While professional video game competitions have been around for some time, it is only fairly recently that competitive gamers have been dubbed as “e-athletes.” Some colleges now offer athletic scholarships to e-athletes and field sports teams that compete in games like the infamous League of Legends. As with some other college sports, these e-athletes can go pro and earn large paychecks for playing video games competitively.
While regarding video games as sports and gamers as e-athletes can be seen as harmless, there are some grounds for believing that these designations are not accurate. Intuitively, playing a video game, even competitively, is not a sport and working a keyboard or controller (even very well) does not seem to very athletic. Since I am both an athlete (college varsity in track and cross country and I still compete in races) and a gamer (I started with Pong and I currently play Destiny) I have some insight into this matter.
Before properly starting the game, there is the question of why this matter is even worth considering. After all, why should anyone care whether e-athletes are considered athletes or not? Why would it matter whether video game competitions are sports or not. One reason (which might not be a good one) is a matter of pride. Athletes often tend to regard being athletes as a point of pride and see it as being an accomplishment that sets them apart from others in this area. As such, they tend to be concerned about what counts as being an athlete. This is, some would say, supposed to be an earned title and not one to be appropriated by just anyone.
To use an obvious analogy, consider the matter of being a musician. Like athletes, musicians often take pride in being set apart from others on the basis of their defining activity. It matters to them who is and is not considered a musician. Sticking with the analogy, to many athletes the idea that a video gamer who plays League of Legends or Starcraft is an athlete would be comparable to saying to a musician that someone who plays Rock Band or Guitar Hero is a musician just like them.
Naturally it could be argued that this is all just a matter of vanity and that such distinctions have no real significance. If e-athletes want to think of themselves in the same category as Jessie Owens or if people who play music video games want to think they keep company with Hendrix or Clapton, then so be it.
While that sort of egalitarianism has a certain appeal, there is also the matter of the usefulness of categories. On the face of it, the category of athlete does seem to be a useful and meaningful category, just as the category of musician also seems useful and meaningful. As such, it seems worth maintaining some distinctions in regards to these classifications.
Turning back to the matter of whether or not e-athletes are athletes, the obvious point of concern is determining the conditions under which a person is (and is not) an athlete. This will, I believe, prove to be far trickier to sort out than it would first appear.
One obvious starting point is the matter of competition. Athletes typically compete and competitive video games obviously involve competition. However, being involved in competition does not appear to be a necessary or sufficient condition for being an athlete. After all, there are many competitions (such as spelling bees and art shows) that are not athletic in nature. Also, there are people who clearly seem to be athletes who do not compete. For example, I have known and know many runners who do not compete in races, although they run many miles. There are also people who practice martial arts, bike, swim and so on and never compete. However, they seem to be athletes. As such, this factor does not settle the matter. However, the discussion does seem to indicate that being an athlete is a physical sort of thing, which does raise another factor.
When distinguishing an athlete from, for example, a mathlete or chess player, the key difference seems to lie in the nature of the activity. Athletics is primarily physical in nature (although the mental is very significant) while being something like a mathlete or chess player is primarily mental. This seems to suggest a legitimate ground of distinction, though this must be discussed further.
Those who claim that video gaming is a sport and that e-athletes are athletes tend to focus on the similarities between sports and video games. One similarity is that both require certain skills and abilities.
Competitive video gaming clearly requires physical skills and abilities. Gamers need good reflexes, the ability to make tactical or strategic judgments and so on. These are skills that are also possessed by paradigm cases of athletes, such as tennis players and baseball players. However, they are also skills and abilities that are possessed by non-athletes. For example, these skills are used by people who drive, pilot planes, and operate heavy machinery. Intuitively, I am not an athlete because I am able to drive my truck competently, so being able to play Destiny competently should not qualify me as an athlete.
