Over the past two months or so, I've been "fortunate" enough to take part in a "Critical Approaches to Creative Media Products" unit that deals with many of the same issues that we have read about and heard talked about in the games industry over the past few years. I don't know if it's anywhere close to the same as the "Social and Political Thought" class that Anita Sarkeesian took but the themes and language used are very reminiscent of her videos. The class itself isn't horrible ... but all the thoughts you have ever had about "cultural criticism" not being a real job are reinforced by it.
Let's start with the biggest reason why: there are no wrong answers. Absolutely everything is open to interpretation. Your own ideology and how much you read into things are more important than being accurate; it doesn't matter if the content creator actually did put the same spin into their work that you claim, it only matters that you make the claim and are able to justify it in some way.
Some of you may have heard of a subject known as "semiotics"; the study of the meaning behind signs and symbols. This doesn't specifically refer to signs but can refer to a body of work (a text, like a movie, game or television series). It's all about the "decoder" (the viewer) figuring out the message and the reasons why the "encoder" (the content creator) created the work the way they did.
Is it correct? Doesn't matter. Can you read something into it? If the answer is yes, then you're on the right track.
If you think I'm exaggerating, I'll use an example given by the tutor herself; when talking about the 2001 Tomb Raider movie starring Angelina Jolie, she brought up a scene near the end where Lara Croft visits her father's grave. The tutor's "decoding" of this scene is that the filmmakers and audience are only comfortable accepting a woman in a "masculine" action role if she also sticks to "her place" as a woman and outwardly displays that she's still feminine.
There's a big problem with this. Let's say Lara attended her father's grave in a suit. Couldn't I interpret that as the filmmakers refusing to show that a woman can be an action hero while also being feminine? That she has to be masculine to be believable? Only today, I looked up Jupiter Ascending on Wikipedia and read the phrase "Hollywood typically portrays strong women in action films as "Arnold Schwarzenegger with boobs"," so couldn't that standpoint be argued and be just as valid?
Of course it could. Because there are no wrong answers.
This "no wrong answers" approach is a key aspect of critical approaches that isn't picked up on by gaming journalists. It's all interpretation, based on the decoder's ideology more than the text. Gaming journalists miss this and treat the critique of people like Anita Sarkeesian as fact. Which is unsurprising, since she herself seems to have failed to grasp the fact that the critical approaches subject is based entirely around interpretation. This is why we hear blunt, insulting statements from Anita about people like Toru Iwatani, who she claimed had "regressive personal or cultural notions about women". It's her interpretation but she's stating it as fact.
More than that, and this is another major point that both gaming journalists and Sarkeesian have not acknowledged, even if your interpretation is 100% correct and you've nailed the reasons behind why a game developer did what they did ... you can still be factually incorrect about the game's content. Anita has brought that to the table in spades, cherry-picking examples that support her argument and ignoring the ones that don't (strong female examples and negative male examples). No, violence against innocent female strippers in Hitman Absolution is not "implicitly encouraged". Yes, MaleShep does have his own nickname. No, NPC bodies disappearing does not reinforce women's status as disposable objects. Even if being a "cultural critic" allows you to say whatever you like about a content creator's ideology, you can't ignore facts and evidence in order to prove your point. That is an area where there certainly are some wrong answers.
I don't want it to sound like my Critical Approaches class was horrible and I have to give my tutor credit in some areas. She wasn't on board with the nonsensical "it's impossible to be sexist against men" attitude espoused by Anita and other high-profile feminists. One other significant point she made about sub-cultures vs. the mainstream. An "out-group" vs. an "in-group". Basically, as sub-cultures become more and more of an "out-group", they become more at odds with the mainstream.
You may also have heard a phrase that goes something along the lines of "the oppressors never see themselves as oppressors". Judging from their reactions over the last year, it seems as though there are a bunch of high-profile mainstream figures in the games industry who still see themselves as being part of a downtrodden sub-culture. People like Anita, Leigh Alexander and Brianna Wu see themselves as oppressed, helpless victims being piled on by their oppressors ... but then do a great job of killing that image by landing television interviews, college talks and articles in mainstream newspapers to talk about how oppressed they are. It doesn't matter that they're wealthy. Or funded by Intel. Or the heads of PR agencies. Or were given hundreds of thousands of dollars by their parents to start their own businesses. Or have friends in high places, like film directors and mainstream journalists who are happy to promote them as being victims. They still don't see themselves as being part of the mainstream. Or they do and know how well-off they are but have to keep up appearances for the sake of profiting off their victimhood.
I want to make it clear that I'm not limiting this to those three. Gaming journalism as a whole (more or less) seems to fit this mould. It seems to be a trend with feminism as a whole too; feminist writers and bloggers appear to think that feminism is the sub-culture when, in actual fact, it's the mainstream. In his interview with TechRaptor last year, Daniel Vavra talked about how, "there is a group of people that think they know what’s right and what’s
wrong and that they have a mission to make the world a better place and
protect the oppressed by any means. They don’t even care what the “oppressed” people think". This isn't specific to games either. It's in all forms of media and ridiculously common in comic books (such as the controversy over the Milo Manara Spider-Woman cover variant). "If you don't like it, don't buy it" is not a phrase they consider acceptable. The demand is that nobody should be allowed to buy it unless it suits their sensibilities. It's very immature. Feminist critique isn't a subculture. It's the mainstream and it has been for about thirty to forty years. Critics of feminist critique are the subculture.
*
I was surprised to find that I still get at least a hundred visitors to the blog a day, even when I haven't updated for months. I apologise for that but if you read my last update, you'll know that I don't keep in touch with mainstream gaming news anymore. I get by on word of mouth and a few smaller gaming news sites that care more about the games than the politics. We all want to like games and I feel like buying the games I'm interested in is the best way of doing that. If it annoys critics because it has "regressive" portrayals of women, even better.
Regardless of whether people love or hate what I have to say, I appreciate everyone who visits and feel guilty about not updating more often. My readers (and especially commenters) are all great people and I don't want to let you down after you've done so much for me. I'm not going to stop updating, I guarantee that, but as side projects go, this blog is actually pretty draining.
