Like everyone online, I watched Gamergate crash through gaming culture with a look of horror and surprise on my face. In its wake is an industry and community that is still reeling from the vitriolic hatred that hid itself under the guise of an ethical crusade.
After listening to Felicia Day’s memoir, You’re Never Weird on the Internet (Almost) (impressions here), and finding myself intrigued (and once again horrified) by her recounting of abuse during the Gamergate campaign, I wanted to find a more in-depth exploration of the events.
At the centre of Gamergate was a young independent video game developer named Zoë Quinn. Crash Override: How Gamergate (Nearly) Destroyed My Life, and How We Can Win the Fight Against Online Hate is both Quinn’s memoir, and also a handbook for how to understand the culture—both on the Internet and off of it—that led to Gamergate, and continues to shape much of the sociopolitical landscape around the globe.
Where Quinn goes above-and-beyond is the way she’s able to pick the movement apart, piece-by-piece and analyze the way it acted as a canary in a coalmine for the events leading up to and preceding the 2016 US election. I’ve looked back on Gamergate, and also the Sad/Rapid Puppies campaigns that took aim at the Hugo Awards for several years, and often thought to myself that they were a warning of what’s to come. Quinn, in the bullseye, had a clear view of the events, and her analysis is bought thoughtful and well-grounded.
Listen, I don’t play Pathfinder. Haven’t played a game. Sure, I’ve read the manuals, but I don’t have a playgroup with the consistency necessary to get a game up-and-running, let alone a campaign that would allow us to really get into what makes tabletop gaming great.
Yet, I’ve scoured the Inner Sea World Guide from cover-to-cover, and I’ve read a huge stack of the tie-in fiction line, Pathfinder Tales. These days, I feel as comfortable in its world, Golarion, as I do in the Four Lands from Terry Brooks’ Shannara series, or Middle-earth.
Why do I love it so much?
So. Much. Variety—From the dozens of cultures, countries, social groups, religions, races, ethnicities, etc. to the *humongous* world that would swallow most other secondary worlds without even noticing, to the emphasis on diversity and endless possibility, Pathfinder’s world of Golarion excites my imagination so much that it’s directly informed my own worldbuilding for the Patchwork Priest series.
Adventure around every corner—Golarion is wide as an ocean, and deep as the Marianas Trench. It’s created in a way that its every corner invites creativity and adventure. Court intrigue, temple pillaging, barbarian raids, fallen spacecraft (yep, you read that right), and murderous death cults. Sure it’s tropey, but that’s never bothered me before, and there’s just so much of it. No matter what you’re in the mood for, Golarion’s got you covered.
Inclusivity—Paizo, the creator of Pathfinder, is at the forefront of creators developing inclusive gaming spaces and worlds. Pathfinder goes out of its way to allow players to be whoever the want or need to be to get the best experience possible. A good example of this is the change in Pathfinder 2.0 that’s removing “race” and replacing it with “ancestry.” Small changes can have huge impacts.
So, am I excited for Pathfinder 2.0 despite never having played a game? Damned straight. The greatest roleplaying universe is about to get so much better.
Now, I can go back to praying that Paizo will revitalize the Pathfinder Tales line to coincide with the launch of Pathfinder 2.0 (and let me write one of the dozen stories I’ve outlined starring Toma and Illindrial.)