Specifying the exact difference is rather difficult, but a reasonable suggestion is that in the case of athletics the application of skill involves a more substantial aspect of the physical body than does driving a car or playing a video game. A nice illustration of this is comparing a tennis video game with the real thing. The tennis video game requires many of the reflex skills of real tennis, but a key difference is that in the real tennis the player is fully engaged in body rather than merely pushing buttons. That is, the real tennis player has to run, swing, backpedal and so on for real. The video game player has all this done for her at the push of a button. This seems to be an important difference.
To use an analogy, consider the difference between a person who creates a drawing from a photo and someone who merely uses a Photoshop filter to transform a photo into what looks like a drawing. One person is acting as an artist; the other is just pushing a button.
It might be objected that it is the skill that makes video gamers athletes. In reply, operating complex industrial equipment, programming a computer or other such things also require skills, but I would not call a programmer an athlete. Nor would I call a surgeon an athlete, despite the skill required and the challenges she faces trying to save lives.
Sticking with gaming, playing a board game like Star Fleet Battles or classic tabletop war games also requires skills and involves competition. Some games even require fast reflexes. However, when I am pushing a plastic Federation heavy cruiser around a map and rolling dice to hit Klingon D7 battle cruisers with imaginary photon torpedoes, it seems rather evident that this does not make me an athlete. Even if I am really good at it and I am competing in a tournament. Likewise, if I am pushing around a virtual warrior in a video game competition, I am not an athlete because of this. I’m a gamer.
This is not to look down on gaming—after all, I am a gamer and I take my gaming almost as seriously as I do my running. Rather, it is just to argue what seems obvious: video gaming is not an athletic activity and video gamers are not athletes. They are gamers and there seems to be no reason to come up with a new category, that of e-athlete. I do not, however, have any issue with people getting scholarships for being college gamers. I would have loved to have received a D&D or Call of Cthulhu scholarship when I went to college. I’d have worn my letter jacket with pride, too.
Rolling through the Cosmodrome with my Dinklebot.
Killing Dregs and Vandals.
Dropping them with just one shot.
Off to Luna to bring the Hive some ruin.
What’s that, Dinklebot?
That Wizard came from the moon?
Flying to Venus to grind the Ishtar Sink.
Who’s setting off the alarms?
Why, it’s a bot named “Dink.”
Finally, to Mars to shoot up the Cabal.
F@ck that annoying talking ball.
Having played Bungie’s mega-hyped, mega-criticized, and mostly-popular game Destiny, I have decided that it is an imperfect metaphor of life in America.
In Destiny, you start off with very little—which is true of most of us in America. After the initial start, your character goes to the Tower—a place that rises high above the earth and is ruled by an elite group of folks. Those in charge have the nice stuff, although by working endlessly you can acquire a few items from them. Just like in life, these folks stay safe from danger while sending other people into harm’s way and to repeatedly grind away at tasks in order to earn status and currency.
The tasks, which are called bounties and patrols in the game, are rather like the work most of us do: repetitive and with fairly lackluster rewards. There is also a game story which rather matches how life is for most folks: you go and do various repetitive tasks while being bossed about by middle management. You have no real idea what you are doing, why you are doing it, or how it fits in the big picture. In essence, you are just doing stuff for the people who are commanding things from the Tower—be it the tower in Destiny, or the towers of power in real life.
Destiny, as all players of the game will attest, has an annoying loot/reward system. The main annoyance is that the rewards generally have no connection to the skill, performance or efforts of the players. Rather, getting a reward is mostly a matter of luck. For example, one player can excel at a player versus player (PVP) match and get nothing, while the worst player walks away with randomly gifted legendary items. As I have written in another essay, life is rather like this as well—success is not so much a matter of skill and effort, but of luck. Destiny really drives this lesson home.
This is not to say that hard work and skill do not pay off at all. As with life, if you have some measure of skill and you are willing and able to “grind” (that is, repeat tasks over and over and over and over) you can earn some measure of success. In Destiny, you slowly accumulate currency (marks) and reputation by such grinding and via these efforts you can get some of the good stuff.
