Tilt: Conversations with Randos

Trying to change someone’s mind is not the only purpose of engaging in argument. In fact, it’s often the least likely to be successful, especially if the argument in question takes place with a stranger on the Internet. I tend to get into back-and-forth with folks to attempt to grasp where their ideas come from, what basis they have–and if something I say brings about new understanding the other direction, that’s a bonus that gives me hope for the future.

The end point of these conversations, then, isn’t someone saying “you’re right.” Instead it’s a sort of impasse that I wish I had a specific word for (maybe academics among my readers know of a term?), where I discover a piece of thought so axiomatic and/or alien to my viewpoint that no further understanding is likely to occur.

I’ll call this moment a “tilt.” It’s a reference to pinball machines, which have mechanisms to detect when the player has rocked (tilted) the game beyond acceptable bounds, for which the penalty is usually being locked out of play for the rest of that ball. There’s also the expression “hit tilt,” which is to say, had enough or reached one’s breaking point, and “The Tilt” in the tabletop roleplaying game Fiasco, which is a randomized event injecting new chaos into the story so far. All of these things have the sort of connotation I’m after, of getting to a point where things come to a halt and/or get weird.

As an example, the last time I commented on Penny Arcade’s Mike Krahulik sticking his foot in his mouth, I talked with a friend who was frustrated that people were calling Krahulik out on it. The tilt occurred when I realized that said friend didn’t think Krahulik would ever change his ways: he felt that given the guy’s track record and personal history, criticism would never get through to him. My background in my own personal growth has me taking hope for betterment through hearing opposing views as given, so the fundamental difference in our opinions had been found. I could understand how the rest of his frustration followed from that different starting point, so we’d gotten as far as we could.

This week I posted a couple of Tweets under the #GamerGate hashtag. I’m not entirely sure of my own motives in doing so; they were criticisms of the movement that carries the tag as banner, but I didn’t necessarily intend to start a debate. I underestimated the tendency of folks to monitor a tag looking for fights to pick, though, so I did get some activity. What follows are the tilts that eventually occurred!

Gamer rage: One conversation didn’t last long because I blocked the other party. They were incensed that they’d been labelled misogynist, racist, etc. I’ve gotten past such defensive anger in my own life. If someone called me out as sexist, I’d be appalled, but my next reaction would be to figure out what I’d done wrong, apologize, and try to do better. I couldn’t possibly expect that of this stranger, so seeing that their attitude came from hurt and anger I didn’t share in was as much of a tilt as I could hope for.

Interaction is Corruption: A second brief conversation revolved around the concept of journalistic corruption. This person’s smoking gun was games writers who contributed to developer Patreon campaigns or had been roommates with developers. I wished I had a link to one of the several excellent “how journalism really works” articles opposing this extremely low bar for “corruption,” but hadn’t saved any off.

In any case, I figured out that our standards for games reporting were irreconcilably different. I don’t fetishize objectivity. I want the kinds of insights that come from people having connections, being close to the action, a personal stake. Game reviews where someone plays and shares their impressions in an otherwise featureless context are ubiquitous: I just need to pull up Steam recommendations, YouTube Let’s Play videos, or the like. Close relationships with creators, though, are less common and add value for me. To think that’s “corrupt”… tilt.

Censorship and the Use of Force: A third, more involved thread covered ground around the idea of censorship. I maintain it doesn’t make sense to cry censorship unless someone’s calling for a ban or other restrictive government action, or employing something like litigation, DMCA takedown, or physical aggression to suppress speech. This person, however, believed that “public shaming” constituted a use of force sufficient to qualify, and that changing “artistic vision” in response to criticism was capitulation to same.

Tilt! I don’t hold a creator’s ideas as sacrosanct: if they get critique, and choose to change course due to agreement with the basis for the critique, better business prospects for a tweaked work, etc., then that’s all part of the commerce of ideas, products, and art. Moreover, I don’t see shame as intrinsically problematic. It’s often a necessary emotion to go through in reaching a new, better outlook or habit. But to this gamer, anything causing shame is dirty pool. Therein lay the foundation of our differences!

Fictional Characters are Real. The last and most extensive conversation ranged over a number of topics, but the core of it discussed Anita Sarkeesian’s “Tropes vs. Women” video series. This Twitterer professed to support feminism, but believed Sarkeesian’s work to be detrimental to the cause, driving young gamers into the welcoming arms of the radical right wing.

There was a bit of victim blaming (saying Sarkeesian was responsible for riling up 4chan and thus getting harassed), a lot of condescension (he seemed to think that being 37 years old made him an old sage, here to deliver wisdom to his youngers), and an assertion that Sarkeesian’s unwillingness to answer every possible question in real-time debate constituted a dodge of criticism. Delving into this last point hit the tilt. I held that Sarkeesian answers her critics in subsequent videos rather than in Twitter or YouTube exchanges, but this debater felt she’d never addressed her best counterpoints. I sought an example.

His best shot? Damsel in distress tropes aren’t disempowering, because when the hero rescues the damsel, he improves her situation, thus empowering her. Criticizing e.g. the sexualized attire used for many female game character designs amounted to slut shaming of women who have no voice.

Let that sink in for a moment.

Yes, sometimes a tilt is characterized by the “there’s so much wrong with that I don’t even know where to begin” feeling.

Interestingly, this bizarre tactic of acting like fictional characters are real people, and thus one should treat critique of their portrayals as if it were a condemnation levied against a flesh-and-blood woman, came up in the “Censorship and the Use of Force” discussion as well. It’s moon logic I can’t possibly adopt, therefore I hit tilt there, but the rest of it all does come together if you take it as given. Of course, if fictional characters are real people, then critics are being sexist to say they should wear different clothing. Of course if fictional characters are real people, then it makes sense to cry foul when those people’s situations and behaviors are lumped together in a trope analysis. It’s just that outside of Rando Land, people are criticizing choices made by game developers, character designers, marketers, etc., not choices made by the characters. Characters can’t make choices, because they’re fictional inventions, their actions and circumstances dictated by their creators!

Anyway, that’s a lot of gabble about what I was up to at midnight last night. I feel like I’ve learned a few things about the worldviews of folks who take the #GamerGate tag seriously. I still don’t agree with the arguments, because of these premises I can’t possibly grant… but I can at least grok how people arrive at some of the downstream hue and cry, given those starting points.