I’ve wanted to keep controversy away from this blog. Controversial comments can be very dangerous on the Internet. Criticizing fiction is my favorite hobby (hopefully profession someday). My other blog was for the heavy stuff, but this particular topic involves fiction and social identity politics. #GamerGate, the surrounding controversy and it’s impact on the video-gaming community are today’s subject. I’m a new coming to the entire situation and misinformation saturation from both sides have made the last two days rather unpleasant. However, since I commented on GamerGate in ignorance causing my credibility (in my own eyes) to become questionable, my only remedy manifests in this post.
Video games were once my favorite pleasure activity. Writing has taken the helm now, but games haven’t been forgotten which makes learning about events in the last year extricating. While politics isn’t a personally enjoyable subject, insanity fuels me to stay knowledgeable about current events, political ideologies, progressive movements and the consequences of government’s actions. My opinions regarding these topics are almost endless.
Fiction has been my refuge from the real world ever since I read Harry Potter and The Philosopher’s Stone in elementary school. I love being transported to other worlds, reading the exploits and adventures of people or creatures. There’s no greater feeling of joy than getting sucked into a novel for the first time. It’s awe inspiring experience. Books, film, theater and animation are all awesome mediums, but video games offer an interaction that no other medium can. Players can take an active part in stories, sometimes building entire worlds in the case of Minecraft. Creativity manifested in new way and everyone who played celebrated this phenomenon. In the early 2000s big AAA publishers started to loose their iron grip on games studios. Indie studios were popping up everywhere, making games of every kind. Gaming culture took some really positive turns in the last ten years.
Of course, it wasn’t perfect. Some gamers were trying to raise awareness about video games being an art form and a legitimate story-telling medium. Others were fed up with the creative stagnation of AAA titles. Shit-talking always polluted online chat-rooms and gaming community members were the ones telling shit-talkers to stop, not people on the outside. Critics blasted games for being awful, demanding better games from publishers and developers, but there was always common ground. The divisions weren’t deep enough to destroy the culture video games had created. We were people who played and loved video games. And then the Internet happened.Chronology according to Erik Kain
Chronology according to Know Your Memes
Zoe Quinn and the Quinnspiracy:
Why does Zoe Quinn’s story matter? How is it relevant to corruption in gaming journalism? Honestly, I’m not sure we should care. Basically, a female indie developer released a game called Depression Quest in 2013. Apparently the game wasn’t very good, but received good press from sites like Kotaku and Rock Paper Shotgun. Around the same time one of her ex-boyfriends posted rather incriminating evidence against Zoe involving sex for journalistic favors with various people in the industry. These events created the Quinnspiracy. Her conflict with The Fine Young Capitalists, Wizardchan and alleged intimate relationships with people caused severe backlash from folks on the Internet.
Normally such a story wouldn’t cause many waves, most people wouldn’t care. However, some folks decided that defending Zoe by censoring forum threads, making DMCA complaints and labeling her accusers as angry white misogynists was good idea. It’s like putting out a fire with gasoline. Here a few examples: (note these are all recent articles) the Guardian, the Daily Dot, Ars-techina, the Daily Beast, Gamasutra. These piss me off, but they’re not the real problem. The Quinnspiracy—a conspiracy I don’t fully believe in—brought the feminism crusade to our land of pixels and honey. Anita Sarkeesian and The Feminist Frequency
A list of Sarkeesian’s notoriety: started a youtube channel and website (title listed above), guest lectures at certain universities, convinced roughly seven thousand people to give her money which totaled around one hundred and sixty thousand dollars, released a series of videos called “Troupes vs Women”, received a massive amount of misogynistic attacks/death threats on the Internet and participated in a TEDx talk. Anita and Zoe’s experiences are the fuel for #GamerGate’s opposition. Some might call them SJWs (Social Justice Warriors), however I will stay away from this terminology. Author’s note: Anita has far more credible evidence than Zoe regarding attacks, hacks, death threats, etc.
