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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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Homelessbird

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@wolfhazard: I don't know, but if there was ever proof that From Software is a pretty cool company, that's it.

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csl316

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Edited By csl316

Canadian Content laws keep Victor Lucas paid.

You're god damn right. Forever, I would hope.

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excast

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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.

You know, that is a rather interesting point. For all of the criticism I see over how certain games portray women or diversity, I don't think I have ever seen an article criticizing Nintendo for not being more socially progressive. Throughout the years the stories have routinely involved the white male protagonists on a quest to save the vulnerable princess who has once again found herself in need of rescue.

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bceagles128

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This is a well written and rational response and I can actually get on board with most of it. Unlike the kotaku piece, this wasn't what I was talking about when I pointed out that many people whine about these issues without actually doing anything to remedy them. In my view, game developers have absolutely no duty to instill diversity in games just as they have no duty at all to create RPGs or FPS or any other type of game. Game development is a business. They have every right to make whatever the hell they think will make money as long as they aren't deceiving their customers. Therefore, if you want something made that isn't otherwise being made, all you can do is (a) help to make it yourself (whether that be through development or funding or whatever) or (b) try to incentivize others to make it by demonstrating that a market exists for it. Writing critical articles about the witcher does neither.

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Onemanarmyy

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@excast: Petition to get DMXgoomba in the next mario game.

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bceagles128

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This is a well written and rational response and I can actually get on board with most of it. Unlike the kotaku piece, this wasn't what I was talking about when I pointed out that many people whine about these issues without actually doing anything to remedy them. In my view, game developers have absolutely no duty to instill diversity in games just as they have no duty at all to create RPGs or FPS or any other type of game. Game development is a business. They have every right to make whatever the hell they think will make money as long as they aren't deceiving their customers. Therefore, if you want something made that isn't otherwise being made, all you can do is (a) help to make it yourself (whether that be through development or funding or whatever) or (b) try to incentivize others to make it by demonstrating that a market exists for it. Writing articles about games that are already released and criticizing their devs for not altering their creative vision in order to pander to certain ethnic groups, genders, sexual orientations or whatever else achieves neither.

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narficacid

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Man...social justice and related topics continues to be an unexpectedly divisive topic on Giant Bomb. News at 11!

Excellent article, Austin, and I hope to see more like it!

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Ford_Dent

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Edited By Ford_Dent

@excast: I believe Nintendo came under a considerable amount of fire for its exclusion of gay relationships in Tamodatchi Life just last year--and I've seen regular criticism over Zelda's treatment in her own series (the last Metroid came under fire for its treatment of Samus as well, but since that was created by Team Ninja I guess you could argue it doesn't really count). Criticism of this sort of thing is only recently (like in the last few years, I'd say) becoming more mainstream, so I'm sure we'll see similar criticism build as more people interrogate games of the past.

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shodan2020

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Thanks for writing this, Austin. As a weird gaming nerd myself, I appreciate it. I think I'm going to love going on the deep dives into this complicated gaming culture with you. I'm glad the GB guys picked you up. Keep up the good writing, Dr. Games. :)

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Canteu

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Damn. This thing is like 3.5k words. You write so damn fast!

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danjohnhobbs

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Fantastic work Austin. I cannot get enough of this sort of writing. Thanks.

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Turambar

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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?

The following will be the best 2 hours of your life.

Loading Video...

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The_Hermit

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Edited By The_Hermit

Is this really a thing that needed to be analyzed? Or maybe I'm just misunderstanding this article?

Yes, a critic cannot force a developer to do anything. Instead, they use whatever amount of 'power' they do have to try and appeal to the developer. Doen't matter how little that influence is. Through writing, Twitter, video, whatever. And that's it pretty much. Person A wants change X to happen, whereas person B was fine with situation Y. There's a conflict of interest here, resulting in arguments.

Certain points of view are simply not represented that much in games media, or even frowned upon. This increases tension even more. You can't ask for X without being called a bigot, sexist or racist, so instead people should be prevented from talking about Y.

That's how we got in this mess in the first place, if you ask me.

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Homelessbird

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@excast: I'd just like to add a thought to what @ford_dent wrote and say I think part of the reason you see that criticism less frequently applied to Mario games is that Mario games feature the absolute minimum of characterization. It's a lot more jarring to not see yourself represented in a world that (despite containing dragons and whatnot) in many ways resembles the real one than in as abstract a universe as the one Mario inhabits.

