The angry fundamentalists of the church of gaming

Why are gamers such an angry bunch?

I like the idea that the hate storm surrounding Anita Sarkeesian is a surprise to some people. It pleases me that there are still people in the world who possess that level of innocence, that people can still be outraged by the viciousness and ignorance that so many people take for granted when using the Internet.

Sarkeesian you see broke two rules of online communication, the first, which I don’t want to dwell on, is that she forgot to be male. If you want to express any sort of opinion without a penis to give you credibility then you are going to get a certain type of abuse from men, almost regardless of topic.

The second rule she broke however is that she poked the sacred cow, video games.

Gamers are an incredibly diverse bunch as I’m sure we all know, but like with any broad church there are going to be some people in there who are, for want of a better word, fundamentalists.

Gaming is no exception to this and in many ways gaming culture mirrors the structure of an established religion. The younger gamers are often more radical, more extreme in their views and how they express them, the fanboys and the fanatics. The games industry is itself the church, delivering the games which are to be worshipped and revered by the masses. The older generation of gamers tend to view this church with more suspicion, but most, at heart, are still believers.

The big element which links gaming culture to a religion however is just how conservative it is. A lot of gamers do not like change, they will wait like hungry dogs for the next game in a series, but they don’t want it to be too different. Just like the faithful going to church they are expecting to hear what they want to hear, nothing radical, nothing too different, but not word for word what was said last week. It is no coincidence or surprise that so many of the most successful games in recent years are sequels, giving the public more of the same.

You can see evidence of this gaming conservatism if you look at the kind of language that gamers often use to describe new games. New games are jumped upon and embraced of course, but at the same time they are often resented by the faithful. Many games, even successful ones like Skyrim and Battlefield 3, are seen as toned down and casual shadows of the tougher, less forgiving and less accessible games that we cut our teeth on. 

In the face of this orthodoxy the arrival of women on the scene, carrying with them an agenda of change, it is inevitably greeted with vitriol and anger by gamers who perceive their precious stream of the same thing as last year to be under threat. Worse it is not just the women who openly have an agenda who face this wrath; female gamers are also abused merely for the crime of being female. Female gamers are seen as harbingers of some sort of oestrogen induced end of days for gaming, a spoilt little sister who has climbed the rope ladder to our clubhouse and is intending to paint it pink.

It is this conservatism that Sarkeesian’s project confronted, a desire of many gamers to not see things changed. While it only takes a small minority to unleash the torrent of abuse she was subjected to the views held by those who abused her are not that rare, as evidenced by how often they are encountered by female gamers themselves.

This mind set is of course not common to all gamers and gaming does see radical ideas breaking out into the world on a regular basis, but it is something of a concern for anybody wanting to see the medium progress that the biggest titles are always the hardy perennials, Call of Duty, Halo, FIFA, the same Malibu Stacy as last year with a new hat.

To an extent change is already happening, Lara Croft being transformed from a heavily armed blow up doll into a relatable teenage girl wielding a bow is a laudable if clumsy step in the right direction. Of course it could also be seen as an attempt to cash in on The Hunger Games, but even that in itself shows a change in the focus of marketing. Meanwhile recent games like Duke Nukem Forever and Postal 3 which have used their misogyny and crassness as a selling point have been total failures.

Games and gaming are growing up fast and no amount of hostility and rage from the hard line gamers is going to change that.

A gamer of yesteryear. This dying breed will defend its turf to the death.

Phil Hartup is a freelance journalist with an interest in video gaming and culture

Photo: Prime Images
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The Sad Part Was: this story collection puts the real Bangkok on display

Thai author Prabda Yoon descends into the voices and minds of a small cast of characters.

In Bangkok’s budding literary scene, Prabda Yoon sits at the centre. Born in 1973, he’s the scion of a well-known family (his father Suthichai Sae-Yoon is the co-founder of the Nation newspaper) and is known in Thailand as not only an enfant terrible of letters but as an illustrator, screen-writer and director (his first film, Motel Mist, was shown at European festivals in 2016).

