Attanya: #WeNeedDiverseBooks because I love science fiction and fantasy books, but I’m tired of authors treating dragons and robots and magic as more plausible than black and brown characters
Jennifer: #WeNeedDiverseBooks because… when I was 13 a white girl told me it was selfishthat all of the protagonists in my stories were Latina because she “just can’t relate to nonwhite characters.” She made me feel guilty for writing about people like me.
Aiesha: #WeNeedDiverseBooks because…Black Girls are more than sidekicks or “sassy, ghetto friend”
Facts and Figures About Race/Ethnicity in YA and Children’s Lit:
- 88% of the books on the 2013 Publisher’s Weekly YA Bestsellers were about white protagonists
- 93% of the authors on the 2013 Publisher’s Weekly YA Bestsellers were white authors
- 85% of the books on the 2014 Young Adult Library Services Association’s Best Fiction for Young Adults list were about white protagonists
- 90% of the authors on the 2014 Young Adult Library Services Association’s Best Fiction for Young Adults list were white authors
- 91% of the authors on the 2013 New York Times’s Bestseller Lists for YA and Children’s Lit were white authors.
- According to the 2012 Cooperative Children’s Book Center, only 3.3% of books were about African-American protagonists; only 2.1% were about Asian and Pacific Islander protagonists; only 1.5% were about Latinx protagonists; and only 0.6% were about Native American protagonists. That means over 90% of children’s books surveyed were about white protagonists.
"Oh captain, my captain."
The long and the short of it is… because they do. Let’s explore that thought a bit with some actual research, hm?
The argument I most often hear regarding those CSA figures is that they’re for the entire audience and not for a specific game or type of game. It’s true. The percentage may be less for some types of games and more for others. That does, however, still mean half the entire current gaming audience consists of women who are playing a game of some kind.
The leap from being someone who plays a videogame to someone who plays a hardcore videogame (such as the kind BioWare makes, let’s face it) is far shorter than the leap from non-gamer to the same.
So the question, if one looks at it from a purely business perspective, and particularly for an industry where costs are rising dramatically and the number of units of a AAA game required to ship just to stay afloat increases every year, shouldn’t be “how do we better fight for a larger share of our traditional audience?” but rather “how do we better entice a larger portion of the entire gamer audience to play our game?”
That’s the question with which the whole industry (and, yes, that includes us at BioWare) is struggling. Also note the pertinent part of the question is how to do it better. Simply making a good game is not in and of itself enough. Oh sure, that’s part of it—if you make a crap game, you’re not going to get an audience no matter who you pitch it to—but there are already good and bad games out there for every genre and type of videogame. What you have to ask yourself, if the suggestion is “women don’t even buy those games,” is, “why not?”
Hint: the answer may require more self-examination than you are, strictly speaking, comfortable with.
Based on this list See Sources below for more info. View pictures fullscreen to see captions
Lemme reblog again and let you know why casting that white woman as the female lead in “Drive” was so fucking wrong and fucked up.
Director Nicolas Winding Refn literally gave Carey Mulligan the part because she “seemed pure,” like someone he wanted to protect.
No, really. He literally said that shit.
These traits were ones he literally did not consider a Latina for. He picked her specifically because he fit that damsel in distress imagine that’s been coded as white. Latinas were not even given the opportunity to audition for the role.
You play as Amna and Saif, a mother and son. Your loved one has fallen deathly ill and the only chance of a cure lies deep within a mysterious forest. Only together can you overcome the trials of the landscape and the great beasts of the forest to find the cure in time.
The core of Together is interdependence. Everything requires two players, working together. Designing co-op from the ground up we are able to explore and do things that would otherwise be impossible.
We believe that games are an art form and wish to bring the experience to new audiences. We have kept the controls simple and the core game friendly.During the beta phase we will do everything we can to make the game playable for those with specific needs.Colors used in game mechanics were planned with the color blind in mind. Controls are kept simple to be accessible to as many people as possible. The game can be played with one hand.Together will release initially on PC. Additional platforms may become available as stretch goals. You will both be able to play using the same keyboard. Controllers and mouse will be supported as well.
Together: Amna & Saif Kickstarter (ends June 30)
This is a collaborative project between munroevan and I. We’ve worked very hard on it and would love you to support us on kickstarter so we can take this game much further. Additionally, if you have any feedback for what you see please message me! We are trying to make this game as inclusive as possible and your feedback is vital. Thanks!
"Colors used in game mechanics were planned with the color blind in mind. Controls are kept simple to be accessible to as many people as possible. The game can be played with one hand."
DO YOU REALIZE HOW IMPORTANT THIS IS? HOW RARE THIS IS? TO HAVE ACCESSIBILITY INCLUDED NOT AS AN AFTERTHOUGHT OR A STRETCH GOAL BUT AS AN INTEGRAL PART OF THE GAME???
THIS IS SO GOOD THANK YOU.
Hey cool artwork, where’d you find them?