As a metaphor for life, Destiny is imperfect. To be specific, there are aspects of Destiny that are not at all like life in America. I do not, of course, mean the obvious differences (like the fact that we are not overrun with the Fallen, Hive and Cabal). Rather, there are less obvious differences.
The first is that all players start out equal—this is totally unlike real life. The second is that although characters can be of different races and be male or female, race and gender do not matter. You do not get less pay from the bounties if you are a woman or if you are a different race. This is completely unlike real life.
The third is that skill and effort always pay off—while it does take time to grind, you will eventually get rewards. Life is, of course, not like this.
As a gamer, philosopher and human being, I was morally outraged when I learned of the latest death threats against Anita Sarkeesian. Sarkeesian, who is well known as a moral critic of the misogynistic rot defiling gaming, was scheduled to speak at Utah State University. Emails were sent that threatened a mass shooting if her talk was not cancelled. For legal reasons, the University was not able to prevent people from being weapons to the talk, so Sarkeesian elected to cancel her talk because of concerns for the safety of the audience.
This incident is just the latest in an ongoing outpouring of threats against women involved in gaming and those who are willing to openly oppose sexism and misogyny in the gaming world (and in the real world). Sadly, this sort of behavior is not surprising and it is part of two larger problems: internet trolling and misogyny.
As a philosopher, I am in the habit of arguing for claims. However, there seems to be no need to argue that threatening women with violence, rape or death because they are opposed to misogyny in gaming and favor more inclusivity in gaming is morally wicked. It is also base cowardice in many cases: those making the threats often hide behind anonymity and spew their vile secretions from the shadows of the internet. That such people are cowards is not a shock: courage is a virtue and these are clearly people who are strangers to virtue. When they engage in such behavior on the internet, they are aptly named trolls. Gamers know the classic troll as a chaotic evil creature of great rage and little intellect, which tends to fit the internet troll reasonable well. But, the internet troll can often be a person who is not actually committed to the claims he is making. Rather, his goal is typically to goad others and get emotional responses. As such, the troll will pick his tools with a calculation to the strongest emotional impact and these tools will thus include racism, sexism and threats. There are those who go beyond mere trolling—they are the people who truly believe in the racist and sexist claims they make. They are not using misogynist and racist claims as tools—they are speaking from their rotten souls. Perhaps these creatures should be called demons rather than trolls.
While the moral right to free expression does include the saying of awful and evil things, a person should not say such things. This should not be punishable by the law (in most cases), but should be regarded as immoral actions. Matters change when threats are involved. Good sense should be used when assessing threats. After all, people Tweet and post from unthinking anger and without true intent. There are also plenty of expressions that seem to promise violence, but are also used as expressions of anger. For example, people say “I could kill you” even when they actually have no intent of doing so. However, people do make threats that have real intent behind them. While the person might not actually intend to commit the threatened act (such as murder or rape), there can be an intent to psychologically harm and harass the target and this can do real harm. When I contributed my work on fallacies to a site devoted to responding to holocaust deniers I received a few random threats. I was not too worried, but did have a feeling of cold anger when I read the emails. My ex-wife, who was a feminist philosopher, received the occasional threats and I was certainly worried for her. As such, I have some very limited understanding of what it would be like receiving threats and how this can impact a person’s life. Inflicting such a harm on an individual is wrong and legal sanctions should be taken in such cases. There is a right to express ideas, but not a right to threaten, abuse and harass. Especially in a cowardly manner from the shadows.
As might be suspected, I am in support of increasing the involvement of women in gaming and I favor removing sexism from games. My main reason for supporting more involvement of women in gaming is the same reason I would encourage anyone to game: I think it is fun and I want to share my beloved hobby with people. There is also the moral motivation: such exclusion is morally repugnant and unjustified. If there are any good arguments against women being more involved in playing and creating games, I would certainly be interested in seeing them. But, I am quite sure there are none—if there were, people would be presenting those rather than screeching hateful threats from their shadowed caves.