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antikyth3ra

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I think social criticism sits closer to "forcing" on the spectrum since it implies that the game is actually harmful to society. "Destiny needs more content" doesn't come with that sort of implication.

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Homelessbird

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exfate

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Good article. I think you give other games writers and publications far too much credit though.

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soundlug

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@ford_dent: I think is a valid criticism with Tomadachi Life as is a light hearted live simulation so is weird that doesn't include a gay option. Mind you, there were people outright aggresive with Nintendo (thought their PR didn't help at times) but I felt it was a valid opinion (and many people admitted that were okay with the promise in taking on account in the next Tomadachi Game, as I heard actually sold well)

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tterbo

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Austin just warranted his whole year's salary with this editorial. I like the new academic flair that he brings to the site.

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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.

Except no one said Austin wasn't allowed to criticize anything.

Did you read the rhetoric he quoted? I've been hearing the same for years. Where somehow critiquing games meant that people wanted them banned.

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chilipeppersman

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@turambar: i think saying its gonna be the best two hours of your life is a bit much, but its entertaining for sure. dont know if i could stick with it for the whole two hours tho, it gets old kinda quick.

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drwhat

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News Editor, edit thyself

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TDot

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I often get very irritated at the notion that critics aren't allowed to say things about certain things in games. People have been pointing to Polygon for their Bayonetta 2 and Witcher 3 reviews as somehow a sign that things are unethical. That their own points of view are on social issues are inadmissible and should be ignored where instead a focus on the games mechanics should be the focus of the review.

Now, this is a very troubling idea. As an extreme example, both Triumph of the Will and the Birth of a nation are technically great films. They revolutionised uses of cinematography and editing and are still explored heavily in film theory as being revolutionary, technically. But I would find it very disturbing if someone gave these films good reviews without mentioning that the subject matter they both espouse are awful.

Now Witcher 3 isn't awful, but you can't ignore your moral compass if something goes against it. It would be disingenuous of the review both for himself, and his audience if he didn't allow that to effect his review.

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rangers517

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Another reason these types of articles aren't going to force devs to do anything is that they know that most people that actually buy and play games don't care at all about this stuff.

The big publishers/devs have all the data and see what the market actually wants. They see that even after all the long articles and arguing about sexism and wanting more female protagonists, Bayonetta 2 still came out and sold like complete garbage, even with great reviews.

It's cool that some people (mostly games writers) are passionate about these things, but most of the audience still just want to hear if the game is fun and what mechanics are in it. Not your ideas for new characters that should've been a different race or gender or whatever.

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jhevans51

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@hednik4am: I absolutely thought the same thing during his first Beastcast appearance. Def not a bad thing.

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KentonClay

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I think it's important to point out that criticism itself exists on the free market. Giant Bomb, for example, is only as "influential" as the size of its audience allows it to be. An review can only effect game sales if people freely and actively make the decision to listen to it.

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Homelessbird

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Another reason these types of articles aren't going to force devs to do anything is that they know that most people that actually buy and play games don't care at all about this stuff.

The big publishers/devs have all the data and see what the market actually wants. They see that even after all the long articles and arguing about sexism and wanting more female protagonists, Bayonetta 2 still came out and sold like complete garbage, even with great reviews.

It's cool that some people (mostly games writers) are passionate about these things, but most of the audience still just want to hear if the game is fun and what mechanics are in it. Not your ideas for new characters that should've been a different race or gender or whatever.

I wonder if this is true.

I'm not in a position to know much about market research into the gaming industry, but I do know TV (US TV, at least). On American television, there has been a long-running dearth of shows that don't feature predominantly white casts. Black-majority cast shows had taken a big dive since the eighties and nineties, and god forbid you were a Latino or Asian actor, because there were seriously slim pickings out there. And the reason for those conditions was pretty much what you stated above - the prevailing wisdom was that people wanted shows about white people, and that was just good business.

But recently, a funny thing has been happening, and that trend has shifted. In the past couple years, the networks have realized that they are leaving markets untapped, and shows with non-white casts have been launching. And there's been a resounding response in the numbers. Shows like Blackish, Empire, and How to Get Away with Murder have been bringing in huge numbers. And Fresh Off the Boat, which is an ABC sitcom about an Asian family, has become one of the most successful shows on television in its first season - and there hasn't been a TV show about an Asian family in the US since the 90s.

