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Editorial: Why We Write: On Game Critique, Influence, and Reach

Let's think through the impact critics can have on games and culture.

In this scenario, you're Geralt with the torch, and this piece is the foggy woods. Spoooooky.
In this scenario, you're Geralt with the torch, and this piece is the foggy woods. Spoooooky.

Hey Giant Bomb! I'm Austin Walker. We've met in video form, I've spoken to you on a couple of episodes of the Beastcast, and maybe you've read some of my news posts over the last week. What you may or may not have seen is that over the weekend, I wrote a couple of blog posts in the community section of the site: First, one about The Witcher, Race, and Historicity, and second, a post expanding on some of the ideas in the first while simultaneously responding to some of the comments and discussions from the community.

These posts were written as sort of short, off the cuff contributions to an ongoing conversation that Tauriq Moosa really kicked off with a piece titled "Colorblind: On Witcher 3, Rust, and gaming's race problem," which netted him a lot of heat–both positive and negative. Thankfully, while there were some outliers (and there always are), most of the debate in the comment sections of my blog posts was civil and engaged. As I said in the second post, that’s really exciting to me! I love seeing people develop and clarify their thoughts–even when those thoughts aren’t ones I necessarily agree with.

But there is one line of thought that I’ve seen a lot of over the last few days which isn’t a refined argument so much as a big, club-like assault. It goes like this: “No one should be forced into changing their games just because you want them to.” I’ve seen this in the comments, in my Tumblr’s ask box, on Twitter, and in the few threads on Reddit and NeoGAF. There are variations on it that use words other than “force,” but they almost always remain words adjacent to coercion: “Make,” “demand,” “order,” “dictate.”

When I see this, something bubbles up in me that wants to immediately shout back a response: “Come. On. I’m not forcing anyone to do anything!” But I know that this sort of response doesn’t get us anywhere. It hitches itself to a binary of “forced” vs “free” while in reality things are a lot more complex than that. The knee jerk response also misses an opportunity to engage with that specific issue: What does it mean when a writer criticizes a work?

And I’m writing this here, as an article, instead of in another blog post because this isn’t just about a single game like The Witcher 3, nor is it about just a single issue, like race. This applies to the sort of work many people like me do in the sphere of games criticism, whether we’re writing about issues of representation or level design, about 200 hour RPGs or two hour #AltGame experiments. I’m also writing it for a more strategic, selfish reason: Because it’ll give me something to point at every time someone accuses me of “trying to force a developer” to do something.

A Spectrum of Influence

So, what if instead of thinking about all of this in terms of a binary relationship (either a critic forces someone to do something or they don’t), we thought about this on a spectrum. On one end of the spectrum is absolute disconnect from influence: A writer pens long form essays about how developers should always do whatever they want. On the other end of the spectrum is critical work demanding that devs actually be “forced” to do things. But most critique exists in between those two extremes.

You call my charts
You call my charts "amateurish." Well, I call them "artisanal."

What does “in between” look like? Well, there's a range.

Still way over on the “force” side of the spectrum, a critic could call for a sort of “prohibitive” legislation. That is, a call to make something a creator does illegal or less-legal. Whether it’s because of concern over content, an interest in addressing labor conditions or market concerns, or a desire to address de facto censorship or discrimination, media critics have definitely spent some time arguing for the need of government involvement in the entertainment industries. Any time a writer says “this game and games like this should be banned,” or “laws should be put into place to make it illegal to use these slurs in the workplace,” or “employing overseas workers should require the company to pay an additional tax,“ that's a what I'm calling prohibitive legislation. These all exist on their own spectrum too: Banning something outright is a lot different than limiting its availability or putting an extra cost on exhibition or distribution, right?

But… I don’t think this is what’s happening when writers like me write about The Witcher 3 and race, or when critics take Rockstar to task over transphobia, or when Jeff grumbles about QTEs. No one is actually calling for governmental bans, here, right?

So, a little further away from the extreme of “forcing” a dev to do something is arguing for action or incentives that would encourage them to act differently. Let's call these "incentive" legislation. Here, think about tax credits or media funds built to support to creators that meet certain requirements, like employing a diverse range of employees, working in a certain medium, or producing a work that is a “public good” because it deals with history, education, or some other interest. You’ll see critics calling for things like this sometimes, but it’s not common in our little corner of the world; I'm pretty sure it’s not a thing I’ve ever done (though I'm not fundamentally opposed).

