Showing posts with label twitter. Show all posts
Showing posts with label twitter. Show all posts

Tuesday, 19 January 2016

Why Your Voice is Important

A couple of weeks ago, a GamerGate and NotYourShield supporter passed away at a young age in an apparent suicide. I don't want to give out her name, just in case it gets misconstrued as politicising her death or capitalising on it for my own gain (either for clicks or just to talk about my own stuff). That isn't the case. However, her death affected me more than I thought it would.

I actually didn't know the young woman in question. I recognised her face when news of her death was posted but I can't recall ever speaking to her on Twitter. The reason her death affected me was because of something a friend of mine said about her: "She told me, nearly a year ago, she didn't feel that her voice was important". One of the reasons I wish I'd spoken to her was because in the past, I've felt the exact same way.

The thing is, whatever you're committed to fighting for -- gender equality in video games, ethics in games journalism or more mainstream stuff like combating intrusive DRM in games -- it can feel like you have a ton of great points to make but they rarely, if ever, receive the recognition or awareness you want. That sounds selfish or egotistical but everyone wants to feel like their opinion connects with someone. For example, I've no doubt that every single person reading this can formulate a perfect rebuttal to Anita Sarkeesian's Tropes Vs Women in Games videos. There are many, many videos on Youtube doing just that but some of the most well thought-out arguments end up falling to the bottom of the pile and don't often get noticed as much as they should.

I probably don't know how lucky I am; this blog doesn't set the world on fire or anything but I have a very friendly audience and a few people on Reddit who are kind enough to "signal boost" a lot of the things I write, especially the last few posts. I appreciate it a lot. Some posts have even been linked to by writers more high-profile than me, who I respect a lot. However, it still often feels like no matter what I say -- or anyone says -- about the subject of gender issues in gaming, it doesn't make a dent in the flawed "gaming is anti-woman" narrative. That can make you feel like your voice and opinion is unimportant.

It's a little more complicated than that. I don't update this blog very often anymore and there are a variety of reasons:
  • Laziness
Obviously.
  • Other priorities
I have other commitments to deal with apart from writing this blog. I mentioned studying game design, so I have to balance continuing with that as well as work. I've had to put writing commitments on hold for other sites too.
  • The narrative pushed by mainstream gaming sites remaining unchanged
As mentioned above. To this day, mainstream gaming media pushes the narrative that gaming is a "boy's club" in spite of ESA statistics (page 5) that suggest it's actually fairly equal. No opinion pieces are written to rebut this claim or the idea that gaming is sexist. Women who disagree are treated as if they don't exist and men who disagree are dismissed because of "privilege", "patriarchy", "mansplaining" or another excuse to not actually answer the points made. It's reached the point where even bomb threats against GamerGate meetups receive little, if any, coverage by mainstream gaming sites. Presumably because reporting on diverse groups receiving harmful threats would damage the "harassment-endorsing boy's club" narrative that has been built up for years.
  • Waning interest in gender issues in gaming
Related to the above point. Seeing nothing change makes it hard to care about staying current concerning gender issues in gaming. That, and the majority of articles on the subject tend to be from mainstream gaming sites and therefore either clickbait, full of inaccuracies, incredibly dull or a mix of the three. Videos suffer from the same problem. Although I've written about articles/games/videos in great detail in the past, it feels like it can only be done for so long without regurgitating the same information.
  • Better/more high-profile writers than me covering the same subject
This happens quite often. Back when I started this blog, I wasn't on Twitter and since I joined, I would say there's been a big positive and negative shift when it comes to how I approach gender issues. The positive shift is that I no longer feel like one of the few people talking about the subject, which I did back when the only places I had as an outlet were Gamespot comments sections and the TV Tropes forum. There are thousands of people talking about gender issues in gaming, who roll their eyes at the claims made by outraged social justice warriors who don't care about facts. The negative shift is that I used to take to this blog whenever something annoyed me on a gaming site and needed to be responded to whereas now, I go on Twitter to see what the people I follow thought of it.

The many articles of Adrian Chmielarz on Medium are some of the standout articles that I may not have seen without being on Twitter. Liana Kerzner's five-part series "Why Feminist Frequency almost made me quit writing about video games" is another bright spot. Whether other people are more eloquent, have a platform seen more people or simply have an interesting twist on their argument that I don't, I find myself more tempted to direct people to their points rather than write my own nowadays.

So, with all of this in mind, why is YOUR voice important?

