Monday, November 21, 2016

Collateral Demagoguery: A Rhetorical Analysis of “Video Games Have a Diversity Problem”



The Internet is, at once, both a wonderful thing and a terrible place.  Although it represents the culmination of humanity’s ingenuity and thirst for connection, it is also the Global South of interpersonal relations, a slag heap composed of the craven ne’er-do-wells that dwell deep within us all, many of whose darkest impulses have gained their liberty through online anonymity. The most popular voices therein often have the least—or the worst—to say, giving daily vindication to Hamilton and Madison’s dire admonitions against direct democracy.  Though the unnamed writer of this article intends to council gamers and developers to be more inclusive in their habits and styles, the intended target is unlikely to be hit. More likely, the piece will succeed only in becoming a target, mainly for a subset of those individuals who form the labor proletariat and consumer base of cyber-capitalism’s most rapacious industries: YouTube, Twitter, Facebook and their diminutive retinue of black sheep cousins and pervert uncles. These social laborers have a vested interest in pleasing the horde, for there lie the most reliable viewers, followers and friends, all terms bastardized into synonyms for the same blessed thing: An audience.

The author, Anonymous—who will hereafter be gendered ‘she’ due to her stated sympathies—intended her audience to be reasonable people involved in gaming: Designers, marketers and players open to being persuaded that mainstream gaming is becoming mechanically monopolistic and that more genre diversity would improve the overall experience, even swell the ranks. While there is no dearth of this type of person as a consumer of online content, the person with whom one is more likely to share a genuine interaction with online is an altogether different animal; let us call this entity an Online Reactionary Projectionist, or ORP.  This unintended audience will be our focus moving forward.
            The ORP is not a troll. The troll, in its natural state, is a mischievous waif who delights in getting a rise out of ordinarily disinterested users. The ORP, rather, is an individual who cares very deeply about their online life, who is not open to persuasion, and who is a selfishly sensitive person that, therefore, frequently projects standoffishness and ill intent onto others. They often claim a monopoly on reason and ethics, lashing out at trivial pseudo-contradictions, as if such rhetorical devices are damning evidence of moral inadequacy. Anonymous—through her likely terministic screen as a strong, capable, professional woman who both enjoys gaming and works in the industry—allows her language to come off as presumptive (inasmuch as she seems to speak for all women), intellectually elitist (referencing “mindless cover shooters”), and sexist (“young men like to feel powerful”) to anyone operating off of, for instance, the terministic screen of feminine independence of thought or that of male disenfranchisement.  This is not to say that ORPs are universal contrarians; they usually target content that seeks to make changes in some status quo that the ORP wishes to maintain. The ORP, then, is the online equivalent of a staunch social conservative. In this case, the social institution that they are defending, from their forward combat position behind a keyboard in the dark, is that of violent power-fantasy gaming, and Anonymous provides them with plenty of ammunition.

To reiterate, the author aims her appeals at likeminded or open-minded people in gaming, those who might like greater “diversity of experience.” However, by opening her arguments with pathos, namely the attenuation of women in gaming, and going on to the logos-leaning appeal of female marginalization by way of FPS overproduction, she makes two fatal implications: A) that she speaks for all women, who must hate sports and violence because they are women, and B) that male gamers are, in the main, simpleminded man-children with no appreciation of puzzles or technical difficulty, whereas women alone are truly deep thinkers. This, by itself, is enough to bring the ORPs crashing down in waves.
            Consider these words by Anonymous: “I’m not excited by the prospect of more detailed chest-hair physics…”  Taken out of context, which the Internet will inevitably do, this phrase is ripe for reaction. It comes off egocentric by using “I’m not” instead of “many gamers aren’t.”  Obviously, the inclusion of “chest-hair” as an adjective is so sexually loaded as to appear almost chauvinistic, especially through the terministic screen of male disenfranchisement, that favorite home of the ORP. These reactionaries, though perhaps mostly young men with poor social skills or poor social prospects due to economic/career hardship, are a diverse group with diverse backgrounds. They need only to perceive two things. First, they must perceive an assault on a treasured digital institution, in this case graphic driven innovation in the field of FPS and sports games.  Second, they must perceive a chink in the armor, in this case the author’s implied intellectual elitism and her seeming embrace of gender stereotypes, both of men and of women. In a sense, the unintended appeal that Anonymous is making to the ORP ‘community’ is this: “If you want my guns, come and get them.” Fear not. Santa Ana marches north this very hour.

