About the only thing missing from this image are the rape meme colours on the clothing, but apart from that it’s the perfect encapsulation of everything that makes GamerGate so obnoxious. Sexist, fatshaming, thinking women can’t be real gamers, steeped in its MRA terminology (“the female imperative”), confusing rape and death threats for criticism. But what’s most striking is the insularity of the “reasoning” behind putting out this image, because it confirms all your worst ideas about GamerGate. Whoever made this surely can’t think this is great propaganda for their side, can they?
videogaming (this is why we)
This is what patriarchy looks like.
It’s no news that Anita Sarkeesian has had to deal with all sorts of horrible filth aimed at her, from rape threats to an unending stream of gendered insults, but seeing only a week’s sampling in the flesh so to speak, is still something else:
Ever since I began my Tropes vs Women in Video Games project, two and a half years ago, I’ve been harassed on a daily basis by irate gamers angry at my critiques of sexism in video games. It can sometimes be difficult to effectively communicate just how bad this sustained intimidation campaign really is. So I’ve taken the liberty of collecting a week’s worth of hateful messages sent to me on Twitter. The following tweets were directed at my @femfreq account between 1/20/15 and 1/26/15.
Which is followed up by tweet after tweet of abuse. It’s hard to read this stuff even as a bystander, somebody who this isn’t aimed at, how much more awful must it be for Sarkeesian and other women who are deliberately targeted by every odious little troll with a persecution complex. What makes it all that much worse is knowing that even men with a similar sort of visibility like Sarkeesian, somebody like John Scalzi say, also noticably outspoken on matters of feminism and privilege, seem far less likely to have to deal with shit like this.
GamerGate will get somebody killed someday soon
Game developer Brianna Wu has been stalked, tormented, and harassed by GamerGate—the amorphous reactionary movement centered around video game journalism—for months now. But it’s never been as frightening as it was this weekend—when she watched a terrifying video made by a deranged fanatic who claims he crashed his car on the way to her home. “I’m worried my husband and I are going to die,” she tells me.
On the one hand it’s tempting to laugh at a wanker like “Jace Connors”, who embody all the stereotypes of the Internet Hard Man, up to and including saying was in the navy SEALS but still has to drive his mom’s car, but it becomes less funny if you’re the intended victim of this wackadoodle. A bit like ISIS has done in the Middle East, GamerGate is providing angry losers with an “ideal” to harass, threaten and possibly kill for, a direction for their rage. Most of it is sound and fury signifying nothing, but there only needs to be one loon who’s slightly better organised than “Connors” to create a tragedy.
And judging from this incident, it is not an idle worry. These people are tapping out of the same reservoir of rightwing anger that e.g. anti-abortion activists are drawing from. There are a lot of angry, confused young men who’ve latched on to GamerGate or similar causes in other parts of nerddom *cough* Sad Puppies *cough*, who are clearly comfortable with harassing women on Twitter in the worst possible ways and who are only one step away from continuing that harassment offline.
Playing Civ V the Culture way
One of the things that stayed with me the most from Iain M. Bank’s The Player of Games more than twenty years ago was the following:
Another revelation struck Gurgeh with a force almost as great; one reading—perhaps the best—of the way he’d always played was that he played as the Culture. He’d habitually set up something like the society itself when he constructed his positions and deployed his pieces; a net, a grid of forces and relationships, without any obvious hierarchy or entrenched leadership, and initially quite profoundly peaceful.
In all the games he’d played, the fight had always come to Gurgeh, initially. He’d thought of the period before as preparing for battle, but now he saw that if he’d been alone on the board he’d have done roughly the same, spreading slowly across the territories, consolidating gradually, calmly, economically… of course it had never happened; he always was attacked, and once the battle was joined he developed that conflict as assiduously and totally as before he’d tried to develop the patterns and potential of unthreatened pieces and undisputed territory.
The Player of Games is of course all about playing a particularly complicated game, insanely complicated even, which functions as the central controlling metaphor for a rather nasty interstellar empire the Culture wants to Do Something About. It made sense for the resolution to be about playing the game the Culture way, but ever since I’ve been looking at Grand Strategy and 4X games and how to play those the Culture way, starting with Master of Orion way back when.
Now last week I started getting into Sid Meier’s Civilisation V. Yes, I know, I’m so ahead of the times. After playing a first few games, I started thinking how I would play this game as the Culture. Obviously, it means going for the science victory rather than just attacking and conquering every other player, but how else should I play?
As we know from the Culture novels, the Culture isn’t military aggressive, but can respond quickly and with overwhelming force when provoked. This means building up an empire in Civ V that’s scientifically advanced, with enough resources (gold, otherwise) to quickly build an army when necessary. The other aspect of the Culture is that it is an exploring and flexible civilisation, continueously establishing new outposts and welcoming new peoples, as well as letting others leave. In Civ V terms this means therefore lots of scouting out the world, quickly establishing new colonies and forging ties with other civilisations and city states, including the occasional annexation of a city state.
As for simulating contact, there are the scouts and the diplomatic functions, trading directly with other civs, giving gifts and pledging protection to city states, with the spies acting in the background as Civ’s version of Special Circumstances. On the whole a Culture civilisation should focus on discovering new territories and settling them, improving the empire’s economy and keeping an eye on the more aggressive fellow civs. When need be a bit of dirty trickery should provide the excuse to start a war against an aggressor civ, after which the military forces should be hidden or dismantled again.
It may not be as much fun to play the Culture as it would be to go full Gandhi on the world and let rain the atom bombs, but it is an interesting challenge…
25 Invisible Benefits of Gaming While Male
Number 25 is especially on the nose.