Tribal identities – gaming and reality

The one thing I enjoy about role-playing games (RPGs)? Character creation, it’s my favorite part of the game. I can spend hours creating the perfect character, I can go back and forth deciding if I want to be an elf or human this time around, or if I want to be a noble or harness power as a mage. The struggle of making these choices are based on how I want to perceived by non-playable characters (NPCs). Do I want people to be scared of me? Do I want people to accept me? That’s why I struggle, specially as someone who has difficulties accepting my identity in the real world. I know no real consequence would come from me playing a dwarf, but can I be bothered to meander through the story with such heavy biases set in front of me? I normally play it safe first time round by playing a human noble and then experiment in later playthroughs when I know how the game ends. The safe path.

But unlike games, reality is a different story altogether. The safe path is something we hear as women all the time, “get home safe, stay in well-lit areas.” As a woman, I have struggled to find my tribe, there have been a number of pointed decisions, which I’ve made to be fully accepted by the general public as acting a certain way or being perceived in a certain way can fulfill our traditional notions of belonging. Perceptions are strong influencers, how people perceive you inevitably comes down to how they will treat you. Have a harsh working class accent, it is likely that people might not take your opinions seriously. Like RPG worlds, what race, class and gender you are reflect how you’re treated, especially in a game as nuanced as Dragon Age . There are plenty more ways to deal with people’s perceptions or influence/change opinions, but unlike the in-game world you inhibit in your free time, reality is much more complicated.

What tribe do I belong to? Am I part of the trendy middle class white elite, that spout the rhetoric about veganism and renewables while traveling to luxury villas in the summer? Am I part of the ethnic working class sect of society, who are blamed for the lost of jobs and inflation of house prices? This is not how I see things, but how race/class have been catergorised by political narratives. I identify as neither, because I am both without being either. When I play the female mage elf in Dragon Age, I know what I’m setting myself up for. I’ve chosen to play a knife-ear somewhat feared seductress. This is because race has a history within the social structure of Ferelden. Even if I don’t respond the racial bile or romance any of the NPCs, I will be perceived as such. But, I also have an identity that sculpted by the myriad of people who identify similarly (in game and real life) and an identity that I can discuss frankly with a number of NPCS without feeling anxious about how I express my views despite being a female mage elf. Discussing identity in real life is a trickier game, and much more based on who you associate with. Branding myself a feminist or/and a gamer can have a somewhat prickly response from certain people I don’t consider friends, and even some people who I consider family. The political narrative can steal these identities and use them to drive their policies, gaming makes you more violent, feminism is an agenda to destroy the family unit.

Tribal identities are formed on part on survival, when we lived as a nomadic tribes, we had roles which dictated what we did, and if the tribe survived or not. The human species had a tendency for striving towards homogeneity within the group and competition against outsiders. What we have now is neotribalism at least in predominately western and western influenced societies. French sociologist Michel Maffesoli was perhaps the first to use the term neotribalism in a scholarly context stating that as the culture and institutions of modernism declined, societies would embrace nostalgia and look to the organizational principles of the distant past for guidance . In the same way neotribalism is a form of survival when not belonging can be disastrous for mental and physical health.

James Paul Gee proposes three different aspect of gaming identity: the virtual identity (the Player Character or Supporting character), the real world identity (The player) and a projective identity (the player’s emotional boundaries to the Player Character) (Gee 2007). Personally, I always choose female characters, because my real world identity is female. I choose elves, because I’ve always felt a little different (projective identity). In a game like Dragon Age there are defining characteristics of membership for each identity. In real life you can be favoured for the physicality, but usually neotribes incorporate a diverse group of individuals in the in-group based on beliefs. I can play an elf in Thedas, but I can believe in the maker and reject the elven gods. Although it adds a layer of somewhat complexity to my character, Dragon Age is a game built on the past, and by virtue of its authority giving people genuine identities. Integration of the past in the formation of an identity allows you as a player to orient ourselves in time and space.

