It's no secret that the gaming community online is toxic. What I mean by that is that they are rude, hateful, and open to spitting out vitriol whenever possible. If you jump into a game of Call of Duty, Halo, Overwatch, League of Legends, or any kind of online competitive game (which is a majority of them) you will likely come across somebody with a microphone who will insult you and talk about how they slept with your mom. This kind of mentality has been shaped by playing video games.
In an article written by my friend in early 2016, he talks about the "myth of redemptive violence", which is a common theme in video games that tells gamers that most problems can be solved through killing the bad guys. This myth has bled into the psyche of gamers and has made them think that if something negative happens, the best way to approach it is to be rid of it. Even gamers know that actual physical violence is not the solution to problems. That principle has been instilled in us since we were children. However, nobody said anything about hurting someone else's feelings to make them go away so that we wouldn't see them again.
Video games haven't made people rude. I'm not saying that. However, video games have made us rude to people that gamers view as the opposition. Anita Sarkeesian is a journalist who set out to create a video series that discussed the portrayal of women in video games. Most of what Sarkeesian had to say didn't put video games in the brightest light. With that, the gaming community lashed out at her for undertaking this task. Death threats, threats of rape, threats of physical violence, publishing her address of her place of living, photoshopping pictures of her face beaten and bruised; the list goes on. All of this because of video games. If you asked any of the people who did some of these things, they most likely would respond with "I wasn't going to do it". For some reason the idea of "sticks and stones may break my bones, but words will never hurt me" has prevailed in the minds of gamers. However, one could call this frequent stream of threats violent. It is harassment. It is assault. It is slander, and they are lies. All of these things being amoral. Though, none of these things matter to the gamer, because they weren't actually going to make good on their promise to hurt anyone, they just wanted them to leave, and shut up about video games.
The stereotype of the gamer is one who sits indoors all day, playing their video games in the dark, eyes glued to their screen. Sadly, this portrait of the gamer isn't too far off from the vocal minority that has banned together under the flag of #gamergate. This hashtag has brought out the worst in the gaming community. The reality is that they are few, but they can still make a lot of noise. #gamergate was originally started because of a journalist named Nathan Grayson at Kotaku. Word had got out that Grayson was in a relationship with a game developer named Zoe Quinn. Quinn has developed several games by herself, and had released them all for free on Steam. Grayson had never written any articles about her games, as it would have gone against Kotaku's policies of integrity. However, Quinn's ex had found out about the relationship and had written up a slanderous piece about the couple and had spread it across every forum that was available to him. This lead to a multitude of gamers calling for the heads of the "corrupt" journalists in the video game journalism industry. The backlash of this forum post was monumental. Zoe Quinn was the most hated person on the internet. Everything I mentioned that happened to Sarkeesian happened to Quinn tenfold. When Quinn went to the authorities to ask for help, her claims were dismissed. Most likely because all of her evidence came from Twitter, and that she couldn't place the names and locations of where these threats were coming from. While #gamergate has yet to hurt anyone, the threats to these peoples livelihoods is real.
Using various forums to meet, members of #gamergate had resolved to harass advertisers of particular gaming sites by making false claims that what the website was publishing was offensive. #gamergate sent hundreds of thousands of emails to stop advertisers from giving money to these sites, cutting off income from the people who work for these sites. This was a real act. This was not a threat. This was not just harassment. This was something that gamers had banned together to accomplish, and it worked. I'm sure that they felt pretty proud of themselves for eliminating an enemy in their sights.
