
Warning: These posts include minor spoilers for the lore of
Our understanding of identity and belonging is constantly shifting. As it stands now, personal identity is wrapped up with our nationalities and cultures. We give credence to borders and stress non-existent divides, even in an increasingly globalized international environment. How we relate to each other as individuals, groups, and governmental bodies maps the future of our political landscape. The threat of war and violence, and the hope of peace and mutual cooperation, is dependent on how we manage conflict during times of strife. These truths will extend into space along with human advancement.
Our cultural artifacts are teeming with realized perceptions. Elements of reality weave their way into our fictions, colored with personal views on every subject. Videogames are no exception. Along with lore, those game designers tasked with world building fill their games with political dynamics. They draw on compelling narratives we see today while simultaneously planting their own cultural perceptions on politics, intentionally or otherwise. Bioware's
Migration and Nationality
The quarian species, in my opinion, is the most interesting galactic race in the

The way we understand nationality is defined by a political system framework based on independent nation-states. According to international law, every person in the world has a right to leave their country for another. However, receiving states (aka countries) have no legal obligation to accept these individuals as citizens. Which means individuals, and even whole groups of people, can be stateless.

A Shared Experience
There are several examples of well known stateless-nations, perhaps the most prominent being the nation of Palestine. While there is a political body of the State of Palestine which claims political autonomy over a geographic region, they are given only limited international recognition and do not control a large portion of the area they claim. Other prominent examples of stateless-nations include the Jewish people before the creation of Israel, the Kurdish ethnic group, and the Romani people, known more commonly by their derogatory moniker of Gypsy.

Diaspora groups often struggle with stereotypes and xenophobia, which are created by circumstance. In ME2, a quarian woman on the Citadel is falsely accused of theft. It quickly becomes clear quarians are generally distrusted by other races. Their nomadic lifestyle and limited resources necessitates extensive mining, the dropping off of criminals, and temporary employment.
Thus, popular beliefs about quarians stealing jobs, breaking the law, or stealing resources develop. These problems are then attributed to the quarians at large, not their unfortunate circumstances. Instead of mutual cooperation, stereotypes and hatreds form. The Romani, often associated with a nomadic life style, have suffered similar hatreds for over 500 years. They were among the groups of people with whom the Nazis attempted genocide during World War II.

Massively Effective?
On many occasions, saying a group of people compose a stateless-nation assumes these individuals have a right to self-determination within a territory. It becomes very problematic to say every seemingly homogeneous group deserve a land of their own. For one, cultural homogeneity does not exist, especially within borders. Even within culture, minorities exist and must be accounted for within their political system. Therefore, we must be able to make the claim that groups can maintain a healthy culture free of injustice even when they are citizens of a larger country. What, then, for the quarians?

Regardless of future events in the ME universe, the story of the quarian diaspora is compelling. It represents real world political dilemmas and actually suggests players immerse themselves within moral difficulties - no other game world is so audacious. I do not mean to make light of real world injustices by drawing parallels with a fictional videogame species. On the contrary, science-fiction has long been a venue for writers to explore political and cultural dynamics freely. The interactivity of games enriches such a unique environment. What better place than amongst the stars, in our own vessel, to prod at our own political realities on a galactic scale?
Thanks for reading and come back next week for the continuation of this series: Salarian Dilemmas.