Pawns of Manifest Destiny: Native-American Agency and Visibility in History Based Tabletop Games.

Pawns of Manifest Destiny: Native-American Agency and Visibility in History Based Tabletop Games.

This piece is written as a follow up to the first three meetings of the Center’s History Games Club and serves as a critical reflection on our experiences playing with and observing student interactions with several history-based tabletop games.  

This post explores the representations and in-game use of Native Americans in three separate games: 1775: Rebellion; Discoveries: The Journals of Lewis and Clark; and, Bang! The Dice Game. While each game explores a different era with different mechanics, they all employ Native American characters as part of the gameplay. Most of this “inclusion” is to forward a particular narrative that reinforces or strengthens the Anglo protagonist(s) position. The purpose of this examination is not to engage in the totality of Native American representation, but to analyze the ways that the structure and mechanics of each game reinforce mythic identities in juxtaposition with a lack of purposeful agency for Native characters. The three games vary significantly in their organization and structure; however, they each employ Native Americans as passive and often aggressive. When there is an action for the Native characters in the games, it is initiated by or in service of the other player characters who are invariably Anglo. The representation of Native Americans on a variety of the gaming components (cards, dice, chits) utilize mythic and stereotypical imagery. The gaming narrative and interaction between player characters and the non-player Native American characters creates coded exchanges between game players about the mythic Native American, which furthers the marginalization of that group. The marginalization is closely coupled with the Native Americans lack of agency within each game and reinforced in the use or usefulness of those characters in the game.

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Masculinity and Video Games

Masculinity and Video Games

This paper was presented at the Southwest Popular / American Cultural Association conference in Albuquerque, NM on February 7, 2018.

The use and reuse of the epic and mythic West has been iterated in many forms throughout the years. This portrayed West, however, as Daniel R. Maher writes “is the copy of a copy of a fiction.” [1] The “copy of a copy of a fiction” goes back to the middle 19th century, but it was always an invention – an invention that sought to reorder and reorganize how society understood and imagined itself. Dime novels in the mid-19th century used Davy Crockett to encapsulate the individual and the West; Buffalo Bill and his Buffalo Bill's Wild West and Congress of Rough Riders of the World brought the “adventures” of Western settlement and war to large arenas in the East in the late 19th century; Films, beginning with The Great Train Robbery in 1903, and later T.V. in the 1950s began to infuse the tropes of a gendered, ordered, and necessarily controlled West; Film and T.V. copied the copies of the fiction and presented a mythic representation of the “Old West,” further enhancing the idea of a lawless West needing order. Video / arcade games have more recently incorporated, or layered, a new copy of the mythic West with its concomitant masculinity and violence into this newest medium. As video / arcade games rose in relevance and popularity in the 1970s, they borrowed heavily from the well of established western myths. Early versions of these video games included titles such as Gun Fight, Boot Hill, and High Noon. While rather simple in form and action, they contained the essential copied forms of earlier mediums. As video game technology improved, the gaming platforms provided a different and more immersive experience for gamers. And while the incorporation of the Western narrative has become more complex in many of these games, they all maintain a connection to the violence and the individual cowboy of western myth –  the copy of a copy ad nauseam. Many of these more recent games have garnered a strong following and some critical acclaim, including GUN, Call of Juarez, Red Dead Redemption, Lead and Gold, and Six-Guns.

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