Forums / Discussion / General

235,576 total conversations in 7,820 threads

+ New Thread


Locked Locked
GamerGate Thread

Last posted Jul 21, 2021 at 02:24PM EDT. Added Jul 26, 2015 at 06:48PM EDT
4603 posts from 222 users

MrKillultra wrote:

Pretty sure Bookie is "A real libertarian" because whenever you change your name on this site its retroactive.

Yup, he's definitely A Real Libertarian.

I used to be Multiscoop, and all my old comments as Multiscoop have changed to Roast Beef.

A Delicious Cut of Roast Beef wrote:

Yup, he's definitely A Real Libertarian.

I used to be Multiscoop, and all my old comments as Multiscoop have changed to Roast Beef.

Not just any kind of roast beef but the delicious kind.

and in other news, top PC critic Total Biscuit has made comments on gamergate. All of them (or most of them) can be found in the imgur below:

http://imgur.com/a/32nhY

Milo Yiannopoulos also had his verified tag removed for no reason probably because twitter enjoys not being professional and wants to open him up to imposter attempts.

And finally a study has shown that women do not play video games for every long if at all.

https://imgur.com/h8MEzXj

Gee I wonder if its a economically sustainable practice to market to a demographic that generally shows complete disinterest in your product?

MrKillultra wrote:

Not just any kind of roast beef but the delicious kind.

and in other news, top PC critic Total Biscuit has made comments on gamergate. All of them (or most of them) can be found in the imgur below:

http://imgur.com/a/32nhY

Milo Yiannopoulos also had his verified tag removed for no reason probably because twitter enjoys not being professional and wants to open him up to imposter attempts.

And finally a study has shown that women do not play video games for every long if at all.

https://imgur.com/h8MEzXj

Gee I wonder if its a economically sustainable practice to market to a demographic that generally shows complete disinterest in your product?

Strange. I was doing some other research on demographics and I found this one:
http://www.theesa.com/wp-content/uploads/2015/04/ESA-Essential-Facts-2015.pdf

Which reports 44% of Gamers (that play more than three hours a week) are Female and most around the age of 43. And this is according to the ESA, the guys in charge of E3 that reference gaming data directly from the companies that are apart of it since they need this information to figure out whom to sell towards, their data is generally pulled by sales numbers and marketing research (not academic.)

As for where that graph in the last imgur link is from…

http://www.heri.ucla.edu/monographs/theamericanfreshman2014-Expanded.pdf

And looking at the "a study" that the video games question was a bubble in a list of 13 items to rank how teenagers spent their free time (appendix B), was the the 42nd question, and it was administered in 2014 (the same year that the ESA study is from); the question "how many hours a week for leisurely activities and listed it as Videogames/Computer (with no mention of mobile)" comes off as misleading.

Given that video games are viewed as a negative impact on studies and have a social stigma in an academic environment, combined with the lack of understanding the depth of the question. I'm inclined to believe that the results are skewed in that last link.

More reasons as to why I think it's skewed: It's handled by UCLA. A university in the hightly ranked University of California system, and while the numbers appear impressive (15K+ population group) Universities of CA generally have about 3000+ students per year. so 4-5 universities and there's your number of students whom just spent the last 2 years (pSAT, SAT, ACT and AP classes) cramming for tests to get into these high ranking universities. Plus the test wasn't administered again to see if the results stayed the same. (I might be wrong but it's hard to find details on how the test was conducted. I might have been too lazy.)

What I'm getting at is that the study shows freshman in College. People that have a reason to exclude video games for the sake of academics and is not a representation of their peers in the same bracket. If both of these studies are true (which they may very well be) then there's a TON of Female Softmores, Juniors and Seniors picking up the slack to justify the ESA's demographic.

Edit: Further reasoning (with facts!) as to why that study in 2014 might be Misleading.

Last edited Jan 09, 2016 at 01:18AM EST

MrKillultra wrote:

Not just any kind of roast beef but the delicious kind.

and in other news, top PC critic Total Biscuit has made comments on gamergate. All of them (or most of them) can be found in the imgur below:

http://imgur.com/a/32nhY

Milo Yiannopoulos also had his verified tag removed for no reason probably because twitter enjoys not being professional and wants to open him up to imposter attempts.

And finally a study has shown that women do not play video games for every long if at all.

https://imgur.com/h8MEzXj

Gee I wonder if its a economically sustainable practice to market to a demographic that generally shows complete disinterest in your product?

TB pretty much hit the nail on the head. I'm in the party where I believe some of GG has gotten too SJ focused, but at the same time I understand why. As long as people aren't being fucking assholes about it and attacking people as persons then it is okay.

Dioxin Jimmy: TB's still going through preliminary treatments and whatnot. His video production has been very slow for about a month now, but he still gets podcasts and some industry talk vids out when he can. Honestly though, for a man who knows he's living on borrowed time, he's doing excellent.

