The sad truth is that all races will never be represented in games unless we start changing how it is discussed in the public forum. Jamin Brophy-Warren is tired of wondering if too much criticism in favor of more diversity in games is "too much."
From Prince of Persia to the recent Medal of Honor news of playable Taliban, the depiction of Muslims in videogames hasn't been any more even-handed than American TV or movies. Saladin Ahmed is one Muslim gamer who'd like to see that change.
The facial features of many anime characters can appear ethnically Western, a process that is spreading to Japanese-made videogame plots and content. Fintan Monaghan does not believe that this is a healthy development.
Why do we need more non-white characters when so many games allow you to create an avatar that looks like any race or color? Chuck Wendig experiments with some modern character creators and finds out that isn't exactly true.
In Infocom's text-adventure Planetfall, Floyd is the damnedest little annoying robot: He runs, he hums, and he asks you to play Chase-and-Tag. Chuck Wendig pens his paean to Floyd because he makes you feel.
Co-operative play isn't usually about hero and sidekick playing together, but Ryan Smith shows how the sidekick feature in Super Mario Galaxy 2 is perfect for him and his casual gamer girlfriend.
When playing a party-based RPG, your companions are equivalent to sidekicks, moving along the story and providing color. Peter Parrish tells us of one of the most unique characters in recent memory, the planet Democratus.
Nobody likes to be told what to do, especially while playing a videogame. But Brendan Main argues that is precisely why Navi from Ocarina of Time is the best sidekick ever.
It takes a lot of courage to tear down the walls that you've constructed, but it can also be a lot of fun. Lead Systems Designer Greg "Ghostcrawler" Street tells us how he plans to destroy the world of Azeroth.
Locations and environments in games can evoke emotion in games easier than in characters. Quintin Smith posits that Cataclysm proves that point and that the destruction of Azeroth has much more emotional breadth than at first glance.
Large upheavals, be they real-life events or an expansion to your favorite MMOG, can be opportunities to reflect on your life. Dr. Mark Kline examines how a cataclysm can lead to soul-searching and personal growth.
In Cataclysm, it's a sort of Gnomecoming for the smallest race in World of Warcraft as the gnomes fight to retake their irradiated capital. While all of the hullaballoo of the big changes in the latest expansion captures attention, Brendan Main is more interested in the little guys.
Many people have claimed that videogaming has become as mainstream as movies. Ronald Meeus provides a reality check; we are not as mainstream as we like to think.
The independent game scene seems to value those who make games quickly alone in their basement. Jason Della Rocca challenges whether the ideals of isolation and quick development are good for the industry.
Many believe that creative endeavors are an easy job, with tons of perks. Wendy Despain tells the truth about designing games. Hint: It's not fun.