The most common excuse for how Anita Sarkeesian has been treated is that she was asking for something she did not deserve. “She could have done it for free!” In spite of the fact that Sarkeesian’s Kickstarter project – which asked for funding to better examine women in video games – was clearly voluntary, some hang on to the idea that she crossed a terrible moral line. Even if we take this argument at face value, and ignore the implicit excusing of the aggressive and shameful behaviour which she was subjected to, it presents us with serious problems.
It has become dismally common for those supporting “Free Culture” to suggest one’s creative desires be funded by another job, or two jobs if that is what it takes. If you want to create, well that is the price that you have to pay. The assumption is that part-time work produces the same quality as full-time work. Historically it has rarely been the case that a hobbyist – even a talented one – is able to produce the same quality of work as a professional. Relieving a person of the pressures of an unrelated job (or two), and freeing up time to focus solely on creation unsurprisingly results in better work.
Whether this is through traditional methods, or direct funding from those who benefit most, the important thing is that creators are able to dedicate themselves to their job. Some things need more effort than a couple of hours on evenings and weekends to complete. This may be the reason why Anita Sarkeesian asked for funding. Perhaps she does not enjoying working for free. Perhaps she does not like the idea of subsidising others’ consumption by working extra hard for less result. Perhaps she thought the subject was important and demanded a full-time effort. It takes a special kind of solipsist to think that demanding Anita Sarkeesian to work for free, on punishment of intimidation, harassment, and threats to her safety is anything but deranged. It is not likely either that “doing it for free” would have avoided the sexist nonsense we have seen, given the subject matter.
The internet, digital technology and platforms like Kickstarter have removed many barriers for artists and creators. They inspire due to their low cost for entry in comparison to the severely restrictive nature of more traditional methods for reaching an audience. If “Free Culture” is argued from the basis of freedom of information and ideas, and not simply benefiting the individual who likes free things, then the reaction to Anita Sarkeesian is one of staggering hypocrisy. This has been at its bottom a concentrated effort to censor unpopular views within the video game community. Sarkeesian hoped to take advantage of the supposedly open nature of the internet and found instead new barriers that would discourage most human beings with emotions.
This is also, obviously, a result of extreme misogyny. One who thinks a woman being gang-raped is justified or amusing, is not excused by calls for free speech, or some mangled interpretation of irony. Perhaps women in video games, whether in development, criticism or their representation in the medium, do not interest you. Perhaps you feel that this is an overreaction. The elements which allowed this to happen though are powerful tools of censorship. If the video game community – which is thankfully not solely defined by the people who excused, encouraged or participated in this assault – wish to truly progress then we will need platforms like Kickstarter. We will need people like Anita Sarkeesian.
This affects many areas, particularly the development of quality criticism which is not so beholden to the interests of advertisers, or those who make products for demographics and not for individuals. We will need people to invest their time, and sometimes their money. It is no good though if to take advantage of the freedom of the internet, people have to either tow the line that does not offend the violent, deranged and morally bankrupt, or to accept being degraded and threatened in good humour. This is not just about women in video games. It is about facilitating new ideas, and empowering all kinds of divergent, minority and undervalued creative people to become involved in video games. Enough supported Sarkeesian’s project to fund it, but the attempts to silence her continue. Thankfully she seems up for the fight, but not everyone is going to be as strong as Anita Sarkeesian.
Paul Casey writes for the TN2 Magazine (Trinity News Supplement), which is available in digital form here, and for popshifter.com