This is the mentality of gamers. In most games, threats are dealt with through violence. If an enemy is killed, that is a good thing. One less thing to worry about. Gamers tend to see things in black and white, because that's how the stories usually go in video games. Save or harvest, paragon or renegade, good or evil, light side or dark side. Games too often provide players with binary choices with clear consequences. Slowly, subtly, this has warped the views of gamers. If something is bothering them, a gamer must take care of it with the means at its disposal. If someone is badmouthing a game of their childhood, they must be destroyed. If someone is threatening the status quo of gaming, they must be destroyed. If someone didn't touch on the gameplay element of a game in their review, they must be destroyed. #gamergate has gotten so out of control, that the slightest disturbance is worthy of their ire. It is a group of immature children that have figured out how to use twitter and email to harass and threaten those who have different opinions of them. Because in video games, if you're not for us, you must be against us. You're either on the red team, or you're on the blue team.
Life is not black and white. The stories of peoples circumstances are more than what is presented upon your first meeting. Video games are magical, and wonderful, but they are not a direct simulation of life. They're just fantasies. They are just something to be enjoyed, and when people in these communities are acting out like this, it is hard for me and many others to call themselves proud to be a gamer. It's bad enough that people who don't play games think gamers immature and childish, it's even worse when they think us violent and angry. #gamergate does not do anyone any service. The mentality of eliminating opposition due to a difference of opinion, diversity, or just because they aren't playing a video game as well as you are, is no way to live life. This is a deplorable facet of video games. It's become so common, that most of us have just accepted that it's just how things are in gaming communities.
But I say no. I say that we all should do our best to clean up the gaming communities. We can be just as loud as they are and shout a different message. One of kindness and love. I know that's really difficult when you're losing, but maybe we need to exercise some self control and step away for a while. Getting angry will only hurt yourself and others. Games are entertainment, and they are art, and if they leave us in a bad mood, perhaps we've spent a bit too much time with them. We all need to keep a positive attitude, and that can be just as infectious as a negative one. We need to encourage others and lift each other up. Leave comments on videos that are kind. Tweet out kindness. Don't build gates, build bridges. Make an open doorway into gaming. Because we love video games, don't we? We love to see our friends playing them and enjoying them. We should want to share our passions with others, not hoard them like some kind of dragon. Don't be a dragon. Dragons don't have friends. Also, people want to kill dragons and be rid of them. You want to be the hero, don't you? Slay dragons. Kill them with kindness. Be a positive change. Be a force for good. Be a force for kindness. Show love and compassion for those around you. Even if you don't know them, or have never seen their face. Show kindness.
Wednesday, October 11, 2017
Friday, September 8, 2017
Thoughts on Final Fantasy VII
Final Fantasy VII is a game that is widely heralded as a classic. A revolutionary game that influenced and inspired the masses on what a game could be. Recently, I played through it for the first time, and here are some of my thoughts on the legend.
The Final Fantasy series has always irked me in one way or another. Either the story and characters never resonated with me, or the combat system was too confusing for me to get a hold of. I decided to be patient with VII and give it a chance. The result was a resounding "it's okay, I guess".
The Final Fantasy franchise always has top marks in visuals and soundtrack. However, those do not make for a great game, and the aesthetic isn't really consistent with the overall tone of the game. Most of the places you visit and the things you see are just visually interesting, and don't really hold any value other than to look pretty, so it seems rather empty. The soundtrack, composed by Nobuo Uematsu, is as wonderful as ever. While I've never played most of the Final Fantasy games, his renown is well known. I've even been to a few Final Fantasy concerts because I know how great the music is. Final Fantasy VII is a testament to his creativity. The songs in VII are catchy, and they help to embed the areas that you'll visit in the game in your memory. It would be nice, however, if I could listen to them for more than five seconds.
Random battles are annoying. It doesn't matter what game you're playing. They just ruin the moment. This was one thing that I found to be grating on my nerves throughout most of my playthrough of Final Fantasy VII. Sometimes in video games, I just like to run around in circles with my characters while I think of the next thing that I need to do. I can't really have the opportunity to do that when every few steps are interrupted by a random battle. I couldn't really think at all of what was going on, because my train of thought was constantly interrupted by a loud noise and the screen going all crazy just to transition to a handful of random monsters that aren't even worth enough experience points to warrant casting a spell on them.