I've heard it mentioned a few times that movements aren't made up solely of leading figures but of many smaller voices. I always thought that sounded a bit like a cop out but it's true; with a bunch of supporters making the same argument, gamers have made a movement out of what would otherwise be a few dissenting opinions on various websites. Without the "smaller" voices, the videos and opinion pieces by more prominent figures would be easy to dismiss. With them, on the other hand, it makes it harder for game journalists to do and remain credible. Instead, it exposes them as being agenda-driven rather than reporting on issues objectively.

The reason that seems like a bit of a cop out is because you still won't receive the same acknowledgement as a lot of people making the same argument and still feel like the things you say aren't being read. Plus, if you're anything like me, you don't have any intention of making videos and you don't live anywhere close enough to attend a meetup with other like-minded people. Hell, you may not like social media or may not want to go through the effort of writing an article/filming and editing a video. However, these things don't mean that your voice isn't important or isn't being heard.

You don't know who your words affect. There are tons of people who lurk on forums without posting or browse Twitter without having an account. Who's to say that one of those people won't see your intelligent, well thought-out point and use it in their own article or video? Although I can't recall any specific occasions -- I tend to give credit for good points I've heard people made -- I'd be very surprised if it turned out I hadn't done that at least once. And I know it's definitely happened to me, with both Adrian Chmielarz, mentioned above, and Milo Yiannopoulos (in the line "leveraging a tragedy to her own political benefit").

Plus, think about this; what's the big deal about popularity anyway? There are hugely popular sites like Buzzfeed, Polygon, a bunch of Gawker sites and more that have only achieved popularity through clickbait. So many of their articles and videos offer nothing of any substance but hey, they're popular! On the other hand, there are independent news sites, blogs and gaming media sites all over the internet that offer objectivity, intelligence and substance in ways that popular sites based on clickbait can't even comprehend. If you feel like your voice isn't being heard, take solace in the fact that you're still speaking out. You are like an independent news site. You have credibility and moral fibre for expressing your opinions when you aren't even sure if anyone will ever read them.

If you want a tip for making your voice heard, here's a practical piece of advice: post on Reddit, not Twitter. Twitter is like everyone shouting over a crowd of other shouting people, trying to get noticed. Reddit, and other more conventional forums, are closer to a discussion.

Finally, don't give up. You'll never know who you could reach or what impact you could have if you give up. Your opinions are valued more than you know. Even as someone who is normally pretty cynical when it comes to people who try to be motivational, I believe that. You never know when your opinion will be the one people take notice of, rally around and support/defend, whether it's as an article or in the comments section of an article.

And I don't normally say this but I feel compelled to, given what I've been writing about; thank you for reading.

Saturday, 22 August 2015

Anita Sarkeesian's Interview with Wired UK

The Conference is a yearly event in Sweden where "creators, communicators and innovators of all kinds" arrive to discuss digital media and give speeches on working in creative industries. As she did back in 2013, Anita Sarkeesian took to the stage, discussing what it's like to be the victim of abuse online.

What I'd like to focus on is a follow-up article done by Wired UK, which is something of an edited highlights version of Anita's talk. Let's start with this:
There are three ways in which men attempt undermine women online, Sarkeesian tells the audience at The Conference in Malmo: through the denial of women's earned accomplishments, the denial of their life experience, and the denial of their professional expertise.
Those three ways that men -- not simply critics of Anita's or the social justice warrior crowd that has chosen gaming as its scratching post, specifically men -- attempt to undermine women online are three of the things I'd like to focus on.

The Denial Of Women's Earned Accomplishments

In the case of Anita, I can see how she'd feel like she is a victim of this. People have criticised everything about her methods, from her Kickstarter campaign, to art theft, to using videos without the permission of their original owners.

I don't deny that Anita has accomplished many things but not all of them are what I would call "earned". She earned her degrees in Communication Studies and Social and Political Thought. I'd certainly say she's earned everything she's gained from giving college talks around the U.S. on sexism. She's marketed herself well, it can't be denied. I wouldn't say she earned any of the money that was donated to her through Kickstarter or given to her by Intel. That's a different kettle of fish entirely. Likewise, is making videos really an accomplishment? Not especially. Is being critical of them "denying" that accomplishment? Not at all. However, the Tropes Vs Women series has been watched by a lot of people. Again, that's undeniable and it certainly is an accomplishment.

