I hate video games as much as the next person. Not necessarily the objects or the artistic form, but the institution of Video Games. The chimera of conventions and attitudes that, intentionally or not, gatekeeps what creations and people are valued. As Simon Parkin neatly outlines in this piece about gamers, who is called a gamer, who self-identifies as a gamer, and what the broader cultures surrounding games imagines a gamer to be are in conflict, most typically over gender and age. I feel like the nuance surrounding the angst of gamer identification is well covered by the time you read through Mary Hamilton’s defense of identifying as ‘gamer’ and Brendan Keogh’s splicing of the personal use of the term from how it is wielded in discourse. My personal opinion is to eject the concept of gamer into the cold unforgiving vacuum of space, but that is neither here nor there.

Simon’s philosophical argument, because unfortunately people don’t find the moral imperative of ‘discrimination is bad’ good enough these days, rests in his belief that game spaces are egalitarian and intrinsically accepts and treats everyone the same. Hence, how gamer culture is often exclusionary based on social identity is dissonant with the basic accepting nature of games. I’m going to contend with this, especially because my game appears (gratefully! surprisingly!) as an example of educating from within games. The surrounding rhetoric reminds me of the utopia-spinning of late, neo-meritocracy through technology. This usually comes in around the problematic viewpoint of games ultimately being a creative expression of math, and that numbers don’t discriminate between players.

Game design is political. Not just the field (that’s another minefield to go through), but the designs that makes up each game. How a game allows a person to interact with it is extremely loaded with discriminatory politics, because they are usually made for particular players in mind. Simon gets to this in his piece, games are often made for gamers. Who are gamers? What do gamers know and like? What is the usual canon of games for gamers? I want to add onto what Simon seems to be implying: not only do we need to stop the stereotype perpetuated by assuming people who play games are ‘gamers’ at our events and in the representational aspects of our games, but we also need to interrogate how, even if all of these were solved, games assume a certain kind of player is playing it.

The most apparent angle is that of gamer literacy. Controllers are a learned convention, so is WASD, as well as game genres like shooters, RPGs, platformers, RTSs, and so are all the references to geek culture. I bring these up specifically because even though games are played by a very diverse demographics, the game industry makes an effort to separate ‘real games’ aka ‘hardcore games’ from the rest, where the gamer identity is formed. Companies making those games and the people who have the most voice are the stereotype of gamers, a stereotype catered to for at least 20 years that would have a strong knowledge of game conventions. What is good in games comes from the iterative response from a small group of interests, and our current engagement with play is accosted by this fundamentalism. If we want the ‘gamer’ out of games, we need to address what we consider to be good design and how it is informed by the gamer paradigm. A lot of blame rests with the media, which is hesitant to dig into and highlight non-commercial games and smaller projects that explore past the usual models of play. The media plays a huge part in games being included in any discourse, and looking at what’s covered (this isn’t directed at Simon), no wonder everyone, including the public, thinks games are in-club toys. When games like Candy Crush Saga or The Sims are brought up, it’s only because of the profit they’ve made and not why they are great models of design. For instance, imagine if video games took to The Sims as a model to iterate on instead of Halo or GTA III. Maybe 60-second loops of fun and player agency wouldn’t be so central?

Things like explicit goals, conflict, combat, fun, empowerment, points, achievements, and systems feel required in order to make a good game. How often are designers questioning how we got here and where these values come from? This is when my game Mainichi is a useful example. The topic is novel, unfortunately, but I don’t think that’s the most interesting part about it, or at least in what it contributes to design. I’ll sum it up in an anecdote: after its release, some teachers taught Mainichi in their classes. They were a mix of classes, game design, gender, media studies, etc. There was a split in reception of the game distinctly on the lines of whether the class was dominated by gamers or non-gamers. Gamers questioned whether Mainichi was a game, implying it was bad for failing to live up to their idea of what a game entails. They disliked the lack of goals, little to no ‘action,’ lo-fi yet not retro graphics. To classes with mostly non-gamers, students found my game as a new way of engaging with a person, building empathy. They adopted a bit of my mentality and viewed the world in my perspective. The point for them wasn’t to necessarily accomplish anything, but to understand. It’s because my goal was to say something personal to the player, and if someone doesn’t view games as something for communication, they are not going to engage with it that way. It seems to me that gamers are more likely to dismiss artistic expression in games than non-gamers. All games aren’t designed for equality nor played on equal grounds. I don’t think Mainichi is that complex or groundbreaking, but it sticks out because it steps outside of the design paradigm that we use for games. However, it is rarely covered in the news and didn’t receive critical analysis outside of smaller blogs. Similar games that are pushing boundaries of how we think of design share the same fate, not to mention non-video games that are often ignored in this conversation.

To look at the universality of games, we’ve have to step outside of mainstream video games and discourse. I think meritocracy is usually a veil for privilege, which it is in this case. Video games are escapes made for certain kinds of people, and others can join if they can put up with it. I think this deserves more conversation, especially in public. Do we want games to be accessible to everyone? To be a general artform and media to experience? We have to do more than calling ourselves something different, we have to extract the baked in assumptions of how we design and speak about games. The reason video games can be so nasty is because they aren’t often seen as personal works of the creators’ with their attitudes and perspective on display. They are a reflection of the self, or the team or company. Change starts with self-reflection, and how we individually affect games, good and bad.

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