I can't, for the life of me, in my 20 years of gaming think of one game that had actually good story and characterisation, if I held games to books standarts.
The one I can name is Planescape: Torment. The protagonist is very much a blank slate, but he's a
relatively intricate blank slate, and surrounded by other, more personable characters.
It's not especially difficult to create well-written games, if you have the money. You just need to hire a good writer. For some reason, very few high-budget developers do.
If you're a game developer, put effort into your games. Don't be scared of putting that shit in there, stand up for what is right. Ask LGBTQ people about their experiences. Make a character, and make their sexuality part of them, but not necessarily a focus. If webcomics can do it, games certainly can.
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It would not hurt the game industry to try, but they hate trying new things because of the chance it might. It's why games start looking like the same thing over and over again, and why Indie games (can) end up being so popular; they can try new things, and people like new things, when done well.
I'm not sure if they can. I mean, assuming we're talking about the BIG game developers here. If you take millions of dollars of someone else's money, you have a legal obligation to make your game sell to as many people as you can. The people who really care about playing a transsexual character are a tiny niche market, and focusing on them over the more traditional dudebro market is not a sound financial decision. Developers don't want to take risks, because their livelihood depends on
publishers who don't want to take risks, and the publishers don't want to take risks because the publishers are in it for money and only money.
Sure, it's possible that making your protagonist something other than a faceless heterosexual white dude is not going to hurt sales. It might even help sales. Many games with other kinds of protagonists have sold really well, and some potential customers are saying that they don't want to play faceless heterosexual white dudes. And that is nice, and pointing this out to game developers sounds like a worthwhile pursuit. I'm saying that you can't really argue that they should "stand up for what is right". Large publishers will never put people's feelings above their own profits. If they were willing to do that, they would not have become large publishers. Unless pandering to niche markets will make them more money instead of less, they will not do it. If you're in one of these niche markets, you're going to have to find someone else to finance your games.
And people do that. Plenty of games have seen light as Kickstarter projects. Plenty of games have been self-funded by the developers. Plenty of games are being developed with no budget whatsoever, by a single person who has a day job doing something else. Games for the unwashed masses are made with corporate backing, because the unwashed masses have shittons of money, and the games are a good investment. Games that only a few thousand people will ever play are made on the cheap.
And I don't really see why the world
shouldn't work that way. If you want to argue that there's something wrong with it, you should outline some kind of alternate economic system for the games industry to use.
But also, the whole 'more women just need to become game designers' thing? It's not as simple as that. You can't know how many of them want to be, and get told they can't (because of their gender, but no one ever says that, of course), or that that's a silly idea.
If you accept that having more female game developers would be a good thing, then it really is that simple. If women think that they can't become game designers, that is a problem with the
women, not the industry. The solution would be to tell the women to become game designers. If someone is actively keeping women from becoming game designers, for example by not hiring women, that is a problem with a specific person, and the solution should focus on that specific person.