Stereotypes In Video Games

Large black men who cant stop talking in jive.

Thin, feminine male characters who talk with accents and wear sunglasses who happen to be the main villain.

Having your protagonist be a rip off of popular movie characters/actors such as:

  • The Contra guys are basically supposed to be Ahnuld and Sly
  • Solid Snake is ghetto Snake Plissken. Sorry but “Two purple hearts and the medal of honor for bravery during the campaigns in Leningrad and Siberia during World War III” sounds so much more badass than “super soldier clone with broken family”
  • In Dragon Age, the default build is basically ghetto Liam Neeson.
  • The villain of Uncharted is basically ghetto Sean Bean.

Blacks and Mexicans are mostly, if not only, boxers, kickboxers, or luchadors.

Lord Badassness - Few words, no smiling, no sense of humor. So much baddass there’s no room for anything else.
Kratos (God of War), Sten (Dragon Age), any gritty space marine, etc.

The kind of guy who calmly smokes a cigar, strokes his beard, checks his watch and/or eats an infant child before unleashing hell.

Game developed in the US - Bald space marine kicking ass. May or may not be chewing bubblegum.

Game developed in Japan - Androgynous main male character joins a ragtag band of adventurers. At some point in the game there will be an airship and/or dragon guaranteed.

If you’re Asian and you’re over 16-18 year old, chances are you’re not important.

-Enemies that stand near explosive crates
-Save point next to a really big room = boss battle
-Giant sphere bosses
-Escort missions
-Underwater levels

Wait, is this about repeated game design choices, or stereotypes represented in games?

honestly, its a vague question, and i questioned it myself…didnt know where to start

so far, from ideas i have gathered from this, i like the discussion of archtypes vs stereotypes, and even discussion of stereotypes of game design, but most likely physical stereotypes (racial, sexual, ummmm handicappable??? Crime bosses in wheel chairs DO always have gadgets…)

Man, its 4 pages, so thats a lot to write about, Single spaced, but no mention of margins :wink:

loopholes ftw

Street Fighter and Punch Out series probably all you need.

I could probably write a 10 page paper with those 2 for material alone.

I dont remember saying the film makers were stupid…

Why am I helping him with his homework again?

SECTION II

[Almost every video game has characters.

Under the presumption that video game developers aim to create works that engage us, and on the basis that we (as “us”) are human, it’s not necessarily surprising. The reaction of interest evoked in us by characters is a natural Darwinian extension of our being conscious entities with some ability to identify other conscious entities (theory of mind). There is an obvious inherent advantage in appeal that comes with it–designing a video game around characters, designing a video game with characters, or including characters in a video game–because it grants players an automatic, built-in, and immediate sense of connection. It’s a simple and reliable way to promote player immersion.

However, video games being a medium with so much potential for abstraction, a focus on the presence of characters can be justifiably regarded as a limiter on absolute creativity. That is to say, an experience defined by characters is bound by characters. The more (closely) an experience is grounded in life as we currently know it, the more its capacity is diminished to let us experience ideas (further) beyond life as we currently know it.

In video games, the existence itself of characters is the most prevalent stereotype.](http://img294.imageshack.us/img294/4831/2083420773acdfe09f5b.jpg)

SECTION III

[There is another side to this, though. There is a certain willingness or inclination of players to associate in-game elements with
themselves and/or things they already know; when exploring the properties of a new environment, in this case a video game and its rules, this is arguably our most powerful method of “testing the structure and consistency of the world.” (Carl Sagan) Recognizing repeated commonalities is also the primary means through which we are able to discern where simplifications and approximations can be appropriately/safely made, which is the key to typification, which is in turn the key to solving larger and more complex things. We intentionally conceptualize new stereotypes to further our understanding of the things around us in order to better predict them, in order to be able to make decisions that are more or most likely to produce outcomes favourable to us.

This practice of stereotyping is a specific application of the idea that we acquire new knowledge most easily by describing new informations as measured extrapolations from our existing knowledge. These iterations of relative learning can eventually be traced back to ourselves: we are the base unit of our own understanding of everything, and so everything we understand is built from our own perspective, or in other words how it ultimately relates to us. This encompasses even the artificiality of a video game.

As such, even when no conventional characters exist, players seek to find elements that can be considered characters. What constitutes a “character” to a player need not be an entity or element deliberately designed as or intended to be a character. After all, to each player a “character” is no more than what the player has imbued it with in his or her own mind. A character is a player’s own reflection of something. Expanding the definion of a “character” as widely as possible, a generalization can be made that the more directly a person can identify an in-game entity with themselves or as something they recognize from their pool of knowledge, the more concretely it is a “character.”