His reputation rests mainly on a collection of short stories published in 2000 entitled in Thai Kwam Na Ja Pen, roughly translated as Probability, and it is from this early collection that most of the stories now collected in The Sad Part Was are derived. Translated with cool elegance by Mui Poopoksakul, they are among the first modern Thai stories to be published in the UK.

As Poopoksakul points out in her afterword, she and Yoon are the products of similar backgrounds and epochs: upper-middle class children of Bangkok who came to consciousness in the late Eighties and Nineties. Often foreign-educated, fluent in English and conversant in global pop culture and media – Yoon did a stint at Parsons in New York after prep school at the Cambridge School of Weston – this new generation of Thai writers and artists were born into a society changing so fast that they had to virtually invent a new language to transcribe it.

In The Sad Part Was, the result is stories that one could glibly label as “post-modern” but which, in reality, perfectly match the qualities of the megacity where they are set. Bangkok is infamously mired in lurid contradiction, but it’s also a city of subtle and distorted moods that journalism and film have hitherto mostly failed to capture. The whimsical and playful surfaces of these stories have to be read against the high-octane anxieties and surreal dislocations of what was, until recently, one of the fastest-growing cities in the world.

Yoon uses the short form of the ten-page story to descend into the voices and minds of a small cast of characters: a schoolgirl and a beautiful female teacher who form a platonic lesbian infatuation while riding a daily bus in “Miss Space”; a couple making love during a thunderstorm whose activities are interrupted by the dismantling of two giant letters, which fall onto their roof in “Something in the Air”; a young man who meets a mysterious older man in Lumpini Park called Ei Ploang, who forces him to consider the intertwined nature of good and evil. In “Snow for Mother”, a mother waits for her little boy to grow up so that she can take him to Alaska to experience the real snow, which he never knew as a little boy in the tropics.

In “The Sharp Sleeper”, a man named Natee obsesses over losing his shirt buttons and is led into a strange reverie on the nature of dreams and the competing qualities of red and yellow pyjama shirts (Thailand’s political culture is riven by two parties popularly known as Red and Yellow Shirts). The commentary slips into effortless sarcasm:

Natee has proudly worn the red pyjama shirt several times since then, and his dream personality hasn’t altered at all. On the contrary, the shirt has encouraged him to become a man of conviction in his waking life. As to what those convictions were supposed to be, Natee wasn’t quite sure. But it was safe to say that a night shirt so principled wouldn’t drop a button so easily.

Since these stories were written, Bangkok’s political schizophrenia has lost its former air of apathy and innocence, but Yoon’s tone is quietly prescient about the eruption of violent irrationality a few years later. It’s a reminder how precious the subtlety of fiction is when set against the shrill certitudes of activism and reportage.

My favorite story here is “Something in the Air”. Its dialogues are written with hilariously archaic, bureaucratic formality, while delving into the disorientation of sexual and romantic hopes in the present century. After the couple’s love-making is interrupted, the young man suggests insolently to the woman that they resume in the open air, exposed to the furious elements. She agrees. They then notice that a dead body is lying on the roof nearby, crushed by the giant letters.

While waiting for the police to arrive, the woman sits quietly and describes her future, a happily married future in which her current lover will play no part whatsoever. He listens in melancholy astonishment until the couple are called to give their testimonies about the dead man. The officers then suspect that the couple themselves have done something scandalous – and so, stung by shame, the woman considers breaking off the relationship and setting in motion her own prophesy.

The Sad Part Was is unique in the contemporary literature of Bangkok – it doesn’t feature bar girls, white men, gangsters or scenes redolent of The Hangover Part II. Instead it reveals, sotto voce, the Thai voices that are swept up in their own city’s wild confusion and energy, and it does so obliquely, by a technique of partial revelation always susceptible to tenderness.

Lawrence Osborne is a British novelist living in Bangkok. His next book, “Beautiful Animals”, will be published by Hogarth in August

The Sad Part Was
Prabda Yoon
Tilted Axis Press, 192pp, £8.99

This article first appeared in the 20 July 2017 issue of the New Statesman, The new world disorder