This is the Police

 

One of my Pulp Revolution cohorts gifted me a Steam game called This is the Police not too long ago. I remember having seen this one but hadn’t really given it a close look. Well, a couple weeks ago I decided to take it for a spin.

First impressions – a cool, noir-ish setting, neat art style, decent voice work, and some swinging tunes (mostly jazz and big band stuff). Very interesting gameplay.

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This is the Police is a police management/RPG in which you take on the role of Jack Boyd, the esteemed police chief of the fair city of Freeburg. Within the first few minutes you find out that you’re being forced into retirement by a scumbag mayor and that while Jack is very well-liked by the community and has a reputation for being a straight shooter, he paints in grays. The chief subscribes to a 8/10 rule – that is, for every 10 crimes reported to the police, his goal has always been for 8 of them to be properly handled or solved. Sometimes a couple are uncrackable or else it may to the greater good for the paperwork to go missing.

As the story progresses, we learn more about Jack and get to make some decisions for him. So far as I could tell, they don’t affect the final outcome of the game all that much, which is a shame. Jack is dealing with some personal demons, including a search for his wife who suddenly up and left him. Meanwhile he (most likely) becomes entangled with the mafia and other unsavory characters and groups.

Before I get into my gripes and major spoilers, let me tell you what I liked about running the police station. As a management game, This is the Police provides a fresh yet relatively simple new offering for the genre. Each day you get up, get a glimpse of the morning headlines (and later on some insider political tips), and are off to work. You’ve got two shifts of regular cops and plain clothes detectives who work on alternating days.

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Police’ve got two major stats – professionalism (which reflects their competence and effectiveness) and energy level. As calls come in, you get to choose who to dispatch to the scene of the crime. Successful resolutions raise professionalism – this is the main way you’ll build up your cops. As the days progress, you’ll need to use your judgement when sending out police. You’ve got a limited number of staff, so if you send them all out on a call and another crime report comes in, you have to just shrug and hope no one gets killed. At the same time, certain jobs are more dangerous or tricky and may require more bodies or cops with more professionalism. A bank robbery isn’t nearly the same as going to pick up a kid who got collared by a store owner for shoplifting. You’ll also get a SWAT team and eventually a paddy wagon that you can use to supplement your regular officers. Sometimes your police will request backup or ask for your orders in certain circumstances.

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Some calls won’t be jobs at all. If someone demands a SWAT team to repel the yeti tearing up their lawn, you may well decide not to send anyone.

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You’ve also got to keep an eye on your cops’ energy level. Ordering double shifts is possible, but will run a cop down. And tired officers make mistakes. Also older cops don’t seem to recovery energy as quickly. Sometimes officers won’t show up for work or will ask for the day off (some excuses being more reasonable than others). It’s up to you how to deal with this.

In addition to micromanaging your police force, you’ve got to deal with factions like City Hall. The mayor’s office controls your budget and all requests go through them. Therefore if you keep them happy, you can request more staff slots (more cops is always a good thing), SWAT upgrades, and salary increases. If the mayor gets too pissed at you, he’ll cut funding and you may have to lay people off (hopefully not illegally, as you can be sued for that, no joke).

The factions are pretty much all scumbags, but they provide you with perks. For example the mafia can sell things you find and confiscate on jobs (like drugs or guns). One faction will provide you with a secret bank account to hide your illicit earnings, and another will keep City Hall from making certain ridiculous requests of your staff.

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The ability to collect more music as the game progresses is neat. I was also pleasantly surprised to go from jazz and big band to some random Ogre tracks later on.

Oh, also – there’s a mildly complimentary shout-out to pulp fiction. Though I’m not convinced the devs really understood it, as one character eventually talks about how the heroic comic cop protagonist is loved because he’s perfect and never makes mistakes. People would despise him if he made mistakes, we’re told. Nah dude – go back and read some real pulp. We love pulp heroes because they unflichingly do what’s right and because they’re real men; not because they never foul up.