As far as removing sexism from video games, the argument for that is easy and obvious. Sexism is morally wrong and games that include it would thus be morally wrong. Considering the matter as a gamer and an author of tabletop RPG adventures, I would contend that the removal of sexist elements would improve games and certainly not diminish their quality. True, doing so might rob the sexists and misogynists of whatever enjoyment they get from such things, but this is not a loss that is even worthy of consideration. In this regard, it is analogous to removing racist elements from games—the racist has no moral grounds to complain that he has been wronged by the denial of his opportunity to enjoy his racism.
I do, of course, want to distinguish between sexual elements and sexism. A game can have sexual elements without being sexist—although there can be a fine line between the two. I am also quite aware that games set in sexist times might require sexist elements when recreating those times. So, for example, a WWII game that has just male generals need not be sexist (although it would be reflecting the sexism of the time). Also, games can legitimately feature sexist non-player characters, just as they can legitimately include racist characters and other sorts of evil traits. After all, villains need to be, well, villains.
While there is an abundance of violence in the real world, there is also considerable focus on the virtual violence of video games. Interestingly, some people (such as the head of the NRA) blame real violence on the virtual violence of video games. The idea that art can corrupt people is nothing new and dates back at least to Plato’s discussion of the corrupting influence of art. While he was mainly worried about the corrupting influence of tragedy and comedy, he also raised concerns about violence and sex. These days we generally do not worry about the nefarious influence of tragedy and comedy, but there is considerable concern about violence.
While I am a gamer, I do have concerns about the possible influence of video games on actual behavior. For example, one of my published essays is on the distinction between virtual vice and virtual virtue and in this essay I raise concerns about the potential dangers of video games that are focused on vice. While I do have concerns about the impact of video games, there has been little in the way of significant evidence supporting the claim that video games have a meaningful role in causing real-world violence. However, such studies are fairly popular and generally get attention from the media.
The most recent study purports to show that teenage boys might become desensitized to violence because of extensive playing of video games. While some folks will take this study as showing a connection between video games and violence, it is well worth considering the details of the study in the context of causal reasoning involving populations.
When conducting a cause to effect experiment, one rather important factor is the size of experimental group (those exposed to the cause) and the control group (those not exposed to the cause). The smaller the number of subjects, the more likely that the difference between the groups is due to factors other than the (alleged) causal factor. There is also the concern with generalizing the results from the experiment to the whole population.
The experiment in question consisted of 30 boys (ages 13-15) in total. As a sample for determining a causal connection, the sample is too small for real confidence to be placed in the results. There is also the fact that the sample is far too small to support a generalization from the 30 boys to the general population of teenage boys. In fact, the experiment hardly seems worth conducting with such a small sample and is certainly not worth reporting on-except as an illustration of how research should not be conducted.
The researchers had the boys play a violent video game and a non-violent video game in the evening and compared the results. According to the researchers, those who played the violent video game had faster heart rates and lower sleep quality. They also reported “increased feelings of sadness.” After playing the violent game, the boys had greater stress and anxiety.
According to one researcher, “The violent game seems to have elicited more stress at bedtime in both groups, and it also seems as if the violent game in general caused some kind of exhaustion. However, the exhaustion didn’t seem to be of the kind that normally promotes good sleep, but rather as a stressful factor that can impair sleep quality.”
Being a veteran of violent video games, these results are consistent with my own experiences. I have found that if I play a combat game, be it a first person shooter, an MMO or a real time strategy game, too close to bedtime, I have trouble sleeping. Crudely put, I find that I am “keyed” up and if I am unable to “calm down” before trying to sleep, my sleep is generally not very restful. I really noticed this when I was raiding in WOW. A raid is a high stress situation (game stress, anyway) that requires hyper-vigilance and it takes time to “come down” from that. I have experienced the same thing with actual fighting (martial arts training, not random violence). I’ve even experienced something comparable when I’ve been awoken by a big spider crawling on my face-I did not sleep quite so well after that. Graduate school, as might be imagined, put me into this state of poor sleep for about five years.
