Goodbye (For Now, In This Particular Way)

ais-mountain2

It’s not the end, not really.

A lot has changed since even the last blog post here. Funny how things can spin off of orbit when you’re not looking, but I need to be honest, I’ve been slowly rolling out of Warcraft’s gravity for the past 6 months or so. What makes me sad is that I didn’t want this to be the way it all fell apart – I wanted that day to be graceful and far off in the future, when I was good and ready to put the game away because I had outgrown it, that it no longer satisfied me and I wanted to move on to something else. What’s sad about that is that honestly, a bitter and slow decline would have been easier to brush off. Being forcibly ejected from something I have loved for so long means I look back on all the time I spent with regret and my present time now with confusion. I was moderately happy before Blizzcon, even with some of the problematic behavior. But it’s hard to take a good look at a property and realize that you don’t really factor into it at all, no matter how happy you’ve been in that world.

I know some people have called me “toxic” or “extreme” in terms of my particular strain of feminist critique, but at the end of the day, I am a nerd just like the rest of you and feeling shunted off to the side awakens some pretty old, dismal feelings. I have played World of Warcraft for 9+ years because I really and truly loved it. I became friends with my now-boyfriend here, I was part of the same guild that I first joined in Vanilla until now. I have thousands of screenshots, memories and achievements. I was a World of Warcraft player long before I was truly a feminist. I met amazing women via this game and it’s what lead me down that path in the first place. So in that way, the intense irony of that ideology making me realize that video games are still a hostile and alien place for marginalized people is not lost on me.

It’s just sad.

Still, I can’t say World of Warcraft is a bad game. It’s not. If it was, I wouldn’t have stuck around for so long. It has a great many stories and places that I wish I could relive over and over. It has a lot of people who worked on it/are working on it that truly love the franchise and truly put an amazing amount of effort into it and have made me feel like part of the community. To Tseric, Caydiem, Ghostcrawler, Nethaera, Zarhym, Terran Gregory, and Helen Cheng, thank you for making my tenure with Warcraft so pleasant. Even though some of you haven’t been at Blizzard for a while, your presence left an indelible mark on me.

To my guild, Northrend Commonwealth, I will miss you. Granted, I have most of you friended on Twitter and I suspect we’re going to be friends well into our twilight years, but you made being in a guild amazing. Not just present members, but everyone who helped me out from when I was just a tiny mage wearing INT/SPI gear (back when that wasn’t good, before it was good, then bad again). To my raid team who took me to Molten Core and beyond. To everyone who showed up on the guild’s doorstep four years ago and made it what it is today.

To everyone in the World of Warcraft community, I salute you. You have made my time as a Warcraft blogger and podcaster special and it’s been wonderful getting to break down the game with you all, sharing the highs and the lows. Some of you don’t particularly like me much, but I see it much like being a family, except now I’m not innately responsible for your well-being. Maybe I never was.

That screenshot up there was taken in 2006, after I had started raiding Onyxia and Molten Core. Featured is Bunny, my first epic mount and second mount ever. I spent so much time grinding out Ironforge rep with runecloth and Alterac Valley just to get you, and you are still one of my favorite mounts, even though I haven’t ridden you in a long time. I figured it’d be fitting to go out the same way I came in, in the spot I promised myself I’d settle Aislinana down in for a long winter’s sleep. I used to climb around here when I was level 10 and it was impossible to get up here unless you were a good wall-climber and jumper. I used to take people here and it was my special spot. Now anyone can fly up here but I still consider it a place that’s just uniquely mine. Funny how that works.

I tried really hard to believe that if I was a strong enough person, it could fix things. The world is far more complicated than that.

Anyways, I’ve put off the inevitable with more words that necessary. I will see you folks around. The blog is staying, even if I will not be covering Warcraft explicitly anymore. I will still be around, for better or worse. You’re not rid of me yet. This was just a eulogy for something that should have never died.

WoWScrnShot_061114_063826

 

– Nico, otherwise known as Aislinana the Gnome

 

 

 

Draenor Rock City: The Exclusionary Nature of Nerd Cool

Tzufit and Apple Cider look forlornly at the Dark Portal.

Written by Apple Cider Mage and Tzufit

If you had asked us last week what sorts of things Blizzard could do that might make us feel like World of Warcraft isn’t a game for us, we might have made some comment about treatment of female characters or perhaps the ongoing sexism that women face from other players. We probably wouldn’t have said, “They could make a show about middle-aged men designing motorcycles.” So when Blizzard dropped the announcement that they were partnering with American Choppers for a strange web-series that would document a competition to design a sick motorcycle as an in-game mount (what, another one?), we were glad that we weren’t the only ones going, “huh?”

The more we thought about it, this confused us because it was yet another tone-deaf offering that pushed us farther and farther away from World of Warcraft. Jokes about mid-life crises aside, it’s hard to be excited about the upcoming Warlords of Draenor expansion and WoW in general when you feel like you don’t belong there.

Because WoW is an MMORPG, feeling as if you belong in the world is exceptionally important, arguably more so than in any other genre of video game. In years past, we have drawn our excitement for new expansions by thinking about the things that our characters will do and see, the places they will explore, and the new challenges that we, as players, will experience. In recent weeks, people who used to see themselves as curious about the world we are about to inhabit now have a hard time picturing themselves there. We find ourselves traveling to an alien world, and yet the alienation we feel comes not from Draenor but instead from the people who have created it.

While we cannot know precisely who has their hands in every pie at Blizzard, it seems like the public faces and taste-makers of World of Warcraft often gravitate around fairly similar themes that they consider “cool.” Draenor, more so than any other expansion, feels saturated in these ideas, despite protests to the contrary. The particular rally point in this case has indubitably been Y’rel, a strong Alliance Joan of Arc-type. Yet, everything we’ve seen thus far, from new extra beefy mob models to some alpha dialogue is oriented around a hyper-masculine world that is brutal, savage (as we have been told ad nauseum) and inexplicably full of rock star pyrotechnics. When we saw the art piece of all of the warlords lined up like a gruesome metal band, there was an emotional distance between Chris Metzen eagerly throwing up the horns and us looking on in confusion. We’ve seen fun and goofy inclusion of these ideas before, but the tone now feels very serious; it’s a weaponized barrage of these concepts to the exclusion of everything else.