I have to give a long-overdue thank you to Adrian Chmielarz for his numerous links to this blog in his "Top Ten Critiques of Feminist Frequency" article in February. It's much appreciated and his article was a great read. Thanks a lot to Adrian.
I apologise for not updating in January and I'd be lying if I said that wasn't due to feeling burned out on gender politics in gaming. Since I started this blog, I spent a lot of my time while writing each post seeking out information on the subject, often hunting down as many articles from the gaming media as I could on a particular subject. Even if those articles made me roll my eyes or cringe at the double standards the author happily promoted.
Now -- and I put this largely down to joining Twitter and becoming smothered by the issue -- I tend to avoid these articles and avert my gaze from the latest ridiculous statements from "pop culture critics", IGF judges and game journalists who seem to hate their own audience. I don't see a reason to read something that I know will irritate me but there'll be no point in responding because it will just be ignored. More high-profile figures than me have responded to these criticisms of gaming without any response. It didn't matter whether they were game developers, game journalists or women and minorities themselves (and obviously, there's plenty of overlap between those groups). Regardless of who they were, they were ignored, insulted, added to blocklists or dismissed for being white and male (even when they weren't, bafflingly).
It feels like each individual gamer's voice online matters less than ever before. Game journalists actively try and cultivate communities where nobody has the right to offer a dissenting opinion. Game journalism is basically one very big ivory tower, with journalists at the top bellowing what is "right" to the world while gamers are at the bottom, their criticisms going unheard.
With that said, growing discontent amongst gamers is clearly being felt by game journalists as well and it's interesting to see how it's affecting them. Take Dying Light, for example, which I know very little about other than "it's the zombie parkour game". Recently, Techland, the developer of Dying Light, chose not to feature a quote from a reviewer or game journalist on the posters forthe game, instead choosing to feature a quote from Pewdiepie, the Youtube Let's Player.
Seeing game journalists' seething reactions to this shows how petrified they are about their monopoly being broken. Severaldifferentsites referred to Techland's actions as "ridiculous", "shady" and "an ethical can of worms". This is ignoring the fact that PewDiePie's endorsement is no different from a celebrity endorsement in any other medium. Authors promote their books by putting quotes from other authors on the back cover. Films sometimes feature quotes from other directors on their posters (one that stands out in my mind was a Quentin Tarantino quote for Kevin Smith's Red State). I can't even turn on my television without seeing George Clooney advertising coffee and Kevin Bacon shilling for mobile phone networks.
What gets under the skin of game journalists is that they are becoming less and less relevant. Why would a game developer seek a quote from a reviewer or website who might give a game a lower score based on the size of its female characters' breasts or other issue unrelated to the game's quality? Or who only gave it a high score because of how many incentives they were given by the developer? When there's a gamer on Youtube with 34 million subscribers as of this writing, why wouldn't you reach out to that audience and use his quotes about your game? There's no reason not to.
This is basically gaming journalists behaving like children and throwing a tantrum because their parents aren't giving them the attention they want but, just like children, they're very, very loud. It seems as if they're afraid that gamers are listening to -- shock, horror -- other gamers, giving their opinions as they play games, rather than game journalists preaching about how horrible gamers are, how all games are sexist and then recommending you buy Gone Home.
Unfortunately, not everyone has the audience that PewDiePie does. I don't, so my voice doesn't get heard as much as I'd like. Game journalists are still the dominant voice in gaming. That's frustrating. Two weeks ago, a writer called Liana Kerzner wrote a five-part series called "Why Feminist Frequency almost made me quit writing about video games". Liana goes into a lot of analysis of Anita Sarkeesian's Tropes vs Women series so far and, as so many have done before her, pokes huge holes in her arguments. If you've read these types of arguments before, I recommend skimming Liana's articles but they're worth reading for her perspective on the matter.
I actually disagree with Liana on quite a few things but she comes at the topic in some important ways; not just as a woman but as a woman whose voice has been ignored and as a woman with a large chest who is being stereotyped by Sarkeesian for her views on women with large breasts in video games. I was surprised by how much it resonated with me; just as Liana is frustrated over her viewpoint being ignored and people speaking for her, in spite of the fact she belongs to the group being spoken for, I feel the same way when it comes to her flawed arguments about men. The gaming press listens to Sarkeesian but does not seek out different opinions as they should and not once have they suggested that peer review may be a good thing. In short, Liana and I are quite alike; we both write ridiculously long analyses on Anita's videos but ultimately, our feelings boil down to being the same. Liana was tempted to quit writing about video games due to Feminist Frequency, which is also a big part of the reason behind my long hiatus (although mine ties into game journalism as a whole but because Feminist Frequency's influence is largely responsible for the current climate, that's a circular argument).
Liana's arguments in part four of her series ties into what I want to write about today and, honestly, something I should've written about a month-and-a-half ago. The big news that in Final Fantasy XV, Cid -- a recurring name for different characters throughout the series -- will be given to a female character for the first time.
-----
The reaction to the latest version of Cid being female reminds me of a few other occasions when a piece of news that should have been considered a victory for female portrayals in games hasn't been welcomed as you would expect. Aliens: Colonial Marines' developer adding female characters was criticised by Carolyn Petit on Gamespot, for example. Anita Sarkeesian dismissed Princess Peach's inclusion in Super Mario Bros. 2 because it was "by accident" because it was a modified version of Japan's Yume Kōjō: Doki Doki Panic. It feels like a similar story with Final Fantasy XV.
I don't want to describe the female version of Cid as being "monumental" or "ground-breaking" for women in games but if you're a fan of the Final Fantasy series, it is significant. Having a Cid in a Final Fantasy game has been a theme since Final Fantasy II in 1988 and the size of the role each Cid plays varies depending on the game. However, they tend to have something in common; providing the protagonists with transport for getting around the world (often an airship). This seems to be the direction FFXV is heading in too, with Cid being a mechanic. It's likely that she provides -- or repairs -- the car we see the heroes travelling in during each of the gameplay trailers.
So what's the big issue with Cid?
I plan on keeping my criticism here very short; what we have here is several examples of people who care less about what a woman does and more about how a woman looks.