I know you can't make a 1:1 comparison between the industries, but... the funny thing about prevailing wisdom is that sometimes it can perpetuate itself without checking back in with reality to make sure it's still true. I wouldn't be so dismissive.

Sidebar: Bayonetta 2, it could be argued, is not what most of the people decrying portrayals of women in gaming would consider a positive example.

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cabbagesensei

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The big publishers/devs have all the data and see what the market actually wants. They see that even after all the long articles and arguing about sexism and wanting more female protagonists, Bayonetta 2 still came out and sold like complete garbage, even with great reviews.

Isn't that a confirmation bias? If ever in a blue moon we get a game featuring a female protagonist and it doesn't sell according to "market-research"/over-inflated projected sales figures, and the publishers/devs chalk that up to solely or largely based on the gender of the main character, then of course male leads (the abundance of most games) will be perceived as the "better" choice.

Remember: we live in a world were Tomb Raider selling 8.5 million copies was a "disappointment."

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tbecker38

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Really, really enjoyed this. Thanks for writing this article; I am looking forward to reading more of your work!

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BradBrains

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Edited By BradBrains

It's really cool that Austin is doing such back and forth with the community on things like this.

I can't read 400 comments but I hope everyone gave him the same mutual respect he did in his responses

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cabbagesensei

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Edited By cabbagesensei
@excast said:
@applegong said:

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.

You know, that is a rather interesting point. For all of the criticism I see over how certain games portray women or diversity, I don't think I have ever seen an article criticizing Nintendo for not being more socially progressive. Throughout the years the stories have routinely involved the white male protagonists on a quest to save the vulnerable princess who has once again found herself in need of rescue.

Loading Video...

http://kotaku.com/shigeru-miyamoto-and-the-damsel-in-distress-520259897

Maybe it's only been in recent times, but Nintendo has been criticized for their portrayals of underrepresented groups. And just because you are not currently criticizing one thing (the Mario series) doesn't preclude you from criticizing another (Witcher 3).

EDIT: Also, let's not even get started about Super Princess Peach...

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amirite

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@antikyth3ra: Not the entire game - ELEMENTS of the game. Try not to think of it from such a negative perspective. There seems to be this fear that the second something like The Witcher 3 is criticized, it somehow invalidates the praise it has gotten. This is not so. These critics are not saying "this game shouldn't have been made," they're saying "This game could be even better."

Criticism helps great art become GREATER, it doesn't cut it down.

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Lyfeforce

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This was a great read. As someone who shies away from discourse on the internet due to a bushel of reasons, It's great to see an article like this that actually makes me feel welcome to open my mind and figure out what I want to say.

Hope y'all have a nice E3.

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rangers517

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@rangers517 said:

The big publishers/devs have all the data and see what the market actually wants. They see that even after all the long articles and arguing about sexism and wanting more female protagonists, Bayonetta 2 still came out and sold like complete garbage, even with great reviews.

Isn't that a confirmation bias? If ever in a blue moon we get a game featuring a female protagonist and it doesn't sell according to "market-research"/over-inflated projected sales figures, and the publishers/devs chalk that up to solely or largely based on the gender of the main character, then of course male leads (the abundance of most games) will be perceived as the "better" choice.

Remember: we live in a world were Tomb Raider selling 8.5 million copies was a "disappointment."

Tomb Raider is basically the biggest name there is to test that, and even with a big budget and marketing push it pretty much sold on 3 platforms what Uncharted does just on one system. And then the port to ps4/xone sold really poorly. They don't seem to have all that much confidence in the new one either because they took MS's money to make it a timed exclusive for the next gen system with the lowest install base instead of thinking it would make a lot of money on it's own on all the systems.

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harveydanger

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Stellar article, Austin.

#fuckyeahaustinwalker

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Askherserenity

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You're a fucking wizard with words. Great read, Austin and totally agree with you here. If more game critics wrote about these subjects about half as good as you do, I'm sure there would be a lot less of a backlash from that other point of view. I love video-games and so I welcome these sorts of critiques. I don't see how anyone who seriously enjoys them would have any trouble trying to tackle these subjects. It will only elevate this industry into another whole level.

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rjaylee

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Edited By rjaylee

I want to frame this quote on a wall.

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.”

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Slixshot

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Hot DAMN! This guy knows how to write! Bravo :D

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fram

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I intend to post something a little more substantial when my thoughts coalesce and I have more time, but I just wanted to pop in and say that I got a lot out of this piece. Cheers Austin!

