Last month, bisexual gamer and leftist
YouTuber Hbomberguy finished a gruelling 57-hour streaming
session of the notoriously frustrating videogame Donkey Kong 64,
raising
over $340,000 for UK trans charity Mermaids. The mammoth
effort was in response to anti-trans
activist Graham Lineham and his briefly
successful social media campaign to
jeopardise Mermaids’
funding from the UK government.
With support at first in the gay and trans
communities, the stream eventually went viral over left-wing social
media and spread into the wider geek and videogame subcultures, with
nerd celebrities like the designer of the Doom and Quake
games John Romero, Donkey Kong 64 composer Grant
Kirkhope and absurdist queer sci-fi erotica writer Chuck Tingle
appearing publicly throughout the stream alongside a variety of left
and left-leaning figures such as whistleblower and outspoken
socialist Chelsea Manning, internet philosopher ContraPoints and even
US democratic congress member Alexandria Ocasio Cortez.
The stream served as a powerful counterpoint to
the culture
of toxicity and right-wing
politics that often dominate the gaming world, showing passionate
support for an oppressed community while connecting up our struggle
with the wider left. It also shined a light on the existence of the
leftist nerd: a common type of nerd (especially in trans communities)
whose presence is continually overshadowed by the louder voices of
reactionary
gamers and pseudo-rationalist
centrists claiming to be apolitical, even as they
enthusiastically support the status quo. When even basic nods towards
progressive politics in games are often controversial – such as
when the 2016 Baldur’s Gate expansion Siege of
Dragonspear included a transgender character and the developers
were review-bombed
and harassed for it – reactionary politics are often
employed as a marketing
mechanic, pandering
to the delusion that the ‘social justice warriors’ are out to
get gamers.
This phenomenon is
not unique to gaming but it does appear to be more common among
fans than in other mediums. The idea of gamers as an embattled
minority, beset by what they perceive as the lying,
hating left on one side, and the censorship
of the religious right on the other, has actually become a
meme in certain
circles. Never mind the aforementioned right-wing biases in
gaming or the
sometimes fascinating history of Christian games.
Gatekeeping in reaction to a previously maligned
hobby becoming popular and hence accessible to everyone – even
those who lack the skill of more adept gamers – plays a part in
this as well. There is for instance a trend to
lament the rise in context- and content-driven (as opposed to purely
gameplay-driven) reviews, especially
when journalists are seen to ‘suck’ at games.
Hbomberguy’s stream gave the lie to all of these
assumptions. Firstly, by
absolutely dominating at the game and, secondly, by showing just
how many leftists genuinely love the medium.
It isn’t just that almost everybody finds
gaming enjoyable. It’s also that many games are built on highly
detailed alternative worlds. I
have discussed before how this can help to educate players by
making them compare the game’s world with the one in which they
live. What must also be observed is that this process is intrinsic to
gaming, and that the wider left can take advantage of it.
As a democratic, modern entertainment medium,
games are openly created so that players can have fun. Simple games
like Candy Crush will usually do nothing else. But with more
elaborate games like, say, Yakuza 0, the gameplay
and the narrative necessitate drawing connections to the outside
world. These connections create a dialogue between the game and
player, asking questions that the player is obliged to answer. By
drawing their attention to them, leftists can help gamers see the
nature of the world we really live in and help them feel empowered to
change it.
This is an example of
what Paulo Freire calls dialogic education. As he writes in
Pedagogy of the Oppressed (1968):
Because dialogue is an encounter among
women and men who name the world, it must not be a situation where
some name on behalf of others. It is an act of creation; it must not
serve as a crafty instrument for the domination of one person by
another. The domination implicit in dialogue is that of the world by
the dialoguers; it is conquest of the world for the liberation of
humankind.
Yakuza 0 is an anime-inspired action game
about a pair of Japanese criminals who get drawn into a complicated
war between the Yakuza and a real estate company over an absurdly
valuable plot of empty land. The game is
often sexist and the role the martial arts play in it is
very silly, but the action builds upon a simulation of a
pre-financial
bust Japan that offers a
robust commentary on capitalist greed and the way that
gentrification destroys communities. It even has a side-quest
featuring a
conversation about tax law with a city politician that
starts with you having to fight off a group of businessmen exclaiming
that taxation is theft, and then answer questions from the politician
on the purpose of taxation and how a tax becomes both workable and
fair. The
tax that the player ends up creating is real – it was
introduced by former Japanese Prime Minister Noboru Takeshita around
the time when the game is set.
This sort of teaching is a core feature of the
medium. You can see it in Battletech, a robot-themed
strategy game that includes an
innovative trans-inclusive character creator showing players just
how diverse human gender really is. You can see it in Spinnortality,
a game about ‘soft power’, and in Wolfenstein 2’s
Nazi-smashing
dieselpunk alt-history, which uses satire to show how present-day
America has come to be ruled over by avowed white supremacists. You
can even see it in games that try to be ‘just’ simulations
seemingly devoid of politics; socialist
YouTuber donoteat01’s videos on Cities
Skylines show how the innovative use of building
mods combined with a players own experience can reveal the
ways in which building cities are political acts.
Games like Civilization VI, which
present social and historical phenomena in more simplistic fashion,
or those that make an effort to avoid the real-world politics of the
places and scenarios that they’re discussing – such as Farcry
5 – tend
to suffer for these omissions.
While the barriers for entry can
be high, gaming has
become a mainstream art form, and it’s easier to get into than
it’s ever been before. There are a lot of options, too,
with everything from modern
versions of traditional platformers to full-blown
space operas that can serve equally well as introductions to the
medium.
The power of videogames to influence our society
towards progressive (or
reactionary) ends through dialogic education, team building, and
simulations of the world makes familiarity not just with gaming
culture but with the games themselves a vital tool to shape and
understand reality. Through criticism, narration, or simple
engagement with the games and their communities, leftists can raise
both awareness and money for the causes we are passionate about, and
fight against the wider political drift towards the right that we are
experiencing throughout the world.
Maddison Stoff is a non-binary autistic writer and musician from Melbourne, whose essays have appeared in Overland, Flood Media, and New Matilda. Her debut book, For We Are Young and Free, a compilation of interlinking meta-fictional Australian cyberpunk, is out now on UK indie publisher Dostoyevsky Wannabe. You can follow her on Twitter, @thedescenters
This article fire appeared at Overland.org.au