(Trigger
Warning: The article below
contains satire and is therefore unsuitable for anyone who has a low
tolerance to topical humour. Some claim that it was liberated from
the Gamasutra mainframe by pro-GamerGate activists and is currently
being held chained to a radiator at an undisclosed location. Others
say that it was written in the early hours of a Sunday morning by a
man clothed in only his underwear, who hasn't checked his privilege
in years. We present the piece unedited and leave it to the informed
reader to make up their own minds as to which of the two scenarios is
the more likely).
Why we won't be
exchanging our megaphone for a sound card: A plea for common sense
Video
games provide ample opportunities for learning through play. These
lessons can be good or bad, depending on the nature of the game and
whether the player is of the bigoted classic gamer normo-type, or has
adopted the enlightened values of the gamer plus model.
Super
Mario Bros 3 teaches us that the patriarchy achieves its goal of
rescuing a dis-empowered princess through cumulative acts of cruelty,
such as jumping on turtles. By engaging in responsible ethical
gameplay and encouraging others to do likewise (avoiding jumping on
turtles, or even shunning games that present this activity as an
opportunity for advancement) we can rewrite entrenched gameplay
narratives and see them reborn as positive tropes.
The
lessons that are learned from being good virtual citizens (Vitizens)
can be taken back into society. This is already happening: Privilege
Chess is a socially progressive variant on chess, in which armies
made up of oppressed board game pieces throw off the identities that
previously limited their movements, and band together against a
privileged white CIS chess army. The game has its roots online but,
thanks to funds raised through Kickstarter, real-life sets have been
produced and there is now a thriving tournament scene operating in
the bay area of San Francisco. It is well worth mentioning that in
every game of Privilege Chess that has been played so far, the
traditional white army has had its privilege not only checked, but
checkmated.
Amidst
all of this progress and positivity there remains one looming problem
facing video games that has, so far, been unaddressed even by the
more enlightened developers and commentators (come on guys, keep
up!): That is the issue of sound privilege.
Too
often ambient sounds in games are nuanced, ambiguous and lacking a
coherent message. Put simply, sound in games provides neither
positive or negative feedback in response to a player's moral
choices. Something is badly amiss in the gaming industry when sound
is used primarily as a means of providing environmental cues, rather
than to communicate to a player when they have done something wrong.
Consider
the following example: The player wakes up on a desert island. Small
waves break upon the shore. The fringing jungle undergrowth seethes
with the sustained chirping of cicadas. Nearby, but unseen, we can
hear the rumble of a patrolling tank. What message is being conveyed
here? War is bad? We need to do more to save the oceans? What effect
would these disparate sound effects have, for example, on
impressionable young boys who are fated by their toxic
gender-identities to download the schematics of Challenger Tanks
from the internet and then build working reproductions in their
parents garages?
At Gamasutra we don't use
sound cards. When we want to hear what a game has to say for itself
we opt for a megaphone plugged into a consenting USB port. (Gaining
informed consent from USB ports can be achieved by writing to the
manufacturer of your computer, or, where that is not known, through
your local police department. More guidance, along with the relevant
forms, can be found elsewhere on our site).
A sound card is a
disseminater of amoral or morally-ambiguous babble. A megaphone is
always on message, delivering explicit moral judgement at a deafening
volume, in the dispassionate, genderless tones of an authoritarian
robot. There are no degrees of light and shade; only stark black and
white, mimicking the all-seeing glare of a searchlight and the
comforting looming shadow of ranked riot police, ever ready to step
in and take whatever measures are necessary to restore order.
Going forward, Gamasutra
pledges a universal boycott on all sound cards, and the principled
adoption of megaphones when undertaking game reviews. We hope that,
having read this piece, you will follow our example.
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