Sunday, October 26, 2014

Can Video Games Survive?

[ed. I'm not a gamer, so its been hard to understand this rolling hairball called "GamerGate" (other than the evident harassment and misogyny involved). This helps put the industry and its culture in better perspective.] 

GamerGate — named for its Twitter hashtag — began this summer when Zoe Quinn, the designer of the game Depression Quest, received threats of violence after an ex-boyfriend posted a long diatribe about her on the Internet. Some of the crusaders against Ms. Quinn justified their actions by constructing flimsy conspiracies that she colluded unethically with journalists who write for enthusiast websites about video games.

After targeting Ms. Quinn, GamerGate widened its scope to include others perceived to be trying to cram liberal politics into video games. The movement uses the phrase “social justice warriors” to describe the game designers, journalists and critics who, among other alleged sins, desire to see more (and more realistic) representations of women and minorities. That critique, as well as more accusations of collusion among developers and journalists, attracted some conservative gadflies to GamerGate, like the “Firefly” actor Adam Baldwin.

For all of us who love games, GamerGate has made it impossible to overlook an ugly truth about the culture that surrounds them: Despite the growing diversity in designers and in games — games about bullying, games that put you in the role of a transgender woman, games about coming out to your parents — there is an undercurrent of “latent racism, homophobia and misogyny,” as the prominent game designer Cliff Bleszinski wrote in March, before GamerGate even began.

It’s the players who enjoy this culture, even as they distinguish themselves from the worst of the GamerGate trolls, who truly worry me. If all the recent experimentation and progress in video games — they’re in the permanent collection at MoMA now — turns out to be just a plaster on an ugly sore, then the medium’s long journey into the mainstream could be halted or even reversed.

The very word “game” understates (and in some ways restricts) the promise of this new form. Video games have been used, yes, to create digital translations of sports, folk games and carnival games. And they have also been used to invent new modes of competition, from classics like Pong to the “e-sport” League of Legends.

But like any medium of communication, the possibilities for what games can do are close to limitless. Already we use video games to exercise, to make music, to advance political arguments, to tell stories, to create beauty. (...)

If this continues, the medium I love could go backward into its roots as a pastime for children. Instead of being a mainstream form of entertainment, it could end up being something like comic books, a medium that has never outgrown its reputation for power fantasies and is only very occasionally marked by transcendent work (“Maus,” or the books of Chris Ware) that demands that the rest of the culture pay attention to it.

Games like Gone Home do not threaten to displace the blockbusters that dominate sales. The best of them will be bought by a million people or so (which, granted, is better than any music album other than the “Frozen” soundtrack this year). Grand Theft Auto V, by comparison, has sold more than 34 million copies since its release in September 2013.

Yet these games, and the praise they receive, confound and infuriate some players. In a way, this backlash is similar to the irritation that people who like Michael Bay movies experience when film critics prefer something quieter or more difficult. But there’s something about the newness of video games that exacerbates this feeling. Perhaps the medium’s interactive nature gives players a greater feeling of possession over it, or maybe its relative invisibility in the wider culture has given some players the wrongheaded impression that it’s their private preserve.

by Chris Suellentrop, NY Times | Read more:
Image:Scott Gelber