#GamerGate harassment

Alert the New York Times! Get a press release out to Gawker Media! We have #GamerGate harassment, I repeat, WE HAVE HARASSMENT! We have THREATS! Wait, what? Hold on….

Oh, really? It’s just a 16-year old girl doxxing and harassing a pro-GG man? Never mind. STAND DOWN EVERYONE. Stand down. Nothing to see here, move along.


Mailvox: which Squad Leader?

JS is curious about ASL:

Read about this game (again) in a GamerGate post today… Which set do you play?  I’m intrigued…I’d like to buy a kit and start playing. Time for a post for us inspiring ASL newbies! I like turn-based games (I own Supremacy, and even ported the board to Java…Very handy to have a seamless scroll when you control Siberia and Alaska!), but haven’t played detailed military rules since high school.

I own two sets of Squad Leader and two sets of Advanced Squad Leader as a consequence of the Hasbro acquisition panic of 1999 and Ender has a complete set of the Advanced Squad Leader Starter Kit. Right now, I mostly play ASLSK because we are methodically playing our way through that. I myself started with the ASL11 Defiance on Hill 30 scenario from Paratrooper, followed by ASL14 Silence that Gun. While I’d owned Squad Leader, Cross of Iron, and Crescendo of Doom since I was 10, I’d never actually played against an actual opponent because I didn’t know anyone willing to learn the rules.

Since then, I’ve played a Red Barricades campaign and took part in an eight-man game of Gold Beach, which was one of the better gaming experiences of my life. Ender was actually given his nickname by Big Chilly as a result of ASL, as he managed to beat me, fair and square, (albeit with the help of a 1 in 36 shot) in one of the first ASLSK scenarios he ever played. I usually win, as he’s too conservative in attack and doesn’t have the experience to deal with my 3GW tactics, but he’s learned that I tend to have trouble maintaining my focus once the game is well in hand and has taken advantage of that to steal a victory or two at the wire.

It’s a wonderful game, and if you take the Journals and Annuals into account, makes for great reading material; Chapter H alone is a comprehensive education in World War II fighting vehicles. Start with ASLSK #1, play through it, and then move on to #2 and #3 if you enjoy it. Then you’ll be ready to move up to the big league and the ASLRB.


Women in gaming: the historical reality

Although somewhat biased towards equalitarianism, this history of the general absence of women in gaming goes a long way towards putting #GamerGate into perspective:

The final roster of almost six hundred IFW members, tallied in March of 1973, contains only one recognizably female name, that of Elizabeth A. Parnell. By the end of the 1960s, Avalon Hill faced stiff competition from Jim Dunnigan’s wargames company Simulation Publication, Inc. (SPI), who published the widely-circulated magazine Strategy & Tactics. Dunnigan regularly sought feedback from his broad readership to tune the contents of his games and periodicals. It was not until 1971, however, that the feedback questionnaires in Strategy & Tactics began to inquire about gender. The first returns that summer (published in issue #28) indicated that 1% of those surveyed were female, though that number is perhaps inflated due to rounding. At the beginning of 1974, on the next iteration of the survey, Strategy & Tactics reported, “We asked how many female subscribers we have. The number is roughly one-half of 1%.” That article goes on to explain their survey methodology, which they believed reflected “over 10,000 different gamers,” a sum they credibly represented as the largest study group available to the industry.

That figure, that roughly one half of 1% of “gamers” were female, is borne out by other contemporary sources as well. The “Great Lakes Gamers Census” of January 1974, assembled by the Midwest Gaming Association, tabulates more than one thousand gamers in the Midwest. It contains five recognizably female names: Marie Cockrill, Anne Laumer, Denise Bonis, and then two couples: Mr. & Mrs. Linda Anderson, and Mr. and Mrs. Paul Pawlak. It was this overwhelmingly male community which was the target of contemporary periodicals branded for “gamers” like Gamers Guide.

