Playable Bodies
-
Published:April 2024
Choose Your Mothership
This roundtable opens part 2 of the collection, “Playable Bodies,” by following the first section of theoretical framing with a focus on queered experiences of bodies in video games, game making, and the processes of manufacture. The roundtable features the game makers Naomi Clark (creator of Consentacle), Sisi Jiang (creator of LIONKILLER), Domini Gee (creator of Camera Anima), and Toby Do (creator of Grass Mud Horse), who discuss racial representation in games from the perspective of the North American industry, noting how pernicious racist stereotypes of Asians as “below-the-line” rather than “creative” workers get exacerbated by racist presumptions of Asian American designers’ perpetual foreignness and their connection to a monolithic Asian “mothership.” The discussion thus considers how bodies appear in games and games discourses as geopolitical entities for which the expectation is translation and return.
Bibliography
Playable Deniability: Biracial Representation and the Politics of Play in Metal Gear Solid
Chapter 4 considers the Metal Gear Solid series (Konami, 1998–2015), which follows several covert agents as they infiltrate terrorist bases and active war zones. It analyzes the player character Solid Snake as half-Japanese and half-white, locating Snake’s biraciality in the context of Japanese racial formations. The chapter argues that Snake’s racialization premediates the games’ antiwar and antinuclear message in ways that absent Japan itself from the series’ overall critique of global militarism. In so doing, it develops the concept of “playable deniability” to describe the formal processes that allow play to appear free from the historical politics around militaristic violence in Japan. In the end, this research speaks to the ways that specific representations of biraciality preserve the primacy of play—the political inconsequentiality of action—via a racial logic that mediates play.
Bibliography
Designing the Global Body: Japan's Postwar Modernity in Death Stranding
Chapter 5 expands on the dissonance between Asian labors and Asian bodies through a close reading of Hideo Kojima’s Death Stranding (2019), a game produced by Japanese developers but with a mostly white cast and set in a fictional United States. This close reading sheds light on the game’s racial double speaks where those who are familiar with the context can easily spot the hidden Japanese discourse and find some level of catharsis, while others can enjoy the game for its more universal and hopeful message about finding comfort in unity when facing future precarity. The chapter also argues that this practice of embodying and conveying Asian discourse stunts the progress of direct representations.