It also makes me wonder whether fictional women are being included in that statement too. If so, there are plenty of people who would seek to deny the accomplishments of video game heroines entirely because they have a quality they disapprove of (such as a large chest). Take Lara Croft for example; prior to the reboot, there were thirteen games named, or spun off from, Tomb Raider. There were two feature films. Three novels. An animated series. A fifty-one issue comic book run. A place in the Guinness Book of Records as the "Most Successful Human Virtual Game Heroine."

The character herself is intelligent, witty, cultured, a capable hunter and survivor (of a plane crash, no less). She's also a published author and in spite of her wealthy upbringing, remains grounded and easy to root for.

In spite of all of this, many feminist critics have reduced Lara Croft to being nothing but a pair of breasts. The idea that these are the same people asking for strong female characters in video games is laughable. No matter how you cut it, that is the denial of women's earned accomplishments.

The Denial Of Women's Life Experience

Let's just stop and think for a second; since Anita Sarkeesian came to prominence, who is the biggest demographic whose voices have been consistently ignored by both her and the gaming media? Women.

Look at the short paragraph I quoted above. "Three ways in which men attempt to undermine women online". The narrative that is constantly being encouraged by Anita is that she is the victim of widespread abuse online and all of the perpetrators are male. Yet there is a sizable contingent of Anita's critics who are women. The closest I have heard to Anita acknowledging their existence was in a report on a college talk she did -- unfilmed, as Anita allows filming of her talks on abuse but not on gaming -- when she said something along the lines of "I've received criticism from women but not abuse".

However, to listen to Anita or the many gaming news outlets that report on her (or Zoe Quinn, Brianna Wu or anyone else currently in the spotlight), it sounds as if there are only two sides: the infallible hurt party on one side and the inevitably demonic, foaming-at-the-mouth male abusers on the other. Nothing in-between.

What do you call ignoring the many women who disagree with you if not "denial of women's life experience"? What do you call it -- other than arrogance -- if you feel you can speak for women as a whole and not take others' life experiences on board? Life experiences that aren't ones of sexism, abuse and oppression.

While we're on the subject, ignoring your male critics is just as big a denial of their life experiences too. Regardless of the sex of your critics, their life experiences are no less significant than yours and no more worthy of being dismissed.

Yet that's what gaming journalists have done; erased women from the discussion. When women "step out of line", so to speak, they cease to exist. That is, if they aren't accused of having "sockpuppet" accounts; men using female avatars. Again, assuming that women couldn't possibly disagree with Anita can only be described as arrogance.

The Denial Of Women's Professional Expertise

Once again, since Anita came to prominence, whose professional expertise has been consistently ignored? Women.

If you frequent Twitter, one of the responses to the accusations that #GamerGate is a misogynist movement has been to popularise this image of women who work within the games industry. It's a way of highlighting the hypocrisy of the gaming media; in spite of their claims of being progressive and pro-woman, they have made zero effort to raise awareness of or promote women who actually work in the games industry:
Left-click to enlarge.
Instead of putting any of these women in the spotlight, gaming sites devote article after article to women who often have little-to-no experience in the games industry. I can't quite put my finger on a particular reason why: the cynic in me wants to say it's because a retrospective of the several-decade career of an accomplished female developer doesn't earn as many pageviews as a "culture critic" ranting about how everything is sexist.

Alternatively, it could be because, through their desperation to appear "pro-woman", no gaming website dares to deny a platform for the Anita Sarkeesians of the world to speak for fear of being labelled misogynistic. And if you read that sentence and thought, "but wouldn't a spotlight on one of the successful female game developers work to counteract that?" bear in mind that even raising $23,000 for the Fine Young Capitalists' game -- with concepts taken from women all over the world and the game itself being created by an all-female development team -- wasn't enough to quell the accusations that #GamerGate was against women in gaming.

Basically, several of the women in the image above have had their professional expertise dismissed outright by the gaming media and many a critic, in spite of them being far more experienced in the games industry. For instance, Mari Shimazaki, character designer for Bayonetta, was hit particularly hard with arguments such as, "just because she's a woman doesn't mean she can't be sexist". The statement itself isn't incorrect but I'm failing to see any respect for her professional expertise.

Similarly, where was the acknowledgment of Gabrielle Toledano's expertise when she spoke out against the trend of blaming the lack of women in the games industry on sexism, when there are other factors in play? As the executive vice president and chief talent officer of EA, she is likely in a far better position to judge than a wealthyYoutuber or the developer of Depression Quest. How about Christine Phelan's expertise, when she challenged the viewpoint that because she's female, she must face sexist behaviour in the games industry at the hands of her male coworkers? In an interview with TechRaptor, Jennifer Dawe, developer of Seedscape, expressed concern that the fearmongering caused by gaming's critics may push women out of the industry more than invite them in.