How much attention were game developers reasonably supposed to pay to a group that made up less than one percent of their market? Notice that as with SFWA, it was the inclusion of fantasy that brought women into the mix. And in games, as in science fiction literature, the subsequent expansion caused the original pioneers to be largely pushed to the side:

The release of Dungeons & Dragons triggered a crucial intersection of two fandoms: wargames fandom and the group collectively known as science-fiction fandom, which included fantasy fans. This is significant because science-fiction fandom, while predominantly male, had far more gender diversity than wargames fandom. Exactly how much diversity has been a matter of some scholarly debate; a recent study suggests that as of 1960, science-fiction fandom was perhaps one-fifth female. Other data points show finer divisions: while subscribers to a hard science-fiction magazine like Analog might have been only one-tenth female, a survey of the Magazine of Fantasy and Science Fiction — which published many of the fantasy stories that inspired the creators of Dungeons & Dragons — revealed that around a third of its readership was female as of 1966. Fans of that era, most notably Diana Paxson, invented the Society for Creative Anachronism, a medieval recreation group which offered dramatically segregated, yet appealing, roles for male and female participants. However we measure it, science-fiction fandom attracted far more women than wargaming.

The big difference is that most male gamers understand and accept that, in the gaming hierarchy, they are third- or fourth-class citizens in gaming terms. The guy who plays Top Eleven respects that he is not considered as serious a gamer as Level 70 Elite Call of Duty player, who in turn understands that he’s not as serious as the average Eve Online player. Who, in turn, is not as serious as the wargamer, much less the monster wargamer. And even hard core wargamers tend to think that Advanced Squad Leader players are over-the-top. This hierarchy is simply recognition of the complexity involved in the game and the expertise required to master it.

Tell me that someone is an ASL player, and I immediately know that I’m dealing with a man who is intelligent, detail-oriented, patient, and capable of grasping a massive quantity of rules as well as mastering a considerable quantity of abstract concepts. Why? Because unless you possess those qualities, and possess them in abundance, you can’t even begin to play the game. The same is not true of a FIFA or Bejeweled player.

There is nothing, absolutely nothing, that prevents a woman from obtaining that high-level expertise. Any woman can buy War in Europe and start playing it tomorrow. Well, start setting it up tomorrow, at any rate. But some women appear to deeply resent that they are not granted the respect that comes from such hard-won mastery even though they have not put in the necessary effort to gain it. It is this petty resentment that sparked #GamerGate, as no wargamer is ever going to consider a Candy Crush Saga player his gaming peer. It is simply never going to happen, nor is there any reason why it should.

And as for the dearth of women on the development side, note that the very first female game design credit is for Battle of the Wilderness, published by SPI in 1975, only 62 years AFTER  men began designing wargames. I’m hardly ancient, and I have been playing wargames longer than women have been designing games at all.


On evidence

One of the usual anklebiters attempted to claim that there is no evidence I was ever a successful game producer. Now, I don’t talk about most of my designs these days, for obvious reasons, but since the review is out there, here is the take on RMR from Computer Gaming World, written by Loyd Case, who was their most technical writer at the time:

There is an old aphorism that’s often said about weddings – something old, something new. You need a bit of each for good luck. REBEL MOON RISING is a 3D shooter that is a mix of the old and the new – both in terms of gameplay and technology….

Another new technology feature [after mentioning our first use of 16-bit color -VD] is voice recognition. One early Windows 95 game, ACES OF THE DEEP, used speech recognition, but the implementation was very limited. In REBEL MOON RISING, the list of usable words is quite large. While you can actually give orders to AI squad mates in a limited way, it’s mostly used to communicate with other players in multiplayer games…. Where REBEL MOON RISING doesn’t break new ground is in graphics. Although it does use 16-bit color, the style is still 2/12D, in the style of DUKE NUKEM 3D….

