Moving On

“What is it that we want?”

These past fews weeks were trying. Even while I was away, as unplugged the jitter in my fingers would allow, I knew the industry watched, horrified, voyeurs, as pipes of sludge poured on people all around me. My body is splattered, from old and new, waiting for my turn again. Is this what I’ve been waiting for? The moment when this becomes too much?

The urge to run still lingers, every time I lean forward to type. When my backspace key sticks. I’m not the only one reevaluating their relationship to video games. Because this is rote, boring. It’s predictable now to be harassed, disregarded, and forgotten, and watching the cycle happen again and again. Professional punching bags.

The quote above is from Samantha Allen’s talk at Critical Proximity earlier this year, which I recommend you watch in full. It centers around Patreon and games criticism, yet extrapolates pretty well to games as a whole. What is it that we want when we say community? What do we want when games want minoritized people to be a part of the artform and discussion? What is actually happening?

I thought a lot about what she said this past week while I was away. Particularly, that community and support doesn’t rise out of people who happen to be in the same space with the same interests. Rather, community is intentional. It is built.

We don’t have the foundations for what we want. The scaffolding we see is here for another reason. Industry defines itself on its relationship to money. Every time you interact with it, for whatever social good or hedonism you plan, you need to speak in its language for it to listen. Companies won’t do what’s necessary to fix problems because there’s no money in it, and they shield themselves with the legal responsibility to make their shareholders profit. We cannot use this model to solve the problems we wish gone. So, what to do? Don’t expect anything other than what can be achieved while making people who already have money even more money. In other words, set a low bar for what the industry can do and look elsewhere.

I’ve talked to some developers about consulting in regards to the representation and narratives of minoritized characters in games. There is a distinct split on how many more independent creators found this important opposed to companies. One such company very particularly told me that they had no interest in diversity as an ethical practice or for social good, rather, can only justify diversity through the value it brings players and therefore the company. Value in this context ultimately means money, even if it’s not a direct transaction. Art is only allowed to exist with business. Creators aren’t allowed to exist without justifying to others why social equity is profitable. Go look at any advocacy track in any flavor of conference; you will notice certain types of people rarely go to those talks, despite being the exact kind that needs them.

Looking to salvage the industry or the concept of gamer is fruitless; practicing consumerism in this way is core to how it functions. You can try and soften the edges, you can have a woman here and there, and you can edit the language to be as pliable as possible, but nothing is changing how the gears grind. Online publications have to make their sites profitable for the ad agencies that pay them to exist, which boils down every post to whether it fits into this ecosystem. Writing about culture is the lowest paying and consistently shrinking form of writing in games media. Not because we don’t need it, rather because it’s not viewed as making enough of a profit.

Simply not being in a company doesn’t solve the issue; indie development fits right into the industry. Industry budged as much as it had to in order for indies to be profitable, and stopped. Indies feel tied to the small spaces they are allowed to make money, act out in as much as they can in those spaces, and stop. This isn’t to shame. People need to survive. Go survive. Just be transparent.

There is a reason things are they way they are right now. Not enough people are motivated to do what needs to happen to change. I believe it’s because they aren’t connected to it personally enough, so when abuse, marginalization, and exploitation happens, they might feel bad, but not wronged. A solution to this is to give ourselves opportunities to establish connections outside of our currently homogenizing environments. Social media doesn’t make communities, we have to forge them ourselves.

Samantha describes community as a product of action. Working together to achieve something. If we want these spaces in the way we envision them, we must start from the ground up. The industry doesn’t need to be your only nor primary source of support. The industry can be a place you work and somewhere else can be your community. We can create something else.

Create new spaces that don’t have industry and business as the main component; most of the contexts we meet under do. Collaborate with people local to you instead of trying to create a large replacement for a global industry. As Samantha points out, marginalizing dynamics will play out as usual once funding individual people comes about, which is why the indie world looks increasingly similar to AAA.

Is there an evening when you have a spare room in your office, community building, local restaurant, house? Have the ability to rent a space and get provisions for a group of people? Do you know people you can pool money with if you can’t on your own? These are usually the hardest things to obtain and start the process of forming a community. Organizing can be a group effort, yet it is the people with the resources that need to step up and create that opportunity to happen. Unfortunately the video is missing from this presentation of mine, but here is an outline for creating inclusive events.

What do we want? That’s a good question. You should ask that to people you want to create a community with. It should be something everyone has a chance to speak on, with precautions taken so the same voices don’t dominate conversations. These wants shouldn’t reach outside of the community’s grasp, rather ones that can be obtained over a length of time with hard work and organization. Allow anti-capitalistic stances to exist, because they aren’t given room in other discussions. Let the group, even if it is just for a couple of hours, speak about creating outside of the contexts of making money. Concede that a lot of our design and writing practices are informed by our capitalistic motions, and to imagine outside of that when you’re together.

Despite current dialogues, the community doesn’t have to be solely developers, or critics, or independent, or corporate. These communities don’t have to strictly be about games, rather inspired by what you are not getting from the industry. That you possibly open yourselves up to people from different but similar enough paths of life is a really good opportunity for cross-pollination. There are other artistic communities that were around before video games existed that have knowledge to pass around.

Petitioning gamers, companies, and publications to make a stand for the values we care about won’t happen at a healthy speed without strings attached. Everything will be mediated by consumerism, and simply buying or not buying from certain places isn’t going to solve core issues. So the next time you’re wondering what to do when things seem so bleak, reach out to the people around you, and tell them it’s time to get together, and form a supportive community. One that has, from the beginning, at its center, the ideals and ideas we want missing from industry.

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