Posted May 24, 2019
I'm surprised this thread has gone on for so long. While I think people are getting bent out of shape over nothing here (I'd rather just wait for the game to come out before forming any strong opinions), it also seems like a good portion of these criticisms are coming from just a hand full of people with a fundamental misunderstanding of the source material.
The World of Darkness, in which Vampire: The Masquerade takes place, is an intentionally exaggerated reflection of the real world, and it's filled with alternative archetypes. It's designed from the ground up as a gritty alternative to the bright fantasy world of Dungeons & Dragons. According to Mark Rein-Hagen,the creator of the Vampire tabletop RPG, the game was based around Goth/Punk culture and is intentionally fetishist in nature.
Now, maybe that's your thing and maybe it isn't, but that's the predefined world in which they're building the game. Non-heteronormative themes are perfectly acceptable in goth culture, and have been since long before Vampire was created in 1991. Granted, it's more hit-and-miss in punk culture (due to the fragmented nature), but "punk" definitely encompasses strong opinions on both ends of the political spectrum. Trying to build a wholly non-political Vampire game in a modern setting is virtually impossible without ignoring the intent of the source material. It's counterculture. Unconventionality and peculiarities that make you uncomfortable are kind of the point.
But people certainly bring their politics into games just as much as the narrative provides them, and denouncing anything that provides additional character choice in an RPG is antithetical to the cause. That's all part of role-playing. It's unnecessary to ascribe a political agenda to anything in a game that already exists in the real world, in whatever quantity, whether you want it to or not. Considering things like gender choice in an RPG a political onslaught is no different than raging over a supposed pro-war, pro-gun political narrative in Modern Warfare 3. It's not politically motivated against you. You're just dropped into someone else's story, and it's an inherent part of the experience—one nobody is forcing you to have.
That being said, while a number of people seem to have laser-focused in on the article's mention of "gender pronouns", I don't think that's the primary political stance to which the article is alluding. While such things have seemingly become "political" issues in recent years, to quote the article, "the writers are actively taking a political stance in this sequel, with its themes of art versus commerce and technological advances versus tradition." And that sounds like a pretty appropriate dichotomy between the Brujah/Toreador and the Ventrue.
For some people, games are an escape from reality, and for others they're a mirror of it. It's the whole arcade shooter vs. flight simulator debate. Either way, nobody complains about the capitalist nature of Monopoly and keeps playing. The Game of Life was just a watered-down version of real-world themes that would later lead to the rise of games like The Sims. If you don't want politics in your games or you are uncomfortable with the themes, that's okay. Those games just weren't designed for you.
This isn't about uplifting or defying anyone's politics or ideologies. It's about supporting writers' freedom to tell the story they want to tell and our right as readers, watchers, and gamers to play or not play those stories according to our own preferences.
The World of Darkness, in which Vampire: The Masquerade takes place, is an intentionally exaggerated reflection of the real world, and it's filled with alternative archetypes. It's designed from the ground up as a gritty alternative to the bright fantasy world of Dungeons & Dragons. According to Mark Rein-Hagen,the creator of the Vampire tabletop RPG, the game was based around Goth/Punk culture and is intentionally fetishist in nature.
Now, maybe that's your thing and maybe it isn't, but that's the predefined world in which they're building the game. Non-heteronormative themes are perfectly acceptable in goth culture, and have been since long before Vampire was created in 1991. Granted, it's more hit-and-miss in punk culture (due to the fragmented nature), but "punk" definitely encompasses strong opinions on both ends of the political spectrum. Trying to build a wholly non-political Vampire game in a modern setting is virtually impossible without ignoring the intent of the source material. It's counterculture. Unconventionality and peculiarities that make you uncomfortable are kind of the point.
But people certainly bring their politics into games just as much as the narrative provides them, and denouncing anything that provides additional character choice in an RPG is antithetical to the cause. That's all part of role-playing. It's unnecessary to ascribe a political agenda to anything in a game that already exists in the real world, in whatever quantity, whether you want it to or not. Considering things like gender choice in an RPG a political onslaught is no different than raging over a supposed pro-war, pro-gun political narrative in Modern Warfare 3. It's not politically motivated against you. You're just dropped into someone else's story, and it's an inherent part of the experience—one nobody is forcing you to have.
That being said, while a number of people seem to have laser-focused in on the article's mention of "gender pronouns", I don't think that's the primary political stance to which the article is alluding. While such things have seemingly become "political" issues in recent years, to quote the article, "the writers are actively taking a political stance in this sequel, with its themes of art versus commerce and technological advances versus tradition." And that sounds like a pretty appropriate dichotomy between the Brujah/Toreador and the Ventrue.
For some people, games are an escape from reality, and for others they're a mirror of it. It's the whole arcade shooter vs. flight simulator debate. Either way, nobody complains about the capitalist nature of Monopoly and keeps playing. The Game of Life was just a watered-down version of real-world themes that would later lead to the rise of games like The Sims. If you don't want politics in your games or you are uncomfortable with the themes, that's okay. Those games just weren't designed for you.
This isn't about uplifting or defying anyone's politics or ideologies. It's about supporting writers' freedom to tell the story they want to tell and our right as readers, watchers, and gamers to play or not play those stories according to our own preferences.