In general, then, it makes sense that violent video games would have this effect-which is why it is not a good idea to game up until bed time if you want to get a good night’s sleep. Of course, it is a generally a good idea to relax about an hour before bedtime-don’t check email, don’t get on Facebook, don’t do work and so on.
While not playing games before bedtime is a good idea, the question remains as to how these findings connect to violence and video games. According to the researchers, the differences between the two groups “suggest that frequent exposure to violent video games may have a desensitizing effect.”
Laying aside the problem that the sample is far too small to provide significant results that can be reliably extended to the general population of teenage boys, there is also the problem that there seems to be a rather large chasm between the observed behavior (anxiety and lower sleep quality) and being desensitized to violence. The researchers do note that the cause and effect relationship was not established and they did consider the possibility of reversed causation (that the video games are not causing these traits, but that boys with those traits are drawn to violent video games). As such, the main impact of the study seems to be that it got media attention for the researchers. This would suggest another avenue of research: the corrupting influence of media attention on researching video games and violence.
While the various technology trade shows and video game expos are supposed to be about the technology and the games, considerable attention is paid to booth babes. For those not familiar with the way of the booth babe, a booth babe is an attractive woman (the “babe” part) who works at such an event (typical in or near a company’s booth) in order to attract the attention of the predominantly male attendees and lure them, like sirens of old, to the booth.
The job of a booth babe is typically not extremely demanding: they tend to work in two or eight hour stints (depending on whether it is a product unveiling or a full show). Wages vary, but are generally decent. For example, a booth babe working at Computex in Taiwan might make $100-170 for an eight hour shift of smiling and being leered at by hordes of nerdy men. The pay can, of course, be worse at less prestigious events and better at bigger events.
While booth babes might be considered an odd subject for a philosophical look, they do raise some interesting philosophical issues. For those who are wondering, philosophy events do not, as a rule, have booth babes. Mainly just elderly professors in tweed jackets.
One obvious point of concern for any job is whether or not the pay is just for the work being done. As might be imagined, most booth babes would prefer to be paid more. However, given the extent of the babe’s duties, the pay does not seem entirely unreasonable. What is of greater philosophical interest are the treatment of booth babes and the question of whether or not there should be both babes.
As might be imagined, the sort of technology and game events that feature both babes tend to be male dominated. Also, to fall into some stereotypes, many of the men who attend these events are not accustomed to being close to attractive women. There are also, unfortunately, some strong elements of misogyny and sexism in these areas. As such, it is is hardly surprising that booth babes get leered at. They have also been the subject of what seem to be sexist tweets, such as the infamous Asus tweet regarding the “nice rear” of a booth babe. Booth babes also get plastered all over the net in videos and photos, put on display just like the products they are selling.
On the one hand, it seems wrong to treat the booth babes as objects and to employ them to lure men to the events and the booths. This seems to involve demeaning both the booth babes and the males. The babes are demeaned by being presented as sex objects to lure in males and the males are demeaned because it is assumed that they need booth babes to draw them in (and that they want to see the babes). This seems to be morally wrong. After all, this is treating people as mere sexual objects used to sell products. Both Kant and the feminists would agree that this sort of objectification is wrong. While this view is very appealing (and almost certainly correct), there are some points well worth considering.
On the other hand, if the booth babes were not sexy and if males were not attracted to this, then there would be no jobs for the booth babes. Put another way, what seems to make the booth babe practice wrong also seems to be exactly what gives it a reason to exist at all. Obviously, if average looking women (and guys) were hired to stand around the booths in comfortable clothing, then they would not attract people to the booths. If guys were such that they did not have an interest in seeing booth babes, then there would be no reason to have booth babes. As such, the profession rests on the fact that males are lured in by a chance to stare at hot women in person. From this, one might argue that the sexism and leering that people complain about is an intrinsic part of the practice. Complaining about it would be on par with complaining that people ask Starbucks employees to make coffee for them: that is, obviously enough, what they are there for.
