Another example of this “cultural application in the blink of an eye” is the way Far cry 6 Includes the concept of To pick Or “getting”, Cuba’s famous correction method to keep them technically effective. Inside the game, To pick The structure of weapons customization and improvement systems – as Juan Cortez, the game’s weapons expert, explains: “For a guerrilla, To pick Not doing it with what you have, it’s messing with what you have. ”
On the one hand, we can applaud the effort to incorporate culture into the game structure of culture beyond the descriptive level using Cuban practice. To pick As a central mechanic, even if the weapons are not different from the way they are patched together in a series, e.g. Fallout. On the other hand, the geopolitical and historical historical framework that embodies Cuba’s sense of innovation যেমন for example, more than half a century of U.S. trade sanctions and the collapse of the Cuban economy in the early 1990s “ignores the” special period “in whole or in part. Done Far cry 6For example, when Dani quips, “If the Yankee blockade teaches us something, how can it go on when you get nothing.”
While knowledgeable players can catch these subtle references, it’s important to remember To pick Poverty and geopolitical isolation are both a practice. Scholars like Elzbieta Sklodowska have shown, To pick Comes out of real need, not just creative ingenuity.
Like a fighting rooster, its appropriation To pick For a cutesy purpose nudge for the audience Far cry 6 Missing mark. In fact, it is a perfect example of the casual neo-colonialism often practiced by game developers these days, as they dismiss Latin American cultural iconography for its most dazzling and sensational expression, using technology as a “raw material” for production.
Then, to close this circle of neo-cultural colonial cultural application, video games are sold worldwide, including to Latin American consumers, a region with over 300 million players in the market that generates more than 7 7 billion annually for Ubisoft and other multinational games. Publisher.
The steps that Ubisoft has taken to increase the diversity and accuracy of cultural representation in its games show that it recognizes the importance of these issues for video game makers and viewers alike. But representation is just one aspect of the relationship between video games and culture – it certainly doesn’t hurt to have some Cuban or Latin American representation. Far cry 6 Development and writing team. This, for example, is preferred by game developers Far cry 6 Pick and choose any element of global culture that will work best with their audience. And despite their check, balance, and cultural sensitivity advisors, they often make decisions based on tired assumptions about how the content of their games relates to a larger historical, historical, and cultural context.
Sometimes Far cry 6 The developers should have known better-as they decided to base their story on the practice of slavery in the twenty-first century. In the game, the Castillo regime surrounds dissidents and forces them to work in the tobacco fields, another manifestation of the dictator’s brutality and cruelty to slavery.
As described in a simulated Cuba, it is not particularly sensitive to the centrality of the trans-Atlantic slave trade in the island’s real-life history and culture. Slavery has shaped Cuba more than the United States: Cuba perpetuated the practice in 1886, more than two decades after its extinction in the United States, one of the last countries in the Western Hemisphere to abolish slavery. Today, one in three Cubans is identified as of Afro-descent. It is irresponsible to create a game around the theme of slave labor in simulated Cuba without any thought for this real history, and we should expect better.