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Too many damn times to count.

I was hoping the latest Bioware game would not be a failure. I was wrong.

Importing toxic gender ideology into games is pretty terrible. Impressionable young adults need less bullshit in their life, not more. How did this happen?
Ohh…
The upcoming failure can be described thusly:

*sigh* – I can remember a time when game studios just focused on making good engaging games. I wonder how many more economic lessons will need to be taught to video game industry before we can return to ecosystem that isn’t dysfunctional.
Good morning faithful readers.
I must apologize for the blogging interruption. The plan was to go on a lovely choral retreat to the Banff Centre – including a attending a Master Class on solo singing, and workshops with the estimable Lona Larson, Eva Bostrand, and Micheal Zaugg. It was going to be a wonderful learning opportunity nestled in the heart of the Canadian Rocky Mountains.
Did not happen for me though. Why? Because one of my fellow choristers decided that coming to rehearsal ill was more important that not spreading the cold he had to the rest of the choir. AKA – Yours truly.
Vocal production – singing – produces a great deal of micro-dropplets and if you happen to be contagious spreads them far and wide. Thus, the cold I caught manifested itself on the Thursday before last weekends trip meaning I had to to exclude myself for the health of the rest of the participants.
I don’t vacation much, so this is one of the rare times I leave my home base and get out in the world. It just wasn’t meant to be.
So, while recuperating at home, I heard some of the buzz around a new online game called Hell Divers 2. In the depths of being cold miserable I decided, what hell (divers) might as well try a new video game.
Well HD2 was quite a pleasant surprise. A nice gameplay loop topped with a very Starship Troopers over the top setting. Thus, last week instead of singing, working, or blogging, I was busy bringing Managed Democracy to the galaxy. :>

So all was not last friends, all was not lost.
Too long it has been, since a gaming post graced DWR. The Battle Royal first person shooter game PlayerUnknown’s Battleground (PUBG), still in early access, has made its way on to my gaming list.
First and foremost, like all early access games, there is a dire need for optimization and stability as frame rate and connectivity to the game servers can sometimes be quite questionable. When things are going great though, watch out, this is one of the games in which you say to yourself, ‘Okay, just one more before bed…’ and then suddenly it is 4am.
The concept is quite simple. I’ll let Wikipedia do the talking:
“The game is based on battle royal-style game mods previously developed by Brendan “PlayerUnknown” Greene for other games, but expanded into one standalone game under Greene’s creative direction. In the game, up to one hundred players parachute onto an island and scavenge for weapons and equipment to kill others while avoiding getting killed themselves. The available safe area of the game’s world decreases in size over a match, directing surviving players into tighter areas and forcing encounters. The last player or team standing wins the round.”
And that’s it. Throw 100 avatars onto a 8km island and see who comes out the winner. It is the chaos that comes with each round that brings me, and others back again and again. What makes the game so darn replayable is a series of risk/reward decisions must be made in every phase of the gaming experience.
Firstly, where does one jump out of the plane? Choosing a city or hamlet will increase your chances of getting the guns and gear you need to survive but then twelve other people have that exact same idea and are heading to the same area. So then it becomes a frantic race to see who can arm themselves first and have the advantage over their unarmed opponents, or do you go more out of the way, with less chance of the good loot, but also less people.
Secondly, layer on top of the loot vs people decisions, the geographical considerations involved in having a good run. The available playing area cordons off after five minutes, what happens is that a large circle appears randomly on the map and after some time an ominous blue forcefield slowly closes around that circle effectively shepherding the players into a new smaller playing area. Being far away from where the circle is drawn is never a good thing and forces you to make decisions that e often not tactically sound. Thus, dropping toward the middle of the island is generally a fairly good idea because you will never be too far away from the initial circle boundary.
Thirdly, add to the mix the randomness of the gear available; sometimes you just cannot find a scope, or enough ammunition, or armour and you have to make due with what is available.
Of course, on top of all these points is the fact that you are playing against people who will be as conniving and opportunistic as humanly possible as everyone is trying to win the match. You can bet your bottom dollar that people are lying in ambush waiting for the likes of unwary players who are not being careful. Every corner must be checked, wide open spaces avoided, tree lines inspected, ridges surveyed – because the bastards are out there and will unhelpfully remind you of their presence, and your misfortune, with gunfire.
PUBG allows the option of teaming up with either a squad of 2 or 4 people, the new caveat being that rather than dying outright when injured, members of your team can revive you if they get to you before you bleed out. Thus, more dynamics are added as then people tend to stick together and fight together leading to nasty 4 v 4 firefights and ambushes.
Playing this game has brought back some of the early pulse pounding experiences I’ve had with first person shooters when they first made their appearance on the market. Running that flag in Soldier of Fortune 2, or being the last team member alive in Counterstrike were all heart rate quickening good times. PUBG has brought those sorts of experiences back in a new setting that I’m finding most enjoyable.
When you get what you ask for and realize it wasn’t what you were asking for. In this case dudes wanting cultural legitimacy for their hobby, but of course, unwilling to but up with critical scrutiny of what their hobby actually entails.
I like the replication of toxic patriarchal in my video games and death to those bitches that would criticize what I like… Pretty much the whole Gamer Gate fiasco in a nutshell.
Fun fact: Morgan Ramsay, founder of the Entertainment Media Counsel, did an objective study of how much of gaming journalism talks about sexism or social justice.
To do this, he downloaded 130,524 articles from 37 RSS feeds of 23 outlets, including The Escapist, Rock Paper Shotgun, CVG, Edge Online, Eurogamer, Gamasutra, Game Informer, GamePolitics, GamesBeat, GamesIndustry International, GameSpot, GamesRadar, IGN, IndieGames, Joystiq, Kotaku, Massively, MCV, NowGamer, PocketGamer.biz, Polygon, Shacknews and VG24/7, published over a period of twelve months. He then did a search on how often these games articles mentioned sexism, feminism, or misogyny.
The result? Over a period of one year, 0.41% of 130,524 articles referenced feminism, feminist, sexism, sexist, misogyny, and misogynist explicitly.
That’s less than half of one percent.
So next time you hear someone whining that “feminism is taking over video games journalism”, what they’re actually whining about is that feminism exists in video games journalism.




Your opinions…