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deactivated-66361f5b4a584

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Your influence is more than what you think it is. Anyone who parrots what you say to someone else is expanding your influence, your ideas. As the idea spreads so does the pressure on whom it was targeted. You aren't forcing anything but the pressure is there and someone is feeling it.

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OrchidAugur

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What an excellent article- I'm so glad to see this on the site, it's a topic that was in sore need of being acknowledged and dissected. I've been thoroughly enjoying what you've been bringing to the site Austin, keep up the fantastic work!

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Zephyr

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You were the perfect addition to GB, Austin. Thank You.

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Goldanas

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I think it's silly to get so hung up on the semantics of one word and write a 3.5k word article on it. I'm not sure how often people are even saying that journalists are "forcing" developers to do their will, but I know that I've read "You shouldn't try to force your culture on others' culture", which isn't trying to say that you are literally putting a gun to someone, but that you are making a suggestion that they should put one culture into another's, for no other reason than that it fits your culture and not theirs. "You" is not referring to journalists, but rather to the general person.

This reads to me as a long, dodgy way of trying to avoid the argument, and still come out like you're right, which I think is a big problem for most writers or bloggers in this space: They can't admit they're wrong, even just a little bit, which is the case here.

It really doesn't matter. It's one hundred percent good to be wrong. I am wrong all the time. And I apologize for it. And I learn. I get the prevailing sense from all these blogs and this article that it's just Austin coming up to say "I don't care; I'm right; you're wrong."

A good portion of us live in a North American bubble that gives us all this lovely privilege and influence we forget we have.

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WALKSTING

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Wow, what a great read. Felt like I was back in school! Thanks for making me think about this subject and for joining GB. I hope Giant Bomb realizes that they have a real superstar on their staff!!

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Katsini

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Criticism is the practice of judging the merits and faults of something (or somebody) in an intelligible (or articulate) way....

This article.

The Witcher 3 is an awesome open world RPG, it's still only a game and not representative of everyone's point of view. Even though it is sold around the world it cannot completely fulfil everyone's idea of the perfect story / graphics / tone / characters / world. Like all forms of media Films, Books, Music, etc most are created by an individual or group of people that imbue certain aspects of sociocultural perspective, which is most likely skewed to fit with what is thought to be the "norm". We are all different and there is no one way of seeing things around us. Having certain expectations, this gives us the need to praise or criticise when we are passionate about a subject. We want to inform others of what we feel is right / wrong.

For a game that is widely praised like the Witcher 3 it only demonstrates how expectations have shifted to focus from more than just "Am I enjoying the game?" to for example "Am I being represented in this world?". It wasn't long ago when games had little or no story in place to criticise. Now huge worlds are being created with characters that almost feel lifelike. The uncanny valley is used to describe our perception of what is real, which is difficult if we cannot fully connect with what we are presented with. It only takes a tiny amount of unfamiliarity to make an unreal experience felt especially in games. We all want them to be as realistic as possible even when in a fantasy setting. I believe it will take time, but we will get there, looking back at the evolution of games so much has changed already. I'm just glad the Witcher 3 and other similar titles are being released that push a lot of boundaries. Of course there is always room for improvement. Money is a big factor, but l hope that there will always be the passion to keep producing better games.

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deactivated-6050ef4074a17

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@antikyth3ra said:

I think social criticism sits closer to "forcing" on the spectrum since it implies that the game is actually harmful to society. "Destiny needs more content" doesn't come with that sort of implication.

This is an important distinction to keep in mind, I agree.

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Macka1080

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Edited By Macka1080

A magnificent perspective on an unquestionably volatile issue, Austin. I share your opinion on the nature of criticism being wishful and contemplative rather than 'forceful' or 'demanding'. We all do hope to influence people with our opinions, but not in any sort of malicious manner. More often than not, the games we engage in discussion on are the ones that affected us most, the ones that we engaged with so intensely that we can't not speak up. The points of contention are usually small splotches on a larger painting, ones we could overlook but choose not to because the beauty of the whole merits it.

Your points regarding the trade-off between reach and desired level of influence raise a tough problem: How do you promote--not demand--discussion around an important topic when the very nature of that topic is to be ignored and buried? The use of The Witcher in Polygon's article is understandable, if still a little mired in grey. Like the occasional mixed messaging of government- or company- sponsored initiatives, is it okay to take advantage of public focus to champion an admirable cause?

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Awesome article, Austin. Reading your work is really inspiring and totally makes me want to write more!