This nerdy (but still male) idea of “coolness” isn’t a unique problem to Blizzard. Big creator names in nerd culture are still predominantly male, which has been true since long before “nerd” and “geek” were a persistent cultural identity. You have Tolkien, Lucas, Martin, Whedon and, for our purposes, Metzen. Nerd-dom has been retconned into a male space, a refuge for the those who did not fit the traditional image of masculinity, but who enjoyed Dungeons and Dragons and got thrown into lockers because of it. The duality of this background is that for all of the underdog position that nerd men have had most of their lives, many of them still enjoy the benefits of a patriarchal culture that nurtures and comforts their tastes and desires, often to the tune of millions of dollars. For a group of outcasts, loners and misfits, they have, especially in the 2000s, enjoyed a renaissance period. When you combine that with a fairly critical ignorance (or even outright hostility) to other people who are not considered the marketable norm, your fantasy world, much less are suddenly devoid of people outside of that nerd paradigm.

The problem with nerd culture and the belief that only men are considered creators is that it reinforces that the only stories worth caring about are for men, by men, and in a way that is cool to other men. It’s a rigid set of interests that tends to not consider much else outside of it. The worlds themselves sometimes involve a realism and grittiness that is at best, voyeuristic – it’s easy to insert things into a fantasy world to make it more real when it’s not a reality you have to confront on a regular basis. All of this is nerd men and their creations revolving around power and cachet – the stoic, grizzly hero flanked by compatriots and female love interests. In the case of Blizzard, a lot of it looks like muscular brutes, heroes of light and rock guitars.

What seems apparent to us is that some of Blizzard’s content creators are still finding the same things cool at 40 that they did at 15, and though their customer base has matured, their interests are showing their age. No one faults content creators for having inspirations, but when you achieve a level of success that allows you to create content for literally millions of people all over the world, isn’t it reasonable to ask that your inspirations grow to reflect the diversity of your audience? It seems equally reasonable to expect that this is not only something Blizzard should consider but rather something they for which should actively strive.

How we’ve seen people typify this cultural problem within Blizzard and throughout Warlords of Draenor is one of marketing, and we don’t believe that that’s entirely the case. Marketing is a symptom of the problem. The primary issue is a concept and an atmosphere that people are struggling to see themselves in. Is it so terrible to ask for inclusion? Is it so terrible to be afforded even a fraction of the same consideration that a particular segment of nerds have enjoyed for years in WoW? Our standards are not unreasonable; in fact, we might go so far as to call them incredibly low. While active inclusion of diverse women in Warcraft’s story may be the ideal, in the past we have at least been able to say that WoW does not actively exclude us. Recently, that seems to be less and less true. It feels like WoW has been moving backwards (now quite literally) in some places with how women are characterized or talked about, those failures buoyed by the few small successes we’ve enjoyed since then. For every five minutes Jaina is allowed to be a competent leader, we have many more moments of women being killed, hurt, married off or otherwise left behind.

There’s such a spectrum of problems that surround both the women in the story and the audience that it’s hard to list them all. The problem now is how to deal with these revelations about Blizzard and the game we’ve been enjoying for so many years. Loud, vociferous criticism only works when we are able to make headway, and the road to Warlords has so far been littered with increasingly insurmountable obstacles.

Much is still unknown about the new expansion at this point. Alpha and beta often provide key contextual clues to the overall direction an expansion is headed and we acknowledge that there have been exceptionally long dry spells in between updates since Blizzcon. It’s easy to feel like small, select issues make up a larger percentage of future content than may prove to be the case. Historically, alpha and beta have been periods when we’ve seen that critical analysis can and does create change and improvement in Warcraft. Yet, for the moment, we don’t know how to align ourselves with Blizzard’s visionaries because their ideas don’t seem to include us.

April Fool’s Jokes and Perfect Storms

Draenei priest drawing.

Taking a page from Vidyala and posting my own draenei art.

At the risk of stirring things up even further, I want to talk about why the fake Artcraft presented by Blizzard’s World of Warcraft team was the worst possible joke to make at the worst possible time.  I hope people don’t think I am going to debate the relative offensiveness of it; I am not because I do think it was offensive and I know there’s better people that have been talking about it rather than myself. No, rather, we’re going to talk about what made everything so much worse.

I know the title talks about “perfect storms” in that it was a confluence of several factors coming together, but let’s abandon that particular metaphoric imagery for a second. Imagine a giant field full of grass. In this scenario, World of Warcraft’s assembled community of fans are the grass.

It’s been a drought since Blizzcon. We’ve been fairly starved on concrete updates on the expansion’s progress. We’ve seen some model update Artcrafts, some dev watercoolers, but no beta, no big news and only minor progress on everything else. Bigger sites like Wow Insider or Wowhead news are scraping for content and opting to talk about Blizzard’s other releases like Diablo III: Reaper of Souls or Heroes of the Storm. We’ve grown pretty dry and bitter about the expansion the longer we don’t hear about it. It’s a pretty unusual method given how long we’ve been marinating in Pandaria’s last content patch. It would be easier to deal with if we had the new expansion to look forward to on the horizon but it’s been pretty dust and tumbleweeds thus far.

In this field, imagine a couple piles of goblin bombs laid haphazardly on the ground, hidden among the tall weeds. These are the issues a lot of us have had with the potential content of the expansion: lack of positive female character representation, expectations of more grimdark “gritty” realism, and the inevitable “boys trip” that we heard about at Blizzcon. There’s a lot of worries among some of us regarding how enjoyable we will find the questing and story experiences of this new expansion. While Ji Firepaw was a net positive, what lurks in the water for Warlords?

On top of that, the air is dry. Fans are looking for anything to digest or keep their attention. Our community is tied between forums, social media, blogs and anyone we play with in-game. We spend a lot of time nitpicking, dissecting and debating. Given the lack of information thus far, it’s mostly speculation. People are anxious.