Youtube personalities like The Internet Aristocrat, Mundane Matt and others have focused their criticisms outside of her video series. Some folks claim she used clips from other “Let’s play” videos and didn’t give any credit the owners of those clips. Further speculation suggests she didn’t even play the games at all. The number of videos Anita has released versus how much money her kick starter accumulated does raise some suspicion. Others state that both Anita and Zoe are playing the “professional victim,” essentially inflating the damage to manipulate people’s emotions. I’m not sure I believe that either. While these speculations combined with Anita’s action makes interesting conversation, I’m not sure it’s a productive direction.Troupes vs Women
Many folks have criticized Anita’s video series over the last couple years, including feminists. I’ll give a light criticism of her most recent videos: Women as Background Decoration (part 1 and part 2). As a critic, Anita makes some astute observations about how female npcs are treated and portrayed. Her arguments are constructed well and laid out in a logical fashion. Her criticism of developers for relying on violence against the poor—specifically women—and disenfranchised is legitimate. Video game writers should forge newer, more intricate ways of creating a wicked or a-moral world. Games like GTA don’t really offer a female character in the main cast (characters the player can control). Some of her criticisms could open discussion for better games. Now on to my critique.
1. The pool of games she references represent a small fraction of existing video games. With the advent of mobile games, Wii games and Steam, AAA titles encompass a small fraction of available games. Show me sexist events or portrayals in one hundred games—crossing multiple genres—instead of a dozen in the same or similar genres and then you will have my attention.
2. Titles like GTA 5, Sleeping Dogs, Dishonored, The Bioshock franchise, The God War Franchise and Red Dead Redemption either have a player controlling a villain or someone who has potential to be one depending on the player’s choices in game. Are there sexist events, people and places in GTA 5? Yeppers. All three playable characters are sociopathic, a-moral or deranged. There’s violence against both genders in that game, sexualized or otherwise. In Dishonored all the citizens of Dunwall suffer a variety of afflictions from a corrupt government. Gender becomes irrelevant in the city wide oppression. Anita ignores the nature of the games she is analyzing, taking events and characters out of context.
3. Intellectual pretentiousness. I don’t know if this was intentional on her part, but it’s there. Notice how all the videos are labeled as “educational.” Nevermind that her criticisms are ultimately her own opinion. No, no, no Anita is here to enlighten the ignorant masses. Man that infuriates me. Does she assume her audience consists of nothing but men with no concept of sexism or what it looks like? Because that’s how she delivers her conclusions. One can’t expect to convince anyone of anything if that person is talking down to an audience.
4. Her conclusions about specific events in her example games are based on sexist assumptions. Some statistics state that at least 40% of the gaming community in the United States are women. Industry leaders and game developers are probably aware of this. We don’t live in 1985, it’s 2014. Video games have become a major part of most peoples’ lives. Anita basically states that all games which portray violence against women or women as sexually objectified beings were created by sexist game developers. Worse than that, people who buy these games join these “sexist” developers in an incestuous relationship whose only purpose revolves around strengthening The Patriarchy and prejudice against women. Granted that’s my phrasing, but her intention runs along similar lines. Santa Monica Studios isn’t sexist for making a series about a broken man consumed with vengeance. Kratos is a bastard who will make anyone—regardless of gender—suffer to achieve his goals.
5. I realize this video series wants to highlight sexism against women, but multiple times Anita says that men aren’t sexualized in video games. My response: male power fantasies. Almost all existing game protagonists are caricatures of traditional masculine qualities. They have sculpted bodies, stoic or emotionless, sexually dominating and the ability to solve every conflict with violence. As a masculine being, I don’t resonate with this portrayal of masculinity. It’s sexist against men who aren’t like that. Women are not the only sexualized gender in video games.
6. Fiction doesn’t matter. Rational human beings—barring mental illness or trauma—can distinguish between reality and any kind of fiction. Ideologies or political/social messages can be perpetuated through fiction, but never has a person completely changed their world view after playing a video game or any other medium. Gender violence perpetuates itself. Children who are abused will be more likely to commit abuse in their adults lives, not from playing sand-box video games. One of my biggest problems with most feminist theory is it’s habit of extrapolating sexism in fiction and then applying as a main cause for continuing sexist behavior in reality. Fiction and reality are related, but not the same. An author’s person should not be judged solely on the content of their fiction. Yet, Anita’s arguments imply that gamers are brainwashed into misogyny by sexism in the games they play. Essentially she is blaming content creators for a problem that supersedes gaming culture in its entirety.