At about this same level of “attempted influence” would be calls for community or consumer organization. This would include both boycott groups aiming to limit the purchase of a specific product, brand, or category of good, and groups organized to support a product, like the Browncoats who sent letter after letter to Fox, begging them to bring back Firefly. This isn’t the same as calling for a legal ban or incentive, since it requires retailers, exhibitors, and other consumers to respond to the consumer action. But it still happens, as was the case this year when Target Australia pulled Grand Theft Auto V from store shelves after getting pressure from consumers.

But, again, in general, this isn’t the sort of critique we see in our sphere of bloggers, critics, and reviewers. Instead, what we see is something more in the middle of the spectrum. We write about games we love with enthusiasm and joy, and maybe we hope that it sells well enough that we’ll see a sequel–but we don’t tend to organize fan-groups. We take apart broken games with careful precision so as to make our readers aware of the quality of the product–but it’s rare that you see a game reviewer organize a boycott or put together a fan group.

Finally, there's the center of the spectrum: The sort of critical writing that makes an appeal to consumers, developers, and publishers. There are lots of different sorts of appeals. Sometimes you reference the market ("The controls for other Shooters are just so much more refined...") and sometimes you address stated developer intention ("In interviews, the lead writer said that X, but maaaaan, is it ever Y"). And sometimes this writing appeals to the empathy of the reader, and to their knowledge of the larger context. This is every time we say "I totally fell apart when that Chocobo died," or "This game's depiction of sexual violence was fetishistic and uncomfortable."

For my money, this is where most of the evaluative writing about games is on the "influence" spectrum. And yes, at least some of us hope that developers will see our critiques and take them into consideration. They’ll say “God, yeah, Destiny really does need more content,” or “Damn, yeah, actually we did fumble the depiction of women in this one.” Or maybe they’ll “decide how to address the white savior trope.” That one is a real quote, from Far Cry 4 narrative director Mark Thompson, who explained what he learned from Far Cry 3 and the critical response to it in a fantastic interview with Game Informer.

Were Thompson and company “forced” to make that change? Or did they consider the critiques issued to the previous game and decide how to address them? One of the hidden flaws of the “critics try to force developers to do things” line of argument is that it ignores that developers are people who can make up their own minds. So long as there isn’t threat of ban or boycott, they can internalize the critiques they think make sense and discard the rest, just like any reader can.

And what's beyond this sort of "I hope the developer takes my advice" level of desired influence? Well... Here’s the thing: It’s actually really hard to imagine critical work that exists further towards “no influence.” After all, even the writer who says “keep doing what you’ve been doing” is “influencing” the developer, since in reaffirming the work a developer has released it may convince a wavering dev to stick to their guns. The only thing I can really imagine in this space is non-evaluative recaps and summaries–but those aren't exactly critical.

So when I look closely at the arguments that say “don’t try to influence devs,” what I end up seeing more often than not is “don’t try to influence the devs in this one way.” It's not wholly dissimilar from those who say they want government to get out of the way of business, only to then also insist that regulations be put in place to protect some corporations and to incentivize industry-wide innovation. In both cases, “freedom” is held up as sacrosanct and “intervention” is positioned as a boogeyman. In reality the two are never wholly separate, and what’s really desired is a certain sort of intervention, just one that is so aligned with the status quo that it quietly fades into the background and feels "normal."

So we're left with a lot of writing in the "middle" of the spectrum, the occasional piece that tries to exert more influence, and almost none that attempt no influence at all. Like all attempts to categorize writing, this one is bound to have flaws. That’s okay, because so long as we recognize it as a nice little analytical tool and not as a Truth From Heaven, we’ll be able to catch the problems as they come up. Still, there is one glaring issue with it that I want to address.

"Americans, Big Guns, and Strident Views"

The most American game I could think of is actually Japanese. Huh.
The most American game I could think of is actually Japanese. Huh.

There is very specific version of the “don’t force developers” argument that has been coming around a lot in the discussion of The Witcher 3. Here’s an example, which I got as an anonymous “ask” on Tumblr today:

Why should any culture be forced to homogenize their media in order to appease all other cultures? More tangibly, why should one of the most impoverished races in history (the Polish) pander to American cultural norms? I can't help but point out that this is why the world hates Americans in general, which is why this Witcher business is getting so much press. People are just sick of americans with their big guns and strident views pushing themselves into every corner of the world.

