Not bad Chuck, but I think there was potential to go much further with this article, particularly with regard to this:
I want to put myself in the shoes of a gamer who is distinctly not a White Dude. Can I create an avatar befitting my newly-imagined race? Will I find representation amidst the pixels? Or will my ethnic identity be lost within pink and pale 1s and 0s?
Now I'm a relatively pasty white dude, bit of Irish blood and all that. Let's take a look at some games which feature protagonists who don't reflect a viable physical replicant of me- GTA 3, Prince of Persia, Tomb Raider, etc. When I play as a non-white or female character do I feel unrepresented? Absolutely not, I just go with it.
Would I, however, feel it was strange to play a game with a customizable avatar that had no option for a white, male character? Certainly, unless there was some specific and in-character reasoning.
So what's the difference? Why is it that when the character is customizable it has to represent the gamer, and yet when when the character is unchangeable it doesn't exclude those who do not physically resemble their avatar?
I'm not sure, but I'm going to take a swing at it- I think this is a nice little example of the constructed nature of racial identities. Given the opportunity to do so, we will construct a character which resembles or reflects our self, even down to skin colour, because we assume this has some bearing on the avatars ability to represent us in its little world. However, in games in which the avatar
cannot accurately reflect us physically we are able to suspend this belief, and therefore reveal its fragility.
Hmm, I don't think that's quite there, it's full of holes. But it's the start of an idea.
-Bim