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Sony May Be Taking Steps To Preserve Video Game History



On a number of occasions, news has come out about Sony filing patents for technology related to backwards compatibility in the upcoming PlayStation 5. Whether backwards compatibility is integrated into the next generation or not could show a movement toward the preservation of video game history. Film, art, and literature are documented, stored, and saved to keep the history of what they tell alive, and the same should be done for games.

For example, the PlayStation 2 is notable for having a massive game library that holds a wide variety of titles, some of which have gone down in history as influential or industry changing. While many of those games have been updated and ported to new consoles, most are being left to the ages to be forgotten. As time goes by, older systems will age and begin to fail, leaving people with no way to play those gems of yore. Consumers have bought these products with hopes of being able to play them for as long as they have them. The discs may last for decades before they deteriorate, but not the systems used to play them. Having new, updated hardware that can play older games will help keep the history of them alive and give people a chance to rediscover titles or dig up new ones. These rumors may seem as though they will compete with the successful PlayStation Now, but not everyone is going to be looking for old physical games except collectors or nostalgia chasers. Additionally, for collectors, PlayStation Now is a way to try older games and decide if they would want to go on the search for a physical copy.

Getting hopes up for backwards compatibility on the PlayStation 5 because of recent patents might make sense, but businesses often file claims just to protect their technology and ideas. Filing patents is a way for companies to protect what they are working on in case of an information leak or to stop a competitor who may have coincidentally come up with a similar idea. If the patent does not work or the end product is too expensive to manufacture, the plans could be scrapped.

Game consoles are becoming more comparable to computer architecture, too, and porting games across multiple platforms and generations is becoming easier. With consoles growing more akin to PCs, companies should be able to port games to new hardware or find ways to improve forward compatibility. With consoles changing their structure, studios should also be able to take franchises and put them into one disc or download. Hopefully, collections and remasters of old games can become more prevalent, as preserving the history of the medium is important to build the future.

Microsoft has its own forward-thinking style of backwards compatibility, which focuses on a digital porting methodology. The titles are hand-picked by the company as digital download ports where the disc is needed to start a game. This method is due to testing and making sure that the title works with modern hardware. Improvements to the source game are also available, but whether these ports will continue working in the next generation is a big question.

In contrast, Sony is looking to have a traditional style of backwards compatibility that works without downloading, as any disc can be inserted into the system and played. This approach gives people another way to discover old games compared to the titles hand-picked by Microsoft. Sony is offering the ability to play all titles at launch, while Microsoft is offering fans the best selection at a slow release pattern. Both styles have their own pros and cons, but finding a mix of the two may be the best choice.

Sony can still release games as digital downloads, especially for those that are rare or expensive, such as the PlayStation’s Rival Schools (as of writing USD $80–$120) or the PlayStation 2’s Rule of Rose (USD $300–$400). Doing so would give the company the opportunity to help people explore hidden gems and niche titles that would normally be unheard of. With better backwards compatibility options built into the system, issues such as the PSOne Classics not working on the PlayStation 4 would become non-existent, as transferring those titles across generations would become easier; this flaw from the transition to the PlayStation 4 may have affected sales of the PS2 Classics as people learned what happens from the past.

These patents may show that home consoles are slowly moving toward a cell phone-style update structure. Every so often, a newly updated system is released that can play both previous and new games, while more are made exclusive to the new systems. This method would best be shown by Nintendo with its Nintendo 3DS and the New Nintendo 3DS. The latter is able to play all previous titles, yet still had a few that could only be played on that version of the hardware. Hopefully, with this process, multiplayer games would have cross-generation online play because ultimately it would still be the same game. This method would also help sell consoles early on, as many people wait for a library to grow or the console to drop in price. Backwards compatibility would give consoles an ever-expanding library that can be played while people wait for new titles to come out.

Having backwards compatibility is important to the history of the gaming industry, especially as franchises and stories span over multiple generations. The true problem is emulation, as the stronger an older generation is, the harder building a modern system to run older games becomes. Luckily, these patents show that Sony may be aiming to give players what they want, but Sony is a business first and getting backwards compatibility to work properly may be some time out. Akin to film, art, and literature, games are an interactive art form and deserve preservation and documentation—not only for the medium, but to see how far humans have come with technology and the advancement of art across many forms of media. More than ever, Sony has an opportunity to help. 

A graduate of Game Development with a specialization in animation. A true love for all things creative especially Game Design and Story.

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E3 2019

Gender and Race Representation at E3 2019



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.


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.


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.


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.


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.


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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