I’m actually fairly sympathetic to this argument, which is why I’ve attempted to discuss The Witcher’s Polish and Slavic heritage with care. I know that it comes from a culture that is not mine, and I know that lots of folks from the US–myself included–have the capacity to forget how big and varied the world outside our borders.

Part of the reason that I know that is because I just spent the last four years in Canada, which has laws made specifically to insulate itself from American cultural imperialism. One key part of this set of regulations is the Canadian Radio-Television and Telecommunications Commission's “Canadian Content” (or “CanCon”) requirements. These rules govern the required amounts of “Canadian” music and television that must be broadcast by networks and radio stations, and they go on to define what exactly “Canadian” means in terms of production, content, and distribution. These rules exist because (the argument goes), if they didn’t, then Canadian television and radio would be filled with American content, putting Canadians out of jobs and diluting the unique cultural heritage of the country.

(I don't want to go into a deep dive on Canadian comedy, but listen, let's hang out and watch some Kids in the Hall okay?)
(I don't want to go into a deep dive on Canadian comedy, but listen, let's hang out and watch some Kids in the Hall okay?)

(I don’t want to go into a deep dive on Canadian policy, because listen, that gets real dry real quick. But it is interesting to note that even with these rules in place, American companies find ways to reach Canadian audiences and duck CanCon regulations. This led to a big, weird blow up back in the fall where Google and Netflix were officially ignored during a set of major public hearings around CanCon laws and digital media. It's all super interesting if you're a weird nerd like me.)

The point is, I understand where this argument is coming from. I understand how American media sensibilities have already spread globally, influencing how folks across the world make things. I understand that this can sometimes (directly or indirectly) lead to the recession of important customs of cultures.

But in the same way that different cultures around the world aren’t homogenous (and are more beautiful for it), Americans are similarly varied and complex. And one key way in which we're different is the degree of cultural reach we have. So, let’s add another axis to that spectrum of influence, let’s call it “reach.” Some elements of American culture have lots of reach. Major media corporations, celebrities, and the very largest of large name writers reach worldwide audiences and (without ill intent) carry their aesthetic, political, and cultural ideas with them. But the output of every American creator doesn’t carry that same reach.

You'll need a much taller chart to find Ronald Reagan, Kanye West, or Apple.
You'll need a much taller chart to find Ronald Reagan, Kanye West, or Apple.

Said plainly: There are absolutely broad, American cultural norms that have been spread around the world through a dominant, global media industry. I’m just not sure that critical media analysis is part of that set of cultural norms.

It’s certainly not uniquely American: The greatest influences on my thinking and writing include Algerian, Australian, British, Canadian, Danish, French, Indian, and Jamaican writers, many of which tackle issues of race, culture, gender, politics, media, and play in ways distinctly non-American. And, yes, my own cultural reach as an American critic is definitely larger than it was just a year ago, but let’s be real: I do okay, but I'm no Mickey Mouse.

Waiting for "The Right Time"

Coupled with the argument that Americans should “butt out” of this topic is another argument that pops up a lot: “I agree with the call for diversity generally, but The Witcher 3 isn’t the right target for critique.” Well, as someone who has written about games and race a few times over the last few years, I’ve gotten used to that defense. As are many of the others who’ve tried to tackle difficult issues in the games they love and care about.

When we note that a game is filled with slurs and offensive caricatures, we’re told that we should be less offended because, hey, it's just satire. When we point out how a game leverages a history of racialized, coded imagery to elicit fear, people link us to wiki articles and explain the deep lore as justification. When a game made me spend a half hour of my real time every day just to keep my skin color on point, I was told that, no no, of course games have a problem with race, but why did I have to go after Animal Crossing?

At least I got to hear a lot of great songs on my way to that island to get a tan.
At least I got to hear a lot of great songs on my way to that island to get a tan.

You know that joke Vinny tells about having a baby? "If you wait until you're ready, you'll never have a baby." Well if we wait until the “perfect time” to tackle these issues, nothing will ever get done.

Yes, writing about diversity and The Witcher 3 is especially complicated because of the perspectives involved. Polish history is filled with outsider groups minimizing, controlling, ignoring, and erasing the nation's unique ethnic and cultural character. At the same time, people of color in white-dominant spaces have struggled to develop the vocabularies of critical race studies and post-colonialism only to then be told to mind their tone. These things mix here in an especially volatile way. But this doesn't mean that we should shy away from addressing it, afraid of stepping on toes, afraid of what we don't know. It means we step forward in good faith, with sympathy for the other perspective, and with a willingness to incorporate the complexities of someone else's view.

