Veve Jaffe wrote an excellent piece on Model View Culture. It's something that I've been thinking about in terms of having the main game being "incredible comfortable" by featuring the usual white dude with easily digestible content for the status quo audience, while the less financially risky expansion gets a female character with more experimental aspects (story/mechanics). We saw this with Last of Us and Left Behind, AC3 and LIberation, AC4 and Freedom Cry (white->black), Infamous Second Son and First Light, and some of the other examples that Jaffe mentions in her article (Fire Emblem: Fates, Mass Effect 3, etc.).
Making the marginalized the DLC
Video Games: Now with 68% more Diversity (if you can afford it)
https://modelviewculture.com/pieces...ow-aaa-games-monetize-minority-representation
Diverse characters and storylines are often withheld from games to be sold as optional add-ons for additional cost.
AAA games have an infamous reputation when it comes to representing marginalized people, either by neglecting to include them entirely, or only representing them through harmful stereotypes. With player demographics steadily shifting and diversifying for decades, recent AAA game releases show a gradual interest in involving more diverse characters and environments, but mostly at a cost to players. Companies producing DLC have been criticized for selling intentionally omitted content rightfully belonging in the core product, and in the same vein, diverse characters and storylines are often withheld from games to be sold as optional add-ons for additional cost. What was originally justified as a means for developers to add more content that they didn’t have the space or budget to implement for a game’s release, has become a questionable practice of holding diverse representation ransom.
Making the marginalized the DLC
Keeping marginalized characters out of the base game and tucked into additional paid content ensures that they needn’t be included in marketing or press material, saving the latest brooding white male protagonist from sharing the box art cover with human props, and avoiding consumer complaints that inclusion of a few marginalized people threatens the medium’s white male uniquity. Additionally, DLC tacitly communicates a studio’s tentative commitment to such content; they’ll provide it at a cost to players but rarely, if ever, extend those characters opportunities to be front and center, included in the cost and campaign of the main game.
Video Games: Now with 68% more Diversity (if you can afford it)
Some of the best depictions of marginalized people in recent AAA games were introduced exclusively in DLC, presenting marginalized players with a harsh ultimatum that the games industry would never bring to white cishetero male players: pay extra or go without representation. AAA games are sold on average at $60, taking costs for a single game including DLC as high as $80. This makes for an expensive hobby, especially for marginalized players who — due to systemic pay gaps and discrimination — are less likely to earn as much as white male players and subsequently offer their disposable income to the medium. With more racial and gender minorities playing games than ever, leaving consideration for marginalized players out of core narrative and game design enables games companies to thoroughly monetize the inclusion of diverse content without making true concessions to the sizeable demographic.
Coding characters of colour and gender minorities as unnecessary, additional components of large-scale, elaborate worlds denies a huge population of players the escapism and fantasy AAA games purport to provide their audiences. The only people who are given free reign to escape into media are white cishetero men, the default human ideal under which all character and story design is influenced. Jane Espenson said the following about writing sci fi, but it applies to video games as well:
“If we can’t write diversity into sci fi, then what’s the point? You don’t create new worlds to give them all the same limits of the old ones.”
Continuing to market and design games with a singular demographic in mind not only robs digital media of enriching, varied content, but insidiously implies whose patronage entitles them to games’ ostensibly universal escapism… leaving all others to prove they’re worthy of representation through further capitalistic commitment.
https://modelviewculture.com/pieces...ow-aaa-games-monetize-minority-representation