This article is massively effective, insofar as it serves to incite ORPs against it. Although middling in its stated objective—to engender a greater demand for diversity of experience in gaming—it wins the day at bringing the ORP armies down from their mountaintop caves.
            The setup: A pathos-laden lament that girls are leaving gaming behind as they grow up, not because they are growing out of games, but because the industry is forcing them out by going where the money leads them, to wit: “[Most] big games are marketed at young men through violence, competition and sex.” As we know, male ORPs cannot stand such an assault on their own personal depth. Similarly, it implies, to an ORP, that no woman has ever appreciated a shootout, struggle or screw of any kind.  Female or self-styled egalitarian ORPs read it like this: “Young ladies are docile, non-confrontational, and they prefer to spend their private time ruminating on the luminescent purity of the Virgin Mother.” This constitutes a far-reaching though not unfounded interpretation of the text. We see this when Anonymous subsequently claims that the problem of marginalization “isn’t just about women [characters], or people from different [...] backgrounds, it’s about entire genres,” and “the very fabric of the design process.” This suggests, indeed, that style itself can be sexist because the masculine and the feminine are fundamentally distinct in their passions. More importantly, at least for male ORPs, this amounts to an indictment of their favorite pastime as misogynistic.
            Another chink in Anonymous’ armor comes in her appearing difficult to appease. “I don’t really care if you put a female avatar into Assassins Creed.” For female or female-appropriating ORPs who do care, this reads as dismissive. For male or male-identifying ORPs who dislike this innovation, perhaps because it affects or has the potential to affect their ability to immerse themselves in that fantasy universe, such a pronouncement might seem like overt self-privileging, or—to adopt the parlance of oblivious misogyny—like the whining of an ungrateful bitch.  Whether or not this attitude is ethically or socially tenable is irrelevant; it has the same effect on an ORP.
            Nothing, however, has more of a galvanizing effect on an ORP than does hypocrisy or the incorrect perception thereof. This turn comes in the sixth to last paragraph of the article: “We all like different things. That’s not about gender, that’s about being human.” This was clearly intended, at the minimum, to be a rhetorical concession, probably even an honest attempt to clarify “diversity of experience” and to strip the term of any toxic classifications or offensive labeling. To the ORP, it was merely backtracking. First, she opened with women getting turned off from gaming by allegedly macho tropes; then, she appears to deny the relevance of gender. To the ORP, this constitutes a failure of logos, a contradiction causing the breakdown of the article’s internal logic.  This hypocrisy is solidified in the mind of the ORP in the next two paragraphs, which Anonymous spends giving a dual scenario about an implicitly female developer who spends a decade in AAA sci-fi shooter development, taking her licks, finally going independent to develop an alien dog game. Alternately, if she starts out trying to do this sort of thing, she fails and is pushed to the margins due to her falsely perceived lack of experience. In addition to the misogynist’s another-bitch-bitching-about-having-to-work-for-a-living reaction, the rote-logic ORP reads the implication of gender bias present in the author’s language (“maybe you have a couple kids”) as compounding the previous claim that this is “not about gender.” This perceived hypocrisy is compounded with another rhetorical concession. “Sure, industry is a tough place for everyone” but “I’ve seen women throw in the towel” more or less because they do not “already fit it.”  Together, these various conceits are seeping wounds with the potential to draw ORPs to this article like sharks to blood in the water.
           
In the end, the ORP is just what their acronym suggests: Keyboard warriors who project their insecurities onto others in an online setting, all to protect their personal status quo. Anonymous, though aware enough of this potential audience to choose anonymity, practically rings the dinner bell for them.  Nevertheless, perhaps that audience would be there to greet her regardless of her style or choice of words. Again, the Internet is a terrible place. Fortuitous, then, that we are not compelled to live on the Internet—at least, not all of the time.