 “Where Rebel Moon Rising does
break new ground in 3D-action shooters is in mission design (as opposed
to level design). There are a couple of missions in which you defend a location. You can either choose to run around frantically, trying to defend against multiple attackers as they teleport in, or you can find the switch that will bring in reinforcements. The reinforcements are about as dumb as the AI opponents, but they do help buffer the target against the opposing forces. The two best missions in the game are ones where
you escort prisoners – in one case, alien babies – to a hand-off point.
The suspense gets pretty intense as you move with your charge and try to
keep enemies from picking them off. It’s also somehow more personal
than similar missions in flight sims. When one of the alien babies was
killed, I felt a very real sense of outrage and emptied most of a
magazine into the enemy that had killed it. Some of the other missions
which involve searching for and destroying a specific set of objectives
are more creative than the “if it moves, shoot it” philosophy in most
3D-action games. All of this takes place in the context of a relatively
interesting story.” 

So, I was publicly recognized by the leading industry magazine as the
first game designer to do mission design in 3D shooters, introduce 16-bit color, and feature AI squad mates to whom you could actually talk to using speech recognition, in a game that did over 6
million units. It did well enough that a strategy book was released for it. This is failure?

Case was absolutely correct. The game wasn’t outstanding. It had some production flaws and my decision to set it on the Moon was egregiously stupid. (Way to show off the color, sport!) But “it has an interesting story and some highly creative missions” is hardly indicative of “a crappy game”.


The liberal view of #GamerGate

The white knights of the anti-GG Left ride to the rescue:

niko ‏@nikodimov 30m30 minutes ago
There’s no anti-GG, just people with common decency who give a damn.

Peter Coffin ‏@petercoffin
Also I’m not anti-journalistic integrety, I’m anti-using-that-as-your-mission-statement-for-what-GG-is

Vox Day ‏@voxday
#GamerGate is all about journalistic integrity. That’s what kicked it all off. And they are VERY corrupt.

@IamSpacedad 
Nope. It’s about fear of ladyparts, and vultures like you projecting and attacking liberals journos

@IamSpacedad
‘Hey look a fake cause where I can pretend Im relevant and pontificate about corruption & vaginas.’

Vox Day ‏@voxday
Corruption and vaginas? Oh, you mean ZOE QUINN. Got it.

Ah, so THAT’S what that journolist thing was. Just a group of game journalists with common decency who give a damn.

UPDATE: I find this behavior typical, and all too telling, of the frightened little rabbits upon finding themselves face to face with the big bad wolf. They leap up and yap, and then upon learning, to their surprise, that you actually respond, immediately run away with their hands pressed over their ears.

niko ‏@nikodimov 1 hour ago
niko favorited some Tweets you were mentioned in 

niko ‏@nikodimov 55 minutes ago
@IamSpacedad @voxday @notryan @petercoffin
Guys, can you please untag me bc I blocked Voxday?

niko ‏@nikodimov 46 minutes ago
@IamSpacedad @voxday @notryan @petercoffin
Untag me pleeeeease.

Peter Coffin ‏@petercoffin 45 minutes ago
@nikodimov @IamSpacedad @voxday @notryan

Yeah, please untag me as well.


Women in the game industry

A civil exchange with a genuinely curious #GamerGate moderate who asks questions rather than flings accusations:

Vox Day ‏@voxday
As the game media grows, the probability of it being co-opted by women who want to make it all about their vaginas approaches 1. #GamerGate

René Dreadsteves ‏@robobeau 2h2 hours ago
I understand where you’re coming from, but that’s still a bit of a harsh generalization.

Vox Day ‏@voxday
Harsh or not, it is observably true. Most have zero interest in games, they just want to run the “insufficient vaginas” routine.

René Dreadsteves ‏@robobeau
A lot definitely do, but a lot simply want better representation, so I think it’s harsh to lump them all together.

Vox Day ‏@voxday
What is “better representation”? Precisely how would more vaginas being represented in Call of Duty or WOW improve them?

René Dreadsteves ‏@robobeau
More support for female developers, which is way harder than it sounds given the AAA game industry

Vox Day ‏@voxday
What “support” means is “someone to do the work for me”. Never happening. Game dev is too lean, especially at the entry points.

René Dreadsteves ‏@robobeau
Let me ask this: In your experience in game development, do you feel females have been treated equally in terms of opportunities?

Vox Day ‏@voxday
Yes. In fact, I’ve seen game companies bend over backward to recruit them. They seldom apply and usually can’t take the hours.

