- Pronouns
- She/They
Do note that the games that shove politics aside for the ancient evil space flea are also console games that required a definitive ending or at least end point. Unless you want the Hamlet type ending that Tactics went with, politics doesn't really end, or resolve in a satisfactory way so ending with your character in a kind of limbo while nations proceed with talks and agreements and compromises which are on going because it's all complicated and messy and there's no real solution to politics.
I know that you can't end a story with heavy political themes with "and we punched the CEO of racism in the face and made the problem go away," but I don't think that precludes having a satisfying ending to your story.
I think the core of it, at least how I like seeing it, is having main characters making a real, tangible difference in the world and making it better for today, while leaving the door open for future efforts and generations to make progress on the problems we can't solve right now.
So in a bizarro-XVI, I could see a story in the vein of our protagonists fighting against the great powers of the world, and leaving the actual institution of slavery upturned and damaged enough that it's unlikely to be reestablished, along with inspiring enough people to resist the old status quo that there's real space to avoid society backsliding, and to make progress in the future.
Like, "we've done what we can to help today, but we must also entrust the future to those who will come after us" is a perfectly valid way to end a story, and I think it's a shame seeing so many stories flinch at the last second to cart out a giant space flea.
(and honestly, sometimes I think the space flea is worse - I'd rather take a messy ending over "yeah we didn't actually solve any of the systemic racism or institutionalized slavery, but we got to punch god in the face I guess")