Daedalus, Fall 2003

From the Editor
What I want to be when I grow up
By Matt Snyder

From the Editor
What I want to be when I grow up
By Matt Snyder

Feature - HeroQuest

Q&A with Greg Stafford
by Matt Snyder

Redeeming Thed, goddess of rape
by Ron Edwards

The power of myth
by Chris Chinn

Sneak peek!
Argonauts
By Jonathan Walton.

Articles

You do what for a living?
By T.S. Luikart.

World design, block by block
By Emily K. Dresner Thornber.

Improvisation techniques for gamers
By Pete Darby.

Columns & Editorials

This just in: Your favorite game sucks
By Jason Blair.

A role-playing game by any other name
By Eddy Webb.

Guilty pleasures
By Lisa Fleishman.

Comic

Trollbabe
By Ron Edwards and James V. West.

 

 

 

 

Guilty pleasures
The shame of being a role-player

By Lisa Clark-Fleishman

Gamers are violent, masochistic, socially deviant persons worthy of the general public's fear and loathing.

Not true? College textbooks, designed for future police officers, tell us so. " ... fantasy games such as Dungeons & Dragons also promote violence, destruction, and a total disregard for human life." (Bennett, Wayne W. Criminal Investigation. Minneapolis, MN: West Publishing Company, 1994.)

Critical commentary of role-playing games is not limited to Jack Chick tracts or right-wing religious fanatics. Mainstream media inform us that our children and young adults fall under the evil sway of gaming, leading them down a slippery slope of bizarre and violent behaviors that fall outside of typically accepted social norms. Murderer James Nelson was said to have developed an "obsession with Dungeons & Dragons ... " (www.msnbc.com/local/vcolptld/m313318.asp)

Would-be murderer Matthew Lovett was declared "an avid player of role-playing video games." (www.foxnews.com/story/0,2933,91280,00.html) The prosecuting attorney in the Michael McDermott murder case asked pointed questions about whether or not two decades of role playing experience made McDermott "a skilled storyteller who could concoct stories." (www.foxnews.com/story/0,2933,50081,00.html) And, of course, who could forget the game-related finger pointing made after the Columbine disaster.
Many more examples of the role-playing hobby's tarnished image exist, and such anecdotes are no longer sequestered in the low quality, mass-produced anti-role-playing game pamphlets of the early 1980s. It takes only a few clicks by a concerned parent on the Internet to turn up horror stories such as these and many more to boot. It's enough to make a well-reasoned adult wonder what the hell their kid is involved in.

It's also enough to drive well-adjusted, normal individuals who participiate in the hobby into hiding. At worst, those who do not participate view the gaming hobby with suspicion. At best, its participants are mocked as immature or socially inept; in other words, participants are "geeky" or worse.

The real image problem

Mention the previous points to most gamers and you'll likely receive a shrug of the shoulders and a brief explanation or defense of how the hobby really is. However, smart, conscientious gaming doesn't make the headlines, even though it exists. School related programs, like this one: www.roleplay-workshop.com, use role-playing as a teaching method with success. Nevertheless, the mainstream is bombarded with images that create the impression that role-playing games are a negative influence, and role-playing gamers are social derelicts waiting for the first opportunity to ritually sacrifice the neighbor's cat.

Such imagery is so oppressive that numerous individuals in the hobby either downplay or completely hide their involvement to avoid the negative social stigma attached to the hobby. Many gamers are like secret agents; they simply don't discuss their hobby in mixed company. For this reason, it's difficult to get a true representation of what the gaming hobby looks like as a whole. The only widely available survey of this hobby's demographics was released by Wizards of the Coast and can be found here: www.thegpa.org/wotc_demo.shtml Upon its release, the survey received criticism based on methodologies used to calculate the final tallies. Some questioned the legitimacy of the survey.

Despite what may or may not be inconsistencies in the Wizard of the Coast survey, some information about gamers, and more specifically their attitudes toward the hobby are clear. Many game groups are insular, and they don't actively seek membership from those outside of the hobby population. Hobbyists of other genres frequently seek new membership from outside of their circle of influence, but gamers don't enjoy trying to explain their "weird" activities to co-workers, neighbors, or other social acquaintances who they think, perhaps rightly, will label them as strange, or odd. While gamers understand the problems facing the hobby, solutions are fleeting.

There is a definite public relations image challenge facing role-playing games. This is bad news for the game industry and hobbyists alike. Gaming has two faces in the public eye. One is a deviant criminal warning sign. The other, more disturbing because of the larger scope, is the social perception of gamers in a negative light. Both prongs are ugly and equally unnecessary, not to mention costly when one considers the missed opportunities of expanding the target market. So why aren't industry leaders howling for change?