First of all, let's dispel the myth that Cid's design is "the typical Final Fantasy female character". Thinking about female Final Fantasy characters, your mind could go to any number of conservatively-dressed women, such as Aeris, Yuffie, Yuna, Penelo, Ashe and all of the female characters from Final Fantasy VIII, IX and XIII (unless bare midriffs or legs are considered sexualised. By Lightning Returns, some of Lightning's costumes were clearly designed with fanservice in mind but prior to that, her outfits were modest). That's without going back to the 2D era.
Even thinking about other characters, what constitutes being sexualised? Rikku was introduced in Final Fantasy X with a shot focused on her behind but she wasn't portrayed sexually throughout the rest of the game, nor was her outfit revealing. The same can be said of Lulu, who wore a dress that showed her cleavage but was far from being a sexualised character. Even though Tifa is sometimes held up as a sexualised character, you'd be hard pressed to find any examples of her being sexualised in Final Fantasy VII. I don't know if further games and movies changed that.
This is slightly off-topic but it bothers me somewhat that some people -- hopefully a vocal minority -- have stigmatised Final Fantasy with this label about women while BioWare sexualise the hell out of their female characters but receive nothing but praise for being a "progressive" developer. It doesn't make sense but by now, I've accepted that's often the case.
All-in-all, Cid's critics basically pushed aside the fact that for the first time in a Final Fantasy game, Cid is going to be female. They ignored the important point that she is working in a traditionally male-dominated profession. All they focused on was her body and her outfit. It staggers me that the critics can so unironically and harshly judge fictional women based on their breast size and their attire and then complain that there are no good female characters. When you judge women so cruelly that you think "revealing clothing = bad character" and "large breasts = zero worth", that's the type of conclusion you arrive at. The same critics have attempted to retcon Lara Croft from being a tough, intelligent, witty, independent icon of the PlayStation and most successful female video game character of all time -- the Guinness Book of World Records even says so -- into nothing but a sex object or teenage boy's fantasy.
Plus, male Final Fantasy characters are unrealistically attractive too. From around a dozen androgynous hunks to plenty of gents sporting the open-shirt look, men's bodies and clothing in the Final Fantasy series has long been as over-the-top as the women's, if not more so. Yet it gets ignored or dismissed as -- you guessed it -- a "male power fantasy". Lack of awareness and objectivity concerning male characters is always a stumbling block when these arguments are made about female characters.
Also, and this should go without saying -- in fact, many of these points should -- but there is nothing wrong with making any character attractive or giving them revealing clothing. That does not automatically make them a bad character, nor does it make them sexualised. From what we've seen so far, Cid is not sexualised.
I think with announcements of this nature, we see a significant divide between two groups of people; those who actually want to see more good female representation in games and the entitled bunch who think stomping their feet, playing the victim and demanding their own way will override a game developer's creative freedom. Final Fantasy XV's Cid is a better example of how to make a female character own a traditionally-male role than, say, Jason Aaron's female Thor, and deserves to be treated as such. She should be judged on her own merits as a character and not, as her critics want, as an object.
Besides, even if Cid was sexualised, God knows male blue collar workers have never been sexualised, right?
Finally, and I'm not going to go into this at all, if you want to see true hypocrisy, look up the reactions to the sexualised male hero of Mevius Final Fantasy, an upcoming mobile game. If you ever needed proof that gender equality is certainly not being argued for in games, go and read some of the celebrations by feminist gamers over a male character being sexualised. It doesn't come as a surprise how quickly they abandon their principles over sexualised characters when they're not the victim, nor can they deny it exists against men. Yay equality?
Leave a comment or e-mail me at themalesofgames@gmail.com. My posting may be more sporadic from now on.
Part of the game design course I'm enrolled on is learning how to make games using Flash, so earlier this month, I made a short game to practice coding (basic stuff like changing frames and triggering animations). As I mentioned in my last blog post, over the past couple of months, Jonathan McIntosh -- producer of the Feminist Frequency Tropes vs Women in Video Games series -- has been getting a lot more attention on Twitter for his often bizarre statements. That led to the "#FullMcIntosh" hashtag being used to describe some of his most ridiculous tweets. He's gradually stopped being a behind-the-scenes figure and has become more prominent, to the point of appearing in a Feminist Frequency video himself.
So naturally, I decided that my game should parody Jonathan McIntosh.
I explain a lot about the reasons behind the game on the "About" screen but basically, my criticism of the Tropes vs Women series has been ignored. Everyone's criticism of the TvsW series has been ignored, unless it's very easy to dismiss (as was the case with Doug Walker in August 2013). Yet the views of McIntosh and Sarkeesian, as flawed, unproven and blatantly untrue as they are, still receive recognition in game journalism circles. With that in mind, I've joined everyone else who's said "screw it" and decided that parody is a far better way of raising an objection than scrutinising every line of a Tropes vs Woman video.
I actually put more of an effort into it than you might think; I trawled McIntosh's timeline and the #FullMcIntosh hashtag for some of the most ridiculous things he's written and many of them were so ludicrous that I could put them into the game unaltered. Others were exaggerated slightly and a few were entirely fabricated (which meant I had to think like McIntosh. It was arduous). I made a list of actual Jonathan McIntosh statements and highlighted the ones that ended up in the game in some form or another:
Left-click for larger view.
Bear in mind that this is my first Flash game ever, so I'm pretty happy with how it turned out overall. As you can probably tell, I'm not much of an artist but coding-wise, I learned plenty from it.
However, if you want a far more fun parody, about a week after I posted my game on Twitter, someone posted a link to a game called "Vivtest - Xmas Edition". If you're familiar with #GamerGate, it features a lot of references to figures who are, apparently, opposed to more ethical behaviour from game journalists. And yes, Jonathan McIntosh makes an appearance as well.
Three days ago, a new character was announced for Tekken 7. If you're familiar with Japanese idols, the new character, Lucky Chloe, appears to draw a lot of inspiration from them; her fun, unique outfit, bubbly personality and slightly forced use of English phrases ("Engrish") is somewhat reminiscent of idol stereotypes.
She looks like a fun character. Her moveset is entertaining to watch and, in my opinion, her outfit and personality both have a ton of charm.