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Ok, that’s the good stuff. Now I’m going to turn to negatives. Before traipsing into Spoiler Land, let me just say that the gameplay, while engaging, does get a bit repetitive over time. You won’t play ALL 180 days, but you’ll play a lot. Periodic cut scenes are welcome breaks in the steady grind of police work, but there could have been more.

Also, while the game seemed like it was trying to be evenhanded in painting everyone as potentially bad (and therefore potentially good, too), there was a lot of Catholic villainy. This may have stood out to me in particular because I’m Catholic, but there weren’t really any other “identity” groups painted as badly. There are some black criminals, but no Black Lives Matter or Black Panther group. LGBT people are frequent victims, of course. Not many Islamic terrorists to speak of (though the retro feel of this game could be a fair explanation for that).

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There is also a bunch of pro-lifer skulduggery, which made me roll my eyes and wonder if this games writers had done any research (violence against abortions and abortion clinics does occur, of course, but really uncommon).

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That stuff smacked of message fiction, but could be easily overlooked in light of excellent gameplay and story. And here be spoilers!

***

While I’d argue that the gameplay comes close enough, the story winds up falling flat. The plot and voice acting had me engaged for most of the game, but ultimately it all comes to naught! Jack’s wife has left him for a young rich man and she’s not coming back. His flirtation with the new city prosecutor goes to shit when she finds out he’s not squeaky clean.

In the final power struggle, Jack winds up with a knife in the back and loses his job either way. Even if you’ve saved a ton of money, Jack seems to somehow lose it. If you have too much cash, you wind up indicted by the Feds.

Oh, and forget even trying to play a straight cop. The game is about compromise – trying to limit the corruption and picking and choosing your battles. If you don’t play ball, you wind up with no funding and a shitty police force, or else dead (doesn’t do to piss off the mafia before you can gather evidence and make arrests).

So there is no good ending, and there is no real win.

I’d give This is the Police a 3/5 because the gameplay is creative and for quite a while it’s fun. I don’t regret spending my time playing it. Unfortunately there’s no satisfying end, and you may wind up feeling cheated at the close of the story.

-Bushi

bushi

 

Ringworld and Rimworld

Rejoice, dear readers – I live!

What have I been up to of late? My discovery of the Last Kingdom and first reading of EE “Doc” Smith are chronicled over at the Castalia House blog. But what else have I been up to? Certainly not writing blog posts, right?

Well, I’m nearly done with my first “Known Space” book. I read the Mote in God’s Eye by Larry Niven and Jerry Pournelle some years back and remember being impressed. Since then I’ve read one of Pournelle’s solo works and it was pretty solid. Time for Niven, right?

One of the challenges with going back to read these older series is sorting through the various collections that pop up, along with conflicting or sparse information on proper reading orders. I don’t think you can ever really go wrong following stories in publication order, but for some reason I settled on this order, starting with Neutron Star.

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It isn’t exactly publication order, but close enough. Neutron Star is a collection of short stories taking place in the Known Space universe. Once I’m finished I intend to proceed as chronologically as I can, though I’m eager to get to the famed Ringworld.

So far I’m really digging the setting and Niven’s writing. Stylistically his sense of humor and sarcasm come through without crossing over into silliness (a ‘la Douglas Adams). In my Doc Smith post at Castalia House, I noted my enjoyment of Smith’s aliens. Incidentally I’m also really liking that about Niven’s Known Space. Rather than space elves and dwarves (which I suppose you could argue some of the variant non-terran humans resemble), you’ve got space-faring cat folk, intelligent and honest yet cowardly monstrosities like the gentleman pictured in the above cover art, and physically weak, bizarre-looking yet honorable squid people. Then there’s the grog.

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So far most of the human protagonists blend together, but there’s a lot of cool technology, intriguing plots (especially if you’re into “hard”ish SF) and at least one rad alien character.

In gaming news, I recently powered through XCom 2, which was a flawed but ultimately fun preoccupation. Now I’m on to Rimworld, and oh boy this is a time sink.

