvel Rivals" making use of American publisher, Marvel's, widely renowned characters like Captain America, Hulk, Thor and a host of other household superhero names with more promised every new season.
One simplistic factor for the popularity of non-American video entertainment is that foreign developers are not hamstrung by activists insisting that diversity, equity, inclusion, or DEI, has to feature in popular entertainment so as to not exclude people who do not conform to mainstream stereotypes. Now, although I believe that DEI is a noble agenda, the numbers are telling us that people who qualify as DEI do not represent the market that buys and plays video games. The vast majority of gamers tend to be vanilla mainstream people who like their game characters to be identifiably mainstream with few but very clear distinctions that help us tell one character apart from another. For example a clear male-female dichotomy with males exhibiting a more angular body shape, and females with softer, rounder curves. Easy. There's no need to delve into any character's sexuality or preferences which is of little relevance to a game in which people are shooting each other for fun. Besides, if I were to be shooting at your character who is exhibiting identifiable DEI characteristics, wouldn't my intentions be even more actively discriminating?
Anyway, insisting on a DEI agenda in video games is ultimately self-defeating from a marketing standpoint. People who identify as DEI, are identifying themselves apart from the mainstream. It makes little sense to push non-mainstreamers into the mainstream. It's confusing for everybody. DEI individuals pride themselves on embodying very unique characteristics that distinguish them from everyone else. Distilling character types from such a wide range of unique qualities creates character designs that at best only partially represent a person, so a DEI person is unlikely to see themself fully reflected therein. But the stereotypical male-female body shape is a silhouette that anybody, DEI or not can see themself in as it is the lowest possible common denominator. So there is little to gain from fragmenting the market and chasing after the smallest demographic that may not even exist. And then be shocked and outraged when games that target the widest possible audience do so much better at attracting players.
But depending on the game, character design may not even be a key issue for a game's success or failure. Although I'm not playing "Rivals", I'm playing "Path of Exile II", an isometric ARPG in which my avatar is relatively tiny in comparison to the playing field and is constantly lost in explosions, fog, and other battle effects. My current character is a female witch (player classes have no gender options), but her body shape is not of any prime concern as the idea is to layer her up in protective armour so it really doesn't matter what she looks like. As long as she can kill things fast, keep a forward progression, and find gear upgrades, that's all I care about. Is the game fun to play? Yes. That's it.
This one has gone on for much longer than I intended. I'll cover the second trend in my next post. Stay tuned!