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Editorial

The Impact of Indie Games

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That Dragon, Cancer - indie games

Among ongoing controversies about triple-A developers and their increasingly anti-consumer business practices, independently-made games (better known as indie games) have emerged as shining examples of gaming’s ability to deliver unique artistic and emotional experiences without the need of big budgets. These games are an important reminder that the medium truly is an art-form — and between yearly releases, soulless shooters, and loot boxes, they are needed more than ever.

Of course, large developers can produce these experiences too (after all, Naughty Dog and Telltale Games are known for their cinematic and emotional games) but those that do are the exception. Releasing yearly sports and action games loaded with microtransactions is evidently more profitable, giving such companies little incentive to do anything more than just that.

Fortunately, this climate has given independent developers the perfect opportunity to capitalise on their genuine passion for making games and tell unique, deeply impacting stories without limits. The result has been intelligent commentary on topics such as mental illness as in Hellblade: Senua’s Sacrifice, and a necessary exploration of the human experience through the frame of engaging narratives and relatable characters.


That Dragon, Cancer, for example, was made by a grieving father who wished to share his family’s experience of losing a child to cancer. Motivated only by the necessity to put one’s pain into something good, Ryan Green produced a confronting, personal experience that transcends its medium by telling a true story of love, hope, and loss that is common to everyone. Though they are not traditionally “fun”, games like That Dragon, Cancer are important, and for that, they are necessary.

Alternatively, games do not need to be confronting or emotional to be just as moving as those that are. Titles such as Abzu have no story in particular — players are simply set free in linear environments and encouraged to follow subtle clues without any set objective. This concept may sound conventionally boring, but these games have a unique meditative quality whose value instead comes from the inherently magical experience of swimming beside a whale or sliding down golden sand dunes as an orchestral score swells in the background.


More importantly, these games greatly broaden the accessibility of the medium as a whole. Not everyone has the reflexes or the means to quickly kill an enemy through a series of complex button-presses, nor are many interested in doing so. However, anyone can pick up a controller and occasionally tap a button if it means engaging with and experiencing a new world or narrative. This mass appeal opens gaming up to children, the elderly, and even the disabled, making these games even more of a necessity.

This accessibility and innovation in storytelling is already driving the games industry towards a new direction as companies are taking note of what indie developers are doing right. Consumers clearly value complete, meaningful experiences and are attracted to the subversive artistry that is apparently unique to indie games, which is encouraging giants such as EA to play with formulas and produce games like Unravel and A Way Out that mimic the successful aspects of smaller titles.


While overlooking indie games is easy as bigger developers’ blockbuster releases dominate storefronts and headlines each month, they are certainly an important new aspect of the games industry whose value is clear and whose impact is monumental. Despite smaller budgets and less fame, independent developers are undoubtedly producing some of the most innovative and provocative titles on the market, and their place in the industry cannot be overstated.

For more coverage on your favorite single player games, as well as new and exciting upcoming releases, stay connected with OnlySP on Facebook and Twitter.

E3 2019

Gender and Race Representation at E3 2019

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E3 2019 Diversity (Deathloop, Wolfenstein Youngblood, Star Wars Jedi Fallen Order)

Despite making up around half of the gaming population, women remain underrepresented in video games. More Hispanic and Black people refer to themselves as “gamers” than white people, yet minorities remain a rarity in modern titles. E3, which recently came to a close for another year, is gaming’s largest annual event, demonstrating the interests of the industry. Therefore, the statistics from E3 are a fairly accurate representation of the industry as a whole. OnlySP has broken down five of the main conferences from E3 2019 to see how each publisher represents women and people of colour in the games showcased, as well as their presenters.

Some of the shows from the event—the PC Gaming Show, Kinda Funny Games Showcase, EA Play, and the Devolver Digital Big Fancy Press Conference—have been excluded. Previously released games receiving updates or trailers at the event, such as Fallout 76 or Final Fantasy XIV Online, were also excluded from the statistics.

Each conference is broken down into seven categories for gender:

  • Male: where the game features only a male protagonist (Star Wars Jedi: Fallen Order)
  • Female: where the game features only a female protagonist (Wolfenstein: Youngblood)
  • Player Choice: where the game allows a fully customisable character (The Outer Worlds)
  • Both: where the game allows the player to control both a male and female character, but not customise their preference (Marvel’s Avengers)
  • Ambiguous: where the protagonist’s gender is unclear (Ori and the Will of the Wisps)
  • None: where the game does not feature a gendered character, including racing games (Microsoft Flight Simulator)
  • Unknown: where the game’s protagonist is yet to be revealed (Elden Ring)

The last five categories are repeated for race within games; protagonists whose race is evident are identified as such.

Microsoft

E3 Chart - Microsoft 2

Microsoft kicked off the main press conferences this year with far more games than the conferences to follow. Out of a total of 29 applicable games, almost a third featured only male protagonists. Thankfully, female representation is not totally out of the question—with 24% of Microsoft’s games allowing full character customisation and 10% featuring both male and female protagonists—but only three games with a sole female protagonist is a disappointing statistic.

Unfortunately, representation among the presenters at Microsoft’s conference does not inspire much hope either, with two of nine being women (one of whom appeared alongside a man). This is sadly representative of the company as a whole, with women making up only 26.6 percent of Microsoft’s employees.

In terms of race representation within its games, Microsoft is not achieving great results. While nine of the games showcased featured Caucasian protagonists, only one had an African-American lead. Thankfully, at least, Microsoft is still allowing the player to decide the race of their character in 21% of its games. Microsoft’s presenters were also mostly white—mostly American, with two Brits, one Canadian, and an Australian—with only one African-American presenter.