Then you toss out the equivalent of a lit match on all of that and you have an explosive, incendiary wildfire on your hands. The models make people feel awful about themselves or angry at Blizzard. The blog text makes fun of all sorts of women and pokes at things like incest and twerking. It comes on the heels some other April Fools jokes that while bizarrely problematic, are also funny. It sticks out like a sore thumb. It riles up people who only want “real” content. It makes everyone who was worried about problematic content feel even more unsettled about their gut feelings. The community goes into an uproar: those who found it funny, those who didn’t, and people who think the “not funny” people are giant babies. The explosions that occur over any sexist content go about as well as expected now that everyone is in on the discussion.

Pulling myself back far enough from my feelings about women being mocked at a time like this (not intended maliciously, of course) means I look at why this happened. Is this a cultural problem within Blizzard? Did everyone think this would have a positive impact and anyone who didn’t not get to speak? Were they overruled? Who looked at this before it went live? We’re not talking about a developer being caught off-guard and speaking close to his chest, but something that was written, edited and arranged for publishing on the front page. Models were created specifically for this. It makes me wonder.

Sometimes thinking about the mechanics and anatomy of a controversy keeps me from getting too upset about the thorny emotional center, but even if you know how a disaster came to be, it doesn’t help you deal with the aftermath.

 

 

The Unbearable Whiteness of Being: Diablo III Crusaders

A Crusader stands on the log on screen, clad in gold and white holy armor.

In case you haven’t been paying attention this week, but Diablo III: Reaper of Souls dropped. I have written about my time spent with this pleasant hack-and-slash game before, and it has been mostly positive and about how fun the game is. I had put it down for a while to focus on Mists of Pandaria but their pre-expansion patch 2.0 dragged me back with all of the quality of life changes. The expansion is no less engaging so far, as well.

What Diablo III: Reaper of Souls introduced, along with the new story quest content and Adventure Mode is a new class called the Crusader. A previously small branch of holy warriors that follow the religion of Zakarum, they are pious defenders that rid the world of sin and demonic activity. They apparently are similar to the paladins of Diablo II, but my own investigation into this has yielded at least one glaring question: why are they so white?

The thought that prompted to look into this class’ possible beginnings was wondering why Crusaders wouldn’t look like Tyrael’s human self versus the great white-haired-and-blue-eyed woman that stands on my logon screen.

Tyrael in the Reaper of Souls cinematic.

Tyrael (voiced by Jonathan Adams) is a fallen angel of the Heavens who is portrayed in the cinematic as well as his in-game portrait as black. Wouldn’t it make at least a clever bit of sense to have the newly minted Crusaders be made in the visage of Diablo III‘s most holy knight? It’s not like the game isn’t lacking other black and brown characters at this point, though the problem is that up until this point in Diablo III‘s career, the witch doctors are not exactly something I’d call a positive portrayal of black people. Witch doctors, although entirely fun as a game class, are black people that are styled in a way that is built on incredibly racist tropes.

When I started looking into Diablo’s history with other black characters, this was brought up to me:

Upon looking at the Diablo II wiki, this became pretty obvious. Paladins and Crusaders are both warriors of Zakarum. It would make both aesthetic and narrative sense to have the two classes look similar. The fact that how Crusaders look now is remarkably different from how they should have looked is touched on in-game. There’s a lore book in Reaper of Souls explaining why this occurred (somehow) as the crusaders split off from other holy orders to go East (which ignores things like how migration doesn’t magically turn you from black to lily white in a rapid fashion).

The Crusaders of the present also differ physically from their forebears—Abd al-Hazir referred to them as “tall blonde warriors,” very different from their Kehjistani forefathers.[10] While these Crusaders still bear the name of their forefathers, they are ethnically of Sanctuary’s far east rather than Kehjistan.[7]

Diablo 3 Wiki

There’s also the problem where it is intimated that the Crusaders split off due to their purity and zealousness and immunity to corruption that paladins never had that bothers the living heck out of me. It reads very oddly to have a holy order that is “ethnically different” from darker forebears but is also fabulously more pure. How does only a handful of generations of holy warriors manage to become a crusader of a different color if they are typically loners with only an apprentice? I wonder.

Even if none of this lore was particularly threadbare and bizarre on the subject of religious soldiers, there’s still the matter that often fantasy bases it’s portrayal of divine holy people as light and bright, skin color entirely in line with this. Seeing black or brown Crusaders in the vein of the paladins of yore would have gone a long way to shaking up the makeup of Diablo’s classes and unoriginal fantasy palettes even further. While it is commendable that they’ve done a handful of things differently than other games in this vein, perhaps, they’ve done not nearly enough and done a few things hideously wrong.

I get that maybe Blizzard got hyped on a tall, blonde Joan of Arc warrior woman type and while it’s cool to see them develop a woman character as the driving force behind a creative endeavor but the fact that she was yet another conventionally beautiful, blonde warrior woman in a long line of them in fantasy as an acceptable “strong” woman visage was nothing new. They missed out on a logical, fairly necessary place to honor some of Diablo’s older lore as well as create more characters that aren’t white.

Mini-Post: A How-To With Diablo’s Community Feature

Diablo III: Reaper of Souls just dropped and one of the features that came with it (or rather, the Loot 2.0 patch) was the “Community”.

What are Communities?

Communities in Diablo are social groups that users can create and connect to in the game. They operate similarly to clans in that they have their own news page, ranks and private chat channel but unlike clans, you can be a part of several at a time. Think of it like an extended clan that’s based around things that aren’t just about Diablo! There’s communities for people that read certain webpages, local town communities and anything else you can think of.

I was excited to hear about this feature once I found out about it. I’m an extremely social person and the idea that I could hang out with lots of people who weren’t in my clan and chat about things was really neat.

How Do I Join One?

join-button

When you hop into game, go over to the bottom right of your UI and use the Communities button. (You can also access it by using default Shift + O!)  From there, you can hit the “Find” button and start searching for any community you could think of by language, subject or filter by name. You could even start a community of your own.

filter

Some communities have a little envelope by their name, that means you need to be invited to join. You can apply to join and see if you’re accepted.

I’m in! …Now What?

Once you have joined a community, get to mingling! The easiest way to do this is to join a community’s chat. Now, at the moment, chat is not “stickied” to keep you logged into it whether you leave the game or not. It’s different from WoW in that respect, so you have to rejoin every time you log into the game. You could be missing important or fun stuff if you forget this, but I hope that this is a bug and they fix it eventually.