If you’re unfamiliar with this title, it’s a scifi colony sim/survival game. There are several modes and difficulty variations to toy with. And holy crap is it detailed. When your colonists are injured, you can see exactly where – they might get a bruise to their torso or lose a pinky or toe. They can get scars and health conditions like asthma and infections and diseases.

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There’s crafting, of course. There are pets and animal taming. There’s hunting, cooking, and growing crops for food and medicine. You can build defenses like sandbags and turrets to help you ward off raiders and hostile animals.

Perhaps one of the most interesting features of Rimworld is the storytelling AI. You can pick from among three AIs with different personalities and tendencies, and they basically generate events at certain intervals. The base AI, Cassandra, tries to ramp up the difficulty over time and keep your number of colonists at levels she likes (so if you have too many she won’t give you chances to get more or she’ll try to kill someone off).

The stories that can develop are nuts. Sometimes they’re funny, sometimes they’re sad.

For example, in my first game I wound up incapacitating one of the raiders who attacked me. I remember she was a doddering old fat woman named Delgado. She had dementia and was a pyromaniac. Still, people are resources and I lacked manpower. So I captured her and treated her wounds, and kept her locked up until she agreed to join me.

Eventually she did, and she ran around naked and unhappy until I was able to craft some garments for her. Things went well for a while. She could cook, and that was a skill my people sorely wanted for. One day, however, she snapped. She started wondering around and setting fires on the outskirts of my base. I had to send someone to beat her down and throw her in the clink to cool down.

Shortly after that we suffered a heat wave that I was woefully unprepared for. My colonists all collapsed into unconsciousness in the 50 degree (C) weather before I could figure out how to treat their heatstroke. With no one to rescue them, they all died. The end.

Another time in a succeeding game, I was hunting muffalos for meat. Usually they just try to run away. But this time they decided (or Cassandra decided) not to stand for that shit. They got mad and I wound up with a couple dozen alien buffalos chasing my colonist back to base. I was able to draft everyone and ward them off without any deaths, but damn.

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Meat for the meat god.

One of the saddest things to have happened thus far, though, involves one of the colony pets. Stupid me had no problem letting them all sleep outside despite the bears and wolves and crap wandering around. After one raid, one of my dogs was pretty badly wounded. So I guess I shouldn’t have been surprised when a lynx attacked him. I was able to get the dick cat in time, but damn. Only a couple minutes later, a BEAR showed up for an easy meal. I was able to kill the bear before my dog kicked the bucket. But the damage was done, and the dog was down to two good legs.

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There was another raid, and the dog went in to help its master. I mowed down the invaders, all except one, and this guy was tagged and about to go down. So the piece of crap raider stops advancing on my entrenched colonists, turns to the dog, and slices its leg off right before he bites the dust.

It was a while before I noticed the dog wasn’t moving from the spot where my colonists had carried him to treat the wound. He would just lay there, periodically sleeping and being fed. I checked his stats, and…

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Yup. Down to one leg, and zero mobility. Fuuuuuuuuuuuuuu.

It was just a virtual dog in a stupid little game, but it took me a good few minutes of inner deliberation before I euthanized it. Damn game.

But man if Rimworld hasn’t got its hooks in me. There’s already so much content packed into this thing, but I can’t wait to see what’ll be added next.

-Bushi

bushi

Are your peasants men or mice?

A couple weeks ago, I was reflecting on the role of the peasantry in fiction. This is in the context of having just watched a couple of Scandinavian films, I suppose. In The Salvation, a Dane in America’s wild west finds himself up against a ruthless gang lead by Negan. Really.

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I don’t want to get spoiler heavy, but you’ve got two types of villagers here. The sniveling coward appeasers, who refuse to stand up to the lawless cowboys, and the real common men. I think this is a common motif in Western stories. Sometimes it takes a leader to marshal the townfolk into fighting back against the bad guys. The protagonist and his brother were once soldiers, so we are told, so I suppose they don’t count as “peasants” in this musing.