There are two obvious replies to this. The first is that perhaps the booth babe profession should be eliminated. After all, the mere fact that the job seems to be inherently exploitative and sexist hardly justifies its existence. To use an analogy, being an assassin requires killing people, but that hardly justifies the practice. Of course, getting rid of booth babes need not entail a ban on attractive women. This leads to the second reply: attractive women (or men) could still be hired to work booths without the strong exploitative or sexist elements. The Pax gaming events, for example, do not allow traditional booth babes.Of course, some might complain that any use of attractiveness is morally suspect-but it does not seem any worse than, for example, using talented, friendly or witty people to attract attention.
A final point of concern is that while such events are male dominated, there are still females who attend, often as industry professionals. No doubt most of them do not find the booth babes appealing and some of them probably find the practice offensive and insulting. After all, the booth babes make these events seem like a boys’ club rather than a professional event. There are also no doubt males who find this practice offensive as well. As such, the use of booth babes might have a negative impact, which is opposite of what the companies want.
Like most gamers, I’ve been playing Diablo III. Well, at least when the servers are up. I do get that servers go down from time to time, such is the way of imperfect technology. I also get that when I am playing an MMO a down server means that I cannot play (on that server at least). After all, an MMO is the sort of beast that needs to be served up. However, Diablo III is not the sort of beast that needs to be so served. After all, Diablo II functioned just fine without being connected to Blizzard’s servers. I do, of course, “get” why Blizzard decided (or was compelled) to require people to be connected to the server to play. After all, it does help combat piracy-if people must be connected to a server and the server can verify the game being authentic (via the authentication key), then the game becomes very hard to pirate. Also, Blizzard also no doubt hopes to cash in on the real money auction house and this requires having tight control over the game-otherwise people some people would just hack to get items rather than spending real money to buy fake stuff. Being an author, I do get that it is important to protect and maximize that cash flow. Of course, I am also a consumer and I regard being able to use something that I have paid for as a reasonable sort of things. To use the obvious analogy, if people buy my books, but could only read them when my “book server” is up an running, then I better make sure that the server is up and running 24/7. After all, there really is nothing about a book that requires that it be served up rather than being readily available and book customers have a reasonable expectation that the book should be available. Likewise for a game like Diablo III.
Now that I have got in the mandatory complaints about the server problems, I can say that I otherwise really like the game. As with Diablo II, I have been playing with my friends and we quickly fell into our traditional roles, although there were some changes in the classes usually played.
I generally look for the class that has just the right blend of holiness and destructive potential (or, as my detractors might say, viciousness). In Diablo II I played a paladin and in the expansion an assassin. Not surprisingly, I ended up playing the monk. My friend Ron traditionally has gone for big melee fighters, but he has been on a “weird caster” kick in more recent years, so he ended up as the witch doctor. Dave usually goes for a caster, but he went for the barbarian. Despite the change in classes, we (as noted above) quickly slid into our accustomed roles.
Ron: “Where’s Mike?”
Dave: “I’m not sure. He ran off. Like usual.”
Ron: “Damn, I know he’s stirring up some stuff.”
Me: “I am so glad to see you guys again. I really missed you.”
Dave: “What? Are you talking to us?”
Me: ‘No, the monsters.”
Monsters: “Nooooo, the end of days is upon us! Run!”
Me: “Don’t run! You’ll just get evil sweat on the loot!”
Dave: “Should we help him?”
Ron: “Get back here.”
Me: “I can’t. There are still standing monsters in my field of vision. Plus my weapons get very sad when they are not coated in the blood of the wicked.”
Dave: “Monsters incoming!”
Monsters: “Hey, it’s Dave! Swarm him!”
Dave: “Not the face! Help!”
Ron: “Hmm, I wonder if these boots are better than my current boots? I can’t tell if this staff makes me look fat or not. I need to check the forums on that.”
Me: “Hey, Dave didn’t die this time!”
Dave: “Yeah, that’s why I’m playing the barbarian.”