René Dreadsteves ‏@robobeau
Except female game designers are genuinely trying to stand as equals in the game industry.

Vox Day ‏@voxday
No, they’re not. They’re crying that no one wants to play their games. Roberta Williams just designed great games.

René Dreadsteves ‏@robobeau
Thanks for the reply. From an outsider’s perspective it’s really hard to tell one way or another.

I should add that when I was running a game development house, with multiple million+ development contracts with companies including Intel and Sega, the grand total of female responses to our various ads over a period of five years was one. That was an artist who responded to an ad for 2D/3D artists at MCAD and we did not even consider hiring her after interviewing her, viewing her portfolio, and learning that she was primarily interested in abstract art.

The reality is that the game industry is absolutely desperate for talent. But it requires real talent and an ability to deliver quickly and reliably, it is no place for anyone who is even slightly inclined to lean on others to help them do their job. There are women who can hack it. Roberta Williams was, and is, very well-respected as a game designer, for example. Scorpia was the single most respected RPG reviewer in the industry for years. Charlotte Panther was the News Editor at CGW; she was cute but she was also competent. Consider Scorpia’s opinion on the matter:

Question: Do you feel you have experienced significant discrimination as a female professional in the reviewing business?

Answer: None whatsoever. After considerable thought, I can’t come up with any incident of discrimination.


A lethal attack

Frankly, I’m astonished @Spacekatgal hasn’t cried rape yet. But give her time, she’ll probably be babbling about her fear of alien abduction or the Yakuza by the end of next week.

Brianna Wu @Spacekatgal
I want to be crystal clear – I am scared of the death threats I’ve gotten. I am terrified of the #gamergate blame-the-victim witch hunt.

Brianna Wu @Spacekatgal
Getting attacked by @voxday is like having Jesus Christ come to your door and tell you you’re a great person.

Attacked? This should suffice to demonstrate why no one with any sense finds “the death threats” to be credible, here is my supposed attack on her.

“@Spacekatgal That’s cool. We’ll keep not playing them. And not listening to you.”

Feel the terror! Quiver before the rage! Call the police, clearly a madman is about! IT’S JUST LIKE HALLOWEEN AND THE TEXAS CHAIN SAW MASSACRE COMBINED!!!!!

Anyhow, just to make it clear that my position concerning @Spacekatgal is one of utter Olympian indifference, I was sure to clarify it.

Froonium Driven ‏@Froonium_Drive
All the crap happening to @Spacekatgal says he isn’t wrong this time. 

@Froonium_Drive @Spacekatgal
Hey, I don’t support this anti-transgender hate being directed at @Spacekatgal. I just ignore her.

@Spacekatgal If not playing your 1 game and not caring about your opinion is “getting attacked”, the entire game industry is attacking you.

I have no problem whatsoever with women making games for women. Hell, I designed a game for women; it’s called HOT DISH and THQ did pretty well with it a while back. But I have no interest in playing those games, just as all the “gamer grrrls” have zero interest in Advanced Squad Leader and games that I like to play.

As I used to tell the venture capitalists who hired me to look at various investment possibilities in the game sector, games for women already exist and the biggest one is called “Facebook”. Games are just interfaces, and women collect “likes” the same way men rack up “kills”.

This amused me. These SJW morons can’t even manage to avoid tripping over their own hypersensitivities.

Richard Stelling added you to list rjstelling/massive-cunts 

Yeah, Richard, that’s not exactly the way to go about white-knighting for your feministas.