P:S: Also if y'all haven't seen it, I'd watch his latest podcast. JonTron's in it. Not linking because it's not relevant to GG, but you can find it on TB's channel.

Garde wrote:

Strange. I was doing some other research on demographics and I found this one:
http://www.theesa.com/wp-content/uploads/2015/04/ESA-Essential-Facts-2015.pdf

Which reports 44% of Gamers (that play more than three hours a week) are Female and most around the age of 43. And this is according to the ESA, the guys in charge of E3 that reference gaming data directly from the companies that are apart of it since they need this information to figure out whom to sell towards, their data is generally pulled by sales numbers and marketing research (not academic.)

As for where that graph in the last imgur link is from…

http://www.heri.ucla.edu/monographs/theamericanfreshman2014-Expanded.pdf

And looking at the "a study" that the video games question was a bubble in a list of 13 items to rank how teenagers spent their free time (appendix B), was the the 42nd question, and it was administered in 2014 (the same year that the ESA study is from); the question "how many hours a week for leisurely activities and listed it as Videogames/Computer (with no mention of mobile)" comes off as misleading.

Given that video games are viewed as a negative impact on studies and have a social stigma in an academic environment, combined with the lack of understanding the depth of the question. I'm inclined to believe that the results are skewed in that last link.

More reasons as to why I think it's skewed: It's handled by UCLA. A university in the hightly ranked University of California system, and while the numbers appear impressive (15K+ population group) Universities of CA generally have about 3000+ students per year. so 4-5 universities and there's your number of students whom just spent the last 2 years (pSAT, SAT, ACT and AP classes) cramming for tests to get into these high ranking universities. Plus the test wasn't administered again to see if the results stayed the same. (I might be wrong but it's hard to find details on how the test was conducted. I might have been too lazy.)

What I'm getting at is that the study shows freshman in College. People that have a reason to exclude video games for the sake of academics and is not a representation of their peers in the same bracket. If both of these studies are true (which they may very well be) then there's a TON of Female Softmores, Juniors and Seniors picking up the slack to justify the ESA's demographic.

Edit: Further reasoning (with facts!) as to why that study in 2014 might be Misleading.

While I completely agree that there are 43% of women or roughly 50:50 women playing games. The issue I am pointing out is that women are not as dedicated. We must remember that the push for women in gaming is towards AAA titles. This why there's so much backlash against AAA games. But the 43% of women play games less than 1 hour and that's because they're playing mobile titles. The 43% women gamer figure doesn't mean anything when the push is for them to play $60 titles.

There are several reason for the large descrepancy towards women not liking AAA games:
1. The social stigma, as you have mentioned women are more interested (on average, early reminder that I'm talking on average… there will always be outliers) towards peer approval and social interactions. This means they're be more grade focused. Its telling that even with the difficulties of college and final year highschool men are still willing to play games for longer periods of time while most women choose not to at all. Hopefully there will be studies examining why.

2. The death spiral effect. Video games are seen as digusting and disapproved of by parents. When gauging what's good and what's bad most women (again on average) will ask their peers and their mothers. Thus we got a death spiral of video games in the female demographic. There's all this clamour for changing the female opinion of video games (i.e our hobby is disgusting, gone home/her story/undertale/whatever is going to fix that) yet it has changed nothing.

3. Do women even have the income and cashflow to be pursuing video games as a hobby? Studies show women will generally be spending money on sterotypical things like clothing and fashion items. $60 is a lot of money and that's even more money for the console and accessories. Most women are going to have to make a choice between looking cool and fashionable and playing good games. I think most women given that they want (again on average) peer approval are going to pick clothing over video games. I'd like to remind everyone that clothing can also get very expensive.

TL;DR It's always great to examine data and consider flaws in a study. After all thanks to journalistic incompetence, we have no idea how much if at all women are interested in the gaming community and culture. It's testament to how accepting and inclusive the gaming industry is to literally make several and repeated unsustainable practices (like shilling and rampant corruption) to try and get more women to play games. However I think most women are just going to stick with mobile games and mobile games aren't as expensive, dedicated or as content filled as regular games. This could be because mobile gaming is relatively inexpensive or because it's not viewed as disgusting. This makes all the complaining about AAA titles not being inclusive very pointless. Sadly on average, Men are more dedicated to video games than women are and this means that the marketing will never change. Why women aren't interested in AAA gaming should definitely be studied (sadly as General pointed out earlier in the thread, gaming researchers are too busy trying to shape gaming as opposed to actually studying it).

This post has been hidden due to low karma.
Click here to show this post.

MrKillultra wrote:

While I completely agree that there are 43% of women or roughly 50:50 women playing games. The issue I am pointing out is that women are not as dedicated. We must remember that the push for women in gaming is towards AAA titles. This why there's so much backlash against AAA games. But the 43% of women play games less than 1 hour and that's because they're playing mobile titles. The 43% women gamer figure doesn't mean anything when the push is for them to play $60 titles.