To become a “character,” the only prequisite is that the player has attached a significance to it, even if only the tiniest amount. Characters can be realistic, unreal, alive, inanimate, human, humanoid, animal, fantasy, cartoon, representative, symbolic, conceptual, or abstract… it doesn’t matter. A character could be the lifelike male action hero you control, Aiko the young green-haired anime girl you date, Jimskim the orange cartoon monkey that steals your fruit, Miffo the puppy dog whom you must feed, X’tzuil the blue alien who is building a rocket ship out of puzzle blocks to fly home, Choradon the three-headed serpent that eats knights and burns a village, an adorable squirrel-fish in the background, a disgusting slime creature that lives in a sewer pipe, a bouncing soccer ball with the most perculiar physics, a doll you carry from one spot to another, a sword that bursts into flame during battle, a pot that vibrates your controller when broken, the animated menu pointer that squeaks when you select an option, manipulatable rays of light, the flowers that sing when you select your watering can tool and click on them, a globe that turns when your mouse cursor moves near it, a meter that tells you how many berries you’ve put in your juice machine. If the player identifies with it, it’s a character to him. Finding these things to be characters to him is what draws the player to a video game.

Characters are the vehicle through which we experience, understand, and enjoy a video game. Regardless of whether or not characters are conventional, intended, human, humanoid, alive, inanimate, representative, conceptual, or abstract, finding characters is how we enjoy video games.](http://img294.imageshack.us/img294/6344/2072093886c371684492.jpg)

(A+)

a school report about video games

Well yes, this is in accordance to the insights I’ve expressed therein. Indeed, as evidenced by my writing, I am clearly a great intellectual. Furthermore, I assert that while the commonly accepted doctrines of modern interpreta

familiar information in the form of a humanoid is inevitable because it transports our conscious agreement that we have two arms, a leg a head etc it’s very important to have this because it calmly let’s you fall into the protagonists world.

what I dislike about most western games is our tank like disagreement with what our bodies can do is tranferred into and limits appliability to the game/make believe world. it’s meant to be escapism and to some extent mysticism; how can I work, get paid and spend the money on meditating about holding a weapon and sluggishly attack stupid- like super super super- stupid enemies?

as for stereo types, they need to be handle correctly, I think “artists” use stereo typical characters in the wrong way. I think the current consciousness is too bolded to make much worth while to be honest.

it’s like this is a golden age, but not because of our generation but because of the great people who have effected the world which created what we have and how we are this point in time. our decendants will look back and see so much good and useful shit that we’re all too busy or too dumbed to notice

Metro-sexual males can kick ass.

it’s for an elective class “Video Games and Online Communities”

so far we have yet to discuss any online communities, and all I have actually done in class is played Street Fighter for a bunch of people who had no idea how awesome it was to see me nail a nice Ryu double FADC combo into Ultra.

Women are NEVER fuckin Wrong In video Games… N prolly the most real life example as to Whats Hood In the Gaming world… All this time you Workin for what Might be a booty call, its TRUE! N while you runnin round gettin everything done, The women is no where to be found… Lol, Jus Like real life, Men Make the world run ;)… haha, Not Jus mario, but racin games too! N the Women who Aren’t In Fighters, N aren’t In Bikinis, are usually Never wrong n get Prizes… lol, Except Jill, she got fuuuuucked…

Jewish characters. Davik Kang (KOTOR), for example. Giant nose, rich, greedy, evil, Jewish accent, always talking about what’s best for “business,” double-crossing, has no allegiance to anyone. That’s probably the most obvious streotypical character I’ve ever seen in a game. Pretty obvious someone over at Bioware hates Israel.

man, i am having a tough time coming up with a hypothesis. This could either be an awesome essay (for somebody of my level), or a complete bust. I hate the beginning of an essay, I never know how to start em :frowning:

Once i am started though, the ideas will flow

edit:

Found out I can NOT discuss anything aside from racial/sexual/handicap/physical features/etc type stereotypes.

So I can play more street fighter? And I also have an assload of other REAL assignments to do, that are more important than a stupid fucking 25% essay in a bird course.

On that note, what stereotypes of fighters exist in Street Fighter per se??? Aside from the fact that women generally are faster than men, and have less health? I honestly see little things here and there, but honestly find that Street Fighter seems pretty tame, or lacking, in regards to stereotypes.