A depressing thought –
Safe sex for the dead is a
Trip to the dentist
A depressing thought –
A depressing thought –
Safe sex for the dead is a
Trip to the dentist
Recently, I was faced with an interesting dilemma: A strongly-worded request to not share photos of an ancient site on grounds that members of a group laying cultural claim to it also wished to reserve usage claim to the knowledge about it.
Now, I do understand where this is coming from. It is undeniably true that small populations and cultures under threat of being subsumed by other populations and cultures can feel under siege, and in so doing there is a temptation to entrench and monopolize claim to identifiable elements of one’s culture.
Ultimately, however, I believe this represents a profound misunderstanding of what culture is, how it is formed, how it changes and the individual’s relation to it.
1. A particular form or stage of civilization, as that of a certain nation or period: Greek culture.
2. The behaviors and beliefs characteristic of a particular social, ethnic, or age group: the youth culture; the drug culture.
(There are, of course, other definitions of culture, but I want to be clear that this is the aspect of the term I am focusing on in this post.)
In fact, I would go further and propose the following, more memetically-specific definition of culture: “A culture is a set of prevalent memes found amongst a set of individuals who identify themselves as a group.”
Culture is, thus, nothing more and nothing less than a set of ideas, techniques, aesthetics, and styles held in common by a self-defined grouping of individuals. Cultures do not form Athena-like from Zeus’ head – they are born by blending with or fissioning from other cultures, as well as evolving to better match their environment.
In much the same way as parallel evolution happens biologically, so too do disparate cultures come up with very similar, even identical solutions, particularly when their respective challenges are similar. In other words, just because two different cultures have a similarity doesn’t mean one copied that aspect from the other. It might be, but it just as easily might not be. Original evolutions, moreover, are far less common than copied adaptations – witness the speed at which various art styles or technologies have been repeatedly spread between various populations.
How does this relate to the original question?
A cultural group may legitimately lay claim to a location and the access and direct usage of that location. In appropriate circumstances, control of commercial exploitation of associated specific images and iconography may also be justified.
A cultural group may not, however, lay claim to the knowledge, form, aesthetic or shape of cultural elements, whether this be a location, a practice, or an aesthetic style.
Yes, this means that people will sometimes copy or adapt cultural elements in a way that some will find offensive or disrespectful. At the end of the day, however, cultural elements are fundamentally memes and ideas. They will mutate, they will evolve, they will see usage of both a profound and profane nature.
Someone may say, “We claim/built this temple/church/sacred site and reserve the right to control access to it.”
Someone may not say, “We claim this symbol/idea/concept and reserve the right to control access to it.”
Ideas cannot be subject to monopolization, but are the birthright of everyone; to maintain otherwise is to deny our individual and collective right to learn, grow, adapt, create art, develop philosophy and construct out of the building blocks of today the aspirations of our tomorrows.
Sensitivity, respect, and courtesy are all things that should be striven for and held up as an example of ethical behavior. Unfortunately, such has frequently not been particularly in evidence throughout the history of anthropological research, not to mention the myriad less academic cultural contacts over the course of history.
Regardless, the best thing one can do for the expression of culture is to recognize it as a living, breathing, evolving creature, and not some strange kind of immutable memetic fossil. Embracing growth, adaptation and change are as necessary for cultural health as they are for biological growth.
There have been rumblings for years, but this last year has seen a blitzkrieg of media coverage focusing primarily on a few particular accusations:
Before I go further, let me be absolutely clear about my position:
This being said, the media frenzy has lately gone off the deep end, and is now doing more harm than good in its witch hunt against the industry. Moreover, as with all witch hunts, this one has so unnerved those targeted by this witch hunt that it has become easier to stay quiet and not say anything than point out the sloppiness of the media assault.
I have been at studios that did conduct themselves in each of the the ways accused.
During my tenure in QA, for a time I worked twenty hour days, six days a week to the point that I wound up with viral pneumonia in the Emergency Room. Did I “have” to work the “optional” overtime? No, but it was well known that those who did not “volunteer” would not have their contract renewed, so if you had any sense at all, you grit your teeth and did what you had to to make sure you could afford rent at the end of the month.
Similarly, was there a “Boy’s Club” atmosphere? Certainly, at least to some extent. As a guy, I am quite sure far more happened than I ever personally witnessed, but even there it was certainly not a case of absolutely every guy being a misogynistic asshole or tolerating misogynistic behavior, which is, in fact, the too-frequent inference.
I have also been at more studios that do not conduct themselves in the ways accused.
Both Cryptic Studios, my last place of employment, and Gazillion Studios, my current place of employment, have staffs that probably average somewhere in the mid-30s, meaning there are some 20-somethings, but there are also a notable number of 40-somethings. Both of these studios do sometimes have crunch periods, but they are, by comparison, mild – maybe a day on the weekend and a couple of extra hours in the evening for the month or two before a critical deadline. Rough, yes, but nothing all that different from any number of other industries. This represents a vast improvement from other former practices in the industry, and should be acknowledged as such. Both make a focused, if sometimes imperfect, effort to offer a reasonable work-life balance.