Something that made the experience of Final Fantasy VII dull was the lack of variety in the characters. Sure, they all looked visually distinct, and they all had their individual personalities; however, everybody could cast spells, use techniques, and summon creatures to fight for them without any kind of class based skill or statistic. I've been playing a lot of Dungeons & Dragons lately, and the thing that makes for an effective team is composition. In recent titles like Overwatch, this element is stressed heavily, but Final Fantasy VII isn't a competitive online shooter, it's an RPG. When everybody can use spells just as well as the other person, nobody is special and all of the battles come down to wizard battles. Why is it that Cloud, who is iconic for wielding a huge sword, barely uses it? It was ineffective to continuously use the standard attack, when I could cast a spell that would deal just as much, if not more, damage to all targets on screen? Barret, the guy with the gun for his right arm, was assigned to be my healer because Aeirs (the girl who dies) died on me. The reason this bothers me so much is because the personalities of these characters only come through when they have a bit of dialogue.
The characters didn't have classes. They could use any spell that they wanted. The only thing that separated them were their limit break moves, which only happened once their gauge was full. Sure, it was cool to see Tifa suplex a dragon, but the rest of the time she was using ice and fire spells. She's supposed to be the hand-to-hand martial artist, but she's casting Ice 3 like a level 20 wizard. Because of the games indifference towards classes (which as I understand were a huge element of earlier Final Fantasy games like 3 and 4), composition didn't matter. Even if composition did matter, there was no way to read party member statistics to differentiate them.
The characters of Final Fantasy aren't very unique to being with, however. Everybody fills in the roles that their supposed to, and nobody really stands out as a unique character to me. Plus, the game forced the romance between Cloud and Aeris, when I wanted Cloud and Tifa to be a thing. The game takes you on its narrative, and doesn't allow for much, if any wiggle room. I was just there for the ride. I know that if you do a specific thing, you can have Cloud go on the date at the Golden Saucer with someone other than Aeris, but I didn't really know how to do that, since spending time with different party members only occurs in the aforementioned team composition. It isn't like Mass Effect where I can chat with my crew for a bit and get to know them more. The thing that bothered me the most is that nobody really surprised me all that much. Save for Cait Sith turning out to be a spy for the bad guys. Tifa plays the childhood friend. Aeris: the beautiful girl whom the main character immediately falls in love with. Barret: the radical who acts like he has nothing to lose, but who has a family to look after / token black character. These archetypes aren't interesting. They're boring and frustrating. Nobody changed throughout this adventure.
All in all, Final Fantasy VII is a video game. You have your cast of characters, and you save the world. That's it. There's a few interesting moments here and there about identity, and big corporations flippantly killing the planet (which seems more relevant than it ever has been these days). Other than that; nothing special. A few moments caught me off guard with random encounters being way above my level and wiping my party, but I was able to make it past them once I figured out how to run from battles. Final Fantasy probably would have blown my mind if I had played it when it originally came out. Is it worth playing now? I can't be sure. The genre of the Japanese RPG has evolved to a new standard, and Final Fantasy VII seems archaic by now.
B
Side note: The ATB system still doesn't make any sense to me, and I think it's trash. Also: random encounters that can wipe my party during a crucial moment in the story are bull shit.
The Final Fantasy series has always irked me in one way or another. Either the story and characters never resonated with me, or the combat system was too confusing for me to get a hold of. I decided to be patient with VII and give it a chance. The result was a resounding "it's okay, I guess".
The Final Fantasy franchise always has top marks in visuals and soundtrack. However, those do not make for a great game, and the aesthetic isn't really consistent with the overall tone of the game. Most of the places you visit and the things you see are just visually interesting, and don't really hold any value other than to look pretty, so it seems rather empty. The soundtrack, composed by Nobuo Uematsu, is as wonderful as ever. While I've never played most of the Final Fantasy games, his renown is well known. I've even been to a few Final Fantasy concerts because I know how great the music is. Final Fantasy VII is a testament to his creativity. The songs in VII are catchy, and they help to embed the areas that you'll visit in the game in your memory. It would be nice, however, if I could listen to them for more than five seconds.