There are several reason for the large descrepancy towards women not liking AAA games:
1. The social stigma, as you have mentioned women are more interested (on average, early reminder that I'm talking on average… there will always be outliers) towards peer approval and social interactions. This means they're be more grade focused. Its telling that even with the difficulties of college and final year highschool men are still willing to play games for longer periods of time while most women choose not to at all. Hopefully there will be studies examining why.

2. The death spiral effect. Video games are seen as digusting and disapproved of by parents. When gauging what's good and what's bad most women (again on average) will ask their peers and their mothers. Thus we got a death spiral of video games in the female demographic. There's all this clamour for changing the female opinion of video games (i.e our hobby is disgusting, gone home/her story/undertale/whatever is going to fix that) yet it has changed nothing.

3. Do women even have the income and cashflow to be pursuing video games as a hobby? Studies show women will generally be spending money on sterotypical things like clothing and fashion items. $60 is a lot of money and that's even more money for the console and accessories. Most women are going to have to make a choice between looking cool and fashionable and playing good games. I think most women given that they want (again on average) peer approval are going to pick clothing over video games. I'd like to remind everyone that clothing can also get very expensive.

TL;DR It's always great to examine data and consider flaws in a study. After all thanks to journalistic incompetence, we have no idea how much if at all women are interested in the gaming community and culture. It's testament to how accepting and inclusive the gaming industry is to literally make several and repeated unsustainable practices (like shilling and rampant corruption) to try and get more women to play games. However I think most women are just going to stick with mobile games and mobile games aren't as expensive, dedicated or as content filled as regular games. This could be because mobile gaming is relatively inexpensive or because it's not viewed as disgusting. This makes all the complaining about AAA titles not being inclusive very pointless. Sadly on average, Men are more dedicated to video games than women are and this means that the marketing will never change. Why women aren't interested in AAA gaming should definitely be studied (sadly as General pointed out earlier in the thread, gaming researchers are too busy trying to shape gaming as opposed to actually studying it).

tl;dr, a virgin explains women.

DirkDiggums wrote:

Bookie are you "A Real Libertarian" ?

Check the Avatar, check my history.

The answer should be obvious.


@superjumpman

And look at where Twitter's stock price is right now.

It was at $50 when GamerGate started.

And guess who owns the largest individual stake in Twitter?

And guess who is the CEO of Twitter?

Allum's article.

It's ridiculous that a little checkmark given to prominent people who might be impersonated is revoked because of "bad behavior". But SJWs see is as a status symbol.

Yet more evidence they're high school bullies who never grew up.

Last edited Jan 09, 2016 at 01:06PM EST

MrKillultra wrote:

While I completely agree that there are 43% of women or roughly 50:50 women playing games. The issue I am pointing out is that women are not as dedicated. We must remember that the push for women in gaming is towards AAA titles. This why there's so much backlash against AAA games. But the 43% of women play games less than 1 hour and that's because they're playing mobile titles. The 43% women gamer figure doesn't mean anything when the push is for them to play $60 titles.

There are several reason for the large descrepancy towards women not liking AAA games:
1. The social stigma, as you have mentioned women are more interested (on average, early reminder that I'm talking on average… there will always be outliers) towards peer approval and social interactions. This means they're be more grade focused. Its telling that even with the difficulties of college and final year highschool men are still willing to play games for longer periods of time while most women choose not to at all. Hopefully there will be studies examining why.

2. The death spiral effect. Video games are seen as digusting and disapproved of by parents. When gauging what's good and what's bad most women (again on average) will ask their peers and their mothers. Thus we got a death spiral of video games in the female demographic. There's all this clamour for changing the female opinion of video games (i.e our hobby is disgusting, gone home/her story/undertale/whatever is going to fix that) yet it has changed nothing.

3. Do women even have the income and cashflow to be pursuing video games as a hobby? Studies show women will generally be spending money on sterotypical things like clothing and fashion items. $60 is a lot of money and that's even more money for the console and accessories. Most women are going to have to make a choice between looking cool and fashionable and playing good games. I think most women given that they want (again on average) peer approval are going to pick clothing over video games. I'd like to remind everyone that clothing can also get very expensive.

TL;DR It's always great to examine data and consider flaws in a study. After all thanks to journalistic incompetence, we have no idea how much if at all women are interested in the gaming community and culture. It's testament to how accepting and inclusive the gaming industry is to literally make several and repeated unsustainable practices (like shilling and rampant corruption) to try and get more women to play games. However I think most women are just going to stick with mobile games and mobile games aren't as expensive, dedicated or as content filled as regular games. This could be because mobile gaming is relatively inexpensive or because it's not viewed as disgusting. This makes all the complaining about AAA titles not being inclusive very pointless. Sadly on average, Men are more dedicated to video games than women are and this means that the marketing will never change. Why women aren't interested in AAA gaming should definitely be studied (sadly as General pointed out earlier in the thread, gaming researchers are too busy trying to shape gaming as opposed to actually studying it).

