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3 April 2023

New Perspectives on Old Pasts? Diversity in Popular Digital Games with Historical Settings

and
Faculty of Arts and Humanities, University of Siegen, 57076 Siegen, Germany
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Author to whom correspondence should be addressed.
This article belongs to the Special Issue New Perspectives on Pop Culture

Abstract

With their increasing popularity, digital games have come to stage notions of history and the past for ever broader circles of recipients, thereby shaping what is understood, interpreted, and negotiated as history in popular contexts. Digital games with historical settings not only adopt already successfully popularized and widely mediated images of history. They also integrate current social debates into the historical worlds they construct and recreate. Using three highly popular representatives of the medium as examples, this article examines how the debates about diversity and the representation of People of Color, which have intensified in recent years, inscribe a particular social self-image into the mediated staging of history and thus offer new perspectives on the past.

3. Conclusions

Debates about diversity in Western pluralistic societies, diversity at all levels, diversity as a discourse that, on the one hand, should attract attention and, on the other, evidently does attract attention, in that sense experiences a double popularization: How does this trickle down into the digital game? How does this change the images of history that popular games with historical settings transport and make accessible to millions of people?
First of all, although whiteness is still the norm in most digital games with and without historical settings (Hammar 2019, p. 15), it is blatantly obvious that the representation of ethnically, racially, and culturally heterogeneous groups in games with historical settings has been receiving greater space for some years now, i.e., that it has quite fundamentally attracted more attention. In this respect, the medium participates in the visualization of a diversity that for a long time had to take a back seat, especially in popular representations, in favor of ‘whitewashing’ or, if members of different groups appeared, of stereotypes and exaggerations.
This visualization, however, by no means necessarily represents a situation as differentiated as would befit the historical facts. The three action-adventure games we have analyzed in this article go some way to prove this point, not only staging different contexts, eras, and ethnic, racial, or cultural groups but also reflecting arguments and demands of current debates about diversity to varying degrees.
Assassin’s Creed: Freedom Cry and Red Dead Redemption II vividly demonstrate how far debates may be incorporated into and negotiated in highly popular games. With the Caribbean pirate setting and the gunslinger West, both games evoke familiar and popular topoi prone to embellishment through stereotypical representations. Yet, both titles place other themes, elements, and, above all, modes of representation at the center. Within the (especially economic) limits of a popular entertainment product, they offer a new perspective on the respective historical situations. For example, the expansion Freedom Cry uses the picturesque and idyllic landscape of the main game Black Flag to tell a story of Afro-Caribbean resistance against the European colonial system through the eyes of the Black protagonist. Red Dead Redemption II puts the struggle of Indigenous groups against the modern U.S. on the same level as that of white U.S.-Americans, so that entirely new communities become visible in the midst of a narrative otherwise closely aligned with the Western genre.
Diversity can be found in both titles in that the players either slip directly into the skin of members of a marginalized group or that their interests, fears, and actions are directly related to those of the avatars. People of Color no longer function as exoticized strangers, enemies, or only roughly sketched supporting characters in either title but rather take on important roles in the plot with even detailed personas in some cases. Nor are they victims or impotent diehards bulldozed by history, but individuals endowed with a certain agency who try to assert themselves in situations of historical upheaval. In keeping with the historical process, both titles avoid placing too strong a focus on the individual actors’ powers to overcome acts of injustice or even the socio-economic system it supports. Neither can they abolish the Caribbean slaveholding society nor prevent the displacement and resettlement of Indigenous groups. Nonetheless, and this is the medium’s big step toward current demands for a more appropriate representation of diversity, they stage diversity with a depth and differentiation long absent from popular digital games. They do this for the historical contexts—again, measured against older examples of digital games as well as other popular media—in a representation of historical conditions that largely manages to avoid transferring present-day attitudes unfiltered to past life.
Nevertheless, we must not overlook the fact that both games work with stereotypical attributions and clichés in their visual and auditory design. Such images have become too influential and attractive through decades of repetition in popular culture. For example, the depiction of the Wapiti in Red Dead Redemption II follows the familiar images of Indigenous groups in North America including feather adornment and war cries; Freedom Cry orients itself on simplistic models from the medium of film, which have had a lasting influence on the ideas of the Caribbean island world of the 17th and early 18th centuries with plantations, slavery, and pirate adventures. The function of these images lies in their recognition value across cultural and national boundaries (Schwarz 2023, pp. 28–29, 93–105). After all, players worldwide can clearly and quickly identify Rains Fall and Eagle Flies as ‘Indians’ due to their design and locate the characters and their position in the virtual world. For its part, the permanently visible presence of Black slaves in the streets of Port-au-Prince serves as a marker of recognition. This is where the limits of the medium can be found with regard to a differentiated representation of history. First and foremost, digital games are entertainment media and commodities that must be accessible to large audiences and potentially marketable worldwide. Both aspects encourage a simplistic representation of history without, as shown, already comprehensively characterizing the digital game and its possibilities.
The staging of history in both games thus incorporates two strands that simultaneously contrast and complement each other: These are, firstly, images of history and historical actors that have been handed down for centuries, incorporated into numerous media formats, popularized and thus reduced to recognizable markers. There is, secondly, a contemporary, normatively charged discourse that is far from a consensus, which impinges upon popular notions of the past and thereby transforms and diversifies these very images without completely dissolving them.
In contrast, the third case study demonstrates that digital games can still keep well away from current debates and demands for diversity. Kingdom Come: Deliverance is neither about filling previous gaps, as evidenced by the lack of consideration of Jews or members of the Roma living at the time, nor about an at least rudimentary multi-perspective representation of other ethnic-cultural groups of late medieval society, such as the Cumans. Rather, the game narrows down the historical reality of this time and space, which was characterized by a coexistence of different religious, ethnic, and cultural groups, to a near exclusive white, Christian world. Anyone who did not fit this prerequisite must be, the message goes, an implacable and brutal enemy.
Game designers, then, can specifically opt for one or the other variant. For some, it may be a serious concern that they are consciously working to obtain more and more attention, for others, an economic decision to more efficiently address wishes or expectations on the part of the players. For yet another group, it may be a resolute and self-confident rejection of trends in modern society and recent academic research. However, when studios decide to incorporate diversity into their games, we can observe various reasons underlying this decision: the fulfillment of a normative, high cultural claim and the low-based incorporation of diversity due to economic considerations (Srauy 2019, pp. 493–94).
Although current opinion polls show that the majority of players, as a reflection of broad sections of society, also demand more diversity in games, the popular medium nevertheless opens up the option for such a commitment as well as the conscious renunciation of it. Considering the fact that Kingdom Come: Deliverance was the product of an independent, comparatively small game design studio, its popularity is all the more remarkable. The sales success of a title that deliberately refuses to adopt diversity shows that there is a market for this kind of history production and players who buy and use the game either despite or precisely because of its omissions.
How much the choice of a historical period plays into the decision to create a more diverse environment or to deliberately exclude still remains uncertain. The sample we have used for our analysis is too small to produce widely applicable insights. Whether we can confirm that a medieval setting gives more room to classic stereotypes than a modern one, for example, because it is still perceived as more stereotyped and template-like, will have to be ascertained in future studies based on not only more action-adventures but also on games of other genres, from construction simulations to first-person shooters. There is undoubtedly a great diversity in the wide range of digital games that is still waiting to be discovered.