Yet at the moment, there's a rumour going around that due to fan complaints, Lucky Chloe isn't going to be released in the U.S. Only Europe and Asia.
Because this is a rumour, it may be debunked in a few days and this will all become a moot point. For the time being though, it's started a conversation.
You can read TechRaptor's article on this story but basically, when the character trailer was released, there was a backlash against the character on both Youtube -- read the comments of the video above -- as well as NeoGAF and even directed at the games director, Katsuhiro Harada, on Twitter. I'll come to why this backlash occurred later on but Harada's response is the issue; responding to people bothering him on Twitter, he made the claim that Lucky Chloe would be exclusive to Europe and Asia.
I should say that I'm in Europe so even if this is true, it shouldn't affect me. Having said that, I feel bad for U.S. Tekken fans who aren't getting a character because of a vocal minority of complainers.
The complaints themselves were bafflingly varied. Some said that Lucky Chloe didn't fit in with the rest of Tekken's cast, which is ridiculous. As a long-time Tekken fan, Lucky Chloe wouldn't even be in my top ten ridiculous characters. From fighting bears, kangaroos and dinosaurs to robot girls and old men doing somersaults, Tekken's cast has always been more ludicrous than serious. The only reason we don't consider characters like Yoshimitsu and Devil more ridiculous is because they look cool.
For people making the claim that she doesn't fit in, Tekken has had cutesy, anime-esque female characters since 3. Just look at Ling Xiaoyu's Tekken 3 ending. The central Mishima family storyline and conflict is like something straight out of an anime. People acting like Lucky Chloe is a step too far seem to be making excuses. Being too "moe" or fanservice-y is not new to the series at all.
Those aren't the most worrying complaints though. Read this NeoGAF post:
Left-click to enlarge.
Once again, people have been complaining about how a female character in a game is dressed. In this case, this poster went as far as say she was only included to appeal to fetishists (specifically singling out Harada himself and claiming that's the reason for Lucky Chloe's inclusion). There's also a ton of cultural insensitivity towards Japan and Japanese gamers.
The reason I'm writing about this at all is because this is the same type of entitled attitude that we see from modern game critics. This demanding nature is becoming frighteningly common. I apologise for bringing up Anita Sarkeesian but in her case, she directed her ire at Toru Iwatani, creator of Pac-Man; in her "Ms. Male Character" video, Sarkeesian brought up Iwatani's desire to appeal to women by making a game based around food. In spite of the fact that this worked -- likely bringing more women into gaming than Anita herself ever will -- Anita referred to Iwatani's "regressive personal or cultural notions about women". Basically, saying either he or Japan as a whole had negative views about women. So either he's sexist or the entire nation is. Once again, cultural insensitivity (possibly outright xenophobia).
Another example that I think is most comparable to the Tekken 7 situation is when Kotaku's Jason Schreier lambasted Vanillaware's George Kamitani over the design of the Sorceress in Dragon's Crown. He referred to him as "a fourteen-year-old boy" and, in a follow-up article, laid the entirety of sexism towards women in the games industry at Kamitani's feet (including such issues as booth babes, yet Schreier himself had no problem dismissing male con-goers as "sweaty male attendees" and ranting about "male power fantasies"). I went over this at the time but there is no reason or excuse for insulting a developer just because you disagree with his creative direction. Again, as sexualisation is less of an issue in Japan, insulting him just because he's more used to drawing what he wants instead of what you want reeks of cultural insensitivity.
The reason I draw parallels between the situation with Harada and the Lucky Chloe critics is because after Schreier complained, Kamitani responded by posting a picture of three of the Dragon's Crown Dwarf's palette-swaps in a possibly-suggestive pose (it's a long story but I cover it in the previous paragraph's link. Schreier added to his insensitivity by branding Kamitani homophobic).
In this case, Harada has responded too and this is where I think Harada may just be playing a joke on the haters. His joke about giving the U.S. audience a "well-muscled skinhead" seems like the same kind of jab as Kamitani's towards Schreier, so don't be surprised if Lucky Chloe is included. On the other hand, his comment about the characters being region-exclusive seems sincere. It's hard to say at this point.
The point is that in the face of this kind of dogmatic insensitivity and outright bigotry towards an entire nation over something as ridiculous a female video game character that we've seen a total of 46 seconds of, who could blame Harada if he decided to take his ball and go home? He'd have every right to. In the face of insulting, entitled critics who think every game developer owes them a favour, why shouldn't he say "screw it" and do as he wants, rather than what they want? It isn't like Phil Fish, who had a Twitter blow-up every two weeks and supposedly cancelled projects left and right in the face of minor criticism, insulting sexual assault victims along the way. This is like a parent teaching his spoiled children some manners using the "'I want' never gets" phrase.
Honestly, what did the critics even think would happen? Did they believe that if they complained enough, Harada would change Lucky Chloe to suit them? Look at the entitlement on one of the comments Harada responded to: "Please add an option to delete any character you do not want to play against in Arcade battle". Did that person really expect that to happen?
I have every sympathy for American Tekken fans who wanted to play a complete version of Tekken 7 without having to import but at the same time, if this is true, it would be a good wake-up call to an entitled crowd who've never been told "no" in their lives. The same people who preach about not judging women on their attires or attitudes in real life are the same ones who love to dictate what women wear and how they act in fiction. I find that unacceptable.
UPDATE: As I was writing this, TechRaptor added a couple of updates in the article above. Still nothing concrete but it seems likely that Harada was referring only to the arcade versions of Tekken 7, rather than the console versions. Fingers crossed.
-----
I didn't update last month, which I'd like to apologise for. Very hectic schedule but on the plus side, I'm now decent at using Adobe Flash. Trying to figure out if I could use it for this blog, somehow. If I ever make a "gender issues in gaming"-related game, I'll post it here. Unlikely though.
I have to give a big, big thank you to Milo Yiannopoulos for linking to this blog in his article "An Open Letter to Bloomberg's Sheelah Kolhatkar, on the Delicate Matter of Anita Sarkeesian" on Breitbart. I've spoken to Milo a few times on Twitter -- although I doubt he remembered me, so him linking to this blog is just a coincidence -- and he's a nice guy. Give his article a read. It's excellent and very comprehensive. At this stage, why anyone continues to give Anita the time of day is a mystery to me.