I see two flaws there that I can use the ESA study I mentioned earlier to disprove (but didn't bring up) and combining with a chart from Nvidia. Also a clarification as to what the UCLA study means.

The first disproval is that: The ESA study uses their definition of gamer as one who plays videogames for more than 3 hours a week (They say Americans, not American Gamers). Any console/moblie/or PC and there is a AAA title that has a lot of female gamers but has little to no marketing as it just sells itself.

At the end of the ESA study there's a list of the most popular selling games for Video (console) and Computer. The number one for console being Call of Duty, Advanced warfare. (Obvious unisex games being #5 minecraft and #6 Super smash bros)

But more importantly are the #1 and #2 sales in PC: SIMS 4 and SIMS 3 Starter Pack. (Third was Diablo 3's Expansion, Reaper of Souls, with the core game being #6) Throw that on with all the 20$ content DLC and Expansion packs (#'s 8, 9, 11-13, & 17) that cost from 20-40$ and there's your EA cash chow.

And according to Nvidia ( http://www.extremetech.com/gaming/97047-thank-you-farmville-pc-gaming-will-soon-overtake-consoles ), PC was projected to overtake Console sales in the same year (2014). (More recent support: http://hexus.net/gaming/news/industry/83972-pc-games-sales-eclipse-value-console-games-sales-2016/ )

As for my Beef with the UCLA study? The way the information is interpreted. It was a study on Freshman, 7000+ being female in the college system. It does not serve as proof for the demographic it's trying to present but it's being touted like it is. One question in a survey buried way the heck in trying to figure out the lifestyles of students being paraded around as "There's no Female Gamers to make games for!"

And I agree for this special case. There's no Female Gamers to make select WIRED CONSOLE games for. (How could it? After the Games crash of 1983 and the Nintendo presenting itself in the Boy's Toy aisle set a standard for Video Games for the past 30 years.) But there's several willing to customize characters and play god and download furniture and run simulated lives as they see fit.

But a game that smashed sales records was Animal Crossing New Leaf ( http://www.wired.com/2014/03/animal-crossing-director/ ) which is on the 3DS.

So while there's no apparent reason to make AAA games for Females targeting of the Xbox and PS4 AAA crowd. There is a huge female gaming audience for the Nintendo, computer and mobile crowd. Just the medium of select wired consoles doesn't cater to them and doesn't have a reason to.

TL;DR: Women play videogames on several different mediums, but Xbox and PS4 AAA makers don't cater to that market.

@Garde
I do not disagree with your interpretation and I think it names the problem succinctly (i.e lack of marketing, lack of games that hit the interests of women). I would like to remind you that my thesis isn't women suck and don't care about games but rather "women aren't interested in games in their current form and it is important that we consider why and find out why as opposed to try to purify gaming culture with no real idea how we even market to women… curently the research suggest women on average only care for casual and cheap games… obviously this can't be the case".

however for accountabilities sake:
"The ESA study uses their definition of gamer as one who plays videogames for more than 3 hours a week"
Where does it say this? In fact I've heard quite the opposite, that the ESA study said that anyone who played any game for any amount of time would count as a gamer. I can't find that anywhere in the document.
http://www.theesa.com/wp-content/uploads/2014/10/ESA_EF_2014.pdf
Is this the right document?

"One question in a survey buried way the heck in trying to figure out the lifestyles of students being paraded around as “There’s no Female Gamers to make games for!”"
Which question is this that is being falsely paraded around? Are you referring to what I'm writing? Because I'm writing that the female market is much smaller than the male market… which is why AAA marketing is for males and not females. I'm not saying there's no female gamers (hence why I kept writing "on average"). I'm merely saying that female gamers aren't as abundant and thus its more difficulty to say a profit driven company that they should abandon their current market (or reduce effort towards that market) for a much smaller one. I don't think the study had any real conclusions beyond academia really cuts into your time to play games and have a hobby.

"http://www.wired.com/2014/03/animal-crossing-director/"
You might want to use something more concrete. The writer of the article has a clear bias and did not back up any of her claims with actual data. There's no accountability in that article and in addition the data clashes with UCLA data, "the largest group was 19- to 24-year-old women" which was also the group in the UCLA data which suggest they didn't even have time to play the game. In addition the article contradicts itself saying that men mostly bought the console thus showing that it's still safer bet to market to men since they're ones with the console. Laura Hudson is also one of the writers engaged in trying to 'purify gamer culture' (https://archive.is/6RfWi).