Joining chat (or leaving) is pretty easy. Open your Community panel again:

join-chat

This logs you into your community’s chat so you can see what everyone is saying. The little red icon means you aren’t connected. And if you want to leave for some reason? Just click that button again.

Sightless Eye

As for my own communities, I started one for anyone who wanted a feminist/safe space to hang out and talk to people in Diablo III. It’s called “Sightless Eye” (which is what you’d search for in the Find panel) and has a handful of people right now. We mostly just shoot the breeze while demolishing demons, but if you want to come party with us, join!

And just remember to rejoin chat every time you hop in game! See you in Sanctuary!

A Letter to Blizzard Regarding Rape

Content warning: This letter is going to talk pretty openly and specifically about rape, sexual assault and coercive sexual acts. If this is triggering, please skip this post. 

The only thing I thought when people started “speculating” that Y’rel might be Garona’s mother somehow in Darkest Timeline Draenor was, “Jesus christ, not again.” Despite the fact that I don’t find that story plausible given what I saw in the Warlords demo (if anything, it’d be Y’rel’s sister), the content potentially provided would be all too familiar. It’s really been a huge bugbear of my Warcraft career that so much of the game and tie-in books have introduced a lot of dark, sexually violent content.  Given Warcraft’s announcements that AU!Draenor would be more dark and “savage”, I am terrified if that means we’re going to return to even more of the hints of grimdark, gritty “realism” we’ve seen pop up in WoW since around Wrath. Why do I believe that this is going to involve rape and sexual violence? Look at the setting and look at what things we’ve encountered before in the Warcraft universe. Most of it has never been explicitly shown or described (thank god) but it doesn’t take much thought to see what has been going on in-between the lines, or hidden behind the veil of euphemistic language.

So yes, if you’ve never thought about it at great length before, here is what I’m saying: Warcraft has a rape problem. It’s not immediate, it’s not usually happening to characters in the game but it’s there, implied, talked around and gestured at vaguely. Forced pregnancy or attempts at forced breeding happening to Alexstrasza and Kirygosa, other red dragons? That’s rape. Mind-controlled sex slaves in Black Temple? Rape. Keristrasza being forcefully taken as a consort for Malygos? That’s rape (And we kill her later too.) Half-orc and -draenei children being born out of prisoner camps? Probably rape (Inmate and guard relations are not consensual.)  Mogu quests where they tell their buddies to “have their way” with us as prisoners? It might not have been intended that way, but that is euphemistic language for rape as well.

I’m so mad about this, if you couldn’t tell.

It’s really hard as a rape and sexual assault survivor to look at a fantasy world I have spent almost 10 years inhabiting still have darkness like this lurking around the corners. More than anything else that’s problematic in the game (and there is quite a few things), I have a hard time dealing with yet another potential fantasy world that Blizzard has concocted where I might once again have to face a reality where Warcraft has rape victims in it. It’s a huge trope and motif in fantasy, particularly of the more “grimdark” or gritty variety. It is a conceit where authors say that it makes the world more “realistic” and therefore, by their logic, better. In a worse case scenario, some authors and writers (a lot of whom have never experienced this) even use it as a cheap “this is how we break a woman down before we build her back up to be strong” trope. Or they joke about it as a metaphor without concern that this is someone’s life they are talking about. Rape is not a fantasy concept. It is not some far-off happenstance because we live in a just world where it stopped existing. Rapists go free. Rapists do it without concern or even recognizing that they are responsible. Some of us have to live or see or be near people who have raped us. A lot of times, rapists are people who have a lot of power over others. The list goes on. It is very fully a reality that many, many people live with. As someone who lives in this reality perpetually, where I’m never ever going to be quite safe no matter where I go, I could do less of that and more with a fluffy, lighter fantasy world where maybe my character would be considered safe. Not even due to the fact that she has magic and anyone trying something like that would easily be burned alive, but just due to the fact that rape and coercion wouldn’t even exist.  (While we’re asking for impossible things, can I tack torture on there too?)

I get it, people are going to tell me that “This is a fantasy story about war! We murder people by the droves! Why aren’t you bothered by that?” As far as I know, I have not slaughtered people by the thousands. I am not cruel to wild animals. I have, with only one exception, never seen anyone being violently killed or die. But I have, on a regular basis, been fondled, flashed, groped, as well as lived through both rape and sexual assault. On top of that, I’ve been in many more situations where I just did things I didn’t want to just not deal with the person demanding them. This is a persistent thing for some people, in our world. A lot of us never feel safe, and coming to the gaming community, where “rape” is a term tossed around in PVP, to even our fantasy games dragging in sexual assault, violence and torture, you can’t even leave it behind for an hour or two in the evenings.

Granted, Warcraft has done a good job not having it immediately up in front of our face but as anyone who’s read my blog on a regular basis knows, it’s still there. I’m asking that maybe now, before we travel to a new Draenor, that maybe it’s an alternate universe where this kind of awful, emotionally destructive shit doesn’t happen. It’s tiring. It makes coming back to Warcraft unnerving and upsetting and feeling like my desires don’t matter. It perpetually taints a place that has been, over the years, fairly supportive of both my real life and my fantasy experiences. I’ve met great guildmates, had fun in raids and seen amazing places. But every time people start speculating or I read yet another tie-in novel that mentions forced pregnancy, I feel gross all over again.

It’s not fun, it’s not fair to a lot of us, and it shouldn’t be some injected part of a fantasy story, point blank. There’s ways and means of putting it into a story that don’t make it cheap or only for spice, that don’t add it to a list of a character’s attributes like you would with “enjoys long walks” or “fought in the Third War.” But most of all, if you can’t do it right, maybe not do it at all? So many other places have enough of it that Warcraft skipping it from now on would not bother me a single solitary bit.

 

 

 

 

 

On Funding and Revenue

A treasure goblin pet named Moneygrubber in Orgrimmar.

There seems to be a lot of talk recently in the community about money. Specifically, who needs it, who doesn’t have it and who really “deserves it.”  I quipped earlier last week that I held a pretty unpopular opinion about how content creators should rightfully get paid for their efforts. With the recent news about Wow Insider laying off a lot of their staff or Gamebreaker soliciting the community to help keep the site afloat, I don’t think there’s a better time to have this conversation.