Random battles are annoying. It doesn't matter what game you're playing. They just ruin the moment. This was one thing that I found to be grating on my nerves throughout most of my playthrough of Final Fantasy VII. Sometimes in video games, I just like to run around in circles with my characters while I think of the next thing that I need to do. I can't really have the opportunity to do that when every few steps are interrupted by a random battle. I couldn't really think at all of what was going on, because my train of thought was constantly interrupted by a loud noise and the screen going all crazy just to transition to a handful of random monsters that aren't even worth enough experience points to warrant casting a spell on them.
Something that made the experience of Final Fantasy VII dull was the lack of variety in the characters. Sure, they all looked visually distinct, and they all had their individual personalities; however, everybody could cast spells, use techniques, and summon creatures to fight for them without any kind of class based skill or statistic. I've been playing a lot of Dungeons & Dragons lately, and the thing that makes for an effective team is composition. In recent titles like Overwatch, this element is stressed heavily, but Final Fantasy VII isn't a competitive online shooter, it's an RPG. When everybody can use spells just as well as the other person, nobody is special and all of the battles come down to wizard battles. Why is it that Cloud, who is iconic for wielding a huge sword, barely uses it? It was ineffective to continuously use the standard attack, when I could cast a spell that would deal just as much, if not more, damage to all targets on screen? Barret, the guy with the gun for his right arm, was assigned to be my healer because Aeirs (the girl who dies) died on me. The reason this bothers me so much is because the personalities of these characters only come through when they have a bit of dialogue.
The characters didn't have classes. They could use any spell that they wanted. The only thing that separated them were their limit break moves, which only happened once their gauge was full. Sure, it was cool to see Tifa suplex a dragon, but the rest of the time she was using ice and fire spells. She's supposed to be the hand-to-hand martial artist, but she's casting Ice 3 like a level 20 wizard. Because of the games indifference towards classes (which as I understand were a huge element of earlier Final Fantasy games like 3 and 4), composition didn't matter. Even if composition did matter, there was no way to read party member statistics to differentiate them.
The characters of Final Fantasy aren't very unique to being with, however. Everybody fills in the roles that their supposed to, and nobody really stands out as a unique character to me. Plus, the game forced the romance between Cloud and Aeris, when I wanted Cloud and Tifa to be a thing. The game takes you on its narrative, and doesn't allow for much, if any wiggle room. I was just there for the ride. I know that if you do a specific thing, you can have Cloud go on the date at the Golden Saucer with someone other than Aeris, but I didn't really know how to do that, since spending time with different party members only occurs in the aforementioned team composition. It isn't like Mass Effect where I can chat with my crew for a bit and get to know them more. The thing that bothered me the most is that nobody really surprised me all that much. Save for Cait Sith turning out to be a spy for the bad guys. Tifa plays the childhood friend. Aeris: the beautiful girl whom the main character immediately falls in love with. Barret: the radical who acts like he has nothing to lose, but who has a family to look after / token black character. These archetypes aren't interesting. They're boring and frustrating. Nobody changed throughout this adventure.
All in all, Final Fantasy VII is a video game. You have your cast of characters, and you save the world. That's it. There's a few interesting moments here and there about identity, and big corporations flippantly killing the planet (which seems more relevant than it ever has been these days). Other than that; nothing special. A few moments caught me off guard with random encounters being way above my level and wiping my party, but I was able to make it past them once I figured out how to run from battles. Final Fantasy probably would have blown my mind if I had played it when it originally came out. Is it worth playing now? I can't be sure. The genre of the Japanese RPG has evolved to a new standard, and Final Fantasy VII seems archaic by now.
B
Side note: The ATB system still doesn't make any sense to me, and I think it's trash. Also: random encounters that can wipe my party during a crucial moment in the story are bull shit.
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