• carpoftruth [any, any]@hexbear.net
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    1 year ago

    If you truly build that kind of systemic racial oppression into a game then it’s incompatible with allowing players to choose the race of their character because you’re basically building multiple games in one, at least one of which is about doing systemic racial oppression. Game development is a business after all, there’s no market for doing twice as much work to sell way less copies (because who really wants to play a KKK orc instead of more fun escapist fantasy)

    • bunnygirl [she/her]@hexbear.net
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      1 year ago

      tbf, I don’t think you don’t need to impede the player themself that much to give a much stronger impression of systemic oppression. In Dragon Age: Origins it’s definitely a lot more present, though it doesn’t really affect the player themselves ultimately. Like the ghettos (“alienages”) in the game are definitely a lot more enforced compared to the Grey Quarter in Skyrim (i.e. they are walled off with guarded gates, and they get locked down occasionally when e.g. riots happen inside), though an elven player isn’t ever actually barred from entering a city or anything, other than during the origin quest. And the same goes for the other origins, specifically mage and dwarf commoner, the player basically only really faces the systemic part during the origin quest, after which them being a Warden kind of just supersedes all of that? (Though people will still give you shit, especially if you are an elf)

      • Darth_Reagan [they/them, comrade/them]@hexbear.net
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        1 year ago

        That is the smart to do it. You limit the player based on their race/class at the beginning to help them understand what it feels to play that role. But give them a big upgrade in social power that lets them logically overcome how systemic oppression limits their character, but still have options to role play. They also give you two Fereldan humans to back you up.