Designing Character Customization Tools for Gender Inclusivity
At the recent Devcom event, senior narrative designer Arden Osthof presented a talk titled 'Playing with gender: A design framework for character customisation,' focusing on strategies for game developers to create more inclusive protagonist creation tools. With a background in working on projects such as the Anno series and Tom Clancy's The Division 2, Osthof has been researching character creators since 2017, particularly in terms of their potential for gender inclusivity. The talk centered around key questions developers can ask themselves to ensure their games are more mindful of gender representations. Osthof began by highlighting a common issue in games, where players are often presented with a binary choice of 'boy' or 'girl' at the beginning, which can lead to limited character customization options and automated choices that restrict player freedom. This approach can be particularly limiting for non-binary and trans players who may not identify with these binary options. Osthof emphasized that everyone benefits from having more player freedom, regardless of their gender identity. The narrative designer acknowledged the progress made in recent years but noted that there is still a need for heightened scrutiny and expectations from players and the press to address this issue. As an alternative to the traditional binary approach, Osthof suggested letting players select their pronouns at the start of the game, citing the example of MidBoss' 2064: Read Only Memories, which offers a range of pronoun options, including he/him, she/her, they/them, and custom input. Another approach is to use an ambiguous protagonist, removing all gender signifiers and providing a projection space for players to imagine themselves, as seen in BancyCo's Alone with You. Osthof stressed that there is no one-size-fits-all solution and that the right approach depends on the specific game being developed. To find the best solution, Osthof recommended that developers consider whether gender is important to their game and, if so, what role it plays. This could range from games like The Sims, where gender is a central aspect, to franchises like Anno, where gender is irrelevant. Developers should ask themselves questions such as: Does gender play a role in the game's theme? Should it impact gameplay? Is there a different gender system or species biology in the game world? How can gender add more depth to the game? The second key question Osthof posed was how and where the game refers to the player character, suggesting that developers consider offering pronoun selection or using titles and names to address the player. They also recommended avoiding gendered language altogether, using neutral language instead. Osthof provided examples of games that have successfully implemented these approaches, such as Sunless Seas, where players can choose from a list of titles, including both gendered and gender-neutral options. When it comes to the player's avatar, Osthof emphasized the importance of providing a canvas for players to project themselves, avoiding the common pitfall of presenting idealized male and female bodies. Instead, developers can use blend shapes, as seen in Peachy Keen Games' Calico, or offer archetypes that players can further customize, as in Saints Row 5. Another option is to have no template at all, allowing players to create a silhouette, as in Sunless Skies. Osthof encouraged developers to think about how players should see their characters in-game, what genre conventions to follow, and how to break the binary to increase player choice. The talk's fourth question focused on designing for subtlety and variety, allowing players to represent themselves precisely. Osthof suggested using sliders to provide granular options, as well as introducing fashion and accessories that can help players project themselves. For example, clothes, scars, and accessories can be trans-specific, such as top surgery scars or binders. Osthof recommended that developers ask themselves questions like: What assumptions can we turn over to players to choose? How can we make players' choices more granular? How can we offer in-betweens? Can we multiply player choices without multiplying the workload? Finally, Osthof discussed the importance of letting players make statements about their identity in-game, such as creating meaningful interactions with NPCs or using custom nicknames. Developers can also consider how players can communicate with each other via symbols, representing their identity and creating a sense of community. Osthof provided examples of games that have successfully implemented these features, such as Animal Crossing, where villagers give the player nicknames. To further explore these ideas, Osthof invited developers to ask themselves questions like: How can players state their gender identity? How can players communicate with other players? How can players create a sense of community? Can players meaningfully interact with queer characters or themes? What's a fun way to express gender? By considering these questions and approaches, developers can create more inclusive and engaging character customization tools that allow players to express themselves authentically.