Two recent twitter storms have led to death threats for one game
designer and the cancellation of a new project for another. Is this
just the way things are in the video game community now?
Last week, David Vonderhaar, the game design
director at development studio Treyarch, announced that his team had
made some minor adjustments to Call of Duty: Black Ops 2. Now there are
people online who want him dead. I don't have to list the vile threats
that have bombarded his Twitter account - they are handily recorded on
the Tumblr,
Gamer Fury.
All we really need to know is that Vonderhaar and his team tweaked some
weapon statistics in the game's multiplayer mode to re-balance the
experience, and that some members of the community responded by wishing
rape and cancer on his family.
A few days later, indie developer Phil Fish
announced that
he was abandoning the sequel to his critically acclaimed platformer
Fez, because he couldn't cope with the games industry anymore. The
announcement came after a raging Twitter argument with games writer
Marcus Beer, who had referred to Fish as a tosspot and an asshole during
the GameTrailers show, Invisible Walls. Fish is no shrinking innocent;
he has actively engaged in social media storms in the past, and his
Twitter comment to Beer in which he directed the journalist to "compare
your life to mine and then kill yourself" was repellent. But it seems
there will be no Fez II now, so, yeah, well played everyone.
These are, of course, familiar tales in the modern games industry,
and indeed, they reflect patterns of online behaviour that now exist
throughout culture and society. In the Guardian today,
we can read about
the 21-year-old man who has been arrested for threatening feminist
Caroline Criado-Perez after she successfully campaigned to have Jane
Austen's picture on the ten pound note. "It's sadly not unusual to get
this kind of abuse but I've never seen it get as intense or aggressive
as this," said Criado-Perez. "It's infuriating that the price you pay
for standing up for women is 24 hours of rape threats."
Yet somehow, this is where we are now.
Naturally, there are a range of theories to explain this bizarre and
sickening behaviour. The psychologist John Suler refers to the online
disinhibition effect: the way that the anonymity of cyberspace frees us
to say and do things that we would ever consider in face-to-face
communication. In his 2004 essay,
CyberPsychology and Behaviour,
there is a theory with particular relevance to the Vonderhaar
situation. Suler writes that some people consciously inhabit different
characters while online, like actors taking on a role, and that they
dissociate the actions of this 'character' from themselves and from
real-life consequence:
People may feel that the imaginary characters they "created" exist
in a different space, that one's online persona along with the online
others live in an make-believe dimension, a dream world, separate and
apart from the demands and responsibilities of the real world. They
split or "dissociate" online fiction from offline fact. Emily Finch, an
author and criminal lawyer studying identity theft in cyberspace, has
suggested that some people see their online life as a kind of game with
rules and norms that don't apply to everyday living (pers. comm., 2002).
Once they turn off the computer and return to their daily routine, they
believe they can leave that game and their game-identity behind. Why
should they be held responsible for what happens in that make-believe
play world that has nothing to do with reality? After all, it isn't that
different than blasting away at your pals in a shoot-em up video
game... or so some people might think, perhaps unconsciously.
In this sense, the mindless hatred directed toward Vonderhaarr could
be seen as a warped extension of the 'trash talk' many gamers indulge in
during multiplayer deathmatches – Twitter becomes a part of the
experience of Black Ops, and engaging in online bullying is a sort of
tribal affirmation with other players. Similarly, the controversial
theory of deindividuation, which seeks to explain why normal individuals
become unruly and violent in a crowd, may well show parallels between
Twitter abuse and football hooliganism: both are about taking on and
representing a collective identity which has nothing to do with
'real-life'. Both are about showing off how hard you are to your peers.
And in the leveling confines of the online comments section or Twitter
feed, the only way to be heard – to be 'admired' – is to be the most
extreme.
The problem is, the games community has found ways to explain away
abominable online behaviour. You know, "Call of Duty is a horrible game
so it gets the fans it deserves"; "Phil Fish is an argumentative guy so
he should expect to attract Twitter hatred"; "these nutters are a tiny
minority of gamers". But by excusing all this crap, surely we're
perpetuating it; we're complicit. And we shouldn't be. It is repulsive.
Game design is a creative endeavour and its proponents, like the
great novelists, the great film makers, the great artists, are often
introverted and sensitive people. Do we really want to create an
environment in which online abuse is accepted as inevitable? Where does
that stop? Suggesting that young designers stay off Twitter or remain
aloof from communities is not practical – in the digital era,
maintaining close ties with your 'user-base' is vital. After all,
Valve's Greenlight system has turned community into a financial model;
popularity, or at least notoriety, has become a prerequisite to success.
It is not realistic to just stay out of the social media milieu.
And ultimately, it doesn't matter what you think about games like
Call of Duty, you have to think about David Vonderhaar going home to his
family one night last week and explaining to them that dozens of people
want him to die in the most graphic ways possible because of a decision
he made about a game he loves. All developers understand that their
audiences are passionate and engaged, but is hate an inevitable
by-product of that?
As for the Phil Fish situation, well, it is more complex – he has
courted controversy, he has played that game. But I'm not sure he knew
the maelstrom of invective he would bring down upon himself. And if he
did, does that make it acceptable? That's an honest question. Does it?
Bullies rely on a status quo that subtly excuses and normalises their
behaviour. It doesn't have to be that way. There are plenty of excuses
to be an idiot online, but the excuses
not to be are always
more compelling and enriching. I'm not imagining some sort of
happy-clappy pacifist fantasy land here; full-bloodied criticism, satire
and argument are vital. I'm just talking about a games culture in which
a developer doesn't get death threats for changing an imaginary weapon.
Is it okay to think about that? Is it okay to want it?