Wargaming reveals weaknesses

A USMC ops planner’s experience explains the key benefit of wargaming:

Back in May of 2012, I was holding an Operational Planning Team for a Major Pacific OPLAN. This was a big event. We flew in over a hundred participants for almost three weeks of work. I fought with my boss, the G5, over several key points about this OPT and I eventually was able to do things how I wanted. I spoke directly with the CG everyday during the OPT, with three formal briefs to him. Because we were a Joint Force Land Component Command for this OPT, we had players from all services and Special Forces (which is basically it’s own service.) I had interagency players, a full Red Cell, Green Cell, and Red Team. This was the biggest non-exercise event I witnessed in my three years at the MEF. And it was my FIRST OPT and first opportunity to be on the dot for a critical event. I routinely worked bast 1900 and worked past 2100 twice during the three weeks. This was BIG and IMPORTANT and we only had one chance to get it right. I didn’t really know what I was doing, but I am smart enough to get help from smart people. I leaned heavily on three key personnel who had been around awhile and knew what they were doing. And they were great. We got through Problem Framing and Course of Action (COA) Development and were ready for the COA Wargaming step. The CG had settled on one COA, and we were testing it to see if it worked. COA wargaming is another area I fought with Col XXXX on and one. He agreed to let me run it my way and get out of it what I thought I needed.

So, we started the wargame. On the second (SECOND!!!) turn, the Red player took his turn and we were all face with the extremely obvious and extremely uncomfortable realization that our one and only COA was untenable. The result of 2 1/2 weeks worth of intensive work had just failed catastrophically in front of the audience. In the middle of the uncomfortable silence, broken by teeth sucking, I looked to the three officers who had been helping my so much throughout. All of them slumped their shoulders and looked away. One of them actually walked out of the back of the room. I was faced with the uncomfortable realization: “No one is going to save me.” This is the real world. There isn’t an answer in the back of the book. There is no instructor stepping in to bail you out. You are on your own and it is all on your shoulders. I looked out at the OPT and realized that my reputation, this entire event, the time and energy of over a hundred people sat on my shoulders and had no opportunity to start over and fix it. This is what it means to be a planner. It is all on you.

So, I used my favorite OPT tactic and said, “Everybody take 10!” I grabbed my two trusted agents (LtCol XXX and Maj XXX who worked closest with me, LtCol XXX will come up again in three slides) and went into the back room to discuss what we should do. They were both a little shell-shocked and no help. So, I fixed it. The problem, as it turned out, was timing. I adjusted the timing and changed the character of one force and its mission. And we recocked the wargame with the new COA. And it worked. It worked so well that, with minor modifications, it went into the plan of record. We have since referred to that wargame as the most successful COA wargame ever, because it identified a critical flaw in the COA and we were able to adjust the COA to opvercome the flaw.

The challenge, of course, is that people have to be willing to accept the information produced by the wargaming session. In vast bureaucracies like the U.S. armed forces, they are much more likely to sweep any uncomfortable information thus gathered under the carpet and pretend everything is fine, because in most cases the real world test will never come and the planning flaws will remain undetected.

It is eminently clear that the Obama administration does not have anyone advising it who is well-versed in wargaming, or rather, it is not listening to anyone who is.


Escalating #GamerGate

A veteran game developer, Brad Wardell, who unlike Zoe Quinn actually has a fair amount of game development experience, weighs in on #GamerGate:

In my mind, the balance of wrongdoing is heavily weighted on the opponents of #gamergate.  Mainly, because its opponents have had a long head start of character assassination and harassment. I know some of my friends in the media will be appalled by that but that’s mainly because they haven’t seen the shit storm directed at anyone who dares not support the “social justice” narrative for the past few years.

Without the August 28th mass “gamers are dead” article series on multiple sites, none of this would have happened. Let’s remember that.  It was a tempest in a teapot before that.

Every major escalation I’ve seen in this industry conflict has begun with one side mass misrepresenting others with a very broad brush.

The anti #gamergate people are the ones who brought me in

One thing to make clear here: The pro-#gamergate people didn’t ask me to stand up for them. They made no demands on me.  All I did was, as game developer, was tweet that I like gamers and don’t like seeing gamers misrepresented.  For that, the anti-#gamergate people started smearing me. (SJW logic: Make up allegations, use allegations as evidence, repeat).