"After the Games crash of 1983 and the Nintendo presenting itself in the Boy’s Toy aisle set a standard for Video Games for the past 30 years."
Last but not least. This is a misconception. The idea that nintendo just randomly happened to pick a side in the gender wars and decided gaming would be male only is a false depiction of events. Obviously Nintendo must have done some thought and marketing research to find that men were the majority of their potential consumer market. Even assuming truth is stranger than fiction and Nintendo would make a move that could literally kill them since video games were considered suicide at that time at complete random; I find it very hard to believe that a woman would go over to the games isle and utter to herself "I could totally buy these products but Nintendo choose over 50 years ago that these games were exclusively male so no, I'm not going to buy them". There has been a rebuttal to Adam ruins everything's video on video games. You may wish to take a look.

Fair enough, I'm still learning.

I assumed something and my references weren't the strongest. so I'll try and figure out what to do to see if what I said earlier has any more merit.

Especially with the whole setting the marketing for consoles thing. I'm trying to find how Nintendo decided on the Boys aisle back in 1987 that isn't an unsourced Polygon Article. (which appears to be the only bit of info that mentions this so far.)

Last edited Jan 09, 2016 at 11:31PM EST

I have stopped paying attention to GamerGate for months now because I got tired of the overly zealous political drama, but I have basically abandoned gamer media after the whole thing first got started.

Here's a simple question for you guys; Since it's been shown that the main game media sites are corrupted, then where's the game media I can trust and why can I trust them?

I know that the Escapist has reformed their journalist policies in response to GG but that's about it, who do you guys trust to just talk about games without giving BS nowadays?

Last edited Jan 11, 2016 at 01:21AM EST

NottaWotta wrote:

I have stopped paying attention to GamerGate for months now because I got tired of the overly zealous political drama, but I have basically abandoned gamer media after the whole thing first got started.

Here's a simple question for you guys; Since it's been shown that the main game media sites are corrupted, then where's the game media I can trust and why can I trust them?

I know that the Escapist has reformed their journalist policies in response to GG but that's about it, who do you guys trust to just talk about games without giving BS nowadays?

I really don't follow alot of gaming websites. Even the ones I do follow like IGN ,I take with a good sized cup of salt.

I like Totalbiscuit and Jesse Cox's Fan Fridays as they give good first impressions on various games you may have not heard of. (It's a small dream of mine to get one of my works featured on one of their shows).

Last edited Jan 11, 2016 at 08:53AM EST

NottaWotta wrote:

I have stopped paying attention to GamerGate for months now because I got tired of the overly zealous political drama, but I have basically abandoned gamer media after the whole thing first got started.

Here's a simple question for you guys; Since it's been shown that the main game media sites are corrupted, then where's the game media I can trust and why can I trust them?

I know that the Escapist has reformed their journalist policies in response to GG but that's about it, who do you guys trust to just talk about games without giving BS nowadays?

Mostly Youtubers and my favorite site ChristCenteredGamer
This guys are the best example of ethical journalism.

NottaWotta wrote:

I have stopped paying attention to GamerGate for months now because I got tired of the overly zealous political drama, but I have basically abandoned gamer media after the whole thing first got started.

Here's a simple question for you guys; Since it's been shown that the main game media sites are corrupted, then where's the game media I can trust and why can I trust them?

I know that the Escapist has reformed their journalist policies in response to GG but that's about it, who do you guys trust to just talk about games without giving BS nowadays?

For websites, you got the Escapist, and Christ Centered Gamer, and I think maybe one or two other ones, all small time.

Honestly though, I'd take a look at some YouTubers. TotalBiscuit is pretty much THE voice of the industry in my opinion. He chooses what he says carefully, and never does it to manufacture outrage. He is very knowledgeable and is 100% honest with the deals he does take in the industry, which are few. Boogie2988 is another very reliable source who knows what he's talking about, just to name a couple.

NottaWotta wrote:

I have stopped paying attention to GamerGate for months now because I got tired of the overly zealous political drama, but I have basically abandoned gamer media after the whole thing first got started.

Here's a simple question for you guys; Since it's been shown that the main game media sites are corrupted, then where's the game media I can trust and why can I trust them?

I know that the Escapist has reformed their journalist policies in response to GG but that's about it, who do you guys trust to just talk about games without giving BS nowadays?

Niche Gamer is the best for Japanese games & is a hardline defender of free speech & art.

TechRaptor has tabletop gaming & general technology in addition to games.

GamesNosh is based in the UK & has the European gaming scene.

One Angry Gamer is William Usher's personal site, any corruption/behind-the-scenes issues at other sites is usually reported there & he also has updates on the ethics front.

If you want to know if a game is appropriate for kids Christ-centered Gamer can tell you what to expect and provide a good review of the game itself (their HuniePop review standing out).

And there's LewdGamer for all your NSFW gaming needs.