Me: “Hell, the server is going down in five minutes! I don’t think I can kill any faster…”
Monsters: “Quick, cut those wires faster…we have to get the server down before they kill us all!”
I play Star Wars the Old Republic. I live in Florida. As such, I was somewhat interested when the Florida Family Association decided to launch an email campaign against Bioware regarding the plans to allow LGBT relationship options in the game.
Lest anyone think that the game is some sort of sex-fest, the relationships between a player character (PC) and a non-player character (NPC) is rather limited. Essentially you get to engage in fairly tame flirting via selecting tame response options and there is some dialog that involves mild sexual themes. For those looking for racy action, you will find much much more on prime time shows than you will see in SWTOR. While Bioware does an excellent job crafting the personas of the NPCs that the players interact with, I have never been particularly interested in game romance myself. After all, I can do that in real life and I prefer to spend my game time killing bad guys with a light saber, something I cannot do in real life (yet).
However, I know that some players really get into the romance options in Bioware games and it is a rich part of the narrative experience for these folks. As such, I can see why the folks at Florida Family Association are a bit worried. I, too, have been worried when I heard friends speak endlessly of their intimate relationships with NPCs. Of course, my worry is rather different than that of the FFA.
The FFA seems to have two main concerns regarding the possible inclusion of LGBT options in SWTOR:
• Children and teens, who never thought anyway but heterosexual, are now given a choice to be lesbian, gay, bisexual or transgender in their game player.
• Children and teens, who choose non-social agenda characters, would be forced to deal with lesbian, gay, bi-sexual or transgender characters chosen by other players.
In regards to the first problem, if these children and teens (although the game is rated T and hence is intended only for teens) have “never thought anyway but heterosexual”, then they would presumably not chose any of the LGBT options in the conversations with NPCs. Unless Bioware radically changes the game by adding an orientation button, a PC’s sexual orientation is shaped by making choices in various conversations (such as picking a flirt option). As such, kids and teens who are purely heterosexual prior to playing SWTOR would presumably not select the LGBT options. After all, if their minds are devoid of any sexual thoughts other than heterosexual, why would they pick anything else? To use the obvious analogy, if I only think about playing a Jedi, the fact that I have the option to play a trooper would not compel me to play a trooper. That is, if I lack trooper tendencies, I won’t play a trooper in the game. Or real life.
It might be countered that the mere option for such in game behavior could lead the heterosexuals away from their heterosexuality. After all, Plato argued at length in the Republic regarding the corrupting potential of art. As such, perhaps SWTOR could turn kids and teens away from the “hetero side” to the “gay side”. This, of course, assumes that any orientation other than heterosexual is morally wrong-which is an issue that is beyond the scope of this essay.
One obvious response to this line of reasoning is that the kids and teens in question will also face the same options in real life. That is, when encountering actual people in the real world they will sometimes have LGBT options for real. As such, this worry about SWTOR seems rather pointless: if the kids and teens are not going to go to the “gay side” in real life, they surely will not do so in SWTOR. Likewise, if they would go to the “gay side” in SWTOR, then perhaps they would do the same in real life anyway. The game merely allows them the chance to select from options that are available in real life already and there seems to be no reason to think that the game would make straight kids gay.
It might be argued that while straight kids and teens can resist the “gay side” in real life, SWTOR would lure them to the “gay side”, perhaps with cookies. As noted above, Plato did argue that art can have corrupting influences that bypass our normal defenses against such things. For example, Plato noted that while a manly man will not give in to sorrow when faced with tragedy in real life, he can easily be seduced to giving into such unseemly feelings via the nefarious influence of the arts. By analogy, kids and teens who are heterosexual in real life could thus be seduced to the “gay side” by the nefarious influence of the video game. This sort of reasoning is, of course, analogous to that used to argue that video games and art corrupt the youth into being more violent or sexual. After all, when not corrupted by art humans have no interest in either sex or violence.
