The War on Role-Playing: How Representation Ideology Undermines Immersive Gaming

For the past 30 years, the notion of representation has been incrementally injected into the cultural bloodstream. Even though nobody ever voted for representation ideology, it has crept into all walks of life, including business, government, and entertainment. While diversity is simply an ideology, representation is far more consequential because it is prescriptive.

At its heart, representation is an affront to the time-tested idea of merit. Characters are selected not for their suitability and cohesion with the story and setting, but for their physical and ideological characteristics.

Representation is also an affront to the cultural uniqueness of every nation. Every nation has an inherent right to create, nurture, and gatekeep its culture. Long-venerated cultures in Europe could easily be wiped away due to proportional representation from newly arrived African and Middle Eastern immigrants, who may overwhelm indigenous Europeans. French culture and Italian culture—just to name a few—are on the path to being transformed into a global multicultural amalgamation.

What is Representation?

To critique representation in the context of culture, we need to define it. Since the concept is so new, there are no real hard-and-fast definitions. Therefore, we turn to woke ChatGPT

Representation in modern entertainment culture refers to the inclusion and portrayal of diverse identities, experiences, and perspectives in media, encompassing race, gender, sexuality, religion, ability, and cultural backgrounds. It aims to reflect the variety of human experiences in society, providing audiences with characters and narratives that resonate with their realities. Representation also seeks to challenge stereotypes and broaden understanding by showcasing underrepresented or historically marginalized groups in nuanced and authentic ways, influencing how viewers perceive themselves and others.

This definition reveals an extensive menu of social demands that activist groups are making behind the scenes in the entertainment industry. This is not a grassroots, bottom-up movement; rather, it is a top-down philosophy created in academia. It is an identity politics shakedown racket that directly opposes the idea of artistic freedom, where creatives are free to create without interference from tyrants, governments, cancel mobs, and activists.

Why Representation is Wholly Incompatible with Role-Playing Games

For the role-playing game (RPG) genre, the doctrine of representation poses a greater threat, as it seeks to intrude on the authenticity and sanctity of fantasy worlds, non-fantasy worlds, and even historically themed worlds that many of us escape to in our leisure time.

What is a role? According to Webster’s Dictionary it is the following:

a part played by an actor or singer

What is role-playing in the context of board and video games?

Role-playing in RPGs for board games and video games involves players assuming the roles of characters within a fictional setting, making decisions that influence the narrative and gameplay. It emphasizes character development, storytelling, and interaction with the game world, often blending strategic choices with imaginative immersion.

People who role-play in these worlds are obligated to stay true to their character’s personality, backstory, and motivations. This maintains immersion and enhances the shared storytelling experience. They should also respect the rules of the game and the contributions of other players, fostering collaboration and ensuring an engaging environment for everyone.

The Benefits of Role-Playing

Role-playing offers a unique blend of escapism, creativity, and social interaction. By stepping into the shoes of another character, individuals can explore different facets of their personality or entirely new identities, providing a safe space to experience adventures, solve problems, or live through scenarios outside their daily lives.

Role-playing also fosters a sense of community and collaboration. Players work together to craft stories or overcome shared challenges, enhancing social bonds and offering a form of play that is both engaging and intellectually stimulating. This immersion into alternative realities allows for personal growth, stress relief, and the sheer joy of imaginative exploration.

All these benefits will be eroded if we allow representation ideology to dominate the RPG genre.

GLAAD: The Root of the Problem

For the past decade, bad actors have been assaulting the RPG genre. Various virtue-signaling cultural Marxists have used diversity and representation as justifications to dictate the content of role-playing video games and board games like Dungeons & Dragons.

One of the primary activist groups responsible is GLAAD. This organization exists to normalize the behavior of non-heterosexuals, as outlined in the sinister book After the Ball: How America Will Conquer Its Fear and Hatred of Gays in the 90s by Marshall Kirk and Hunter Madsen. This book is a masterpiece in manipulating public opinion, comparable to the work of master propagandist Edward Bernays.

GLAAD demands that every form of art include positive portrayals of LGBTQ people. However, when it comes to “alphabet villains,” GLAAD opposes such portrayals. In this respect, they are akin to the hypocrites of the ADL, who demand their constituents always be portrayed positively.

GLAAD even pressured Netflix to remove the “LGBTQ” designation from the recent TV series Monster: The Jeffrey Dahmer Story, about the infamous homosexual serial killer.

Conclusion

It is not the responsibility of role-playing games to validate the identities, delusions, fetishes, or mental illnesses of players. Video game studios are also under no obligation to enact the dictates of governments, academics, or activists. Video games and board games exist solely to provide escapist participatory entertainment to people who are willing to pay for them.

In the final analysis, role-playing is about playing a role. It is not about being yourself or playing yourself as people are doing that already every day. Failure to role-play in a manner consistent with the setting of the game world degrades the immersion of others who are trying to role-play in good faith. A player’s real persona is inconsequential and subservient to the good of the community and the authenticity of the gaming world.

The current usurpation of role-playing by interlopers could have been avoided. Unfortunately, weak males failed to gatekeep role-playing video games and board games. Under their watch, the cancer of representation has infected these industries and laid waste to them.

The intrusion of representation ideology undermines the essence of role-playing. If this pernicious concept is allowed to fester, we risk losing one of the most unique and vibrant forms of participatory entertainment ever created.

–Wolfshead



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