After I shot off The Golden Days in December, Dennis Scimeca, the friend whose tweet I quoted, asked for an opportunity to present his point of view more clearly, in more than 140 characters. He sent me the first draft of this post early this week, and after we talked about it I agreed to run it.
Dennis is a friend with whom I have often disagreed but I enjoy having discussions with him, and I think every argument we have clarifies the way both of us think (in a good way). I hope you, my readers, will afford him the same careful listening and respect you so regularly afford to me.
-----------------------------------------------------
Finding Middle Spaces
Dennis Scimeca
Kate has been gracious enough to allow me to continue a
conversation in the same space in which it began, to wit Kate’s post “The Golden Days.”
It turns out, according to my esteemed host that the referenced comment I made
on Twitter was the inspiration for that post, which I’ve continued to find
upsetting because I still haven’t clearly made the point ensconced in that
statement, a point which I don’t think will be found offensive by most.
First, I want to apologize having potentially derailed a
conversation about gender assumptions in gaming. I’d denied being derailing in
my response to “The Golden Days” because I was laboring under the
misunderstanding that derailment has to be an intentional act. It doesn’t. Lesson learned and accepted!
When I was a kid, “diversity” would have meant “boys + girls,” which I guess explains how I conceived of the metaphor below. |
I’ve been struggling to come up with an explanation by which
to make plain the intended meaning of
that statement, and the best I’ve come up with has been the metaphor of a
schoolyard. I’m standing in the schoolyard with a bunch of my friends from
middle school, all boys, and we’re passing around a game manual. We’re talking
excitedly about how awesome it is, and how hard it was to beat that boss on the
seventh level, and what our strategies were for beating that boss.
I look across the schoolyard and see a group of girls
passing around the same game manual. I
wander over to them in the hopes of joining their conversation. It’s definitely
the same game manual, but a very
different conversation. They’re asking why they can only play the game as a boy
character. And why are all the boobs on all the girl characters so huge? And
why are all the girl characters so inept in the story, while all the boy
characters are heroes?
This group of girls is angry, and frustrated, but all their
points are valid and I find them extremely interesting. But I also wonder
whether or not they found it hard to beat that boss on the seventh level, and
what their strategies were for beating that boss. It wouldn’t be polite for me
to just introduce that totally different topic in the middle of that other
conversation, and the best I can do is observe the problems they’re noting and
nod in agreement, but I don’t really have anything to add because these aren’t my issues, so I fade away from their
group.
Now I’m standing in the middle of the schoolyard alone. I
don’t want to go back to that group of boys over there because their conversation
seems kind of boring now, and I can’t go back to that group of girls over there
because they’re having a conversation I can’t really participate it actively. What
I’d really like, instead of seeing these two segregated groups, is to get
everybody together and talk about that boss on the seventh level because it
would be in the midst of that conversation that we were all just a bunch of people who play video games.
If there is such a thing as “gamer culture” it is centered around and originates from the activity of playing video games, and the base set of experiences that everyone who plays video games shares. That is the shared cultural heritage. Not the reactions to, but the doing of. No matter how we react to the subject matter in a given video game, we all shared the experience of playing it.
In this immediate space, everyone is “just a gamer.” |
If there is such a thing as “gamer culture” it is centered around and originates from the activity of playing video games, and the base set of experiences that everyone who plays video games shares. That is the shared cultural heritage. Not the reactions to, but the doing of. No matter how we react to the subject matter in a given video game, we all shared the experience of playing it.
When I read Mattie Brice’s guest editorial “Why I Don’t
Feel Welcome at Kotaku,” I heard someone who wanted into a cultural space from
which she felt isolated. The assumption is that “gamer culture” is dominated by
cis-gendered white men who don’t want anyone else in their space, and who are
hostile to women or homosexuals or transgender people who want into that space.
And I think it’s time to question whether or not that is a description of
“gamer culture” or a certain, admittedly large portion of gamer culture which
is still holding on to the old way of things, but which is no longer an
adequate descriptor for the totality of gamer culture. In other words, Mattie
might feel that Kotaku is “for heterosexual white American men gamers,” but
it’s probably unhealthy to assume that Kotaku represents “gamer culture” writ
large. Kotaku represents Kotaku.
People who take video games to task for their problematic
presentations of gender or sexual preference and all the rest do so because
they love video games. They have to discuss those issues because nothing
changes if they don’t, and we have spaces for those discussions. They’re
difficult and troublesome and the fact of the matter is not everyone is
equipped with the skills or the emotional strength to handle them. As Border
House editors have told me, those conversations are exhausting. Don’t we also
need spaces which aren’t focused on those exhausting and potentially-alienating
discussions to define a new normative, a new “baseline” space within which
people just talk about video games?
