(Note: For this article, it will be important to distinguish between the first and third generation Xbox’s. As such, the first gen will be referred to as ‘original Xbox’ while the new generation Xbox will be referred to as “Xbox One”.)
If you are reading this blog post now, you must have looked at my previous video, which looked at Gamergate as what it was, how it was perceived, how it started, and what it implies about technology and culture. This post will look at how something like Gamergate started, like what the conditions were for this movement to happen. After all, whether you are for or against it, it simply didn’t just appear out of thin air and decide to become a thing. Surely, there are some things that helped in order to bring it to life, and that is what I hope to isolate. Below this paragraph are what I think are the top contributors and factors that not only started Gamergate, but probably even still fuel it today.
- The Internet -> Social Media (Everyone gets a say!)
When I was researching whether other industries (movies, music, etc.), I came across an article explaining how the movie critic doesn’t have as much influence today as they did in like the 80s or 90s or generally when Ebert was around. One of the reasons listed was that the internet has changed the way that people can respond to art. They can log on, find a forum full of people that are eager to hear about the reactions/people who share their sentiments, and very easily write their opinions about the piece. Ever since the internet came about, it gave everyone a voice, and gave the impression that one should be entitled to a say. This ideal would become much more important when concerning the second reason.
- General Ire over Video game Business Practices (We have the bigger say!)
The idea of DLC (Downloadable Content), extra content that was not packaged with the original game content and usually priced on its own, was around a lot longer than mainstream gamers realize. It was just that it wasn’t until Microsoft came into the Gaming Industry with the original Xbox and its online service, Xbox live, that the idea fully blossomed. Earlier types of DLC lacked solid internet connection and thus were less of it. However, when Microsoft came into the market, the idea of an online connection service prompted more DLC, since it was much easier to put out content in this manner, and eventually culminated in the Xbox Live Marketplace on the XBox-360, where DLC could be placed, and eventually marketed as more content for the games. Eventually, other companies followed this model, and soon DLC became a staple of the industry.
One interesting thing to note is that during these early day, one game called “The Elder Scrolls: Oblivion” had a DLC called “Horse Armor” which does what the title says and nothing more. The entire DLC gives horses armor and nothing else. This package was also priced at $2.50. For many, it was a sign of what DLC would become.
Nowadays, DLC has become a gateway for other business practices that have been deemed as questionable, such as microtransactions, on disc DLC, and early access. These practices have also given rise to some of the videogame culture today, such as “pay-to-win”. There have been ire over these practices, and a general feeling of grudging acceptable, as they have become a part of the industry, and that the sales that they generate will ensure that the practices will continue. In a way, Gamers were stuck with having a voice in an industry that didn’t seem to listen, and they would have let this scandal go if it wasn’t for the third item.
- Previous Victories (Our say triumphs your say!)
Really, it should be the one previous victory which still should be mentioned, as it is probably the one thing that happened between Doritogate and Gamergate. When the Xbox One was first announced, it had come with all these controversial features such as an online check every 24 hours for games to work and a transfer system in which you can only exchange games with people that have been on your friends list for at least 30 days. The Kinect, a peripheral that was voice commanded, was also supposed to be an integral part of the system and had to be on at all times, leading people to fear that it would be recording at all times, though Microsoft assuaged those fears.
However, these features were not received favoritably, so much so that Sony had once marketed that giving your friends your game to play was as simple as handing them the disc. The resulting backlash, “feedback from the Xbox community”, forced Microsoft to reverse decisions on those features, getting rid of the online check and the transfer system. For what seemed to be the first time in the modern gaming industry, consumers were dissatisfied with the decisions of a major company, spoke out against it, and managed to get that same company to reverse their decision.
- Suspicious coincidences (I say…)
Other factors that might have contributed to Gamergate breaking out and becoming not an onetime thing, are the ‘Gamers are dead’ articles. On August 28, there was a flood of articles and editorials, all with the same main ideas, the Gamer cultural identity is dead, and should be left to rot. That is suspicious, but more than that, it is damning. After all, a bunch of articles with the same main idea, being posted on the same day, it sort of reeks of people coming together. It becomes even worse when some articles even have links to others. Joseph Bernstein, a Buzzfeed writer, linked his article, “Gaming is leaving Gamers behind” to Dan Golding’s “briliant cri de coeur called The End of the Gamer”, even pulling out some quotes from the article. Casey Johnston, a writer for Arcs Technica, has a link on her article, “The Death of the ‘Gamers’ and the Women who ‘killed’ them”, to Leigh Alexander’s article.
Combine that with other examples that were provided, like Zoe’s Patreons, and it becomes much more obivious why Gamergate soon picked up steam.
Sources:
Terrible Industry Practices
DLC History
Xbox One Feature Changes
Gamers are dead articles