Also, thank you to the influx of visitors who've stopped by over the past month due to wanting to learn more about Jonathan McIntosh. I've only written about McIntosh a couple of times because I've never thought of him as being especially significant. However, people have become more aware of him because of his penchant for posting unusual, often-nonsensical things on Twitter (such as "we need to see some games that are not fun" because he thinks that's the only way they'll be able to have as much depth and artistic merit as other forms of entertainment). More recently, he's become known for appearing in Feminist Frequency's "25 Invisible Benefits of Gaming While Male" video, which I haven't watched but I did post a brief rebuttal to it back when McIntosh wrote it as an article.
I don't have much to add, although I'm finding it very telling that many of the items they rattled off were less about describing "gaming while male" and more involved with talking about women's experiences. McIntosh and the others in the video seemed content to speak on behalf of female gamers and tell the world what they experience. TechRaptor have another good article on this where the female contributors to the site (and other female gamers) leave their responses to the video. Watch the Youtube videos posted in the comments section too. It's eye-opening stuff.
As time has gone on, it's becoming more and more clear the social justice method of being "pro-woman" makes zero sense. They have zero interest in listening to the voices of women who say there's nothing wrong with the games industry or the gaming community. Women like Christine Phelan (Valve) and Gabrielle Toledano (EA) both work in the games industry and say the industry is nothing but welcoming towards women. Likewise, female gamers speak up regularly about feeling nothing but welcomed into gaming communities. I'm currently enrolled on a games design course and can confirm that both are the case.
So why is it that the group considered "pro-woman" are the ones engaging in scaremongering? Telling women there's nothing but horrible portrayals, sexist male "virgin basement-dwellers" to abuse them and an industry that wants to drive them out? Likewise, consider the opposite; why is it that those of us who say "these female characters are great, female developers are awesome and gaming is a great pasttime for people no matter their physical characteristics" are considered "anti-woman"? Why is driving women out of the industry considered "progressive" by these people? Because we don't stomp our feet and throw tantrums about game content?
It's too late now but I was going to write about Polygon's Bayonetta 2 review, talking about this exact thing. A great game, featuring a strong female character, designed by a woman and appreciated by women on the development team ... yet a male Polygon reviewer dismisses her as "sexualised". Apparently, strong female characters and the hard work of women is irrelevant if a guy playing it feels offended and needs to preach about how hard women have it.
Akiko Kuroda, Producer on Bayonetta 2.
Leave a comment below, follow me @TheMalesOfGames on Twitter or send an e-mail to themalesofgames@gmail.com.
I've been procrastinating about writing a blog regarding Polygon's low Bayonetta 2 review score since they posted it last week but this couldn't wait. As some of you may know, there was a school shooting yesterday in Marysville, Washington, leaving two people dead (including the gunman) and four others in critical condition.
I woke up this morning and went on Twitter to see the following tweets from Anita Sarkeesian:
There are a few good reasons to bring up mass shootings with regards to debating an agenda. To discuss the possibility (or necessity) of gun control laws. To point out the poor record of supporting mental health issues and campaign for change.
To push a ridiculous, pseudo-scientific claim about "toxic masculinity" is not a good reason. It's nothing but shameless exploitation of a tragedy to push a sexist agenda. According to Anita the problem isn't guns. It isn't failure to diagnose and treat severe mental health issues. It's men. "Toxic masculinity", to be more specific.
It's one thing to use such a disgustingly sexist phrase as that but acting like pointing it out is helping men -- "this is how patriarchy can harm men too" -- is just ridiculous. Imagine applying the phrase "toxic" to any other characteristic of any other demographic and acting as if it's actually for their benefit. "Toxic homosexuality", for example.
Edit: Created this for Twitter, so I figured I'd post it here too. Feel free to spread it around.
I've already written about the patriarchy argument and how it fails to get to the root of many serious issues that affect men and women. Let's assume for a minute that the patriarchy exists; has the patriarchy ever described a characteristic innate to men as "toxic"? No, yet Anita is happy to do so. How exactly is the "patriarchy" harming me? They aren't stereotyping my entire sex in the way that a popular feminist is happy to, nor are they saying there's something wrong with me just for being male.
As Cathy Young's tweet above points out, it's important to keep in mind that this isn't Anita throwing out her "toxic masculinity" phrase as part of a TEDxWomen or Conference talk. She's branding mass shootings as something inherent to masculinity. Not only does it ignore female mass murderers but paints it as a male problem. Then claims that she's "helping" men by telling them.
I wasn't the only one to point this out but it has to be said: Anita Sarkeesian is now on the same level as Jack Thompson. For those who don't remember, Jack's big claim was that the Columbine massacre was the fault of gamers and he used it to fuel his anti-gamer crusade. Anita is doing the exact same thing and using a mass shooting to promote all the sexist views she wants. She even took the opportunity to plug a book that she had written a blurb for on the back cover:
Left-click for larger view.
Understandably, Anita's sexist exploitation of a tragedy caused some backlash against her. Rather than taking on board the criticism and considering making an apology, Anita did what she always does; claims she was harassed. It's almost reached the point of self-parody:
Yes, Anita actually claimed that a backlash against exploiting a tragedy to push a sexist agenda was "hate". I don't think I've ever used the phrase "professional victim" to describe Anita, as others have, but it's an accurate description; she poses as a damsel in distress to gain further magazine interviews, newspaper coverage and talks about being harassed. This is no different and I don't see any reason why it wouldn't happen; following the shootings by Elliot Rodger in May, feminist bloggers and journalists leapt on the opportunity to blame "male entitlement", "male rage" and "male privilege". Laying mass shootings at the feet of men is apparently common amongst modern feminist "hipsters with degrees in cultural studies" (as the wonderful Christina Hoff Sommers put it when describing Anita's video game criticism).