7. Video games are an interactive media, thus it has a more damaging influence compared to other visual mediums. Video game censorship activities have used this argument for years. They pull statistics and research that “definitively” show video games making teens more prone to violence. Anita re-appropriates this belief, replacing generic violence with sexism and gender violence. I acknowledge that video games affect people to a greater extent than a movie or television show, but none of these mediums change entice people to engage in hurtful or destructive activities. #GamerGate and Internet Harassment
For the record, I think the #GamerGate moment is a positive force interested in the betterment of gaming culture. I am not actively involved, but I support the ideas behind it (because my endorsement is suuuuuuppppppeeeerrr important). Recognizing journalistic corruption is important and I’m glad people within the gaming community are taking stand. Asking for genuine and fair coverage of games and other aspects of gaming culture is not wrong. It’s something all people who play video games can unite on.
Media coverage of #GamerGate has not been kind. There are some bloggers/journalists who defend the movement, but the opposition is over-whelming. It may seem obvious, but why does the moment continue to receive bad press? “Oh they’re just SJWs,” that’s a dishonest rebuttal. Internet harassment is not a new phenomenon, it’s been going on for years. #GamerGate’s opposition—journalism or otherwise—are essentially feminists or people who sympathize with feminist theory. Attacks on Zoe and Anita have fueled their notions that the gaming community is filled misogynists who have nothing better to do, but tear down the lives of women. There’s a fatal flaw in that assumption: when did the gaming community become synonymous all communities on the world wide web? Were some of those death and rape threats from people who associated with #GamerGate? Probably. But this movement has been vocal about their intentions and what the “core” represents. Journalists who still label #GamerGate as nothing but sexists people are misinforming those outside the conflict. In this regard, I agree journalistic collusion does exist, but the Quinnspiracy still seems like an exaggeration. To folks who like to anonymously threaten people with rape and/or death:
These people are giant gaping assholes whose genitalia should be mauled off by a bear. Sadly the Internet is full of them. Negative aspects of our nature tend to emerge when no one knows our identity. Without personal identity consequences become far less tangible. Whether any threat is real or false, no one should ever threaten someone with rape or death. Ever. Male or female, no one deserves that kind of treatment. Origins of the #GamerGate conflict can be traced directly back these asshats. Journalism and Ethics
One massive reason keeps me from actively participating in #GamerGate: I don’t care about journalism ethics. Zoe Quinn’s actions seem to have woken many folks up to collusion within gaming “journalism.” First, journalism is a questionable term because what separates a journalist from a blogger? Besides an ethical standard that journalists are supposed to follow, no difference is found. Especially since journalism has become so bias that one can ever know if an event, place or person is portrayed truthfully. Second, why was anyone surprised? Was the Internet ever this magical “Fifth Estate?” Somehow technological advancement eradicated the corruption that plagued the “Fourth Estate,” allowing no bias to exist for the next generation? A free flow of information doesn’t mean journalistic collusion is dead, just harder to pull off; yet, it still happens. I’m skeptical of reviews and articles in Game Informer—my favorite source of information for video games—because AAA publishers basically try to bribe game “journalists” with gifts and full-paid trips to test their games. It makes sense that indie developers want to get chummy with journalists. Just take everything with a grain of salt.
This doesn’t mean people shouldn’t try to change it. #GamerGate and it’s youtubers are making legitimate claims. Folks playing video games should be able to trust gaming websites and their writers. The Escapist has already altered their ethics policy. Even Kotaku has made policy changes to avoid conflict of interest situations in the future. Gamers’ voices are being heard and that’s awesome. Feminism vs Creative Freedom
I am not a feminist and I support gender equality. To some that’s an oxymoron, but it’s definitely possible. Before I really dig into this subject, a list of observations about feminism and other progressive movements. Disclaimer: I understand that feminism is an old movement that has undergone at least three transformations or “waves.” It has many variations and those members fight for differing specific goals, yet these variations still adhere to basic feminist notions.
1. Most progressive movements view the world from a particular moral lens. This lens is usually built from an ideology which forms a moral absolute. Taking a moral absolutist stance on anything immediately diminishes the chance for compromise or dialogue. Look at how entrenched people on both sides are over abortion in the United States.
