Description: In a style parody of the cereal box for "Cap'n Crunch Oops! All Berries", Tracer from Overwatch appears in place of the Cap'n, bearing the name "Oops! All Lesbians" with the tagline "All the time, forever" beneath it and the legend "Contains all women loving women".
For most of its history, the first person shooter (FPS) genre has been dominated by male protagonists. Doom Guy, Master Chief... even Valve's team-based FPS Team Fortress 2 has nine class characters and all nine of them are men (yes, even Pyro, according to the series trading cards). Conversely, of the 22 character's in Blizzard's Overwatch, 9 of them are women. Unlike the cookie-cutter grizzled white guys or male-gazey fantasies of other games, each woman in the game has wildly different identities, roles, and even body types.
So perhaps it's not much of a surprise that Blizzard's foray into the team based FPS field has garnered lots of attention and devotion from a large fanbase of women. Especially prominent has been the large, joyful and vocal fans pairing up the game's women in various couples, across fanart, fan music videos, animations and fan fictions. My personal favorite power couple name is PharMercy, a pairing of the two healers Phara and Mercy.
However, all the of the women loving women content has been made by enthusiastic fans only. In an interview with Kotaku, director Jeff Kaplan had this to say:
The only stated relationship actually that we’ve even ever mentioned in the backstory is between Amelie who is Widowmaker and her husband who was brainwashed and assassinated. That’s the only reference we’ve ever made to a romantic relationship. It’s not that our characters don’t have romantic relationships and don’t have sexual identities or whatever, but the stance that we’ve sort of taken on the team is that we’re not going to talk about that stuff just to pander to the topic that when it comes out for game play or story reasons, that’s the right time for it to come out.
Tumblr user hattersarts, creator of the Sapphic Overwatch fanzine, had this to say about the idea that explicitly saying a character in Overwatch is gay is pandering:
“There is the problem where people say ‘Well, we don’t want to make it about them being gay.’ Well no, wewant that, if I’m honest. I want to know they’re gay! I want that, I want you to shove that down people’s throats. Until we get to a point where the world doesn’t care, I want it. We need to care.”
Blizzard's coyness on the issue might be more than just well-intentioned fence-sitting. In a discussion of recent talks from DC Comics writers about Wonder Woman's sexuality on Metafilter, user rokusan had this to say:
I've been involved in (the periphery of) Hollywood projects working from source material featuring characters who are either straight or of unspecified orientation, who are then deliberately cryptoqueered in the adaptation. They're not made gay, explicitly, but there are deliberate attempts to both raise and muddy the question just enough ... It ends up possible to see the character(s) both ways, or multiple ways...
But it's not a social agenda effort, clever or offensive or otherwise. It seldom comes from the creatives at all. Rather, it's a calculated marketing trick from on high... The logic is that by toeing such a line, they can attract a wider audience, each of whom uses some kind of identity consumerism to see the thing they wish to see in the character(s). Double the sales, the thinking goes.
What do you think, readers? As long as fans keep up the shipping, does it matter what Blizzard says? Or are unambiguous acknowledgment of gay or lesbian characters in Overwatch just as important for fans looking for representation and the series lore?
It's a familiar homily to those looking at a satisfying career: "Do what you love, and work won't seem like work." It sounds all well and good, doesn't it? Imagine, a job that not only give you a paycheck to fill your wallet, but satisfaction to fill your soul. Creative industries abound where workers are not just happy to be there, they are passionate about the work they do, or want to find a place where they feel like they belong.
Blizzard Entertainment, the company behind the 300-pound gorilla of MMOs, World of Warcraft, looks to tap into that very feeling, that yearning for a sense of belonging. And in the company's latest recruitment video, they leap right past the Army's "It not just a job, it's an adventure" type of pitch and goes straight into "We a family of people, just like you". Take a look:
In just six minutes, the video has tons of variation on passion, family, fulfillment and even love.he message is hammered home that this is not a job, it’s a new family. One part in particular that caught my ear was a few employees emphasizing that all of the departments in Blizzard, even the purely creative ones, are considered part of the company's success. There is one part of the video that also confused me. One talking head says that the first thing you see when you start a Blizzard game is "... 'Designed by Blizzard'. And it's very true."