After this, I don't want to see anyone claiming all Anita is doing is "making videos about wanting equality in video games", as Anita has claimed in the past during her talks. That was never true. The same applies for those who say "feminism is for equality". This is just another example of how that is not the case. In fact, if there are any feminists, especially feminist gamers, this should be the straw that breaks the camel's back when it comes to reasons to denounce Anita as your spokesperson. If the flawed arguments, the bias, stealing videos from others without permission, stealing artwork from others without permission, the whole "prostituted women" instead of "sex workers" controversy and dismissing male victims of domestic violence didn't do it, this should.
In the link I just posted about part two of Anita's Damsels in Distress video, I wrote "her heart may be in the right place". Obviously, I withdraw that statement. There is no reason for any moral person to support Anita Sarkeesian or anyone else who would exploit a tragedy to push their own agenda. More than that, she is a prime example of why I refuse to support modern feminism. I actually follow plenty of feminists on Twitter who I like but it goes without saying that people like Anita Sarkeesian have made the feminist movement about misandry. Not equality.
This is a picture that I posted back in May, following the Elliot Rodger shootings. It's as true now as it was then:
I'm sorry for not updating sooner but I came down with an illness at the same time I planned on writing a new blog.
College has started up again and my games design course kicked off with a focus on Ethics & Diversity as part of the induction. There isn't a lot to say about it -- just as there wasn't much discussion about it last year -- but I'll relay what was discussed.
Rather than a typical class of students, this year's course involves each group working together as if they're each an individual studio. Each "studio" has its own name, logo, etc. but before we reached that stage, we had to research mission statements from existing developers and create a "do's and don'ts" poster about ethics and diversity, after discussing it for a while.
Prior to creating the posters, the students had to list examples of discrimination they could think of either in games, the gaming community or the industry, under different headings on big sheets of paper the tutor provided. Headings like "Have you ever seen discrimination in the games industry?" and "List some examples of current ethical issues in the games industry". The one that stood out was "Why do you think women are under-represented in games?"
It's clear that it's a loaded question and your response is probably the same as all of mine were (but I didn't list). Could there be more female characters in games? Yes, as well as more varied and diverse characters in general. Do I think women are under-represented in games? No. I don't believe that just because few AAA games have female characters means women are under-represented and games with female protagonists are plentiful if you cast your net wider, particularly towards Japanese titles. Even if only AAA games are focused on, there are still plenty of strong female characters being represented, even while not playable. Plus, I don't think it's stressed often enough that just because there's a main character in a game with the same skin colour, sex and sexual orientation as me, that doesn't mean he "represents" me in any way. Sharing a few similar characteristics doesn't mean that character is representative of me or anyone else who shares those characteristics. I've spoken about this before, saying it's often easier for me to identify with someone who doesn't share my characteristics, such as a female protagonist, than a character who does that I dislike (Final Fantasy X's Tidus being being one of many examples).
In fairness to the tutor, he seemed reasonable enough. I spoke to him about having "heard" counter-arguments before to accusations of sexism in games -- without naming names, I mentioned that some critics had a habit of taking examples out of context and diminishing good female characters by ignoring/minimising their most praiseworthy attributes -- and he seemed happy to hear me out.
When speaking to the entire class, however, there were two things that bothered me. Firstly, a student mentioned women in the games industry being paid less, which the tutor acknowledged and also mentioned that it was common across all industries. This particular "fact" has been debunked many times over the years, to the point that it ended up on Christina Hoff Sommers' TIME piece "5 Feminist Myths That Will Not Die" (and Sommers also wrote this article for the Daily Beast if you would like more info on the subject or you can check out the report yourself). Not to go into it too much but the wage gap doesn't take into account hours worked, experience, incentives for relocating, travelling long distances or being poached from another company. It's the same story in the case of the games industry but bear in mind that games have been a male-dominated industry for thirty years (and still is). Senior figures in the industry are more likely to be male and their salaries are obviously going to be larger than those of the entry-level employees that their salaries are being compared against (which, while still male-dominated, is more likely to have more female employees because the games industry has tried to appeal to women more in recent years). When you collectively weigh the male salaries against the female ones, it's obvious that the male salary is going to be higher overall.
The problem is that saying that in a classroom when everyone except the tutor is silent makes you look like a nut. Just saying "that's not true" doesn't do much good and it wasn't as though I could back it up with a PowerPoint presentation on the subject.
The second thing that bothered me was when the tutor asked outright, "has anyone here not seen any examples of discrimination in games?" The problem with that is it occurred after talking about the wage gap, after the class had wracked their brains to come up with examples of discrimination to write underneath the headings and after everyone had read out at least one example. After that, nobody is going to say "I haven't" and I doubt they would have even at the start of the session. It's also a loaded question, given it's not structured to account for answers like, "sure but [context, artistic direction, etc.]". That's not to say there isn't discrimination in the games industry -- most notably in online games, where trolls are indiscriminate about who they discriminate against -- but I wouldn't describe, say, the women in Dead Or Alive as an example of "discrimination" or "misogyny". Those terms are too strong to describe something so minor and waters-down the severity of actual discrimination and misogyny. I know this has all been said before but it's worth repeating.
At some point, one of the things the tutor said was something like, "ethics and diversity has become a bigger issue in recent years and will only become bigger as time goes on". To that all I have to say is ... great! One of the biggest misconceptions gaming's Social Justice Warrior critics have towards people who critique their viewpoints is that we don't want to have the conversation. That's not the case at all. I want this conversation as long as it is a fair conversation, with all viewpoints being given equal consideration. To date, that has not been the case.
I'll try to keep this blog from being as long as the last one and give a more basic overview rather than a comprehensive one. This is a story that seems to keep growing, so there's no sense in being comprehensive if there are just going to be more articles and developments. Also note that, for once, I won't be linking to any sites that ignorantly insult or otherwise dismiss gamers.
For anyone who isn't on Twitter or who has been out of the loop for the last week or so #GamerGate is a hashtag that spiralled out of the gaming press' reaction -- or lack thereof -- to the unethical behaviour from game journalists that we touched upon last time; Rock, Paper, Shotgun and Kotaku writer Nathan Grayson sleeping with Zoë Quinn being an association that damages his ability to remain impartial while reporting. The gaming press did one of two things; they either gave a collective shrug of the shoulders or they went on the attack, ignoring the story about corruption in game journalism to say how horrible all gamers were to Zoë Quinn.