The other film I watched, The Last King, tells the story of a Norse king who is assassinated so that those close to him can seize the throne. It is soon discovered that he had an illegitimate son – an infant who is being protected and hidden away by babe’s mother and some men loyal to the king.

Ultimately, a showdown between the usurpers and those truly loyal to the rightful king becomes inevitable. The two soldiers guarding the royal baby wind up marshaling a gang of farmers to arms.

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Though they know the odds are stacked against them, the Dane peasants ski in YOLO -style to kick some ass.

This is what got me thinking. I’m going to make a big generalization here – different cultures have wildly different perceptions and portrayals of their villagers. Specifically I was thinking of most of the Japanese films I’ve seen.

Part of this, I’m sure, if explained by the histories of the different countries we’re talking about. In feudal Japan, peasants would have maybe had pitchforks and other farming implements. They were forbidden to own swords for a good chunk of time. And I guess the strict class structure of Japan would have been another strike against badass fighting peasants.

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I don’t really have any solid explanations here. Just my half-baked thoughts. Still, this is an interesting element for DMs and writers to consider. Can PCs and baddies just come waltzing into town and expect everyone to lay down for them? Or is the populace going to fight back if pushed? This could be a neat way to draw a distinction between different peoples and cultures, too.

-Bushi

bushi

Hunters and Horrors

Things are frantic right now – just finished with wedding festivities and the in-laws have returned home. I’m gearing up for some long work days, as we’re moving to a new office and there’s lots of IT work to be done in preparation.

Still, nerd’s gonna nerd.

Kaiju, the Great Troll Lord, has done it again. The dude who once got me into World of Warcraft (“Merry Christmas – here’s a free month of crack”) has dragged me kicking and half-heartedly protesting into Monster Hunter Generations.

 

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This is my first foray into the series, though when I lived in Japan I saw kids hunting beasts all over the damn place. That land of trains and banker box apartments lends itself to local handheld play. Also there are terrible, giant monstrosities, so naturally kids would want to hunt them.

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The single player action is solid, though the gathering quests are kind of bland. As you might imagine, multiplayer is where the game really shines. I haven’t joined any public games yet, but I’ve killed a giant armored toad among other things with a buddy. I also joined in killing a dragon. By “joined in” I mean I stood a screen away so as not to get one-shotted. Coordinating attacks, laying traps, chucking bombs of various kinds – it’s all good stuff.

The crafting is ok. I find that there’s a lot of junk armor. I mean, it’s cool that pig-cows can be skinned, but who needs crappy pig-cow armor when the discerning hunter gets access to lizard-raptor parts almost immediately?

Most of the weapons are large and ponderous or else weird. Of course I went with one that’s both. The gunlance, aerial style, baby. So like FF VIII, I guess, but with a giant lance and shield instead of a gunblade? Trust me, I am a cool dude.

What free time I can scrounge has mostly been going to Darkest Dungeon, though.

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Ok, now I had seen the glowing reviews in passing. But I wasn’t prepared for how good this one is. I honestly just thought I’d try it for an hour or so and check off a box.

What we’ve got here is a dark, tactical, turn-based, rogue-like dungeon crawler. Artistically, it reminds me of a comic book. I’m not really a big comics guy, so I’ll say a Dark Horse comic. Dark Horse is a brand, right?

Stylistically and tonally, it’s got that weird tales feel. Lovecraftian, for sure. I mean, heroes build up stress, which if unmanaged can progress into various manias and general madness. The manor (the main setting of the game, divided up into various areas) is populated with all kinds of eldritch horrors, beasts, and nasty humans. It’s got as many cultists as you’d expect in an HPL or Clark Ashton Smith tale.

The battles make me think of the third member of the Weird Trinity. It’s tactical, for sure. Positioning and party composition matter big time. But the way it plays out is Howardian. It’s visceral and action-packed. You can feel the swishes and whomps and splatters. The suspense mounts and plays out both in combat (things can go downhill fast; they can also turn around quickly on a few (un)lucky hits) and out of it as you explore the dungeon, hoping you’ve brought enough torches and food.