Now, I am not specifically a business major, so take some of my opinions with a grain of salt on the money front. However, I am a content creator and so a lot of my feelings on payment and funding come from wanting to see people be able to provide content and be somewhat solvent. Now, I understand that not everyone cares about making money at all, much less on multiple projects. Some people have a full-time job that allows them to operate content as a hobby. Some people don’t mind providing information for free. These are all personal choices and I commend that. I operate this own blog at a loss and while some days I wish I could make money writing about World of Warcraft, I am just not at a place to turn this particular venture into revenue.

However, regardless of all that, it is my firm belief that people should be compensated for their time and efforts. It’s becoming more apparent to the culture at large that the Internet is not one large volunteer staff that gives them free stuff. It’s a dedicated labor force that (sometimes) controls the means to production and should be able to see the benefits of. We need to change the popular opinion on content and help people out.

Time is Money, Friend

One of the most misunderstood and important reasons why content creators need some sort of income (unless they are comfortable otherwise) is because people forget that time is a resource. The goblins have the right of it! When people approach any project or see someone asking for money, they do forget that time is a cost. The reason for that is we don’t think of it as something like that is because it’s always there even when we do things we like.  Think of the last time you had someone come to your house to fix something – technicians frequently charge for time, labor and materials. The reason for this is because you spend time doing things. (This is helpful language for reminding you!) Any time you spend doing stuff for free is time you didn’t spend doing stuff for money. (A concept adjacent to this is called opportunity cost and is the reason why people who say that they “make pure profit” off herbs they farmed themselves are wrong.)

It’s confusing to me, sometimes, as an artist who does commissions, why people forget time. Artists tend to negotiate pricing by how much effort is required, factored in by an hourly rate. Most of my pieces should be priced by how long it takes me and what my current hourly rate is but often times I skimp on that and pay myself much lower, almost to the point of being under the minimum wage in our country because that’s just how it goes. It is a sad fact.

Don’t Forget About Labor and Expertise

This is one of the reasons that Tzufit and myself decided to start a Patreon account for our podcast. There is just tons of work and expertise that often go into blogs, podcasts, videocasts and just about anything else you could think of. Whether it’s writing words, figuring out equations for theory-crafting, recording a video or even just learning over time to be a better artist, that’s all work. Same goes for research, editing, and gathering supplies. There’s a real effort put into some of the things we use on a regular basis and you should acknowledge that. I think so many people are wrapped up in getting exposure for their talents (not to mention that many unscrupulous people have profited off of this idea) that they forget that not everyone can do the things they do, or much less want to. This phenomenon goes up in value when you involve talents or skills many people do not possess. (See: theorycrafting, addons, class guides) But all in all, even “unskilled” (this is a misnomer) labor is still deserving and valuable because you are putting in the work for something.

Materials Are Also A Thing

Quite a few efforts, even for fan content, tend to operate at a loss just due to materials. This is because website hosting, editing programs, video games and art supplies are all things that cost money and are required for much of the content people want to produce. Time and labor are the most forgotten parts of overhead (also known as operating costs) but materials also part of that. There’s many different items that go into creating stuff that people pay out of pocket. This is means that you have to be comfortable paying for that with some other source of income or else maybe not continue running a blog or videocast. In that way, it is interesting to see so many people as content creators who are also low-income do it with very little revenue. (I am one of those people and I’m not overly fond of it because I would like to pay for things on a regular basis.)

Changing the Paradigm

I wanted to address some of these underlying issues with content creation and revenue/income because I feel that the culture of the Internet has made it all too easy for people to make things for free or for their love of something (which is totally, fine, by the way!) and have people profit off that or otherwise expect everything without recognizing the costs involved. There’s far too many outfits online that make money without involving creators or participators in an equal way and without paying them. There’s a lot of people online, even other creators, who believe that you should treat all your efforts as a hobby and that everything should be handed out with no recompense. It is this presumption that makes creators who do want to ask for money or generate income look like treasure goblins to the vast majority – running off with your money and such. The undercurrent to this is basically saying, “Whatever time, effort or skill you put into this doesn’t matter, and the content you made doesn’t have a monetary value.” Which, frankly, is really upsetting. Audiences getting a value out of something you create means it does have value. Valuing the things you create and other people create, only helps everyone out in the end. It means that the quality of the content goes up, the time the person spends on said content becomes more meaningful and overall, the fact that some people can start to live on their creations has a net benefit of raising the tide so that more people can do so as well.

Another way of changing up how we view monetizing is breaking down who “deserves” to make money off their work. I believe everyone deserves to make money for their work, barring something like being deceptive or outright stealing it from other people. If you don’t want to support someone’s work, then don’t use it. If you don’t like how they how they make their income, then don’t support them. Snubbing someone because they wish to make a living off their time and effort is a pretty mean thing to do. If people want to give money to someone, that’s their choice to do so. But know this – everyone deserves the fruits of their labor. It’s not greedy. It’s fair. It’s work. It should be treated as such.

I do want to reiterate one thing though: if you are comfortable to be able to operate personally at a loss and believe your content should be available to everyone for free? That’s totally cool and awesome! That’s how a lot of open source materials tend to work and there’s definitely a space and mindset for that. However, that doesn’t work for everyone, nor should it. Also, once you start involving other people, I believe the process becomes a lot more murky. If you start to draw revenue for a collaborative effort, I believe all collaborators should be beneficiaries of not just the money but also the direction of the project. This means that if you want to run a fansite with a lot of content, you should be setting up this with a business plan in mind in order to properly mitigate costs as well as pay people for helping your brand and site grow, not just paying them in exposure that looks good on a resume. If you can’t do something solely as your own entity, then you need to compensate people for helping you out.

Create Content, Acquire Currency

But how do people actually make money now?

It’s still a pretty new system, especially online. In the olden days, there used to only be a couple of ways of getting something for something else. You either bartered for equal goods, paid for something or relied on charity or patronage. The new methods online are fairly similar but they tend to take more forms given how technology has developed. However, due to a lot of these methods looking (if not working) slightly different from the old format of making money (“Going to a 9-to-5 job”), I feel that a lot of people scoff at them and combined with our feelings of devaluing content, they are seen as greedy or arrogant.

So let’s break down some of the ways that people have, in recent years, managed to eek out some form of payment for the work and content they provide.