#GamerGate is basically the name given to those reactions and the unethical behaviour from the gaming press. Although since then, the situation has become a lot bigger.
Surprisingly, KnowYourMeme gives a good overview of what #GamerGate is about. As before, InternetAristocrat made a video about all of this while it was happening. I recommend watching it if you haven't already:
Let's recap some of the problems that gamers had with the gaming press. To begin with, it was journalists refusing to acknowledge conflicts of interest and associations that could damage their integrity. Nathan Grayson and Zoë Quinn for example. However, lots of other examples came out over the coming days (and some were already available at the time my last blog was posted), including Patricia Hernandez having relationships with two developers whose games she went on to promote on Kotaku without acknowledging any personal involvement. She went as far as to directly link to where the games could be purchased:
Left-click for larger view (very large image).
Since then, she's added footnotes on each piece, very briefly pointing out her relationship with each developer.
Plus, details about journalists contributing to developers' Patreons -- which, in case you didn't know, is a website where people can donate regularly to content creators, usually per month but also per video for Youtubers, per image for artists, etc. -- came out while I was writing my last blog:
Left-click for larger view (very large image).
Then there was this comment from someone who works for Reuters, the world's largest news agency. Give it a read, it's an interesting little story. Amongst other things, the writer notes that during Reuters' 2008 review, they discovered that a staggering 0% of staff members for gaming news sites had degrees in journalism. That's not a misprint. Zero percent:
Left-click for larger view.
There was also the friendship between Polygon reviewer Danielle Riendeau and Gone Home developer Chris Remo, going as far back as 2011. This raised some eyebrows when Riendeau review the game for Polygon and gave it a perfect 10/10 score:
Left-click for larger view.
As this is such a big and far-reaching story, I'm sure I've missed some examples but these all came to light because of #GamerGate. Let's not forget Rab Florence's Eurogamer article about exactly this type of club -- taking aim at the Games Media Awards, Geoff Keighley and the relationship between journalists and publishers -- and Cinema Blend's article about publishers offering gifts to reviewers. As you can see, evidence of unethical behaviour is beginning to mount. Feel free to refer back to the Society of Professional Journalists' Code of Ethics page if you're interested in seeing where, exactly, game journalists went wrong.
So what was the gaming press' reaction to all this? Calm acceptance of the whole situation and a pledge to reform what is evidently a broken system? Well, there is some talk of reform, which we'll come to later on but on the whole ... no.
Tom Hatfield - Writer for PC Gamer, Rock, Paper, Shotgun and The Guardian. Left-click for larger view.
Devin Faraci - Writer for Badass Digest. Left-click for larger view.
Helena Horton - Currently writing for the Daily Mirror's Ampp3d columns. Left-click for larger view.
These are just a few examples from writers. Being compared to ISIS and saying that #GamerGate was a reason to kill all men are some of the more severe examples but insults about "basement-dwelling virgins" and "manbabies" were thrown around regularly. Here are some examples of the types of ad hominem attacks directed at #GamerGate supporters:
Left-click for larger view. Note that "@Devin_Faraci" is a parody account ("@devincf" is the actual account, as seen in a previous screenshot).
It was the same story when a hashtag titled "#IStandWithJonTron" cropped up. I missed out on this hashtag while it was happening, so I can only assume that Youtuber JonTron -- someone who I only knew from his involvement in the cancelled Game Jam reality television show that Zoë Quinn was also involved in -- voiced his support for #GamerGate and faced this backlash for it:
Left-click for larger view.
There are a few reasons for so many comments about misogyny but, as far as I can tell, very few of them had to do with #GamerGate. Some were still annoyed that the hashtag grew from the Zoë Quinn situation, which wasn't that much of an issue by the time #GamerGate was being discussed. Then there was the leak of celebrity nudes, including Jennifer Lawrence and Kirsten Dunst, that happened a few days ago. I have no idea how that was linked to #GamerGate. From what I see from the 4chan co-creator implementing a DMCA policy, it's related to 4chan. I also recall hearing something about them first surfacing on Reddit.
Then, around the same time, Anita Sarkeesian tweeted about having to leave her home because of death threats. She showed a screenshot of another three-minute old Twitter account with only ten tweets as "proof". Only ten tweets, all being violent, sexual and threatening towards her.
Now, ignoring whether this Twitter account was legitimate or not (I'm skeptical), this made the news on gaming sites while other significant stories didn't. This unverified story about Anita Sarkeesian leaving her home -- it was based on nothing but her word -- was reported while stories like, say, the Fine Young Capitalists' IndieGoGo campaign hadn't received any coverage at that time. Since then, it's received coverage twice. Once on Vice, where they complained about the campaign for being born of misogyny (even though this project for women has raised $52,000 as of this writing), and once on Gameranx, where the writer said that just because the project supports women doesn't make it immune to criticism. Which is fair enough but hilarious when you take into account the fact that no gaming sites have published any criticism of Anita's supposedly good-for-women project.
Let's be clear; I'm sure there was harassment of both Quinn and Sarkeesian but thirty seconds of research into #GamerGate at any point while it was occurring would've showed that the vast majority of gamers cared about ethical behaviour and, following the insults and accusations of misogyny, some respect from the gaming press and that sexism didn't come into it. The fact that game journalists branded all gamers participating in #GamerGate this way was a damning indictment of their unwillingness to investigate and accurately report in itself.
Accusations of unethical behaviour cast a black cloud over games journalism but, since attacking gamers was suddenly the trendy thing to do, a bunch of gaming sites all coincidentally seemed to have the same idea; supposedly, but unconvincingly, independently from each other, about ten different articles sprang up declaring "Gamers are Dead" ... and they all showed up over the course of one weekend. I'm not going to link to them all here. A blog called Crotchety Old Gamer has a list of many of them but I assume there's more than that. And yes, they used the Anita Sarkeesian story to justify this "Gamers are Dead" claim in each one. There were similar articles about a petition being circled by developers about making an effort to stop harassment in games wherever they saw it. Some sites, like IGN, used an image from Anita Sarkeesian's latest video for that article too but, even worse, the moderators appeared to be censoring perfectly reasonable comments:
Left-click for larger view.