Real talk: I'm never kidding when I say that this stuff is complicated. Trying to unwrap this stuff is fucking brutal. And because issues like racism are systemic and cultural (and more than just some bad, violent men in white hoods), it's difficult to tackle them. The best we can do is address them honestly, actually engage with the tough stuff, and resist the urge to boil things down into simple binaries. Sometimes that means repeating ourselves, again and again: “No, I don’t think CD Projekt Red is racist; Yes, I still wish there were some people of color in the game. Yes, I still like The Witcher 3 a lot. No, those three statements do not contradict each other.”

Those of us who write about things like race, gender, class, and sexuality in games do so because we fucking love games. And you know, most of us actually spend the majority of our time in any given year writing about weapon design, death mechanics, art style, game preservation, "virtual worlds," weird little import gems, explosive and private narrative experiments, rad Japanese robots, and the billion other things that make our favorite medium so great.

And sometimes, we want to take the things we love seriously enough to offer analysis and critique that goes beyond "I like this" or "I don't like that." We want to figure out how a game might fit in a larger cultural context or try to communicate how it fit just so into our lives. We often see the faults in these games we love because we're so close to them. And sometimes, pointing out those flaws doesn't mean we love them any less. Even our most brutal critiques–the ones that come closest to head shaking and dismissal–are rooted in a broader love for the medium.

I know I'm dropping "we" a lot here, I know. And I can't speak for everyone, obviously, so I'll say it like this: I write about all of these things because...

Well, because besides wanting to engage with my readers and help them work through their own opinions, besides hoping to “influence” game makers with my critique, there is a rumbling something, an emotional drive that fuels my desire to write. I write because I cannot but write. Because when I wake up and see that someone asked me what I thought about game X, the cogs start moving all on their own. Pieces like this one drill themselves itself into my head, dragging themselves into existence through broad ideas and little phrases. I write not (only) because I want to change the world, but because I am compelled to get words on the page.

I’m grateful that so many of you here have been so supportive of the blog posts that I’ve written since joining the site. It's because of that support that I feel comfortable putting myself out there like this, right on the main page of the site. I promise I'll be doing more community-focused, quick-take blogging in the future too.

In any case I hope you'll enjoy diving into all the complicated stuff in the future. All I can do is promise to be rigorous, honest, and critical, and hope that you’ll continue doing the same.

648 Comments

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Chillicothe

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So, a little further away from the extreme of “forcing” a dev to do something is arguing for action or incentives that would encourage them to act differently. Let's call these "incentive" legislation. Here, think about tax credits or media funds built to support to creators that meet certain requirements, like employing a diverse range of employees, working in a certain medium, or producing a work that is a “public good” because it deals with history, education, or some other interest. You’ll see critics calling for things like this sometimes, but it’s not common in our little corner of the world; I'm pretty sure it’s not a thing I’ve ever done (though I'm not fundamentally opposed).

This is a biggie here, that bigotry (helloooooooooooooooo Star Wars trailer!) and just the general "unease" with being what isn't oneself or percieved as normal for oneself to be* has in its In Box: how to make this desired enough to be PROFITABLE. Watch the Women's World Cup addition to recent Fifa games, or the realization of just how much freaking money women spend on games. Shining lights on the bigots seeking to shame or peer pressure people into not harshing their worldview gets us here (or maybe too few want women's soccer and it flops. Be ready).

Speaking of which, that "Why Witcher?" is specifically my problem. The entire push behind it isn't wild eyed Berzerkley spawn vs. caveman mouthbreathers, it's about just this angle alone of a series deeply steeped in one region's myth, legend, and history getting the question. The above paragraph, quite frankly is much more dangerous a club-swinging giant than this windmill, and I hope it fades before folks keep expending far too much effort ante-ing up on one side of this or the other.

*note: Chillicothe does not self-insert and bases protags on understandability, coolness, or attractiveness

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AMyggen

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@getwimmy said:

@falling_fast: I'm sorry you feel that way, falling_fast. I wish you wouldn't be so dismissive of other people's feelings. But, quite frankly, you're expressing an extremely hurtful sentiment that is also missing the point. This piece is less about games than it is about representation in general. You could replace every instance where Austin wrote "developer" with "creator" and this piece would more or less whole-cloth transfer over to any artistic medium.