Misogyny and the Dearth of Women Developers
Are there misogynistic individuals in even the best studios? By both personal experience and by conversation with female friends in the industry, there absolutely are. Where said individuals happen to also be in positions of power, this will of course cause considerably worse situations. However, it is a gross hyperabstraction to extend this to a claim that an entire studio is, as a whole, necessarily fundamentally misogynistic, which is the common inference.
One of the claims that particularly irritates me is that game studios are somehow the sole cause of fault for there not being more female developers. This claim generally appears to rest on three related claims:
Let’s get the third claim out of the way first. Yes, of course marketing departments are going to focus on demographics that are proven rather than hypothetical. The graveyard of studios who chased after imaginary markets is vast, and marketing departments know that. Are the rewards great for those who succeed in embracing new markets? Absolutely. The problem is, the chance of actually pulling that kind of coup off is very tiny. In other words, bad business. Moreover, the basis of this claim is really even only valid for certain types of games – first person shooters, for example, are indeed vastly represented by men. MMORPGs such as World of Warcraft, simulators such as SimCity, and the myriad badly-termed “casual” social games do not share that vast over-representation.
(I should also note that there are, in fact, women who do play these games, but they are still a significant minority. This is not meant to indicate in any way that women don’t enjoy such games – simply that as it is now, they are in fact not the dominant demographic.)
The second claim – that all studios are fundamentally, pervasively and structurally misogynistic is simply crap. There are studios that fit this claim. There also are individuals, even individuals with power, in otherwise benign studios who are misogynistic. Neither of these realities is reasonable cause to tar and feather an entire industry.
The first claim I can speak to from personal experience, at least on the MMORPG side of things. Over the ten or so years I have been in the industry, I have been a hiring manager for probably close to half of that. I have gone through – literally – hundreds of resumes, sometimes for a single position. The cold hard fact is that the number of women who apply even for design jobs – let alone programming jobs – is depressingly small. As in, I can literally count the number of women who have even applied to a job I was filling on the fingers of one hand.
(Notably, of the positions over the years in question, as I recall three offers went out to women; two of these were accepted. This, out of probably a dozen separate positions over all the years I have been a manager.)
Now, this does beg a legitimate question: Why do so few women want to get into game development?
Some of it, to be sure, is a legacy of the early years of video games. Moreover, since the industry thrives on the relative certainty of sequels, new, untested ideas are rare, and so relics tend to persist far beyond the historical time when they made sense.
Some, as well, is a perception of hostility or outright misogynistic behavior. Some women undoubtedly do not want to go into an environment they suspect would be hostile to them, whether or not such is actually the case.
Personally, I suspect this is more than anything else an unfortunate function of basic sociodynamics. That is, to you or I, standing where we are in time, we see our own experience over, say, five years or even ten years and easily become frustrated at what we see as a lack of change or evolution, whether we are talking about a society or, as in this case, an industry. Moreover, we confuse this perception as a failure, as if things “should” change faster.
The reality, of course, is that societies evolve and change excruciatingly slowly from the perspective of individuals, mostly due to the generational timescale and the “people like to hire people who are like themselves” effect, which while applicable to gender and race is just as applicable to personality, education background, geographical region, and myriad other factors.
Is this frustrating? You bet. Is this one of the root causes of injustice and nepotistic practices? Without a doubt. Fixing it, however, is not something that can be done by waving a magic wand, either in the form of regulation or wishful thinking. It can be done, but by fair and persistent cultural pressure over the course of decades.
There are things wrong in the industry. As it is, even in just the ten years I have been in it there have been significant strides. Are we, as an industry, at the place where we should be in these areas? No, but that’s okay, so long as we don’t get discouraged and continue to do what we can to improve the status quo as individuals and as studios.
What is not helpful, however, is the currently popular machinegun approach to condemning every studio and every developer as an equal participant of unfairness, misogyny or other injustice.
If we, as a society, want to see this – or any other – industry improve, we are best served by, yes, condemning those studios and those individuals who act badly, but also by holding up those studios and individuals who make an effort to behave fairly.
Moreover, the current presumption of guilt in the absence of proof to the contrary is not only itself unjust, but it is strategically foolish; it makes enemies of those who might otherwise be allies in this effort. Lack of action is not necessarily complicity; lack of action is, to be sure, not to be lauded, but neither should it be condemned the way we condemn the actual individuals who behave badly.
A couple of my friends are going under the knife tomorrow morning – one of them is giving up one of her kidneys for the other, something that was done with no hesitation and incredible bravery. This is to them.
Just to clarify, for the backup plan for each of you I need a force-ranking of the following in case of necessary necromancy:
(1) Sorry, I don’t do vampires anymore. After a lot of soul-searching, I now object to making them on both ethical and religious grounds.
(2) Signatures do require two witnesses. Last time I didn’t require counter-signing I got sued. In related news, the American legal system is apparently very unsympathetic towards necromancy. Intolerant bastards.
P.S. Yes, I would be even worse than this if it was me who was going under the hatchet. Far, far worse.
P.P.S. This is how I deal with worrying about you guys. Love you both.