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Writing the Wrong's avatar

The reason this sort of thing is so alienating to ‘consumers’ is because it commits the number one sin fiction can make – it breaks immersion. This is especially important in a fantasy setting, because to become immersed in a fantasy setting requires you to suspend your disbelief about the fantastical elements, making the contrived introduction or assertion of real-world concepts and values all the more jarring.

It’s like if rather than Aragorn receiving the sword Andúril from the elf lord Elrond at the mouth of the mountain pass, it was delivered in a package by an Amazon drone instead.

To use a recent example, I was playing a game called Night in the Woods, the premise of which is basically that an early-20s college dropout returns to their small-town childhood home and uncovers a dark plot to summon eldritch beings. The gameplay predominantly consists of talking to your neighbours and friends, who in their “real” conversations about ordinary life, money troubles, mental health and so forth, reveal the supernatural antagonisms that are creeping into everyday life. It’s supposed to be an allegory for the economic and social woes of small-town America. Sure, it’s political, but in a way that could be interpreted and embraced by either side.

I spent about 5 hours in the game, getting to know the characters, buying into their stories – the old lady who drip-feeds you information on your dead grandpa so you’ll keep visiting her each day; the call-centre employees who spend their breaks dosing up on coffee and nicotine to get by; your best friend, who has no opportunities to leave the town and resents you for throwing away the one you got. Interesting stuff. Subtle. Believable.

And then, out of nowhere… the priest refers to God as they/them. Instantly, I’m taken out of the game. This piece of dialogue is so obviously contrived and deliberately signposted and reinforced that it’s impossible to integrate as an honest representation of the setting. In a game about listening to characters talk about themselves, you’re suddenly hearing the thoughts of the writers instead.

I turned it off and never played it again. Fortunately, it was free as part of a subscription service, so I didn’t lose anything but time. But had I known about this beforehand, I wouldn’t have played it, and I definitely wouldn’t have bought it. It is to be hoped that more and more games with these elements are made financially inviable by gamers actively not buying them, like Veilguard has been. Developers will learn, in time. We'll make them learn.

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Bettina's avatar

I've never even seen a computer game, let alone played one, but that was such a good article that I feel your pain.

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