vibe-free lifestyle and smiling apple purveyor

@ellaguro.bsky.social

she/her. musician, writer, podcaster, weird vidgame person http://www.patreon.com/ellaguro

A lot of younger people have never heard of Gamergate, and that's probably for the best, but I do think there's some important lessons to be drawn from studying how it played out, especially for anyone invested in anti-fascist struggles today. But to do that you have to be clear about what it was.

A lot of the people experiencing the effects of Gamergate first hand were very aware that it was a fascist movement at its core. I remember being frustrated at the time that so few academics writing about it were willing to acknowledge this or draw on the abundant theory explaining how fascism works

vibe-free lifestyle and smiling apple purveyor@ellaguro.bsky.social · 2d ago

there was no authentic "core" to gamergate that got twisted into right wing politics. it was a right wing, reactionary movement from the very start and it built upon the longstanding reactionary elements of gamer culture that still are very much present to this day.

because of gamergate's role in presaging the current fascist hellscape, a lot of people in the future will pretend they were innocently hoodwinked into believing in it, or there was something else it was "actually" about, or there was no way they could've known. we should never let them off the hook

vibe-free lifestyle and smiling apple purveyor@ellaguro.bsky.social · 2d ago

a recent 6 hour video "explaining" gamergate just came up on my youtube timeline. i just think it's so wonderful that for the rest of my life people are going to be re-litigating this thing that was soul-draining to be even in the proximity of and making it about whatever they decide it's about.

just because it needs to be said: the reasons for the current game industry crisis don't have much of anything to do with what caused the 1980's western game console market crash, and it's a bit disingenuous to compare the two beyond just like... the general size of the crisis.

GamesIndustry.biz@gibiz.bsky.social · 3d ago

"This is the worst crash we've seen since the 1980s," says Tim Sweeney Industry experts speak to Edge magazine's Alex Spencer about how the industry is facing "Crash 2.0" www.gamesindustry.biz/this-is-the-...

having some kind of horizon that suggests at something greater but you can't reach is really important to a lot of media. part of the promise of AAA is that you could actually reach those horizons - but in practice it often ends up disappointing and repetitive. one of the big failures of AAA tbh.

Steve@stevetown.bsky.social · 3d ago

We talk about early games abstracting game worlds so you can traverse them quickly and it's fine, then modern games wanting to "flesh things out" and you end up with world bloat and slogs of games that take way too long to do anything and go anywhere. Rebirth had this problem.

I keep thinking of this as a way modernized games simply do not trust their audience to have imagination. Like when people joked about turn-based combat because it's unrealistic and yeah... that's the point. It is *representing the feeling* of battle, not a 1-to-1 display.

Steve@stevetown.bsky.social · 3d ago

We talk about early games abstracting game worlds so you can traverse them quickly and it's fine, then modern games wanting to "flesh things out" and you end up with world bloat and slogs of games that take way too long to do anything and go anywhere. Rebirth had this problem.

i'm not sure to what extent i still identify with the glorious trainwrecks philosophy but it was a really nice scene to "grow up in" as a gamedev. also explains my disdain for things like "polish" and "quality" and "putting music and sound effects in your game"

Front page of Glorious Trainwrecks, with an image of a train crash and the following introductory text:


Glorious Trainwrecks is about bringing back the spirit of postcardware, circa 1993. It's about throwing a bunch of random crap into your game and keeping whatever sticks. About bringing back a time when you didn't care so much about "production values", as much as ripping sound samples from your favourite television shows to use in your game, or animating pictures of yourself making goofy faces on your webcam. Where every ridiculous idea you had, you would just sit down and code. When you would make up a "company name" to legitimize dorking around on the computer with your friends.

It is not about unfinished, unplayable games. If any part of a glorious trainwreck is terrible, it is terrible in a way that is AWESOME.

Together, you and I will bring the true spirit of indie gaming back. Yes, you! For this site is about nothing, if it is not about getting off your ass and creating. Wikipedia claims that they used to stage trainwrecks (with empty trains, of course) for the amusement of the general population. Would the world not be a better place if we brought this tradition back?

It doesn't matter if you've got talent, so long as you've got gusto. Your game does not have to be coherent -- but it does have to be finished.

IT IS TIME TO TAKE THE PLUNGE INTO GLORY.