Blog

Ken Wong on the importance of having non-white protagonists in Florence

A femme person and masc person looking at each other. Cartoon.

Earlier this year, Melbourne-based studio Mountains released Florence, a narrative-driven mobile game with a focus on simple puzzles and word-less story. Florence is exceptional in many ways—and has won an array of awards to prove it—but one particular aspect of Florence that stood out to me was its people of colour protagonists.

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That Sounds Gay: We Need More Queer Voices in Games

Two masc looking people kissing.

A few years ago I was playing whatever the multiplayer shooter du jour was at the time, and I just got sick of hearing the word ‘gay’ thrown around as a pejorative term. It had started years before, and I thought I was immune to it – turned out I just hadn’t reached my limit yet.

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Brick by brick: Building and breaking down the white walls of racism

Brick wall.

I was asked during a Morality and Games panel, ‘Does the choice to throw or not throw a ball at an interracial couple in BioShock Infinite exercise player’s morality?’ I quickly lent into the microphone and enthusiastically responded that, ‘Yes, that’s a great example. It shouldn’t have been a choice.’

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Bisexual women can be boring too

A femme person standing outdoors in the sunshine, facing away from camera.

The rebel. The rogue. The wayward femme fatale who constantly throws caution to the wind when it comes to her actions and fashion choices, preferring to live life on the edge and be scantily clad while she’s doing it. Everything about her is hardcore, from her form-fitting yet unrestrictive leather to the air of mystery she so easily exudes. She does what she wants, and who she wants, and you damn well better not have a problem with it. We all know her. She is… The Bisexual Woman™.

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Acknowledging the fuzzy space: Game accessibility beyond gaming

Fuzzy-looking plants in a field.

A team of us at Represent Me have spent the last two months making our website more accessible to people using screen readers. A huge part of this was adding alt text to game screenshots. This got me thinking about the importance of talking about the fuzzy, undefined space between “gaming” and “not gaming” when we explore accessibility—in this case, for folks who are blind or vision-impaired.

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