In other words, I was not/am not trying to use #gamergate to get a pound of flesh. You want me to quit throwing in the misdeeds of the SJW crowd in SJW faces? Then tell them to quit character assassinating me.  Because, let’s face it, I have a large, heavy, blunt instrument in the form of having been falsely accused of sexual harassment and having won that case so thoroughly that the plaintiff had to publicly apologize. You don’t get more clear cut than that in the legal world.  I’d be delighted to just talk about games, tech, etc. But if you’re going to suggest I’m some sort of misogynist or rapist or sexual harasser then yea, I’m going to use the 800 pound mace that SJWs carelessly crafted for me.

And for those truly concerned in the gaming media: If you want to do “the right thing” (even if it’s two years late): Feel free to have the articles and threads that smear me set to just not be indexed by search engines. Is that really asking for a lot? No censorship. No retractions. No apologies.  Just make it so that new harassers aren’t born every time someone looks at the first page of Google results on us. I’ve been doing stuff 20 years, I’ve helped invent a number of the technologies you guys use on your PCs every day. But it’s all crowded out because the media chose to use me as a cartoon villain to push forward an agenda. Thanks for that. I just love having to discuss the Kotaku article every few weeks with some investment banker or enterprise customer. I really enjoy having to answer awkward questions by extended family. And the occasional random “You fucking shit lord, I hope you die in a fire!” emails I get are just..well they’re just so heart warming. Thank you for that.

The double standards

When I see a Ben Kuchera arguing for the deletion of threads because they might encourage harassment of game developers, I ask, where was he when I was taking a beating on nearly every gaming forum for something I didn’t even do? Oh that’s right, he was helping spread it!  Yea, thanks for using an image that shows a claim that I asked my female employees if they enjoyed tasting semen. And you know what? I didn’t hold any of this against anyone. I didn’t send PR people to demand threads removed. No DMCA messages. But it’s pretty infuriating to see calls to censor discussion based on “harassment” when they had no problem when I was the target.

Except, of course, in my case, I hadn’t actually done any of the things I was alleged to have done. No, I’ve gotten to fry for the past couple years in countless threads across the net.  I also want to point out that even though we won, and we got a public apology, some don’t consider that enough because apparently we were supposed to demand the plaintiff admit in writing to committing perjury. So even mercy is frowned upon by these people….

Let me preface this: NO ONE can survive detailed scrutiny. This is doubly true if the person doing the scrutiny is not giving you the benefit of the doubt.

Historically, the activist columnists in other industries have gotten away with trashing their opponents. It’s easy to lampoon the Tea Party people, for instance because their core base aren’t very technical and have no real means to strike back.  Same was true of the Occupy movement which got overrun by SJWs and was easily dismissed soon after.

But gamers are technical. They do have the means to fight back.  I’m sure it never occurred to the columnists who wrote “gamers are dead” that their targets would be able to effectively return the favor. Those who have had great success cherry picking and editing quotes/emails/tweets to create a false narrative of their opponents never dreamed that doing so would come back to haunt them.

I am very loosely acquainted with Brad, having spoken to him a few times when he was at Stardock. He’s a smart guy and he’s perceptive too. However, I think he’s making one mistake here, the same mistake that most people in the SF/F community have made over time, which is thinking that being reasonable and moderate and fair to the other side is an option. It is not. There is absolutely no evidence supporting that belief… one can’t even call it a conclusion. Fantasy would perhaps be the better term.

We’re not dealing with reasonable people here, we are dealing with psychologically damaged people who want to utterly trash and destroy the things we love due to their envy, their mental instability and their evil, twisted ideology. They’re not going to stop simply because they’ve been shot down once or twice. Failure doesn’t demoralize them because it is their natural state. They’re simply never going to stop until you have submitted to them and they have destroyed yet another predominantly male bastion.

Understand that I’m not considered an extremist because I’m a hot-tempered angry person given to historically unusual positions, but because the Social Justice Whores all realize that I am immune to their influence and I am therefore a threat to them by demonstrating that their victory is not inevitable Progress and one need to cower before them. Unlike most of their targets, I can take every accusation of sexism and racism and homophobism and religionism and inequalism and bigotism, laugh at it, and refuse to be swayed by it. What they call an extremist is nothing more than an individual who will not submit to them and dutifully confess that black is white and gay is good and two plus two is five on command.

