The Electronic Entertainment Expo (E3) is regarded as the biggest, most important showcase of videogames and related technology in the world. New generations of consoles are showcased to delight gamers and, more importantly, shareholders of gamingâs future. One of the most popular franchises showcased at this yearâs E3 was the latest installment of the Assassin's Creed franchise: a third-person, open-world action-adventure game focused on eliminating evil people in âelegantâ ways.
Subtitled Unity, the game centers on France during the Revolution. Shortly after revealing playable characters, people noticed a complete lack of playable women. Before dismissing this as more feminists âwhining,â or âjust games,â itâs important to understand just why this decision mattersâto creators, Ubisoft, and gamers alike.
As with many next generation games, Unity is elegant and breathtaking. You play a man, as part of the story. Indeed, every Assassin's Creed gameâaside from a small segment of oneâhas had a man as its center. But regardless, in the Creed franchise, Ubisoft has demonstrated remarkable diversity: You could play as an Arabic-named Syrian during the Crusades, a Native American, and an African slave.
A fictional lead that isnât another mid-30s white male is a welcome addition in a market saturated with this character-type as center in films, books, and comics. As a non-white, Arabic-named person myself, it is a genuinely validating experience being able to play a Middle Easterner in the first Assassinâs Creed game.
Thus, as someone who felt validated by Ubisoft, it was disappointing to read about its decision on women.
As part of the multiplayer portion of the upcoming Unity, it wouldâve been possible to include different kinds of avatars for the gamer. But âAssassin's Creed Unity's four-player co-op will not offer female assassins due to the pressures of production work,â reports Polygonâs Megan Farokhmanesh. The games director, Alex Amancio, told Polygon that female assassins were planned for the game, but the company ran into "the reality of production.â
âIt's double the animations, it's double the voices, all that stuff and double the visual assets⌠Especially because we have customizable assassins. It was really a lot of extra production work,â he said.
Though gamers will always see themselves as the male lead, they can see their friends as other assassins. This is where the lack of women is problematic.
Chris Pereira summarizes just why this was met with controversy.
[Ubisoftâs] explanation [lack of time, resources, etc.] was met with a great deal of criticism, in part because a total of 10 studios are working on the game, so it seemed absurd to suggest female characters would be too much work. This was only made worse when Assassin's Creed III animation director Jonathan Cooper estimated it would take only âa day or two's work" to make happen. He also claimed that, at one point, an Assassin's Creed prototype allowed you to play as a female character just by entering a particular name.
As people not involved with the creation of a game, it might be ignorant to convey anything more than disappointment. Sure, we wouldâve liked playable women, but resources simply didnât allow for it. It was a business decision, which almost never goes according to plan. Consider, too, that many at Ubisoft wanted women, that women were plannedâjust not executed.
Business decisions sometimes operate in a sphere almost devoid of morality. A moral decisionâdonating a majority of income to charity, buying expensive but âgreenerâ equipment, etc.âcould compromise a business so much they no longer exist. This is understandable and there are plenty of interesting and important debates we must have, on a case-by-case basis.
But to understand business survival in the face of moral decisions is not to immediately accede to the business. We are still allowed to question why businesses make decisions that appear wrong, from a moral or social perspective. I say this because many people want to dismiss Ubisoftâs decision about women characters under the carpet of âbusinessââas if that automatically exempts them (Ubisoft and their defenders) from moral judgment.
We know that games are massive, in every sense: the games themselves, the budgets for making them, the number of people involved. Games frequently overtake films in terms of profit and production and, indeed, feature Hollywood talent (Kevin Spacey is playing, not just lending his voice, to the villain in the upcoming Call of Duty: Advanced Warfare).
And yet, the problem isnât that there was a sudden lack of resources, itâs that playable women wasnât priority. Itâs that a âplayable women optionâ wasnât as essential as reflective water and realistic, muddy buildings. Many things get cut and replaced and scaled down in creating, but usually we can prioritize what must be included. Of course that presumes female representation is important. After all, itâs not like the game will feature playable Arabic-named characters.
Many are responding by saying all this is as absurd as men demanding Lara Croft be suddenly replaced by a male. Creators shouldnât be forced to shove in a demographic just to tick off the politically correct box.
But there are a number of problems with the response that the claim is absurd.
First, Ubisoft planned on doing it. They didnât need to alter the core-story, it seemsâit was simply mechanics. Second, this isnât about the fact the lead is a man or âshould beâ a woman. This is about a space that is parallel to the main story, which couldâve allowed individuals to create their own avatar, helping people feel validated and well represented. This isnât âreplacing Lara Croftâ or demanding a game tick all boxes to meet some absurd idea of being politically correct; itâs asking that an option, in a menu of options, be âfemale.â
Reactions to this are typical now of the Internetâs reaction to women wanting personhood: claims of âfeminazisâ and whining women. Worse still are the assertions that this is âjust gamingââwhich undermines just what gaming is and what it means for people, both creators and players.
It speaks to this wider culture, as weâve seen constantly in âgeekâ spaces: videogames, comics, films, sci-fi/fantasy novels, and so on. Thereâs a one-two punch of a major company like Ubisoft not prioritizing playable women, which feeds into the validation of men who believe gaming is for them alone. A space where women are secondary characters, need to be saved, or wear bizarrely revealing armor which protects as much as a sheer willpower would.
The segment of angry men telling women to be quiet, threatening them with rape whenever they discuss issues about womenâs treatment (thereby confirming why women write on it in the first place), is aided by examples like Ubisoftâs. We all need to care because more portions of our species should be treated and regarded as persons.
It might seem easy to brush off a videogame and this issue, when youâve been catered to as a man and if you donât care about video games. Itâs easy to say, âThere are more important things to worry aboutââbut, actually, this is how we respond. We take cases and examples, small and big, and comment. We say itâs not right that women are disregarded in this or that way, we debate, discuss, fight. We donât threaten. We donât fuel an already troubling situation with vitriol, which only makes those of us who want equal treatment strive that much harder.
When I watch most television series, I see almost entirely a white cast of lead actors. Whether itâs How I Met Your Mother, Game of Thrones, or Penny Dreadful. When I play a videogame, I expect the lead to be another white man. Fiction isnât meaningless or mere escapismâitâs a way to convey our worldviews and ideas.
When itâs always around a white person in comics, TV, film, or games, we start negating the stories and perspectives of others. When we start only having men, we do the same. Iâm hesitant about equating race and gender, and use it only as an indication of how narrowly focused so much of our media is. Itâs not necessarily racist or sexist in intention, but it speaks to a kind of environment that is.
The point is this: Itâs problematic when itâs not priority for a company to create a game that, at the very least, allows people to have themselves represented in the game; to know that somewhere people care enough to think your gender exists in a meaningful way. We can discuss what that means in terms of the wider LGBTI community, in terms of different races, and so on. But for this case, and considering Ubisoft pulled this same move on another of their upcoming games, in the same way, we can point out our disappointment. We can highlight our disbelief and doubt, our frustration that a priority wasnât diversity.
It is also, however, encouraging to see this gain attention and the kind of consistent disappointment being conveyed. It shows what gamers do think is priority versus what creators and marketers estimate we do. Letâs hope that in future, instead of being âinches away,â creators will grab on to the idea of greater diversity as an essential goal rather than possible addition.