As I expected, I caught a fair amount of disagreement with my last post, but I was happy to hear it. I had a few really good conversations where people explained to me the positives of loyalty, and they definitely brought up some things I hadn’t considered. But ultimately they did not change my mind about loyalty being inherently virtuous.
That’s not because (as some people took it) I hate loyalty specifically, but rather that I don’t think any character trait is inherently virtuous. I was picking on loyalty last time mostly because it was on my mind, and it’s one I don’t think we question enough. But I’m happy to question the virtue of every supposedly positive character trait, including my own.
So now I will need to break that down and then talk about how we can behave in the absence of virtue.
I am skeptical about loyalty. I’m not normally one to inspire it, and when I have given it I have not often received it in turn. It’s important for me to say that because I realize it colors the argument I am about to make:
Loyalty is not an inherently positive character trait.
My last post was a rant, so now we get to the follow-up on how to do better.
Specifically, I want to discuss how we can do better as designers. Private games are private games, and we don’t really need to discuss what you do on your own time with your own friends.
But if you’re designing and publishing or talking about your games on a public platform, then that is my concern. It’s everyone’s concern, because it’s public. What you contribute to gaming is part of the ongoing conversation of who we are as a community.
I’ve been debating with myself how I want to handle this, because what I have to say affects people who are friends of some of my friends. On the one hand, that seems like a place to walk carefully, but on the other hand that’s exactly the problem that perpetuates privilege: not speaking out just because you “know” the people. It perpetuates privilege because it leaves the task of criticizing people to those who are outside the group, people who are inherently less likely to be listened to.
So screw it – I’m going to be blunt.
I don’t normally do this, but this time, I’m going to start with my conclusion. Because I want you to know where this is going before you get into the pointed jokey part. So here’s the main point I want to make:
You are allowed to like or not like any Star Wars movie. But it’s time for you to acknowledge that your preferences are emotional, not rational.
Those of you who hate The Last Jedi (even if you’re not an utter jerk about it) are doing so for emotional reasons. All the rational criticism you like to throw around is what your brain does to legitimize a decision you’ve already made. This is not an insult, it’s just how human brains work. We fool ourselves into believing that we make logical choices, but most often those logical chains are built to justify rather than to decide.
I’m going to show you how this works by criticizing Empire Strikes Back in all the same ways that many people have criticized The Last Jedi.
Where Do We Go from Here?
The gaming community has gotten a little tense lately. I’m not going to talk about that specifically, but I will say that this last section suddenly became extremely relevant in my mind as I watched an entire local gaming community collapse in on itself.
I think the points I’ve tossed around in the previous parts can offer some things to think about, but I want to throw out just a few ideas for positive action in shifting away from focusing on our own personal experiences and growing our empathy as a community.
So…with all that said, what is it we’re missing? What design opportunities is the gaming community currently lacking because of its more subtle and pervasive biases?
In this part, I would like to offer for consideration some themes, concepts, and open-ended questions that I hope may spark discussion and even inspiration in the game design community.