I’m waiting for a new sort of space that is decidedly
enthusiast-facing, which celebrates the raw experience of playing of video
games, but with an audience that
represents the actual, accurate face of the game playing audience. And I’m
not just referring to acknowledgment of the approximate 60/40 male/female
gender split among the gaming population or inclusion of marginalized groups,
but acknowledgement of the ridiculousness of all the traditional divisions like
“hardcore” and “casual,” or PC/console vs. social/mobile.
I’m waiting for a space where playing games
is about playing games but for everyone, where people who are in that space look
around them and see diversity of identities and interests and technologies,
because that’s the space which will create the new paradigm of what it means to
be a “gamer.”
Kate says that this new “golden age” will only arrive when we’re part of “a
society that's come to terms with understanding sex, gender, race, and a whole
lot more.” It’s going to be a long, long time, maybe never, before we reach
that goal and if that’s the precondition we set for ourselves to create the
kind of space I’m longing for, it may never happen. So why can’t we, in
addition to having all of these dedicated spaces for calling out the legitimate
issues that need addressing, also start building our new enthusiast spaces now?
I’m waiting for that middle space on the playground where
everyone’s all thrown together and they’re passing around that game manual and
telling the tales of how fucking hard that boss was on the seventh level, and
figuring out the best way to beat it, and laughing about the stupid mistakes
they made and that glitch they found over in the corner of the boss’s lair
where they phased through the floor and got stuck. Creating that space is just as important a part of the struggle as
addressing the issues that necessitate the struggle in the first place.
I am, again, coming at this entire conversation from a
perspective of privilege. I see these issues because I make myself look at
them, not because I live them, and I’m cognizant of that. But I want to make it
clear that I’m not asking people to just “come over to my side of the culture,”
and “just talk about video games and forget the rest.” I’m saying that I’m
continuing to walk away from what “my side” of the video game culture was, but
right now I don’t have another destination to arrive at.
I do miss the times when playing video games was just about
playing video games, and the only way I can return to that place right now is
by turning my back on all the issues whose recognition has spoiled my innocence
and wallowing in my privilege, which I’m not willing to do. I mourn the loss of those innocent days while at the same
time recognizing that if those days were born at the expense of someone else’s
pain or exclusion, good riddance.
Dennis, I better understand what you're saying now.
ReplyDeleteThe issue of cleaning up the mess vs. building a new space, as Stephen puts it, is one as old as activism, and after several years of writing about feminism and video games I've come to see that it's not either/or but both/and. We need diplomats like Mattie making inroads to major spaces and we need separate spaces that are constructed from the start with inclusivity in mind. Both approaches are effective and necessary.
And with the Border House, our aim is to be a game blog for everybody. But being for everybody means that both we need to have space for marginalized voices to speak about their marginalization as well as general video game talk. And you're right to step back and just listen when, for example, a woman posts about online harassment, but everyone is welcome to participate in things like the What Are You Playing Wednesday threads. We recently launched a huge community effort for readers to find other readers to play games with so they can relax and not worry about harassment or slurs. We're always going to have academic-y analysis essays and personal experience stories, but everything else sounds kind of like what you're looking for.
What I think about, when I consider the space I'm looking for, is kind of like a Giant Bomb, perhaps? Frivolousness. I sometimes feel self-conscious for being so close to the Dennis who didn't write about games but only took them as amusements. I worry that it will undercut the times when I do write seriously about video games, but I think it's important to keep in touch with or find that place that houses our most innocent view of video games. We can get so wrapped up in these bubbles of hyper-awareness that I fear we run the risk of losing the perspective to have fun.
ReplyDelete"Fun" is a terrible criteria for criticism, but it's the essence of play, and "play" is the essence of games. I think, to a point, that play exists in a space beyond cognizance or contemplation such that it is restrained to a point in the presence of those activities. I imagine a giant playground filed with screaming, laughing kids, and the barest minimum of rules and strictures other than what human kindness and safety require.
I look at The Border House, and I see the working-out of what those rules and strictures are. Reasonable rules. Strictures that just ask us to be human beings. And I seriously love you all for doing it. When I did my homophobia piece on the Big K a few weeks ago, some of the conversations I participated in EXHAUSTED me. I don't know how you deal with it day in and day out. I get a taste of that from seeing my wife and her social justice efforts, but the Battlefield 3 article was my first really concentrated blast of it.
My hat is off to you, and all your writers and editors. You have my deepest respects, more so since I published that piece. Ye Gods. There be dragons, as Kate likes to say...