While Microsoft’s representation at E3 is better than most of the conferences that followed, it still has a long way to go.

E3 Chart - Demographics - Microsoft

Demographics of protagonists in games shown at Microsoft’s conference.

Bethesda

E3 Chart - Bethesda 2

Bethesda’s conference was short on new titles this year, with only six upcoming games showcased, but it had the strongest showing in terms of character representation. Only one of the six titles—Doom Eternal—featured a single male protagonist, and, that aside, the game is shaping up to be something special.

Both of the upcoming Wolfenstein games—Youngblood and Cyberpilot—feature female protagonists, and while two female-centric games is not a hugely impressive statistic, as an overall indicator it is quite impressive when compared to Bethesda’s other games. Two of the six games—Commander Keen and Deathloop—allow the player to select between a pre-determined male or female character; and in the case of Deathloop, both characters are African-American, so Bethesda’s representation expands beyond gender. However, only one title with a confirmed non-white character is not a very impressive statistic.

The same praise cannot be applied to the presenters of Bethesda’s conference, either; only two of the 17 presenters were female—one of whom has become a bit of an icon following the show. Of the 17 presenters, more than half were American, with only two Japanese presenters, two French, one Swedish, and one Puerto Rican–American. Considering Bethesda’s support of women and minorities in the past, seeing such little representation among its staff is a disappointing statistic.

E3 Chart - Demographics - Bethesda

Demographics of protagonists in games shown at Bethesda’s conference.

Ubisoft

E3 Chart - Ubisoft 2

In regard to giving the player choice, Ubisoft easily beats the competition, with three of its eight new titles featuring full character customisation and two allowing the player to select between a male and female character. Diversity of representation, however, ends there; Ubisoft did not showcase a single female-led video game during its E3 showcase this year. Of the three games allowing character customisation, two—Rainbow Six Quarantine and Roller Champions—are multiplayer games; and of the two allowing both male and female, one is Watch Dogs Legion, which lets players choose between dozens of characters in their operation. Whether or not such a concept will lead to positive representation is yet to be seen. While no games from Ubisoft star an African-American in the leading role, hopefully the developer can achieve positive diversity by taking notes from its 2017 title Watch Dogs 2.

For its presenters, Ubisoft is better than its competition, with females making up four of the conference’s 14 on-stage personalities, but that statistic is still disappointing. If 29% is the best that the industry can do, it still has a long way to go in the years to come.

E3 Chart - Demographics - Ubisoft

Demographics of protagonists in games shown at Ubisoft’s conference.

Square Enix

E3 Chart - Square Enix 2

Square Enix may have had the most disappointing press conference this year in regard to gender representation. Of its 14 games, not a single had only a female protagonist, while over half centred around males. To the publisher’s credit, several of these games feature, in some segments, playable female characters, but to have so many male-centric games without a single sole female protagonist is incredibly disappointing.

Thankfully, five games shown at Square Enix’s conference allow the player to select between a male or female. However, even in some of these games, representation is not entirely clear—only one of the five main playable characters in Marvel’s Avengers, for example, is female, as is only one of the three in Outriders.

Unfortunately, the disappointment of diversity is only exemplified with the conference’s presenters. Only one of the show’s nine presenters was female, with her appearance taking place at the very end of the show alongside a male presenter. Square Enix has a long way to go with its female representation.

E3 Chart - Demographics - Square Enix

Demographics of protagonists in games shown at Square Enix’s conference.

Nintendo

E3 Chart - Nintendo 2

Historically, Nintendo is not known for strong female characters—Princess Peach is the figurehead for the damsel-in-distress trope—but it has made strides in this area with strong characters such as Zelda in The Legend of Zelda: Breath of the Wild. Unfortunately, none of these characters have been allowed to represent their own video game, constantly being shadowed by the male protagonist.

While six of the 17 new Nintendo games shown during its Direct this year featured male protagonists, not a single game featured a female protagonist. With three games allowing full customisation and six giving the choice between male and female, not all hope is lost with Nintendo, but diverse representation is better than customised representation. Being forced to take on different perspectives—as females must do when playing 35% of Nintendo’s games—is more beneficial to the player than choosing to play as an undefined character.

Nintendo only had three presenters during its presentation—deputy general manager Yoshiaki Koizumi, president of Nintendo of America Doug Bowser, and general manager Shinya Takahashi—but seeing some more representation of its female staff (as it does rather well during its Nintendo Treehouse live stream later in the show) would be encouraging.

E3 Chart - Demographics - Nintendo

Demographics of protagonists in games shown at Nintendo’s conference.


Overall

As a whole, E3 2019 was rather disappointing. While a third of the games showcased at the five conferences above featured only male protagonists, only 7% featured female protagonists. While developers are improving in regard to player choice—allowing either full customisation or the selection of a male or female character—diverse representation is a necessity moving forward, and the industry needs to look at improving.

Presenters Demographic

Demographics of presenters at the five conferences during E3 2019.

In terms of race representation, the statistics are even more abysmal. While an Americanised show is expected due to the location of E3, some diversity would be appreciated; with over half of the presenters being American, the companies are failing to demonstrate their diverse talent. The same can be said about the games; as seen below, 27% of protagonists in games are Caucasian, while 3% (only two games) feature African-Americans as lead characters. As aforementioned, developers are seeing improvement in allowing players to customise or select their characters, but specified diversity is a change that the industry requires.

E3 Chart - Games Demographics

Demographics of protagonists in the games showcased at the five conferences during E3 2019.

The industry has a long way to go.

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