As Instapundit says, we have to punch back twice as hard. Trash back twice as hard. They’re not used to it. They can’t take it. They freak out when we simply point out the observable fact that Zoe Quinn aka Chelsea Van Valkenburg is a slut, and, allegedly, a whore. They go ballistic when we observe that Anita Sarkeesian is a complete fraud who knows virtually nothing about games. They are furious when we note that very few people read most of their award-winning works and that there is little science in their “science fiction”. We don’t have to assassinate their characters because they don’t have any. And they can’t handle the truth, which makes it our most potent weapon.

But only for those with the courage to stand up for it and wield it. So stop temporizing and thinking you’re going to somehow straddle the fence. Stop thinking that perhaps you can keep your head down and escape notice. You’re not. That’s the first step towards ultimate submission. Choose consciously and courageously, don’t let your fear of rejection make up your mind for you.

After all, being rejected by this collection of delusional neurotics is an absolute badge of distinction and good sense.

UPDATE: The SJW are now launching attacks on The Escapist due to its refusal to fall in line:

This is an attack by the Anti-Gamergate side. Kuchera was unable to browbeat Greg Tito into censoring the discussion, now that the corrupt journalists are losing this debate rapidly, the Anti-GG side is desperate to shut down the discussion.

They’ve already begun censoring on 4chan. They’ve turned it into a SJW hugbox, to the point where being politically incorrect in /b/ (the bloody POLITICALLY INCORRECT FORUM) is a ban worthy offense.

If you wonder why the Anti-GG side is doing this, the answer is simple:

They’re bloody terrified of losing their power.

For about 3 years now, they’ve had the privilege to attack, patronize, and demean others. They could insult people sarcastically, insinuate that all attempts to disagree with them were based on “racism” or “misogyny” rather than logic. Now with Gamergate being more popular and them being shown for who they are, they are absolutely desperate to end the discussion.

They’ve been painting us as the harassers, us as the doxxers and the “hackers”. You can all see now, that this is a lie. They’re a group founded on hatred, a clique desperate to retain their power and trying to censor the opposing side’s discussion.

Say what you will of us, but we haven’t been attempting to bring down sites for allowing the opposing side to speak.

So the next time someone says “We aren’t trying to silence you” or “we aren’t trying to take your games or websites away!” just know that it is a lie. It happened to 4chan. It’s attempting to happen here. We wont let them silence us.


GamerGate and Gameolist

A conspiracy of “Game Journalism Professionals” akin to the infamous JournoList is exposed by Sargon of Akkad:

And The Escapist publishes its Blacklist of game-related publications that are to best avoided as a result of their documented SJW-corruption and lack of journalistic integrity. It pains me to see both Gamasutra and Game Informer on that list; I grew up with the late Paul Anderson and I’ve known Andy McNamara since Game Informer was little more than a few pages of tissue-thin game advertisements.

Blacklist:
Ars Technica: 50.31.151.33
Destructoid: 23.29.115.146
Eurogamer: 94.198.83.18
Gamasutra: 192.155.49.228
Game Informer: 72.52.14.115
Gameranx: 65.75.153.171
Games On Net: 203.16.214.132
Gamespot: 64.30.228.81
IGN: 54.209.144.209
Kotaku: 23.235.43.192
N4G: 67.228.244.148
PC Gamer: 89.167.143.59
Polygon: 216.146.46.10
Rock Paper Shotgun: 80.87.130.179
VG247: 94.198.83.26

Milo Yiannopoulis has more at Breitbart:

High-profile editors, reporters, and reviewers from heavyweight gaming news sites such as Polygon, Ars Technica, and Kotaku use the private Google Groups mailing list, which is called Gaming Journalism Professionals or GameJournoPros, to shape industry-wide attitudes to events, such as the revelation that developer Zoe Quinn had a sexual relationship with at least one prominent games journalist — a journalist who had mentioned her and her products in his reporting….

The GameJournoPros emails appear to confirm widely-held suspicions that
video game journalists operate with one voice and collude on major
issues to distort coverage of ethics violations and to support figures
to whom they are politically sympathetic.