Last edited Jan 11, 2016 at 09:47PM EST

More on Schafer Psychonauts 2

Backers: 23002
Funding: $3,586,559
Backers with rewards: 21358
"Investors": 1644
Funding by rewards: $1,650,645
Funding by "investors": $1,935,914
Average per backer: $77
Median backer: $39
Average per "investor": $1178
That's interesting. So apparently a bunch of people threw thousands of dollars at this game as an "investment" with terms that no sane investor would ever consider. And they actually invested more than the 21358 rewards-based backers?
I'm not really convinced about this. It concerns me that this fundraising is happening through a company where Schafer serves on the board. One of the main reasons fig was created was to support larger investments, but this is small compared with even recent game Kickstarters. And Schafer has a spotty history when it comes to crowdfunding games, yet so many "normal" people are willing to throw extraordinarily large wads of cash at him?
Schafer intended to raise at least $13,000,000 for this game, and most of that not from crowdfunding:
“We picked 3.3 [million dollars] because it’s a callback to our awesome Broken Age Kickstarter that we did,” he said. The Broken Age Kickstarter asked for $400,000, but ended up closing its funding period on that big 3.3 figure in 2012. “Like we did with Broken Age, we’re also going to pitch in a whole bunch of our own money. So, we’re going to put a chunk of our money in, and we’re bringing in an external partner to bring in another chunk. Each one of those, probably on its own, could not achieve the budget, which together make a budget that’s really in the same ballpark as the first game.”
And originally, Double Fine was looking for $18,000,000 from Notch to fund the game, lol.
So what's the point of this crowdfunding where $1.9m in "investment" is really just a giant scam, as has been pointed out many times on this sub. Is it actually needed, or is it just a way for Schafer to get more investment for his money burning addiction without actually giving up revshare to legitimate investors?

MexPirateRed wrote:

More on Schafer Psychonauts 2

Backers: 23002
Funding: $3,586,559
Backers with rewards: 21358
"Investors": 1644
Funding by rewards: $1,650,645
Funding by "investors": $1,935,914
Average per backer: $77
Median backer: $39
Average per "investor": $1178
That's interesting. So apparently a bunch of people threw thousands of dollars at this game as an "investment" with terms that no sane investor would ever consider. And they actually invested more than the 21358 rewards-based backers?
I'm not really convinced about this. It concerns me that this fundraising is happening through a company where Schafer serves on the board. One of the main reasons fig was created was to support larger investments, but this is small compared with even recent game Kickstarters. And Schafer has a spotty history when it comes to crowdfunding games, yet so many "normal" people are willing to throw extraordinarily large wads of cash at him?
Schafer intended to raise at least $13,000,000 for this game, and most of that not from crowdfunding:
“We picked 3.3 [million dollars] because it’s a callback to our awesome Broken Age Kickstarter that we did,” he said. The Broken Age Kickstarter asked for $400,000, but ended up closing its funding period on that big 3.3 figure in 2012. “Like we did with Broken Age, we’re also going to pitch in a whole bunch of our own money. So, we’re going to put a chunk of our money in, and we’re bringing in an external partner to bring in another chunk. Each one of those, probably on its own, could not achieve the budget, which together make a budget that’s really in the same ballpark as the first game.”
And originally, Double Fine was looking for $18,000,000 from Notch to fund the game, lol.
So what's the point of this crowdfunding where $1.9m in "investment" is really just a giant scam, as has been pointed out many times on this sub. Is it actually needed, or is it just a way for Schafer to get more investment for his money burning addiction without actually giving up revshare to legitimate investors?

After all the shit he's pulled with people's money, I'm honestly stupified that people keep funding him.

I would sooner go buy a bucket of squirrel shit than fund his games, because at least then I know I'm getting exactly what I paid for, on time.

A Delicious Cut of Roast Beef wrote:

After all the shit he's pulled with people's money, I'm honestly stupified that people keep funding him.

I would sooner go buy a bucket of squirrel shit than fund his games, because at least then I know I'm getting exactly what I paid for, on time.

The only reason I can see anyone putting money towards this knowing Schafers financial history is nostalgia for the original Pyschonauts.

And if fanboys on the internet have thaught me anything is that nostalgia can make people do and say dumb shit

Interview: Cheryl Gress, the Editor in Chief of "www.christcenteredgamer.com":www.christcenteredgamer.com about the loss of their sponsorship due to their ethics policies, and more.

Last edited Jan 13, 2016 at 09:15AM EST

@ Asriel Dreemurr Tiniest Goat

Okay, here's the gist of what happened.

It more or less started out with Zoe Quinn's ex releasing a tell-all about her, claiming that she slept around with at least 5 different "journalists" in exchange for favor for her "game," "Depression Quest." She may or may not have admitted to doing so (I never got that straight myself), but given that "Depression Quest" is utter garbage (it's more like a "choose-you-own-adventure book" but it's not good enough to be even that), corruption is the only way that it could possibly have gotten anywhere.