2. A person or group of people form an ideology. They are the first generation thus no distinction is made between ideology and ideologues. However, the following generation inherits the ideology. No longer are the ideologues and ideology the same entity. The members may have personal variations on the inherited ideology, but they ultimately perpetuate the original ideology. I’m not saying ideologies can’t change; Feminism is a great example ideological change. However, Feminism’s core values remains the same.
3. Progressive movements use “war time equivalents” (i.e War on Poverty, War on AIDS, etc). There are no bystanders or neutral agents. Either one supports the movement or that person is treated as an enemy or “part of the problem.” This too limits compromise or dialogue because the opposition is seen as inferior or regressive.
4. These movements often endorse conformity, rejecting intellectual rights of an individual for betterment of the movement or cause. Not all individual rights are rejected just those that oppose the movement’s ideology or break an established criteria. Often a progressive movement does not even tolerate the existence of opposing ideas and actively seeks their elimination. For a long time feminism completely shut men out of any conversations involving sexism, gender identity, pregnancy, abortion, and contraceptives. Only men that submitted to the ideology could voice an opinion. A non-feminist man? Out of the question. Emma Watson’s #HeForShe might be the first time a proclaimed feminist actually invited men to the conversation.
5. Progressive movements encourage policing of content and ideas in all aspects of society. Therefore most progressive ideologies draw their roots from Utopian ideologues (i.e. Plato or Hobbes).
6. Social injustice—real or perceived—cause people to create progressive movements. Good intentions guide members within a movement, meaning the first generation can succeed in improving a society or culture. Unfortunately, good intentions have unforeseen consequences created by members of a later generation. Oppression of Creativity
How does this relate to creative freedom? Of the two women mentioned in this post, Anita scares me more than Zoe ever could. It’s not because Anita’s criticisms are ironclad and unstoppable. Her potential influence on big publishers isn’t the genesis of my fear either. Every variation of feminism shares at least one common aspect: ideological policing. If this was an introverted effort, I’d no problem because it could be classified as reformation. Unfortunately, Anita’s brand of feminism is extroverted effort. They seek to police content within future video games. But isn’t that censorship? States like California have been trying to regulate video game publishing for almost two decades. Feminists like Anita seek more sinister goals. Policing content isn’t quite the same as censorship and it has a deeper impact. Censorship is visible and can be combated legally. Ideology can only be stopped with other ideologies. If the majority of game developers—current and upcoming—start to endorse and agree with policing content because it might be offensive or not politically correct then creativity will die. Women like Leigh Alexander, Anita and others only want “approved” creativity, ideas that fit their specific world views. In an industry where developer creativity is already quashed by marking statistics and greedy publishers, this feminist invasion compounds an existing problem.
I don’t give two shits about journalism ethics. I’m happy that people are fighting corruption, but that’s chump change compared to the threat that Anita and her ilk hold. I don’t want developers to waste away under ideological oppression. That’s why I support #GamerGate. As a content creator and aspiring fiction author, people should be allowed to create fiction of their choosing, no matter what that content might include. The Future
After a month of watching events unfold, I have a few thoughts on what #GamerGate and the gaming community should do next (I promise this post is almost finished). In order to stop feminism from gaining a dominant position in gaming culture, we need to engage them on our own terms. This goes beyond #GamerGate and journalism ethics. There probably are some aspects of video games which legitimately promotes sexism against women. Rational human beings should be able to converse about this topic. I know there are feminists or just women who play video games and don’t agree with ideological policing. Let’s find these folks and get some constructive conversation going. It’s the only way to keep the flow of ideas and creative freedom alive.
Now some criticism specific to #GamerGate. Folks need to stop putting up unfair rebuttals like “SJW’s are useless and stupid.” Progressive ideology and the people that follow it frustrate me all the time, but name calling isn’t going to solve anything. An eye for an eye attitude just ignites the opposition towards irrationality. Second, there will always be people who believe #GamerGate is a misogynistic movement filled with assholes. Don’t try to silence every opponent. Third, divert some focus away from journalism ethics and corruption. Feminist opponents need to be addressed in a reasonable manner by #GamerGate “leaders.” If anyone read this far, thanks for hearing my thoughts on this entire situation. Despite my cynicism, I hope people within gaming culture will fight to preserve what video games are all about: having fun.
Extra Reading:List of colluding gaming journalists
Internet Aristocrat’s summary of events part 1
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