I’m really enjoying it a lot. So far my most satisfying moment was defeating the Collector – this low-encounter-rate spectral mini-boss who collects the heads of dead heroes and then summons them to kick your ass.

 

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I’ll be at these two games for a while.

-Bushi

bushi

3 Clever Cugel Campaign Ideas

Not too long ago I expressed my ambivalence regarding Jack Vance’s Cugel the Clever stories. The guy is a heel, and as such he’s not always fun to follow for me. Still, the tales are demonstrative of Vance’s cleverness, if not always that of their titular protagonist.

I already suggested this, but it’s worth expanding upon: for those DMs and GMs and writers out there, much can be gleaned!

There are indeed ransomware-inspiring ratmen to be found in Vance’s Dying Earth, as well as an enchanted, slumbering giant ever-ready to destroy the town at its feet should the villagers slacken their vigilance. Those are but two examples. Here are three more you might want to filch for your game or else draw inspiration from in some form or other:

1. Gems are boring

Diamonds, rubies, emeralds, zzzzzzzzzzz. It’s fun to loot precious stones from baddies, that’s true. But when your players are just picking’em up and basically auto-selling them in the first city they come to, eventually the jewels cease to sparkle.

Why not spice things up, then? At one point, Cugel briefly joins the employ of a small company that sends divers into a slime pit to retrieve the scales of a godly denizen of the Overworld. These scales, depending on the body region they originated from and their condition, are worth hefty sums to a wizard who is buying them up as artifacts. You may not need the weird slime-diving or vague origin story of said scales. They don’t even need to be scales (though they can be fun as they may be shiny and colorful and can vary greatly in value) – you may use ivory or monster bones, rare crafting materials like ironwood or mithril (which is overdone but people recognize what it is), or some other artifacts or uncommon goods.

 

2. Do the Worm

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Another job Cugel takes up at one point is that of “worminger” for a vessel upon which he wishes to procure passage. What is a worminger? Well, this ship is carried forth by great sea worms. They must be carefully tended to and managed by wormingers, who clean them, feed them, bait them, and steer them among other things. Maybe the winds have died in your campaign world, or maybe you just want a cool boat that’s towed by worms or some other giant aquatic creatures.

 

3. Geas some palms

One popular way to coerce players or NPCs into undertaking quests or tasks they normally wouldn’t is by means of a geas. This is basically a high level charm spell that forces the target to do or not do something.

But how about spicing that up a little bit and building a little character or adding some roleplaying options (besides a boring wisdom saving throw) into the equation?

In Eyes of the Overworld, Cugel is burdened with an alien parasite named Firx. Basically, Firx’s job is to make sure Cugel does the job he was sent out to do. There are times when the creature suspects Cugel is shirking his assignment or dawdling. When this happens, the little beast flexes its barbs, which are wrapped around Cugel’s guts. At these times, the protagonist either has to give in to Firx’s wishes in order to stop the pain, or else convince it that he’s pursuing the best (or only) course of action available.

And so I’ve come to find this – that even if you don’t like Cugel and don’t particularly find his stories fun, there’s still a lot to draw from them and a lot of good ideas and quality storytelling to appreciate.

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-Bushi

bushi

The Overworld and the Undertale

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As I make my way through the Dying Earth stories, Jack Vance remains one of my newly discovered favorite authors. And yet, I didn’t enjoy Eyes of the Overworld overmuch, and I find Cugel’s Saga thus far to be the same. Still, there are multiple layers to this.

First off, why am I not a big fan of Vance’s Cugel stories? Jesse (in a separate conversation) puts it nicely:

Cugel is a dick. And not one of those guys who’s a dick but then actually has a heart of gold, a ‘la Han Solo. For example, in one incident, Cugel is interacting with some clam-men (yes, they’re dudes who live in clams). They play a trick on Cugel by “gifting” a shirt made of water, which holds together initially, and then…falls apart and drenches him. He retaliates by killing one of the clam guys, who places a curse upon Cugel with his dying breath.

