Since Anita Sarkeesian and her minions manufactured a state of persecution and vilification against “female voices” in video games and tried to silence male ones, developers and consumers alike have been under attack for making and choosing their preferred titles. Rather than letting the free market speak, without quotidian attempts at social indoctrination, opponents of Gamergate are seeking to stipulate unofficial but strict rules on what can and cannot be shown in games.
Gaming companies and those that cherish these companies’ best products must never apologize for what they enjoy creating and playing. To fully take back the debate and banish SJWs from trying to control gaming, fair-minded individuals should start with reasserting their right to have the games that they want. Here are three things games (and gamers) do not owe SJWs a mea culpa for.
1. Showing boobs or sexualizing women
Women already continually sexualize themselves. Feminists who attack the portrayal of women in video games can first do a better job of pillorying the Kate Uptons and others overtly sexualizing themselves as a career choice. Or by taking to task the millions of women around the world who pathetically mask constant attempts to flash their cleavage from irregular angles by making ubiquitous duck faces.
With women already deliberately and flagrantly selling themselves online and elsewhere in the context of the sexual marketplace, the sexualization of women in video games is merely a reflection of a phenomenon females readily and gleefully contribute to in real life. Having a Duke Nukem-esque game where burly men alternate between using big guns and cavorting with supple women (or combine both at the same time) is much more in line with reality than feminists would have the public believe.
2. Violence, even gratuitous amounts of it
The SJWs who spawned the rape culture myth would have you believe otherwise, but global violence, most evidently in the First World, is at historic lows. Are we going to trust a street feminist or the non-politically correct academic Steven Pinker? Pinker has highlighted the downward trend of violence in modern times. You can watch his TED presentation on the matter here. Beyond Pinker’s work, a litany of other professors and crime statistics in general support the unparalleled physical safety of modern times.
With the advent of widespread video games during the 1980s, and their progressive shift to more and more realistic graphics and other renderings, violence has actually declined. There is no correlation between violent video games and increased levels of violence. Even in those isolated cases where a usually mentally disturbed person plays a video game and tries to “reenact” it, correlation is not causation. Instead of what do-gooders and SJWs incessantly tell us, that we have to police violent games to prevent social delinquency, the inverse is the case.
3. Not featuring obligatory gay or transgender characters
If SJWs want characters who are gay or transgender, or themes which support the aims of those communities, they can make their own titles. They can put in the hard yards themselves, without desperate appeals for crowd-funding and other handouts. Sales should be the final arbiter, not “donations”. Anything less reeks of a political party or a Super PAC assisting someone’s presidential campaign. Transgender characters like Krem from Dragon Age may exist in some games, but given the relative paucity of transgender people in a randomly selected group of people, they certainly do not belong in every or most games.
Additionally, the majority of games, especially those involving armed conflict, are not sedate affairs where players sit around discussing the world and “diversity” in university lecture-style settings. They are fast and action-packed. As I raised earlier, developers and those purchasing games are perfectly poised to decide what they want titles to focus on and use in the storyline and gameplay. Enforcing crude unofficial gender and transgender quotas should be avoided at all costs. It is nothing short of rampant and unapologetic social engineering.
There’s Nothing Wrong With Male-Centric Media
Women have female-only gyms, female-only spaces and a plethora of other exclusive zones and perks. The same goes for LGBT and transgender individuals. Heterosexual men, most notably those who are white, are the only sizeable group of people expected to cut back on or disavow their preferences and idiosyncrasies.
Be sure to actively support those companies producing games that appeal to men by buying their titles. Money is powerful, particularly when it is spent without resorting to gimmicky reeducation campaigns like those employed by Anita Sarkeesian and Feminist Frequency.
Male gamers have nothing to apologize for.