I started Part 1 by mentioning the Backstory podcast by Alex Roberts. Since that one was a minor quibble, I think it only fair that I mention the podcast again in a much more positive light.
If you haven’t heard the episode with Jonaya Kemper, you need to go listen to it either right now or (if you’re not in a podcast-listening space) after you finish this article. You then need to go visit Kemper’s website and read and follow everything she does, because she’s amazing. This interview – and all of Kemper’s work – is a master-class in intersectionality.
That’s important because it is the topic for this part. Here’s a headline:
The Intersectionality Gap in the Game Design Community
This is something I’ve been chewing on for a while, so buckle in – I have a lot of thoughts.
I had planned to start writing about this at some point in the coming weeks or months, but I decided to accelerate that timeline because of a number of things that I witnessed recently – negative responses to an awesome new gaming venture by people I respect greatly, a nice overview of a common gaming question that Phil and Senda did on Panda’s Talking Games, and a recent episode of Backstory, the wonderful podcast by Alex Roberts.
In that episode, both Alex and her interviewee, Jeeyon Shim, were largely enthusiastic about the topics they were there to discuss, but they fell into a common habit among gamers – they defined something they liked as the opposite or absence of something they didn’t like. This is a practice we notice easily in jerks who speak out against something like New Agenda Publishing, but we often don’t see that it can still be a problem in media and discussions that are otherwise positive and progressive. (Sometimes we even cheer along when we agree.)
Yet it is one example of an overall issue that I have observed in gaming specifically and geek culture in general – the Primacy of Personal Experience. Fandom cultures are particularly susceptible to it because they are built on personal preference and enjoyment rather than an external structure or overarching philosophy. It causes problems in every aspect of our interactions: our social engagement, our habits of gameplay (and game selection), our approaches to design, and more. However, it’s not something we can erase or escape. Instead we must become aware of it and find ways to work within it.