Little has changed

Charges that the game industry has grown stagnant aren't completely unwarranted. Since inception, the general market strategy and sales techniques of game related products have remained the same. While no significant official studies or surveys have been released to the general public, a quick flip through game products of years gone by compared to today's publications show us that the look, feel, and general appeal of the products themselves have only superficially improved. Ditto for the marketing arms and distribution techniques. Without large scale restructuring of the business philosophy of these entities, positive change, and a shift in mainstream appeal is nearly impossible. In business environments, change equates to risk, and risk is scary.

And so the status quo prevails.

What this means to game enthusiasts is that they are part of a system that, in its stagnation, inadvertently promotes unhealthy attitudes towards an activity that should be viewed no differently than any other legitimate leisure time hobby. If you think this isn't true, take a look at "occult related" suicide articles. Never will you see the media speculate about how little Johnny was obsessed with going to Boy Scouts. Instead, you'll read a tragic tale of how he listened to heavy metal music, played violent video games, and was involved in weird role-playing stuff. Prior court rulings have held that companies that produce music, video games, and even role-playing games aren't liable for the unfortunate incidents when young people take their own lives.

The public at large doesn't seem to buy the notion that listening to music or playing the X-Box actually drives kids over the edge either. "Some people feel angry a lot of the time. Some situations can make anybody angry. We do not, however, expect that playing violent video games will routinely increase feelings of anger, compared with playing a nonviolent game." (www.apa.org/journals/psp/psp784772.html#c71)

However, when the topic of role-playing comes up, it's a totally different perception. Why is that? Quite simply because role-playing games have never enjoyed the widespread appeal that other escapism activities have. It's not a question of how marketable the products are, but a question of how they are marketed and to whom.

The initial wave of role-players has matured and grown up. These individuals are well adjusted, professional people who generally contribute to society rather than detract from it. These are also the people who have the most discretionary income. Even though gamers have grown up, the role-playing industry field has not, barring a few exceptions. What little promotion and marketing that is done seems to be geared to the 13-18 year old crowd. This dichotomy puts off older gamers, who now see gaming as a "kid thing." Not surprisingly, the hobby fails to hold the interest of the older demographic, and those individuals leave the market, taking their dollars and their credibility with them. Because of this, the role-playing game market remains relatively juvenile, instead of maturing into its full potential.

This isn't to say that some attempts haven't been made on a large scale to improve the general appeal of the game industry. Wizards of the Coast and White Wolf Game Studios had a movie and TV show, respectively, to market their brands. Considered mediocre successes at best, neither endeavor bolstered the role-playing hobby. In the case of the D&D movie, some would say that the immature stereotype was further enhanced. (www.cnn.com/2000/SHOWBIZ/Movies/12/07/
review.dungeons.dragons/index.html
)

Seeking solutions

So what is the solution?

The act of role-playing itself isn't seen as odd; in fact many organizations in various industries use role-play as a learning tool for employees. (web.ask.com/web?q=role+play+job+training&qsrc=2)

Attorneys, sales people, social workers, and a myriad of other respectable professions pretend to act out situations that may occur in order to prepare the best responses to any given situation. So, it's not the act itself that's seen with derision. Rather, it's the content, or perceived content that seems to make a difference. It's perfectly acceptable, and in some cases encouraged, for serious professionals to use role-play as a learning tool. If that same professional admits to his colleagues that he role-plays for fun, it's a whole other ball game.
Other fantasy-based leisure activities such as going to the movies or playing a round or two of paint ball are seen as harmless fun. The difference in the public eye is due in large part to the ineffectual marketing campaigns of role-playing game publishers. Instead of promoting products to parents as something they can do with their kids, the promotional items are geared towards the kids themselves. Rather than create smart, intelligent games designed to capture mature imagination, companies focus their marketing on the "kewl" factor to draw more sales from the teen crowd, all the while alienating the very people who should be their target market--the older people with money!

Change the stereotypes

Until some serious change occurs in the actual marketing philosophy of the industry as whole, the casual gamer will always be bombarded with negative and often incorrect stereotypes. Radical change is necessary for not only the growth, but for the well-being of the hobby itself. Grassroots efforts to change the scope and market of role-playing games can be a positive influence; however it's the industry leaders who must step forward to say enough is enough. Gaming is a legitimate hobby; gaming enthusiasts are no different than the demographic of other hobbyists.

Gamers can support positive change by voting with their dollars.
Until that occurs, it'll be gaming under cover for the majority of the hobby members. •

 

 

Editorial by Lisa Clark-Fleishman