Um... I sure hope so. I mean, it seems obvious that a Blizzard game made in-house by Blizzard is designed by Blizzard. This statement seems like it was written by one of the Krang from Teenage Mutant Ninja Turtles. As Ian Williams and Austin Walker outline in their anaylasis "Working For the Love of the Game: The Problem With Blizzard's Recruitment Video", peel back a layer and you see it reflects nearly everything wrong with video game companies as employers:
It is telling of the ideological and material conditions of the games industry that the simple act of giving a full group of workers credit on their production seems like an accomplishment. The irony, of course, is that those employees, beaming with pride, aren't themselves named or credited in the recruitment video. But the video makes no mention of the concrete benefits that working at Blizzard provides. There’s no mention of benefits or wages; nothing about crunch time, that specter haunting the industry; nothing about the sort of material, tangible things that make a difference in how one is employed, rather than how one feels during employment. There are perfectly acceptable, subtle ways to talk about these things without veering into the gauche. Employees could talk about their own financial security, or about being able to plan for the future while simultaneously being fulfilled with their work today... But your recruitment will be based in love, not on wages. The mentions come rapid fire, culminating in the grand pronouncement from one employee: Blizzard employees are “just a bunch of geeks,” just like you. This is a window into how the industry as a whole views employment... this is [also] an industry with a layoff rate twice the national rate across all industries and a culture of crunch where 68% of respondents work more than 50 hours a week for months at a time in order to get a product out the door. It’s a bad tradeoff: In exchange for being quiet about wages, hours, benefits and the like, you’ll get to hang out with like-minded people you’ll love to be with. The Blizzard video is the distillation of this pitch in a very blunt form....Blizzard’s video is just one more artifact of a culture that preempts demands for fair remuneration with a prodding reminder that, after all, if you love what you do, then the pay shouldn’t matter. This is the same story told by Twitch executives who say that its streamers “aren’t interested” in being paid. It’s the same story that crops up any time someone wonders if modder labor is exploitative. It’s the same story that is so often leveraged to blur the line between fandom and promotional labor. It’s a story told so well and so often that it doubles in on itself: Exploited fans become exploited modders. Exploited modders become exploited developers.
You might wonder, though, in a pitch that aims to capture a creative's sense of fulfillment, or a fan's love of playing games, what's wrong with focusing so much on passion?
All this talk of passion sets a very real paradigm, limiting the acceptable actions of those in poor labor conditions. Why is the industry so insistent that game development is “more than just a job?” Because if it’s just a job, just a 9 to 5 workday in a cubicle pounding out code or testing content, then the crunch time is something you can object to. In fact, you would (or should) be expected to object to a 60 hour week. If, instead, protesting crunch time means letting down a grand artistic vision (one which Blizzard reminds the viewer all employees contribute to) or, even worse, letting down your new family, that’s a very different proposition. None of us wants to let down our family and friends, but we can probably get away with letting down management. That social pressure is what keeps crunch time and other bad practices in place as a normal part of the industry. The mythology of crunch and a culture of layoffs have naturalized them, erasing their histories. Instead of being able to identify key shifts in industry labor practices, we’re told that we’ve always been at war with the 60 hour work week. There’s a sheepish air when people at leading companies bring up issues such as crunch, as if it’s unavoidable, like a downpour or an unbidden burp. This is nonsense. Crunch is certainly a disaster, but it is not an act of God. There is nothing that says that crunch and layoffs are unavoidable. The laws we write about how we work are products of men and women, not natural forces imposed upon us by an unseen hand.
And that's the heart of the issue, isn't it? The video seems directed at super fans but it really just hides the reality of grueling work conditions and preys upon people's need to belong and sense of pride. Honestly, for all of the rah-rah about being a part of Blizzard, it all sort of comes off a little defensive.
Luckily, Paste Magazine bucks the comments section trend by both being not awful and having relevant and insightful commentary. Here what one former video game worker of 20 years had to say:
After over 20 years in the industry I finally had to pull back. They'd squeezed every last drop of passion out of me. Games haven't really been "design driven" for a long time anyway, and with F2P gaming gaining dominance the impact of the bottom line is only growing stronger Yes, they're beautiful, but all the innovation is happening in the back end. As for all the extracurricular stuff, that won't mean much when they hand you your walking papers, and you suddenly realize that for all the hours of your life they took may help you get your next job, but is meaningless for the job after that. Meals, games, entertainment are all about one thing... keeping you on campus for as many hours as possible.
So just because things have been this way, and are this way now doesn't mean they have to stay this way. But what will it take for that to happen?