Ads

This is easily the backbone of how websites are “supposed” to make money. The truth of the matter is very few sites actually reap enough revenue from eyeballs or click-throughs to make this work. Ads are the first things to get blocked on any page, even typically non-harmful sites, just due to how annoying they are perceived. The only time ad revenue really works is if you are a large company that can run your own sales department that gets high bids from other companies for specific ads on your network. So in short, if you’re a little guy using Google Adsense or Adbrite, it’s not going to be a sizable portion of your income unless you have a decent amount of traffic.

Merchandise

This has grown over the years as more and more places have sprung up to create products on-demand using other people’s designs, meaning the overhead for getting merchandise and a store attached to your content has dropped. Still, it is a cost that you can incur as a content creator so it might not be feasible for someone who is already low-income, but it is an option. Places like Storenvy and Etsy have also made it possible to operate as a storefront just as one person. There’s also places like Redbubble that allow you to sell your designs with a huge cut of the money coming out to cover production but with no start-up costs required. Gone are the days of solely relying on Cafepress, basically. People tend to like merchandise because it gives them “something” for their money and also shows off that they are a fan of your work.

Donations

This ranges from having a Paypal donation button on your website to donation drives (think NPR or Public Television) in order to support your efforts. Even Twitch streamers sometimes have tickers on their videos showing people donating sums of money. It is a subtle (sometimes) way for a person to allow the audience to chip in a little money towards their efforts (or perhaps purchasing stuff for them off an Amazon wishlist) in order to show gratitude. It’s never a secure method of paying for your work but it often works a bit better depending on how faithful your audience is. People like feeling philanthropic and also giving back to something they’ve gotten entertainment from or used on a regular basis. Some donations even come attached with rewards – a shout-out on that person’s videos or a special bonus piece of content. This, however, is not mandatory, as donations typically are based on the idea that the person gives the money freely to say “I enjoy what you do.”

Crowdfunding

Crowdfunding takes the donations idea and basically relies on the MMORPG principle – everything is better with more people. While donations are not oriented around a single goal, crowdfunding relies on them, as well as rewards and groups of people in order to fund something in specific. Things like Kickstarter (which is crowdfunding based on a creative project that needs money to be produced) or IndieGogo let audiences put a tiny bit of money into seeing something they want in the future and basically becoming producers for said ventures. There are usually rewards attached to sweeten the pot, as well. Crowdfunding tends to work because aggregating a little bit of funding from a lot of different people takes the individual burden of a high cost off any one small group of people. It also allows an audience to directly engage and fund content they wish to use in the future, which re-negotiates some of the creator’s relationship with their fans.

Crowdfunding even works for things that aren’t specifically projects – raising money for someone’s medical bills, for instance. It’s a way of aggregating donations that lightens the financial load.

Patreon is new but operates on both the donations, crowdfunding and then patronage angle: it basically allows fans donate per content creation or on a monthly basis, with some reward levels to keep a project going regularly. I’ve seen a lot of criticism for this site in particular since it is a misunderstood, new-ish concept. In truth, it’s a pretty good way for people who create regularly and consistently to obtain funding and sponsorship on a regular basis versus towards a creative project.

Subscriptions

A lot of this are familiar with this as a lot of pay for a World of Warcraft account and the method here is similar: you pay for access on some level to the content being provided on a regular basis. Many things do this to supplement ad revenue and use subscriptions in order to entice users to get a premium version of the content (see Spotify offering a version of their application without ads to subscribers). Some content is stuck entirely behind a subscription (this is frequently called a “paywall” and also has been used heavily by the adult market for a very long time) with some “free” content given to hook people into paying. This seems to be more and more the way that larger content providers are securing income but often still operate at a loss.

Commercial Sponsorship

This is more and more a thing in high-end raiding and competitive e-sports but still applies here. A company chooses to invest money in a group of people or individual who has high notoriety in order to advertise for them. They pay for some of their operating costs, materials as well as advise on some level to keep the group in the forefront. It’s a way to supplement any income someone may be making from elsewhere but it tends to be contingent on performance (whether that be winning competitions or otherwise staying in the limelight.)

Corporate Backing (Also Known As “A Real Job”)

As internet content becomes more and more profitable as a media source, larger media corporations are starting to notice that websites for content are profitable. This means that more and more businesses are investing in content sites or starting content sites themselves. It might not be the early 2000s and the “dot com” boom, but as more and more manageable paths for revenue start to become available, it is possible to start a business online and do well. Whether it is an established company investing money to a start a site or run one that initially was for free, it can lead to people who produce content to actually make a wage or reliable freelance income off their content. This is considered one of the holy grails of being a creator, as it means that you can have that as your day job and not do something you hate. Downsides to this? If the company that was paying for everything suddenly decides that they need to tighten the belt, you are often the first people dumped on the street.

An alternate way that companies frequently “give back” to content producers, specifically in the arena of new media providers like YouTube or Twitch, is a partner program. This is a way for someone using their service in a lucrative way either because of ad revenue or attention to get a cut of the money that the company makes off their content. It’s a symbiotic relationship that doesn’t directly make the content creator their employee but also gives them more incentive to keep using their content delivery system.

While not exhaustive list, making money from your content is valuable and there isn’t one way of doing it that is more ideologically pure than others. Whatever route you choose or choose to support someone using, feel good that you are saying, “Hey, this Thing is great!” Treating people’s work as someone valuable is a good step towards a better Internet, one where many of us can make a subsistence doing stuff we actually love doing.

Be kind to a content creator today!

 

 

 

Warlords of Draenor: Building Female Models

Orc female showing off new model and expressions.

Orc models and screenshot courtesy of Blizzard Entertainment.

One of the features in the upcoming expansion I’ve been looking forward to the most is the long-awaited model revamps. While we have no confirmation that these models will be ready by the start or even middle of the expansion, what we’ve been shown so far has been promising. Through their new Artcraft series on World of Warcraft’s front page blog, we’ve been able to see a continuation of the promises they made about updating models at Blizzcon last year. Today’s offering of an orc female is no different and comes hot on the heels of the recent debut of the human female model.