I wish I had the ability to look up decent figures to cite a source, but the general consensus (http://www.theguardian.com/technology/gamesblog/2009/sep/27/videogames-hollywood) has been that games are surpassing cinema in terms of reach and revenue. Take that as a given, if just for a moment. Would that make discussions about representation in movies less worthy of discourse than games?

What do you think "really matters"? Then, once you answer that question, take the second thing you respond with. Why should it be considered worthy of response, effort, or critical thought at all, when the first thing you responded with still exists? Do you see the dangerous path thinking like this can lead to?

Well said.

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BroodLord

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Edited By BroodLord

This is a great piece of intellect.
Keep up the good work!

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goreyfantod

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@turambar: I can attempt to answer your question. First, some background: I was born in the U.S. in 1970, to a Canadian mother & an American father. My mother returned to Canada in 1973 and my brother & I became citizens. The CRTC was established in 1968, so I never knew any other context for broadcast media.

I think it's fair to say that Canadian Content laws were intended to protect both culture and commerce. However, I also think it's fair to say that they have stronger support from Canadian artists than they do from most privately-owned Canadian broadcasters. In the 1970's & 1980's, CanCon laws probably had their greatest impact on radio (as opposed to television), programming.

Before the CRTC, music written and/or performed by Canadian artists was rarely heard on commercial radio stations. Outside of CBC Radio, it was usually relegated to 'Beaver Hours' in the very early morning when few people were listening. This meant that the airwaves were flooded with music from the U.S. (& to a lesser extent the UK), and it was difficult for Canadian musicians to make a living in Canada - culture and commerce.

Growing up, I heard a lot of music that met the MAPL criteria - far more than my mother had when she was young. Back then the requirement was smaller, but it still meant that broadcasters couldn't get away with just endlessly replaying the American Top 40 hour after hour. It allowed for an expanded catalogue of songs and artists getting airplay and wider internal recognition of just how good the Canadian music scene actually was (and is).

Sure, there will always be Canadians joking that we don't have a national identity, but that's largely because good-natured self-deprecation & humility is a part of our national identity.

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jiggajoe14

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@austin_walker said:

@jiggajoe14: Thanks for digging into this stuff and being open minded. And hey, you named three of my absolute favorite shows ever, so. (I haven't seen Mushishi yet!)

Yeah I'm definitely trying to improve on this stuff. It's too easy to stick with the kneejerk reaction. Can't wait for you to challenge me more in the future!

And Mushishi is super chill and relaxing (and the 1st season is totally on hulu). I think you'll love it! :)

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YoThatLimp

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@turambar said:
@yothatlimp said:
@planetfunksquad said:

@aromaticflower: Listen, I'm totally with you on class being the larger problem with our country, and I'm more than on board with ousting the Tory scum, but the Tories have a majority. UKIP got more votes than everybody but the Tories and Labour (it didn't translate into seats thank god, but theres no denying that thats worrying). If you put a Muslim Pakistani man in a room with a Tory voting white man you'd best believe that conversation will come down to race, as much as the Tory might insist that it isn't. Race is a big deal here, like it or not. It's more subtextual here than in America definitely but that doesn't mean that it isn't a massive factor in our country's recent history.

And yes, I've been to America. Yes, the climate is more palpable there. But if you walk into a pub in Salford, where i'm from, and don't manage to over hear a conversation by a group of white guys about "Sharia law" or burkas or some shit I'll buy your drinks all night.

I think that is a universal thing in the 'West', there has been a very pervasive rising anti-Islamic sentiment since 9/11, it's pretty scary.

It's hardly American or European either. Tension between Muslims and Buddhists in countries like Myanmar are at a height. There's also been an ever increasing amount of tension between Weigers and Han Chinese in Western China that's led to plenty of blood shed for about as long as I can remember paying attention.

That is interesting, thanks I'll have to do some reading.

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Deltan

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As a Canadian, I support our content regulation and policies surrounding culture. It actively protects our culture. Without trying at all, the US media influence can easily overrun and eventually displace our own home produced content. The US can under-cut Canada in everything we do: price, scope, scale and technical. Canada is 10% the population of the US with all the same land mass and expected infrastructure for modern life. It's expensive to produce content that is uniquely Canadian, even with government subsidies. It wouldn't exist in a market place where the audience for home content is so small and the US content is cheap. I'm glad we try to take measures to protect our culture here, while still offering Canadians access to US content as well.

