Spring-Loaded
Member
Well, I doubt there's much of an audience left, so we should probably keep it short. Again, I don't see the point in trying to analyse Warhorse's motivations ad nauseam. My point is that their original claim of not including nonwhites for historical accuracy is, by itself, essentially correct, regardless of what their overall intentions may be. Ultimately, without Warhorse being involved in this discussion, it's just conjecture about a process the details of which none of us were privy to.
I got your point. It's just not at all conclusive for this discussion. you can view it from the standpoint that "it's not not inaccurate," but that isn't the end-all-be-all.
It would be conjecture to say Warhorse did this for a particular reason since no one aside for those at Warhorse knows.
It's not conjecture to say that Warhorse made their decisions for reasons other than historical accuracy, even if they believe that was their reason. We can't know what's going on in their minds, yet even going by what they've said, one can still see how "the possibility of nonwhite people being encounter-able in this situation are too small to be considerable" is not an objective statement. "Too small," is subjective.
Warhorse had other options regarding this design choice that were not in any way invalidated by their criteria for historical accuracy (that criteria being evident in their descriptions of the game proper). They could have traders of other ethnicities and from other places appear in the game. If Warhorse's research shows Bohemia was completely walled off from the outside world and such didn't happen, then that's one thing. If Warhorse demonstrates they don't actually know by giving vague answers, and conceding that "historical accuracy" could be used as justification for either including or excluding nonwhite people, then that's them admitting that, after thinking about it, they could have included some nonwhite people in the game without going against history.
That it took all that time (their back and forth with MedievalPOC, and that tumblr mess) for them to even partially realize inclusion of nonwhite character models in their game wouldn't undermine their historical accuracy goal, that shows a reluctance to accepting the possibility that they're wrong in some way.
And there we have the crux of the matter I suspect; a clash between American racial concepts and the absence of these in European societies like the Czech. This probably ties in with your continuous assertion that Warhorse is doing some sort of harm by their actions; while that would be a natural position for an American to take, it would likely seem quite awkward to a Czech and many other non-Americans. They would not necessarily see the presentation of an all-white population in medieval Europe as harmful in any meaningful way.
I agree the different cultural viewpoints at play are central to the issue. A developer isn't going to put or address something in their game if they never think about it in the first place. It can simply be pure, ignorance. They may have been taught that something is negligible.
If you don't see how Warhorse's way of thinking in this matter is or could be harmful, I'll just say big problems of this nature tend to be the combined effect of smaller, individual instances. On a small scale, these aren't actively offensive or hurtful. The result of Warhorse making their game's characters all white, if assessed in a vacuum, an innocuous aspect of the game's design. For the most part, it reflects what most would accept as being historically accurate. They made a game about what they know, not about what they didn't know. I suspect Warhorse didn't find evidence one way or the other about the existence of nonwhite people in Bohemia, and from there they figured there weren't any, and didn't give it further thought. And none of that is outwardly wrong; it can all be considered understandable, or even justifiable, on its own.
The problem is that developers in this position can attempt to absolve themselves of responsibility (and succeed in the minds of many) for their ignorance. They don't have the time to make those nonwhite people NPC models, so they say "everyone accepts nonwhite people were rare, so let's just chalk it up to historical accuracy. It's not that big a deal anyway." That there were too few and that it's not worth the trouble is their opinion.
The burden of proof is then placed on those who repudiate that statement in anyway. While you've actually addressed MedievalPOC's research and illustrated how you find it misleading, you'd be hard pressed to find any of those tumblr posts linked in the OP that do the same. What you'll definitely find are people who immediately became uncomfortable and defensive of the notion that Bohemia having an entirely all-white society might not be the case. Those posts had nothing to do with problems with research. The very notion receives much more scrutiny than the developers' initial assertion that Bohemia was all white. Even if MedeivalPOC's research is bogus, that their point in regard to the game's design is still lost on people who didn't even pay attention to their research further illustrates the problem.
Applied to games, people don't complain about a given generic, 30-year-old, mild-mannered white everyman/gruff badass in a sea of white everymen badasses because they unconsciously accept it as the norm to some degree. The less common characters who catch people's attention receive more scrutiny solely because they stand out. Nonwhite main characters have their ethnicity questioned, all female characters are sized-up in every way imaginable, and characters like Delsin from that upcoming inFamous game are "douches." People only complain about the white everyman/stoic bald space marine problem as a whole, not on an individual basis, after it's become an epidemic.
That's something that can be harmful. Indirect and unnecessary (even by Warhorse's own standards) exclusion of culture/ethnicity representation, in this game and in hundreds of others, all adds up. It's something worth discussing and it simply shouldn't be written off as insignificant, nor should anyone accept justifications like "historical accuracy" being thrown around at face value.
...On the flip side... if developers (or writers, or filmmakers, or anyone) owns up to their work ultimately being their own responsibility, then there are no excuses for any shortcomings their games might have. that can be applied to to visuals, controls, detail, gameplay, representations of ethnicities in their historical game, and so forth.
If a game is going for a cinematic feel and it doesn't achieve 60 frame per second, the developers can't legitimately say "well, a lower frame rate is more 'filmic' and cinematic" because "cinematic" doesn't necessarily refer to the frame rate of actual film. A game could be 120 fps and still "feel like being in a movie" through gameplay design, pacing, camera control, physics, Etc. Even if those developers believe their own spiel, they're still making that decisions for other reasons (tech/time limitations).
Owning up about their shortcomings would actually be less embarrassing than spouting BS (DmC on consoles being 30 fps because... 60 fps hurts your eyes?) and could help bring attention to certain problems for future developers/hardware designers/publishers. Those people who come after can learn from those failures, but only if they know there was a failure in the first place.
In closing, you and Warhorse might not have thought this matter was worth any thought, which isn't bad on its own. It's the further apprehension to even... humor the idea that something you don't care about might matter is what's really tiring. It happens all the time in the game industry, and elsewhere. I suspect that's what keeps people trying to ascribe others' design choices to "higher powers."