That was starting to die down, but then over a dozen different gamer news sites published articles declaring that "GAMERS ARE DEAD" within two short hours. They actively condemned and ridiculed their entire customer base, and the game devs themselves.

That's about when Sarkeezian started her crusade, along with the SJW cult. They whipped everything into a frenzy, stating that gamers are all straight, white male misogynists, liken to terrorists, but yet at the same time worthless and fragile. A push to literally make games not fun had also been under way.

In the middle of all this, "#GamerGate" was created. People had enough of the hyper invasive PC culture, and were sick of being demonized by a bunch of whining hipsters. They pushed back, demanding ethical practices in journalism, and produced genuine and credible studies, and facts. They dug into the pasts of the game journalists and the more outspoken SJWs, revealing them to be morally bankrupt frauds and hypocrites (and in some cases, substance abusers). Including Zoe Quinn, who among many, many other things, had committed charity fraud multiple times.

Further digging found that the SJW/PC invasion was at least partially organized. A conspiracy was underway to create a culture war and overtake the gaming industry. (See MexPirateRed's video above.) There is even some evidence that greater powers (IE politicians and lobbyists) had funded certain game journos to push this ideology, in an effort to destroy the current culture for them to swoop in and save the day with gamified "Common Core" programs.

As things went on, Anti-GG's antics continued to escalate. They started harassment and doxxing campaigns on numerous people. They called in bomb threats on at least two different GG meetups. They've cost people's jobs and business. They've pushed their agendas into schools, including grade schools. They've shamelessly used the deaths of people and other tragedies to bait emotion and further their agenda. All while making every effort to silence and deflect any and all opposition they face.

BUT despite it all, GG has been winning. The SJWs, feminists and hipsters believed their own lies, and expected gamers to just roll over and let themselves be destroyed. But we fought back. Gamers are not all lazy white men. Gamers are naturally diverse in just about every way possible, and are some of the nicest, most patient, driven, and high achieving people there are. Our very existence debunks their narratives.

They believed themselves to be infallible, so when their feckless ideals and narratives were challenged and then effortlessly destroyed by the very people they've been taught to hate, they did the only thing they knew to do. They threw a pansy fit. And in doing so, they exposed themselves as the hypocritical, pseudo-intellectual monsters they are.

Everything sort of came to a head when Anita Sarkeezian and Zoe Quinn were allowed to speak at a UN assembly. They drug up fraudulent studies from the late 90's-early 2000's about games turning people into sexist or violent monsters, that have been debunked dozens of times over. The two wanted to impose mass censorship on the internet itself, that would, among many other things, make it a crime to disagree with any woman about anything, ever.

The only thing they really achieved was destroying both the UN's and feminism's already inexcusably poor reputations. The UN's official report of the meeting was so laughably terrible, full of errors that you wouldn't even see in a middle school research paper, that they deleted it from their own official website.

The events of GG have slowed down quite a bit, but is still going strong. Until ethical practices are unilaterally enforced on game journalism (and other journalism), and the influence of SJWs', feminists', hipsters, or anyone like them, on society is completely removed, GamerGate and movements like it are here to stay.

[For more information, comb through the GamerGate image gallery. Almost the entire history of it is documented there.]

Last edited Jan 13, 2016 at 01:50PM EST

Ex-Goat wrote:

I never really figured out what Gamergate was besides a festering shithole?

Well, let's quench that thirst of curiosity, shall we?

Gaming academics, such as myself, often view Gamergate as a series of happenings. Full of ups and downs based on various attempts at censorship and reacting attempts to fight them, a "ride" if you will. This "ride", which upon closer inspection, seems to harbor the potential of continuing on and on into the foreseeable future. Dare I say, "Never ending"?. If you wish to hear more on this, I suggest to talk to my esteemed colleague Professor Bones.

In my personal view, Gamergate is what happens when a bunch of Tumblr trained half-wits come to the decision that everything is offensive and boobs are apparently right up there with Cthulhu in terms of unspeakable Lovecraftion Horror. And if you don’t follow in goose step and question anything they have to say, you suddenly become Dire Hitler.

Just like regular Hitler, but Dire.

Such lot has an immense problem with the fact gamers actually want to consider gaming as an artistic medium and don’t enjoy having needless censorship and game devs admitting they're afraid to bring games over here.

Last edited Jan 13, 2016 at 01:58PM EST

Man that is insane. I mean i've bough gold on WOW and FFXI but spending thousands of dollars for a "special" character… I miss the old days when a game was a game and not an advertisement for little digital items.

MexPirateRed wrote:


My god, this industry can be so, i dont know, i want to say corrupt, but i am not totally sure that would be the word.

Greedy. I think Greedy is a more apt word. From the phrasing in that video Developers are designing the system with gambling tactics to get a significant amount of money, and when caught, some customers are abusing the refund system to get that money back.