It’s no secret that I take female model designs seriously – gaming culture is plagued with representations of women’s bodies that are problematic and World of Warcraft has long had a problem with a lack of customization. While I’ve enjoyed that at least WoW makes a decent effort to vary its’ silhouettes, it is still a game running on a graphics engine that’s severely outdated. These model revamps have been fun to watch as they happen; it is clear that they want to keep the overall visual fidelity to the old models but at the same time fix a lot of the problems that come with having them be a far lower resolution. Also nice to see is the time and care taken with some of the musculature and anatomy. Seeing game models that finally sit the breasts on the chest wall in a realistic manner is heartening, as well as egregious postures being smoothed out and relaxed.

I have to admit I’m a bit blown away with how much personality and life they’ve injected into the models. The postures looking more natural, as well as improved muscles and facial expressions makes me feel I’m playing a “real” person. The new orc female models are no exception – there’s life there now beyond just a blank, doe-eyed expression.

“We want a strong female counterpart to the male, equally battle-ready in appearance, yet still feminine.” — Character Artist, Dusty Nolting

I think the most heartening part of this process, seeing the models unveiled, is that it feels like the design ethic with the female models is steered in a direction that I feel comfortable with. What designers sometimes seem to lack understanding is that women’s bodies are so fraught with politics but they are ultimately our own and come in a variety of shapes, sizes and ability. Designing characters that show a little of this variety, particularly if there’s no sliders to customize, is what is going to keep many of your customers enjoying the characters they play is in your game. Dusty’s quote from the Artcraft about the orc models also reveals another part of the ethic that was very frustrating in the past: dimorphism and the tug and pull between feminine and masculine.

Design often requires visual shorthand to convey a lot of information in a very short amount of time. This often means exaggerating many different things – gendered traits are one of those things. What determines “male” and “female” visually falls on pretty essentialist tropes like muscle groups, facial hair and secondary sex characteristics like bust. Women are often designed to be sexy or sexual and men are power fantasies. This is due to who gaming still believes it the core audience – straight men. Men are given huge muscular bodies and women have very similar hourglass figures with giant racks. This is how the nuance between feminine and masculine gets hammered out as well. With the orc women, I was really troubled by the idea that they would not be able to strike a core balance between the more battle-ready nature of the orcs and the fact that orc women are still women in their own right. How do women in orc culture look and how does this compare to women of other races? Creating identity and unique versions of femininity among all the races of Azeroth is key here. It’s no secret that some race’s women are coded much more traditionally feminine than others: see draenei, night elves and blood elves. It’s necessary to allow every race to have elements of both hardness and softness in their visual identity. With the orcs, I was worried that she would swing too hard in either direction and it’d feel like a joke or cheap. The fact that the screenshots we got convey both that hardened nature as well as mirth and beauty makes me feel more at ease. Now, if I could only get some of the orc women’s hairstyles on my female humans or even my draenei would make me feel able to feel slightly more butch even on a heavily feminized body.

Between the orc woman’s kissy face and the gnome lady’s legendary side-eye, I do feel that one of the things about Warlords of Draenor I won’t have to worry about is how all the models look visually. Blizzard has done a great job so far giving us a peek behind the curtain about how we are going to look in the not-so-distant (alternate) future (in the past) and I look forward to seeing all the models.

Update: Blizzard quietly dropped a full render of the dwarven female model on their Warlords of Draenor site just an hour. Go look!

Some my quick thoughts are mostly that while I love her body, I wish she had a bit more meat on her thighs. Some of the screenshots of her face look a bit wonky but I would bet they look better when actually in game. Yay!

 

Fans Extend the Universe Farther than Warcraft Could Dream

I was going to post up a fluffy item creation post today but I got to thinking about other things because I spent a lot of my weekend on other WoW projects as well as hanging out with some fandom friends on Tumblr.

I’m still horrified by the state of lore discussions in the WoW community whenever a good percentage of men want to involve themselves. I went to sign up for Scrolls of Lore this weekend and immediately was greeted by the default avatars being giant pics of WoW races’ asses, most of them being female. Then there’s this thread, made by a friend of one of my Tumblr pals. It is a great OP and I love seeing lore discussion that pokes at how sexist or problematic the writing in WoW is. But it doesn’t take long for people to hop into the thread to make snipey comments about how we’re all wrong and women aren’t treated badly and we must have some agenda.

The rest of the story forum seems to read very heavily in that direction and this is why I really do not like involving myself in lore discussions where it’s inevitably dominated by men. The analysis is thoroughly limited and usually amounts to whinging that a certain character is not written well but nothing about the reasons why that might happen. Women characters are derided along typical lines like being crazy, emotional or unimportant.

But I digress. I came here to be positive.

What gave me utmost hope this weekend was the number of cool people discussing their problems with WoW lore, their awesome headcanons that expanded on the pretty basic writing we find in the game and extended universe. It gave me hope. It gave me ideas. It made me realize that there’s still so many people not getting credit or recognition for writing a World of Warcraft that I’d want to spend years playing in or writing about. A Sylvanas that beckons the Forsaken from their graves due to unfinished business. Gilneans that address class struggles, crusaders that aren’t afraid to hold their girlfriend’s hand. Women leaders that lead and don’t attach themselves limpet-like to their boring spouses, or die because of it. Tumblr gets a lot of shit from the nerd community in general for daring to foment some form of social justice that they find overblown and irrational, but I find the fandom that is outside of the control of pretty heavily purist, male-dominated ideologies to be extremely powerful and a lot more entertaining. Nerds have an unhealthy obsession with prescriptivism despite the fact that treating lore as a pure text when it’s penned by people who are ignorant to larger concerns of representation and tropes is terrible. The older I grow, the more I want to reject lore and canon utterly because it doesn’t represent a world I’d be welcome in, as either a character or my actual self.

What keeps me going is just the fact that no matter where I turn, there’s always some rock I didn’t turn over with people that want to discuss these things. People who are okay with listening to zany-ass ideas, have thoroughly negative conversations about fan-favorites (slaying all your male character faves for LIFE) and generally just not being stuck up about what gets handed to us on a regular basis and doing better. The fact that a lot of these people tend to be way younger than me is also heartening too. It makes me glad that there are people, particularly teen girls who are already into this stuff because when I was 16, I was pretty much in the dark and watching Sailor Moon without a real grasp of what it all meant.