One obvious reply is that if video games have such a powerful impact on the sexual orientation of the youth, then the lack of LGBT options in SWTOR should have converted LGBT players straight. After all, if the availability of LGBT options is a threat to heterosexuality, then the availability of heterosexual options should be an equal threat to LGBT players. The presence of both options could, presumably, cause players to oscillate in their orientation as they are lured from the “straight side” to the “gay side” and then back again. One would thus assume that the person’s sexual orientation would be set by their last interaction in the game. This, of course, seems rather absurd.
It might be claimed that LGBT options are just so appealing that a heterosexual kid exposed to such options will be lured into picking them, contrary to his/her true sexual orientation. The same, it would need to be argued, is not true of heterosexuality.
One obvious reply is that if the LGBT options were that seductive, then most people would be LGBT. But this is not the case. Another obvious reply is that if LGBT options are so appealing, then perhaps people should chose them. After all, it generally makes sense to pick what is most appealing. To use an analogy, when I pick my dessert I go with the option that appeals to me the most and take that to the be best option. Likewise, if LGBT is such an awesomely appealing choice over heterosexuality, then perhaps people should be picking that rather than struggling to resist it. Of course, if LGBT options lack this special appeal to people who are nominally straight, then these options present no “threat” in the game or in life.
The second problem, as the FFA sees it, is that kids and teens “would be forced to deal with lesbian, gay, bi-sexual or transgender characters chosen by other players.”
My first reply is that the way the game works, players are not forced to deal with the relationships between other PCs and NPCs. That is, the substantial conversation interactions that involve romance take place without other players being involved. As such, if the folks at the FFA are worried that players will be forced to see LGBT sex or even substantial LGBT conversations, then they are worried about nothing. All they will see is the usual killing and looting that form the majority of the game play. As such, they are worried about something that will not really happen.
Of course, it can be countered that players will encounter some LGBT comments or remarks in the course of play and this takes me to my second reply.
Second, kids and teens are already “forced to deal with” LGBT in real life. They might not realize it, but unless they are kept in isolation they are no doubt regularly encountering and interacting with LGBT people. After all, people do not have “straight” or “LGBT” nameplates over their heads in real life. As such, the worry about encountering LGBT characters in the game seems rather absurd.
Third, there is the obvious moral reply. Imagine if someone said that they were worried that their Christian kids and teens would be forced to deal with Jews, Mormons, Muslims, Hindus and Buddhists. Or that their white kids would have to deal with Hispanics, Asians, and blacks. Such views would be regarded as nothing more than the expression of hate and prejudice. The same certainly seems true of the FFA’s view here. After all, if the KKK does not have the right to demand a racially pure SWTOR, then the FFA would seem to lack the right to demand a gender pure SWTOR.
The FFA does offer an additional argument against the inclusion of LGBT options in STWOR. The FFA contends that because the Star Wars movies did not have any LGBT characters, they should not be in SWTOR.
On the one hand, this does have some small appeal. After all, a game based on a movie universe should reflect that universe. So, for example, since the Star Wars universe lacked Vulcans and Daleks in the movies, they should not be in the game.
On the other hand, this argument is easy to counter.
While the Star Wars movies did not show LGBT characters (as far as we know), there is nothing to indicate that the Star Wars reality is devoid of LGBT. After all, the movies only follow a limited number of characters and there are only a few relationships (Han and Leia, Anikan and Padme, R2 and C3P0). As such, to infer that because there were no open LGBT relationships in the Star Wars movise, then the Star Wars universe is devoid of LGBT relationships would be an odd inference. This would be on par with inferring that because the movie did not show any dentists, the Star Wars universe lacks dentists.
Another obvious reply is this: suppose the Star Wars movies did not show any female Smugglers (Han Solo’s class), would it follow that the Smuggler class should be restricted to male characters? It would seem not. After all, there is no universe defining reason why a female cannot be a smuggler. Likewise, it is not inherent to the Star Wars universe that it be LGBT free. After all, the opening does not say “In a totally straight galaxy devoid of LGBT…”. As such, Bioware can add these options and still be within the known canon of Star Wars.