But I'm starting to see something similar to the phrase "Those that don't learn from history are doomed to repeat it."

I know I'm alluding an Adam Ruins Everything "study" but I'm just reminded of the reports of what caused the game crash of 1983.

If it plays out the way the last crash did: A flood of shoddy get rich quick games will head into the market and the players wise up and lose interest, causing the system to flop.

Granted technology has changed and devices are constantly being replaced and renewed with many competing companies, developers and a market that's going to be consisting of failure and renewal. So we might be in some form of perpetual gaming zombie state. Where (pay to win/pay play/pay to… etc.) Freemium games have to be reinvented and installed as a way of milking the market for cash. Developers and games will fade in and out (Farmville [the first one], the original Candy Crush, PaD [non Nintendo version]…) but the same tactics will be employed. I'm almost tempted to call this End the Sliver Age of Gaming.

So yeah, here comes the drama and the second round dark ages. With some developers making it big on hype and the idea of: "Anyone can make a videogame (but it doesn't have to be good!)"

*this is all speculation and possible paranoia on my part but the parallels are sending off little alarms.

Garde wrote:

Greedy. I think Greedy is a more apt word. From the phrasing in that video Developers are designing the system with gambling tactics to get a significant amount of money, and when caught, some customers are abusing the refund system to get that money back.

But I'm starting to see something similar to the phrase "Those that don't learn from history are doomed to repeat it."

I know I'm alluding an Adam Ruins Everything "study" but I'm just reminded of the reports of what caused the game crash of 1983.

If it plays out the way the last crash did: A flood of shoddy get rich quick games will head into the market and the players wise up and lose interest, causing the system to flop.

Granted technology has changed and devices are constantly being replaced and renewed with many competing companies, developers and a market that's going to be consisting of failure and renewal. So we might be in some form of perpetual gaming zombie state. Where (pay to win/pay play/pay to… etc.) Freemium games have to be reinvented and installed as a way of milking the market for cash. Developers and games will fade in and out (Farmville [the first one], the original Candy Crush, PaD [non Nintendo version]…) but the same tactics will be employed. I'm almost tempted to call this End the Sliver Age of Gaming.

So yeah, here comes the drama and the second round dark ages. With some developers making it big on hype and the idea of: "Anyone can make a videogame (but it doesn't have to be good!)"

*this is all speculation and possible paranoia on my part but the parallels are sending off little alarms.

There isn't going to be a crash like '83, the gaming industry is too big, too established, and too decentralized for 97% of the market to vanish.

But between Steam (~80% of PC games sold) refunds, enough people finally stopping preorders/buying DLC that should be in basic game, and the ongoing Indiepocalypse there will be a longer term slow-motion downturn where companies that don't serve the consumer go out of business.

Watch for smaller companies to die, AAA to reform or collapse, and new alternatives to rise.

Have you seen the comments on the ABC News video on GG recently? It seems many of the highly upvoted comments by people like Sargon, AlphaOmegaSin, TotalBIscuit, etc. have been deleted, or maybe were buried because the comments on the site might work weird. I also notice more edgy comments than there were about a year ago. That said, the dislike ratio is growing in the negative direction more and more.

Just wanted to say that, but perhaps someone else here could explain that it may be something else.

Last edited Jan 15, 2016 at 09:07PM EST

Lenny Guy wrote:

Have you seen the comments on the ABC News video on GG recently? It seems many of the highly upvoted comments by people like Sargon, AlphaOmegaSin, TotalBIscuit, etc. have been deleted, or maybe were buried because the comments on the site might work weird. I also notice more edgy comments than there were about a year ago. That said, the dislike ratio is growing in the negative direction more and more.

Just wanted to say that, but perhaps someone else here could explain that it may be something else.

This happened to all the videos and happens all the time.

This looks to be a common thing, you can go into any popular video and notice that the most upvoted comments were buried.

No need to go paranoid for this.

MexPirateRed wrote:

This happened to all the videos and happens all the time.

This looks to be a common thing, you can go into any popular video and notice that the most upvoted comments were buried.

No need to go paranoid for this.

Oh, okay. That makes sense. Thank you.

I can't believe nobody's talked about /r/lewronggeneration yet.

That subreddit is probably even worse than /srs/, they're drunk on the fucking Kool-Aid there, I used to read it because it was fucking hilarious, but then I found out that they were among some of the worst SJWs on Reddit, I'm serious, look up the the words "SJWs" on that subreddit and read the comments on those posts and you'll rage.

I remember reading a comment that said that Tumblr doesn't bully marginalized people, that place is a fucking hive. Oh, and just before you ask, no, they obviously have no fucking clue what Gamergate is really all about.

Last edited Jan 20, 2016 at 04:59AM EST
Skeletor-sm

This thread is closed to new posts.

This thread was locked by an administrator.

Why don't you start a new thread instead?

Howdy! You must login or signup first!