Also, let's not forget that female developers can be accused of being "sockpuppets" too. Just a couple of evenings ago, I was directed to this on Twitter:

Left-click to enlarge..
I wouldn't normally take issue with a single example but "Ernest W. Adams", who is making that accusation, is the founder of the International Game Developers Association. Pretty darn significant for him to be assuming female game developers couldn't possibly exist.

Keep in mind, that's only covering women working within the games industry itself. What about fellow outsiders who don't agree with the sexism narrative, or at the very least take issue with some of the arguments put forward by its proponents? I've written before about Liana Kerzner's excellent five-part series called "Why Feminist Frequency almost made me quit writing about video games". Liana is a writer and producer who has worked in her field for over a decade. You don't have to be in the games industry to have professional expertise and Liana Kerzner is far from being the only woman to oppose Anita's viewpoints.

To sum up all three of the points argued by Anita in her talk at the Conference, this denial of women's accomplishments, experiences and expertise certainly exists. Yet she's one of the biggest proponents of doing this (or, if she isn't, certainly hasn't shied away from the spotlight or spoken out against the media for not focusing on other women). In fact, she's actively profited from it; with the media arguing that the games industry is a horrible place for women and gaming culture is a toxic environment for anyone who isn't a straight white male, Anita Sarkeesian appears to be proven correct from an outsider's perspective. The more women are ignored and their experiences eliminated from all mainstream discussion of gaming, the more Anita can speak on their behalf.

The "too long, didn't read" version of this can be summed up as follows: regardless of sex, skin colour, sexuality or any other characteristic, everyone is ignored in the sexism debate. Non-white, non-male, non-straight people cease to exist if they disagree with the sexism narrative and straight white men are all lumped into a "misogynist abuser" category.

The Wired UK article doesn't end there. It mentions two statements by Anita that have been some of the most heavily-scrutinised over the last few days:
"I am an expert on the depiction of women in video games. I know my stuff and I'm pretty good at what I do."
"My analysis is very well researched -- it's double and triple checked."
The following picture from the Conference also tends to accompany the first quote above:


For those of us who have followed Feminist Frequency for a substantial period of time, this raises a bunch of questions. The one that springs to mind immediately -- and this is not intended to sound snarky, rude or critical at all -- is, "if Anita Sarkeesian is an expert on the depictions of women in video games, why does she get so many things wrong?"

That is a genuine question, not intended to be insulting or amusing. The Tropes Vs Women in Games series contains a lot of incorrect information. As tempting as it is to write out all the ones I can recall, it feels like everything that has already been said about Anita's failure (or refusal, in some cases) to report on the depictions of women (and men) in video games accurately. However, a Twitter user named Jasperge107 is putting together a gallery of Anita's inaccurate claims -- although only 6 out of a total of 25 have been completed so far -- and Adrian Chmielarz wrote an article about Anita's controversy over Hitman, which she revisited during her conference speech. Yet while both of these go into detail about specific errors Anita has made, they only scratch the surface when it comes to the number of mistakes Anita has made.

The fact that Anita considers this analysis "well researched", which was "double and tripled checked" does not strengthen her viewpoint in any way. All it means is that she was very thorough when being wrong.

The second question that is raised by Anita's claim that she is an expert is how can she claim to be any such thing when she has never engaged in a debate over her views in the three years she has been in the public eye? She hasn't even debated her claims with a village idiot, let alone a fellow expert. In fact, consider the ways she has walled herself off from all criticism; Youtube comments are closed. She blocks people on Facebook and Twitter with alarming regularity. Filming is not allowed at her college talks. Even her Wikipedia page doesn't have a "Criticism" section and the "Reception and public appearances" header does not contain any criticism of her work.

This all takes place under the guise of "preventing harassment" but if your definition of "harassment" is having your viewpoints challenged, how can you possibly claim to be an expert in your field?

It also goes without saying that putting up a big slide about how much of a genius you are is incredibly arrogant. Humility is obviously not Anita's strongest suit. Although if I was in her shoes, with every gaming website singing my praises and one person even comparing me to Rosa Parks, my ego would probably be too inflated to consider being humble too.