In reality, I orient myself based on my beliefs, like we all do. I actively choose not to respond to comments about race and/or self-identity. In someway playing games which involve making decisions some times based on your identity in game can reawaken how we perceive ourselves in our current world. How we are perceived for our social, economic and political connections has become increasingly individualised. With such conflicting views, tribalism is one of the processes that shape identities. While many born before the surge of technology, see gaming as a form of alienation, it can also form the core principles of our identity and as we form friendships in-game and in real life. Games can help us navigate the difficult sphere of sociality. What happens when a man deprived of struggle plays a female elf, who in DA: Origins is held captive and almost raped by someone outside her race? Does this allow for a form of empathy to develop? Does help him develop a better understanding of Everyday (Intersectional) Sexism?

It’s hard to focus on identities in gaming, without delving into the problematic nature of inequality. Projective identity is used as reasoning for successful franchises, which include mostly good-looking strong white male characters. However, understanding identity through the lens of a character you wouldn’t necessarily identify with helps build emotional connections between the Player and the PC. Our in-game identity can be projective, it can also be derivative. But what it is – is an identity. One that can strengthen our tribal connections (in game and in real life) as we orient our PC’S narrative and space in relation to a past, a present and his/her/their future.

Archaeology of Video games

For many, video games offer a distraction from the harsh cry of reality. They grant us a chance to delve into a world unlike our own. I loved being able to shut off the demands of homework when I got back from school. One of my favorite games was Final Fantasy VII, the steampunk world that Square Soft invented was so far from my own mundane existence it was very easy to switch off and immerse myself into its story. But, my favorite games were the ones which took place in a medieval fantasy world, they had just the right blend of anotherness and familiarity to make me feel content. I loved running around derelict towns, and fantastical ruins that it awoke a part of me that I never thought about before – a love of history and archaeology.

I can name a few video games which use archaeology as it main premise, there is of course Tomb Raider, and her male equivalent Nathan Drake’s Uncharted.  These games mashed with the supernatural make archaeology a world not left to the dead. Although the realities of archaeology are hardly ever shown, it allows for the mystery to draw you in. For archaeology to truly be effective in video games, it’s not the truth or accurate depictions of history that need to be implemented. It’s the aesthetic quality of the archaeology, seeing ruins and the degradation of civilization is just as awe-inspiring as it is terrifying.

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An ancient elven temple in the Dragon Age: Inquisition’s DLC Trespasser  ©  Bioware

One of my favorite visuals in video games comes from the fantasy series Dragon Age, in the DLC Trespasser, your character travels to a number of abandoned and ruined temples to uncover a plot to take over southern Thedas during a period of political uncertainty. The temples and structures are ancient elven, although they could be picked right from the North York Moors or the Scottish Highlands. 

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Fountains Abbey in North Yorkshire a “real” ancient elven temple.

The aesthetics for ancient elven ruins weren’t plucked from the artist’s imagination although there is definitely a degree of creative licensing. These ruins are based mostly off medieval monasteries, most of which were destroyed during Henry VIII’s reformation.  Ruins tend to inspire a distant world long gone, one that sparks our imagination. In 2013’s Tomb Raider Lara voyages to the land of Yamatai, a forgotten feudal kingdom off the south coast of Japan, the island is full of ruins, most which are remarkably still intact. Although running around the island killing cultists had some fun, I was taken back by the beauty of the Kofun-period ruins. Just like the elven ruins of Dragon Age, they aren’t picked from an artist’s imagination.

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The reboot of Tomb Raider in 2013, took place in Yamatai, an insland full of ruins  ©  Crystal Dynamics

When I lived in Japan, I visited a place called Nokogiriyama home to a sprawling Nihon-ji temple complex. There are a number of reliefs carved into the side of the mountain which definitely are reminisce of Yamatai’s Queen Himiko’s statues. Game environments like these allow us to explore the past from more than just a player’s perspective. Interaction is a key to gaming, a medium that has allowed us to explore ancient environs. When it’s done successfully, a la Tomb Raider and Dragon Age, it can inspire gamers to seek the real truths, or spark their own creative imaginations.

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Nokogiriyama definitely had some real life Yamatai vibes. It is home to one of the biggest buddhas in Asia.

There are the plenty of other examples of the use of archaeological ruins and artefacts, but these two are my favorites. There is something very much ingrained into our psyche about archaeology and the mystery of what our ancestors left behind. When we interact with these environments in game it allows us to think of its functionality, its beauty and its past. In Trespasser when we go further and further into the evanuris to discover the truth of the plot, we discover a past that in fact is very much like our present. A world full of conspiracy, intrigue, betrayal but yet one full of beauty and humanity.