The fact that all of us can come together as a community and have these great discussions across all ages and lifestyles is amazing. Let the haters get mad at Tumblr, or Twitter, or social justice warriors all they want (I’m a social justice mage, by the by.) I’m going to stay here and keep supporting all these rad people coming forward who want to turn this lore shit on its head, who want to share their experiences and be a part of the community.

 

“She Cybered for Purpz”: Badge Gear, Loot Collusion and Misogyny

As part of our discussion on Justice Points about women and progression raiding, I made a quip about how Blizzard instituting badge gear and things like LFR and Timeless Isle over the years has eased the vectors of gear acquisition. In doing so, the collateral “damage” was potentially destroying the myth that women gained their hard-won epics through some nefarious means. When I was playing in Burning Crusade, one of the frequent charges for a woman who had a decent set of gear was that she “cybered” for epics. When I later joined a community for women who played WoW (wow_ladies), women both leveling that charge at other women as well as women in the community worried about being accused of it posted regularly. At the time, well before I really got into feminism, it felt like a sensible charge and not like they misogyny-driven urban myth that it really was.

Why was it easy to believe though? First, turn the clock back to Vanilla and Burning Crusade. When people first hit end-game in Vanilla, the only way one could acquire epic gear was slowly as part of a 40-person raid or prohibitively expensive world BOEs. The gist is that even into Burning Crusade, until badge gear was introduced, the only way into epics was via raiding or expensive methods like professions. There was no real alternate way of obtaining gear on par with raid gear. This put a considerable premium on getting into raid teams, especially when you added in things like attunements and several tiers of content. When you have a system that is significantly harder to enter, it allows criticism of those considered “unworthy” of being there. Combine this with the mentality at the time that women were extremely sparse in number and not especially proficient at playing and you can easily see how a known woman decked in purples from raiding could be seen as having gained them in an “illegitimate” way. Keep in mind that nothing about this mindset made any sense as even on my rinky-dink RP server, there were many decently progressed guilds, quite a few that were main-tanked, raid-lead or otherwise kept going by women. But since when has intolerance ever been logical?

A lot of this article is based on things I actually saw or heard from people during my time playing the game. It felt like, back in the day, there was way more emphasis on “drama” which always included women in some way and more often than not, sexually. Did this stuff actually happen? Oh, I’m pretty sure it did occasionally. But I don’t think it became a problem because of those occurrences but mostly that it’s not different than the misogyny that women regularly face outside of the game. When Men’s Right’s Activists talk about the “real power” that women have because they believe the world is oriented around heterosexual men and their desires, it’s not real power. Sexist culture dictates that a woman’s value is in her sexual availability to men. It’s not real power when a woman uses that sexual availability to gain herself a foothold, but it merely turns the system somewhat on its head and you can see the very real backlash when a woman rises above her “place.” This is the larger concept that informs something like women cybering for gear in World of Warcraft. So when certain women on a server get earmarked for having done this or when community sites start linking to high-profile guild drama around a woman and nude pics, this is really what is happening. Myths and rumors arise when people are frightened of something, and the hyper-focus on women “cheating” the system (versus everyone) is because men in were terrified of women somehow carving a path to obtaining gear and being part of high-end guilds that was outside accepted channels. Given that gear was at such a premium, you can see why this became something brought up regularly. It all plays still on the idea that most women could never play well enough to obtain them normally, and therefore didn’t deserve it. So that they would have to use something men couldn’t hope to access (sexuality) in order to get it. (Let’s not talk about how several men have admitted to me, with some chagrin, that they’ve posed as women to access this on occasion.)

Here’s the one gaping flaw in blaming women for using sexuality (or potentially stirring up drama) in order to get gear: why aren’t officers and guildmates accountable for this? Unless you’re using need/greed rolls only, there’s no way someone can get their hands on gear that isn’t turned over to them by someone in your roster. Whether it be a loot council, DKP or anything else that relies on a master looter, your loot still comes out of a raid leader’s or other officer’s hands. If someone is getting handed their gear because of cybering, promises to go on a date or because of their intimate relationship with the officer, that is still on the officer handing out the gear for abusing their position.  No one seems to ever mention that when these scares ever got talked about though. Men are infallible creatures who are just victims of their own sex drives and nothing they do is up for scrutinizing. However, if one of your raiders is turning over gear to someone for any reason, even valid ones, it’s because one of your officers decided on it. This was also the reason I often heard stated for why guilds would explicitly allow no women to join – women caused drama, versus discussing that their own ranks would lose their shit over them. If I had to be entirely honest, I used to think women were shitty for pulling these kinds of antics. Looking back, I can see why it was done though. If guys were such utter shitbags to me except for wanting sexy orc sex out of the deal or wanting to date me because I played WoW, I’d want to get some gear out of the equation too. Dealing with an unfair system requires doing some pretty unfair things, sometimes. Dealing with men who have no problem turning over nude pictures of you because they are mad at you would make me not give a shit about their feelings.

So what does this really have to do with the decline of said misogyny and gear? Is it really because of badge and later on, justice point gear? I don’t think correlation is necessarily causation, as I truly believe that a lot of issues of fairness and sexism have become more and more prominent. It’s slightly harder to be an out-and-out anti-woman person so I think some of the decline in these sorts of anecdotes and general skepticism towards women has been lost in time due to the fact that a lot of us are 9 years older and grew the fuck up. But I think anything that Blizzard has done to destroy some of the barriers to entry to parts of the game, whether it be high-level raiding, PVP or otherwise destroys people the ability to be gatekeepers to people they might already hate due to societal structures. There’s still ways of keeping women out of your raid team that don’t rely on thinking they cybered or automatically assuming they are terrible players. One of those ways is still being abjectly hostile to women, making your raid team a place where no women want to be on a regular basis. But overall, raising the curtain on epic gear acquisition and letting people climb onto the escalator easier has done mostly good things. It means no one looks askance at you if you are decked in any ilevel of purples and merit dictates that only really decent players obtain the highest level of them. Gear still is a method of devaluing people but it doesn’t seem as specifically gendered anymore.

Is misogyny really dead in World of Warcraft? Absolutely not. Has it gotten better? Yes, I believe it has. The fact that the stories I heard in Vanilla and Burning Crusade have all but died out gives me at least a little hope.