There is one final quote I would like to focus on before ending:
"The cultural norms of male-dominated spaces can be changed."
There are three problems with this statement; firstly, assuming that the things Anita dislikes (violence, sexuality) are "cultural norms". Secondly, assuming they need to be changed. Thirdly, assuming that gaming is male dominated.

Since the first point is debateable and the second is obviously just Anita's own opinion; I didn't write a blog following E3 but she and her producer, Jonathan McIntosh, were famously complaining about the violence in Doom being "the norm". They didn't give reasons why it shouldn't exist but still shamed it for existing and the people who enjoyed it. It's the Jack Thompson argument, only in 2015, by people who are supported by the current generation of gaming journalists. Just like their arguments against sexism, it's their sensibilities that are being offended, nobody else's, yet they speak as authorities on what should and should not exist in the medium.

That's a separate issue though. What bothers me is the third point: the idea that gaming is "a male-dominated space".

Every year, the Entertainment Software Association publishes an "ESA Essential Facts" guide and makes it available online to read. You've probably already seen it but if not, it's available to view here. The pages are filled with helpful infographics about game genres that people are playing, the age of players and the gender of the players:

Now, read into the slight dips and rises in female players however you like but speaking as a general overview, the number of women and girls playing games has held steady for the last five years and it's in the 40-50% range. Or, to put it another way, around half of all gamers are female.

For Anita, feminists, gaming websites and the mainstream media to continue pushing the idea that in this day and age, gamiing is still "a male-dominated space" is ridiculous. It could not be further from the truth and the facts above prove it. Unless these critics are being pedantically literal and saying that a 12% difference counts as a hobby being "dominated" by a particular sex, the evidence works against them.

What's more, Anita's claims demean and insult the women she claims to be fighting for. Plenty of women were fans of gaming before she came onto the scene. To say something that basically boils down to "this pasttime needs to change before it's appropriate for women" is condescending. It basically treats women the same as children and, as was the case with female game developers, ignores women who have been enjoying gaming for years. What's more, when gaming has an almost equal split between the sexes before you start campaigning to end sexism in gaming, that may be a pretty good indicator that (a) it isn't male-dominated and (b) it doesn't need someone to change it because women are clearly capable of enjoying gaming without it being changed.

It seems that the more things change, the more they stay the same for Anita Sarkeesian and the media. The actions that have served her well in the past continue to serve her well in the present day and her arguments are as flawed as they ever were.

-----

I apologise for the long wait between blog posts. In the last year, a lot more people opposing the "games are sexist" argument have started to speak out, on bigger platforms than this one. There are some excellent articles on sexism in games on TechRaptor, Breitbart, Metal Eater, Medium and more. It feels like the voices speaking out are more diverse too, as well as having a wider range of backgrounds; journalists, academics, people within the games industry and many others have raised objections to what they see as an unjustified attack on gaming (because, when developers, games and gamers themselves are all being insulted and told "gamers are dead" and "gamers don't need to be your audience", we're long past the point where it can be called "criticism").

So while all of the raised awareness about the issues of sexism in gaming and the flawed arguments put forward by gaming's critics is wonderful, it makes things trickier for me. I know the more voices speaking out, the better, but it can be a bit disheartening to see a better writer than you talking about a subject you wanted to write about, on a larger platform than your own. It's an exciting development for gaming and gamers as a whole but it puts me in a trickier position.

That's why I didn't write an article after E3. I started it but never got back to it. I may go back to it at some point, just because some of the arguments put forward by the gaming media after E3 were pretty ridiculous but there was a lot of backlash against those flawed articles by gamers and gaming's supporters.

Feel free to leave a comment below and ... I never check my themalesofgames@gmail.com e-mail anymore but you can send me an e-mail if you like. Follow me on Twitter, @TheMalesOfGames.

Edit: A big thank you to /r/KotakuInAction for all the attention this post has received. It's much appreciated.

Wednesday, 31 December 2014

My First Flash Game - "My Dinner With Jonathan"

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.

Happy New Year!

Wednesday, 10 December 2014

Tekken's Lucky Chloe - Not Coming to the US?

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.

Saturday, 25 October 2014

Anita Sarkeesian's Sexist Exploitation of a Mass Shooting

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:

Credit to Europa-Phoenix.
Leave a comment below, send an e-mail to themalesofgames@gmail.com or follow @TheMalesOfGames on Twitter.

Saturday, 6 September 2014

#GamerGate and #NotYourShield

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.
Support #GamerGate image.