Author Contributions

Writing—original draft, M.W.; Writing—review and editing, A.S.; Supervision, A.S. All authors have read and agreed to the published version of the manuscript.

Funding

This publication is part of the subproject B05 “Popular History in Digital Games Between Mainstreaming and Diversification” of the Collaborative Research Center 1472 “Transformations of the Popular,” funded by the German Research Foundation (Deutsche Forschungsgemeinschaft; Project ID 438577023—SFB 1472).

Institutional Review Board Statement

Not applicable.

Data Availability Statement

Not applicable.

Conflicts of Interest

The authors declare no conflict of interest.

Notes

1
Although several studies have already been conducted on the question of how ethnic and racial diversity in digital games with historical settings is received (e.g., Hammar 2019, pp. 17–20; Aguirre Quiroga 2018), there is still a great need for research. For this reason, at present a large-scale reception study is taking place in a sub-project of the Collaborative Research Center 1472 “Transformations of the Popular” at the University of Siegen, supervised by Angela Schwarz. Initial data from this interview study conducted with German-speaking players suggest that the more prominently the respective game highlights diversity, the more clearly it is received by players; i.e., it takes larger space in the narrative interviews and is mentioned more often. In addition, the interview data provide initial evidence that individuals who classify themselves as belonging to a particular social, ethno-cultural, racialized, gendered, or sexual orientation-based group are more sensitive to the staging of these same groups in digital games and give them greater space in their playing experience. For example, female players criticized stereotypical and sexist portrayals of female characters in games more often and intensely than male players did. Given the early stage of the project, however, this must still be considered a first tentative assessment. Further information can be found here: https://www.uni-siegen.de/phil/geschichte/neueregeschichte/forschung/forschungsfelder/forschungsfeld_1_geschichtspopularisierung.html?lang=de#12 (12 January 2023).
2
It goes without saying that sales figures and other data issued by software publishers and taken up in other media such as game magazines have to be viewed with caution and need contextualization. Publishing sales and usage figures always serve an economic, usually promotional, purpose, as they are goods in themselves. They exhibit popularity to generate more of it (see, among others, Power 2004; Beer 2016). On the other hand, they are also a mark of popularity that indicates at least some degree of intensity with which certain games are being noticed. As such, they offer a basis for our remarks in this article (see also Werber et al., Arts 12: x).
3
The DLC was also sold as a stand-alone game. Apart from the Discovery Tours (since 2018), this was the only instance in which a DLC to an Assassin’s Creed game was released separately.
4
One example is Thunderbird Strike (2017) by Elizabeth LaPensée, who has written and/or produced more than a dozen digital and analog games about Indigenous self-determination since 2007 (Beer 2020; Land 2020, pp. 96–99).

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