Recapping all of this is starting to feel a bit stale and long-winded, so I'll give some of my thoughts on it and pick that thought up a bit later.
Let's start with the obvious; game journalists don't own gaming or the "gamer" term. Plenty of gamers have been playing games for decades. Game journalists aren't going to kill it in one weekend with some passive-aggressive articles and if they actually believed they would, it's incredibly arrogant of them.
Then there are the insults thrown around. The funny and sometimes strange thing about #GamerGate is that many of the people using the hashtag didn't dislike game journalism. Demanding ethical behaviour didn't mean that they disliked game journalists or suggest that any of them were bad at their jobs (outside of the unethical behaviour, of course). This may have been an attack on a corrupt system but it wasn't about the individuals. When names were mentioned, such as Stephen Totilo, it was because they were in positions to change things. So my question is this: how much must you dislike your own consumers to insult them in such a way? It disturbs me how comfortable game journalists were at branding people misogynists -- there's no two ways about it, calling everyone bigots -- when called out on their own actions. This kind of refusal to take responsibility actually has an acronym; DARVO, or "Deny, Attack and Reverse Victim and Offender". Or if you'd prefer something more relateable, a refusal to take responsibility is something children do when they've done something wrong. Game journalists did the same thing. Attacking people when your industry faces criticism is not a mature or rational response.
What I found amazing about #GamerGate was how game journalists -- through their conflicts of interest, attacks on gamers and biased/political/soapbox issue articles -- managed to annoy absolutely everyone. From all demographics. In spite of the claims that all the #GamerGate supporters were "straight white guys" who desperately wanted to maintain a boys' club, the gaming press annoyed men, women, transpeople, left-wingers and right-wingers, people of all races, all sexualities, the able-bodied and the disabled, feminists and MRAs.People from every demographic and group showed their support for #GamerGate for the simple reason that people from every demographic are gamers. We all care about accurate and unbiased journalism ... and the gaming press' arrogance concerning the matter didn't help them in the slightest.
Going back to the story and the "Gamers are Dead" articles, the problem was that by trying to derail the goals of #GamerGate and
turn it into an issue of sexism rather than journalistic integrity, the
gaming press pulled all of their soapbox articles into the firing line. Although there are people like me who have always had a problem with gaming sites promoting a political stance, others began to speak out in objection to gaming sites using arguments about misogyny, sexuality, minorities and "straight white guys wanting to keeping gaming as a boys' club" in order to derail topics about their own corruption.
So we had objections to Kotaku's Jason Schreier insulting George Kamitani for his character designs in Dragon's Crown:
Left-click for larger view.
A freelance writer named Jenn Frank wrote a scathing attack on gamers in The Guardian, again saying that it was all about hatred of women and using Anita Sarkeesian and Zoë Quinn as examples. Then it came out that Frank is a friend of Quinn's, funds Quinn's Patreon and Quinn's PR agent funds Frank's Patreon:
Left-click for larger view.
Left-click for larger view.
Bear in mind that throughout these many accusations of misogyny on the gaming community's behalf, female gamers are speaking out against unethical behaviour in the gaming press ... and having their opinions ignored. Frustrated female gamers didn't fit the "misogynist" narrative the gaming press was weaving. Same for non-white and non-heterosexual gamers being ignored by the writers claiming these were the acts of "straight white guys".
So basically, the same game journalists who claim to be all for progressiveness and equality in gaming are the same people ignoring the voices of women and minorities. The same people writing about Zoë Quinn and posting Anita Sarkeesian's Tropes Vs Women videos are the same people who refuse to give publicity to the Fine Young Capitalists' IndieGoGo project. People who don't represent women or minorities feel as if they have the right to speak on behalf of women and minorities.
This is when the #NotYourShield hashtag started being used.
Left-click for larger view.
Left-click for larger view. Tweets are still difficult to make out in this one.
Gamers from every demographic other than the "straight white male" group that game journalists were singling out used #NotYourShield to object to the gaming press' use of their sex/race/sexuality to shield themselves from accusations of corruption.
#NotYourShield opened up an extra can of worms. Pictures like this one started to do the rounds, showing that 4chan -- the site that game journalists loved to single out as a misogynist haven that #GamerGate sprang from -- actually had a lot more female members than visitors to the gaming sites accusing #GamerGate of misogyny:
Although I suspect these images already existed, they were brought up as part of #NotYourShield to protest how everyone other than straight white men were being ignored the gaming press:
And there was also a great video by this female gamer. Can't embed it here for some reason, so make sure to check the link. There were blogs by black gamers and feminist gamers too.
It was all very inspirational to watch if you followed it at the time.
#NotYourShield didn't change anything, of course. Game journalists and developers went on ignoring women, transpeople, non-whites, LGBT and other gamers just as they did before, except maybe suggesting they were white guys using "sockpuppet" accounts (faking it).
There has been some support for #GamerGate and #NotYourShield on a few different sites -- Gamer Headlines, Games Reviews and Slate -- and their analysis compared to that of, say, Gamasutra is like night and day.
As for reform, Polygon and Kotaku have revised their policies regarding support for developers. CinemaBlend covers the story and it seems that while all Polygon writers have to do is disclose whether they fund a developers' Patreon, Kotaku writers are prohibited from funding them entirely. Kotaku seems to be making greater strides but looking at both the comment from the Reuters' employee from earlier and the Society of Professional Journalists' Code of Ethics page, I'd say both still have a long way to go. There isn't much mention of avoiding other potential conflicts of interest, such as relationships, and there is zero acknowledgement of the lack of respect game journalists seem to have for their audience.
The Escapist's general manager also mentions revised ethical guidelines:
Left-click for larger view.
That about covers all I'd like to cover. I suspect I'll take a break after this, with my next blog at the end of the month at the earliest. Until then, I recommend supporting #GamerGate and leave a few images here that I couldn't fit in anywhere else.
Devin Faraci of Badass Digest saying arguments against Anita Sarkeesian are as ridiculous as Holocaust Denial.
Adam Sessler, former X-Play host, president of a consultancy firm for entertainment and media.