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conmulligan

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@mariusaquarius said:

I'm glad I don't take videogames this serious. I am sad that smart and engaged people do. The important changes those people could make in society.

If smart and engaged people didn't take games seriously, there would be no games.

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KentonClay

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I really like the bit on Cultural Imperialism.

Cultural Imperialism looks like Hollywood and Coca-Cola. It pushes it's way in by bending over backwards to "fit it" and then overwhelms the local culture. Go to 10 different countries and you'll find 10 sets of McDonalds ads very specifically meant to appeal to the national identity of that specific place.


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illandhil

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Thanks for the great write-up Austin, insightful and thoughtful, keep it up.

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pfgkarlsson

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Thank you for this great piece Austin. Can't wait to here more from you moving forward.

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KentonClay

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I'm glad I don't take videogames this serious. I am sad that smart and engaged people do. The important changes those people could make in society.

The games industry is more financially powerful than Hollywood. Games are at least as important a part of modern culture as any other medium, and deserve the same level of respect.

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AMyggen

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@mariusaquarius said:

I'm glad I don't take videogames this serious. I am sad that smart and engaged people do. The important changes those people could make in society.

The games industry is more financially powerful than Hollywood. Games are at least as important a part of modern culture as any other medium, and deserve the same level of respect.

Truth.

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NoCookiesForYou

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Great read, thanks for sharing your thoughts!

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iamjohn

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Nothing to add but echoing all the praise - this essay is fantastic; thank you for this Austin; really happy you're a part of the team now; etc.

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Alucitary

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Amazing! looking forward to more of these. Austin Walker straight changing the game.

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dstopia

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Claiming "better representation" leads to token race characters, which is BY FAR the most damning thing about political correctness, and the one thing, as someone who was raised in a multicultural third world country, always makes my eyes roll when I see American media.

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Wandzat

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Yo put some more lines on that plot and you've got yourself an identity matrix. Then the talk about race/sex/gender/class can really get going.

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Homelessbird

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Edited By Homelessbird

@dstopia: Do you sincerely believe that it's impossible to include minority characters in media without tokenism? Which, by the way, is hardly a uniquely American phenomenon.

I don't think anyone is asking for developers to put a black guy in every game and then call it a day.

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RenegadeMike

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Edited By RenegadeMike

I cannot put into words what it means to me personally to have someone on staff who will write about this. Myself and a couple others like community member Truth Tellah have written forum posts along these lines, but I have a job that prevents me from sitting down and writing about it more. This issue is too important not to talk about, especially now with all of the things happening on the ground here in the States with issues around diversity.

For the longest time I felt, due to various reasons (many of which not nefarious in any way from all outward appearances) that the only person talking about similar issues was Patrick and when he brought these issues up he was chastised for it. Maybe not always here in the community comments but to deny that he got heat for it is disingenuous ( I am not referring to any particular comment here just in general). Even when Patrick was talking about this many still felt that it was all talk, because the only diversity GB had in its content were guests that were sparsely invited to be on the morning show that Patrick and Alex did. As well as the occasional guest, mainly Samantha Kalman, (Mary Kish occasionally) on UPF, but typically only seen on big events like E3 coverage and cons. which was maybe 4 times a year.

My point being, that due to this neglect, many started feeling that GB didn't care about diversity. Therefore, people like me started to talk about why diversity is so important to people here on the forums (mainly to make ourselves feel better in some obscure nerdy way). It didn't always go well for some who stuck their necks out.

Therefore, it means so much more now that they hired Austin. He not only wants to talk about this issue but he is able to articulate the problem in an intelligent and objective way using academic style and level of detail. Something I only aspired to do with my pitiful College level honors english intellect (which isn't always evident since I badly need an editor).

Since words can not express every emotion I am feeling right now after reading Austins article, I will simply say...

Thank you Giant Bomb for hiring Austin Walker.

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Shindig

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@mariusaquarius said:

I'm glad I don't take videogames this serious. I am sad that smart and engaged people do. The important changes those people could make in society.

The games industry is more financially powerful than Hollywood. Games are at least as important a part of modern culture as any other medium, and deserve the same level of respect.

