The Importance of GamerGate

The Billionaire Psycho reminds us of “the most important event you are not allowed to discuss”:

GamerGate is maybe the most important event of the past 20 years which never receives mainstream media coverage. Lomez will be publishing an in-depth history of GamerGate, to serve as an official record going forward, and that’s crucial as part of building a foundation for a new culture — fighting the narrative war over how history is remembered, how history is interpreted, what events are recognized as significant and influential moments in culture, and how Western identity is defined.

GamerGate was only possible because a generation of incompetent Leftists inherited an empire built on propaganda that came without a legible instruction manual. Leftists forgot how to run their imperial machine. Video games sedated young white men, funneling their energy into a simulation of achievement, an illusory power fantasy of digital significance. Leftists forgot that porn, video games, movies, junk food, and other passive consumption activities primarily existed to prevent young white men from doing anything useful with their lives. And this zone of sedation was viewed as another industry to conquer so that DEI activists could bully the video game industry into providing overproduced elites with fake jobs.

This event was important for several reasons.

GamerGate exposed American Sharia laws. It unveiled the shibboleths, religious taboos, and blasphemy codes which were considered more important than Constitutional protections on “free speech”. A gulf emerged between written laws, and selective enforcement.

GamerGate was maybe the first time in 50 years that Leftists suffered a real, measurable defeat.

It functioned as a generational awakening: a catalyst that activated a decentralized army of shytpoasters, bloggers, podcasters, streamers, journalists, and RW activists.

It mapped out in real-time the architecture and OODA loop of the Leftist hivemind, providing empirical data on how the swarm intelligence perceives, coordinates, reacts, propagates… and suffers damage.

It educated critics of the hegemonic monoculture that rules the Global American Empire.

But I think the most important aspect of GamerGate was that it disproved the narrative illusion that everyone more or less accepted as conventional wisdom, the bedrock of the uniparty worldview. Before GamerGate, it was taken as a self-evident fact that America was a capitalist country, and that all of the evil in the world was caused by Wall Street corporations chasing “shareholder value” and advancing “the profit-motive”. Capitalism and racism were the invisible demons which could be used as scapegoats for anything bad that ever happened at any point and at any place in American society.

Leftism could do anything it wanted, no matter how dumb, destructive, intrusive, or evil — and then blame capitalism and racism for the consequences.

This illusion was shattered by GamerGate.

First of all, as an Original GamerGater, I can testify that Lomez’s history, while welcome, is almost certainly going to be incomplete and missing some very important details. I’m 99 percent confident that he doesn’t even know who GamerGater #1 is, because there are only a small handful of people who do and Lomez isn’t speaking to them and he hasn’t spoken with me either.

This doesn’t mean his chronicle of the public history and his analysis of the public events and the observable consequences won’t be accurate, but he isn’t going to be able to understand the hows and whys of what happened because he isn’t talking to anyone who was actually there in the early days of what was then called the Quinnspiracy.

And the Billionaire Psycho is correct to point out that what is now obvious today, namely, the total disinterest of the international corpocracy in things like customers, revenue, and profit, were first exposed to the public by GamerGate. Now, the corporations even admit it openly, as the former CEO of Ford admitted that his company invested excessively in electric vehicles even though car buyers clearly indicated that they didn’t want them.

Former Ford CEO Mark Fields openly acknowledged that the industry charged ahead with massive EV investments, overlooking what consumers actually wanted. Fields, who led Ford from 2014 to 2017, pointed out the misstep during a discussion on the rapid buildup of EV production. “Over the last couple of years, the automakers really went full bore in putting in capacity for EVs,” he said. This aggressive push came without enough thought to buyer preferences, leaving companies like Ford and GM facing unexpected market realities.

Now the corporate games industry is dying, although the indy game development community hasn’t been this healthy or this profitable since id Software was putting out shareware and Fenris Wolf was developing technology showcases for Artist, Creative, and Intel. And while GamerGate didn’t fix the problem, it did accomplish the very important task of diagnosing it and making it known to a large section of the public.

For those of you who weren’t there, here is the timeline of the start of #GamerGate from my perspective.

  • 11 August 2014: Depression Quest released on Steam.
  • 16 August 2014: The Zoe post. Mundane Matt puts out a video discussing it.
  • 21 August 2014: My first post about Kotaku and the Quinnspiracy
  • 27 August 2014: Adam Baldwin coins the hashtag #GamerGate
  • 28 August 2014: 17 game journalists run very similar articles asserting the irrelevancy of gamers.
  • 17 September 2014: Milo breaks the news of a secret GameJournoPros mailing list.
  • 21 September 2014: Milo exposes the entire GameJournoPros list.
  • 15 July 2015: Mike Cernovich, Milo and I host #GGinParis. Le Monde covers it.

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