And it will, in time. Possibly. The thing about this medium is that there's a lot more barriers to the player than if you sat down and watched a film. That's a much more passive experience with a lot less to think about. Gaming requires the player to understand controls and mechanics before they can even decide if they're enjoying it. And there's a bigger time investment.

It'll require a generational shift but in many ways the respect is already there. Its just coming from within. Even the financial success is some kind of vindication. Its also worth noting that this medium has moved spectacularly quickly in a relatively short space of time. In 20 years we probably won't know where the hell gaming is at. Or the people that play them.

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ThomasCro

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Amazing, I no longer have to search elsewhere for a good read :D

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MostlySquares

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I have great hopes for you, Austin. This post hits so many nails on the head. Keep expressing stuff this plainly and changes will happen. Pre-crushing the common replies is always good. Stops people from being able to just fling out their reactionary rage-lashes without at least coming up with some non-standard nonsense to base it off of.

I am ready for some social progress yalls!

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Crembaw

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This was a really good read coming off of a late-night injection of Pervert's Guide to Ideology. Thanks, Austin. I disagree with tiny points here and there but I'm in no state to articulate why, and I'm glad you've become part of the team.

You were also great on the BEASTCAST!

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Wraithtek

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@jiggajoe14: There's certainly something to be said for experiencing a work and coming to your own conclusions before delving into the wealth of online reviews, interviews, analyses and think pieces about said work. Especially with TV shows - sometimes I just want to shut out the internet hate/hype machine and watch the show for what it is. I'm glad I didn't follow along with every little breadcrumb of info the creators of Lost sprinkled out as the series progressed, or dig deep into the endless fan theories about that show. Or obsess about reviews of every single episode, telling me what the show's doing right and wrong. I had my own opinions about those things, and it can be kind of frustrating if you're inundated by so many outside opinions while you're trying to experience something like that.

I don't really have the same attitude about games and games criticism, but information/opinion overload can still be a problem at times.

As for the original article, I always like seeing the point made that criticism of a work is not the same as hatred/dismissal/demonization of a work, its creator, or its medium as a whole.

The whole idea of "you criticized a game I like, that means you're criticizing me and are going to bring down video games as we know it!" is just so ridiculous.

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The_Interrupter

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Really great article.

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The_Nubster

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Fantastic piece, Austin. Your ability top unpack and unravel issues without sounding condescending or dismissive is impressive. Keep on writing!

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applegong

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Edited By applegong

The Witcher 3 can have coloured characters when Mario have one. The Mario franchise over all these years have exponentially much influence on the gamers both young and old than the Witcher ever had, and not one bi-racial or minority character surfaced all this time, and no, Donkey Kong, Yoshi, and Bowser don't count.

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tread311

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Not sure if anyone else said it, but this feels like a bit like Game Crit Hulk. Without the caps. Pretty great.

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jediautobot

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Great piece.

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Namoo

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@namoo: Quotes from UKIP politicians :

“islam is a cancer that needs eradicating multiculturism does not work in this country clear them all off to the desert with their camals that’s their way of life.”

“I visiting the city of Birmingham recently and felt like a foreigner in the city of my birth, all around me I could hear the sound of jabbering in an alien voice … we also have the Pakistani’ and the Somali’s. Tell me Mr Cameron Why? the men wear their Pyjamas.”

#ThingsAsianBoysDo groom and rape underage white girls, stab and rob innocent old white people, bomb innocent white people #EctEctEct [sic]”

“Most Nigerians are generally bad people… I grew up in Africa and dare anyone to prove me wrong.”

“Well, I reckon dogs are more intelligent, better company and certainly better behaved than most Muslims.”

And one on Romanians for good measure: “We are not just talking about pressure on services from immigration but also, and I have to say it, the crime associated with Romanians.”

Their policies may not have mentioned race, doesn't make a difference.

Let's see your sources for these quotes.

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veektarius

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The fundamental challenge of making a criticism without also making an attack on someone's worldview is to not make the assumption that if the individual were not misinformed, stupid, biased, or incorrectly socialized, that their opinions would be different. Something I have appreciate about your work versus some others' is the effort to emphasize the validity of counterarguments. This is very difficult to do without weakening your own argument, however, and therefore also the impetus for change therein. Nevertheless, those who do not make that effort should expect their provocation to be answered in kind. Some might say that "it's just one man's opinion" but there aren't many things you can criticize about a person than the way they think.

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Homelessbird

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Edited By Homelessbird
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fayl

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I wouldn't worry so much about using the phrase "we" Austin. Fantastic article and I'm behind you 100%. Glad to see this sort of content and discussion coming to Giantbomb and I'm looking forward to whatever you tackle next.

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smugfox

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I like Austin a lot now because he used and image of Metal Wolf Chaos in his article. Oh and the article itself was nice too.

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bananaz

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Dude, I love how open you are.

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redsoundwaves

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This is a really good read Austin! There are so many other articles that you link to in this that it may keep me reading for a bit. I am glad that you wrote something about this though because there is not only a lot of people upset when people critically discuss issues by this but it seems like a lot of writers don't know how to respond back to their readers. A lot of people I read just shrug it off on twitter and laugh or they get upset but no one has responded in such an interesting and critical way. I keep becoming more excited with each article you write. Looking forward to see what else you come up with!

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mellotronrules

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fantastic piece austin! you have a wonderful way of organizing your thoughts and reasoning. LOOKING FORWARD TO HEARING YOUR THOUGHTS ON THE OPPRESSIVE HEGEMONY OF THE ONTARIO LIQUOR BOARD; OR- FUCK THE BEER STORE.

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cabbagesensei

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Edited By cabbagesensei

Thanks for writing this Austin. If there is another follow up, can you talk about the ideas of "tokenism" and the developer not having the license to deviate from the original work (i.e. the books)? These seem like the remaining arguments that people keep throwing out in defense of the lack of PoC.

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ArbitraryWater

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Edited By ArbitraryWater

Dang @austin_walker, two weeks at GB and already dropping some mad editorial bombs. I'll echo the sentiment a lot of people are saying in the comments for this article by saying It's good to have you here at Giant Bomb. It's been a long time since I've read "one of these" sorts of articles without feeling like I'm being sermonized to.

In regards to the article itself, I'm probably not the right person to ask about minority representation in video games, but I did find myself nodding my head to your talk about why you write. I do some occasional user blogs/reviews here and aside from the obvious self-indulgence that comes with any sort of expressive writing I do a lot of it in the hope that I can influence someone with my opinion, even if my opinion is just "I don't think Massive Chalice is a very good game".

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Edited By megalowho

So glad to see a piece on Giant Bomb that I knew I had to wait until I had the time to take it in properly in order to digest it fully.

I think your approach to criticism is right on. I feel part of the reason controversial articles elicit a visceral reaction is that even when intentions are good and honest, so much about the tone or angle an author takes with a piece says whether or not it's valid food for thought or easily dismissed. Especially if it's coming from a place the reader may not agree with in the first place.

There will likely always be a segment of the gaming audience that's interested in technical, story or design criticism but gets uncomfortable or even combative when social or issues deemed political become targets. In those points of view as well, tone plays a huge role as to whether or not they have any merit. I'll always take someone more seriously who can articulate their thoughts than a driveby "games should be fun" post. Honest opinion, the clarity and care in which you present your ideas and thought process is a cut above most game criticism - it's very welcome in a sea of sensationalism and hot takes and will hopefully create some great, nuanced discussion as a result.

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Otogi

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Edited By Otogi

Great piece, Austin, and I really liked the bit on the "perfect time". I've been thinking about that the past few days and that was a nice, concise way of putting it.

Also, making you the new Mickey Mouse should be the site's new goal!

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Taargus_435

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Canadian Content laws keep Victor Lucas paid.

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TDot

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@tdot said:

I can't believe someone had to write an entire editorial on why you're allowed to criticise pieces of creative work.

The lack of critical thinking in the online gaming community sometimes astonishes me.

He chose to write it because he believes its a complex issue that demands more critical thinking and discussion. It seems like your stance is devaluing his point, but if this was your intention I apologise.

I think it's important for this community because god knows how many times I've had to explain to people that Anita Sarkeesian isn't trying to ban games. I just wish it was not the case. I think people in film or music understand that just because you have a problem with something and can point to issues, doesn't mean you're holding anyone hostage to your point of view. and maybe, just maybe, people crating these things actually like to here opinions on their works.

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SchrodngrsFalco

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I like that you explained the different reactions people take to their disagreements with developers. I believe influence should be just that, not regulatory. Also, it's great that you acknowledged the Polish view here because that is a problem outside of the US.

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swordmagic

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Metal Wolf Chaos might be the three coolest words ever strung together, like of all time. How have I never heard of it until now?

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HumaTT

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Write, Austin. Write.