Cugel also abandons smoking hot babes to servitude and death, and murders (or arranges accidents) for various wayfarers he encounters when he can profit by doing so. And he is remorseless for all of these misdeeds.

Now admittedly there is some good fun in some of this. It’s satisfying to see Cugel outsmart even bigger heels than himself. But it does get tiresome to follow the adventures of a d-bag. He often gets some form of comeuppance, but I’d be happy to see him finally bite the dust. Vance’s first Dying Earth book contained several interesting and heroic (or at least sympathetic) characters. I’d have preferred to read more about them. Cugel is all well and good for a few tales, but two novels all about him just feels excessive.

Why do I keep trudging through, then? Well, why did I make myself read the entire Hitchhiker’s Guide series? Maybe I’m an idiot.

Actually, there’s still a lot to appreciate in the Cugel books, even without really liking the protagonist. Vance’s writing style and technique remain masterful throughout, and I love reading through his descriptions and dialogues. I haven’t learned so many new words in ages! Furthermore, the Dying Earth itself remains a fascinating setting, full of wondrous and memorable characters, artifacts, and situations.

For any DMs out there, these books are just overflowing with ideas ripe for the plucking. How about Magnatz, for example? A small town sits beside a mountain range and a lake. Long ago, a wizard cast an enchantment to protect the town from the terrible giant Magnatz : so long as a Watchman is posted to look out for the return of monster, the town will be safe. The townspeople don’t realize, but Magnatz is actually asleep at the bottom of the lake. You can probably guess what happens after Cugel (thinking he is being Clever) accepts the role of Watchman.

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This is just one interesting situation of many. And so I’ll keep reading. But I’m looking forward to being done with Cugel.

In other news, I was able to breeze through Undertale pretty quickly the past ~week. In case you aren’t familiar with this one:

The creator is a big Earthbound fan, and it shows. The music, graphics, and tone of the game are largely reminiscent of the SNES SMAAAASH-hit. It may not look it, but Undertale is able to adeptly hit alternatingly silly, serious, and creepy notes and that really makes nailing it down a challenge. On the surface I suppose I’d call it an RPG, but many of the traditional RPG elements are stripped away or turned on their heads. I don’t want to give away too much here, as I think the discovery involved in this one is a big part of the fun, but I got through it without gaining any EXP or LVLs. Also there are a lot of dogs, if you’re into that.

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The bottom line is that Steam and the opening up of the indie game market has been a tremendous boon for gamers. If you’ve got any interest, I highly recommend Undertale.

-Bushi

bushi

 

Video games, SFF, politics, and contempt!

Yesterday Rod Walker posted about our little conversation on Harry Potter, political ideology, and SFF. I think Rod hit upon a key point, which I want to highlight here.

Generally, the best books are written by writers who appreciate human nature for its foibles without being contemptuous of them, and RW thinks that is hard for hyper-political people to do.

Indeed. He added in the comment section in reply to me:

Agreed! Contempt is a dangerous vice in which to indulge, because it distorts one’s thinking and causes one to make decisions based on incorrect premises.

Bingo. Perhaps this is the word or idea that I needed to complete my thoughts in the Harry Potter post. Contempt is a nasty thing. While it can galvanize a particular group against another, it can just as easily destroy one’s chances of conversion, repulse those who aren’t hardcore believers one way or another, or distance allies who feel it to be an unworthy or unfair expression of disagreement.

I myself do some shit-posting and trolling of Leftist or PC activities. And I comment on politics and culture. What’s the difference? Well, first off I’ve got to be careful not to elevate myself here. Perhaps I’ve been guilty of the very thing I’m complaining about. If so, feel free to call me out on it any time. But if you follow me on Twitter or scroll through some of our post titles, you can pretty easily guess what our shtick is here. So first off, we’ve got a target audience. If someone else wants to engage and tell me I’m a cuck or rightwing nutjob, feel free to drop a comment. Your level of reasonableness and civility may determine whether we actually interact, but there you go.

When it comes to entertainment, I may criticize the statements or actions of creators, but I try to keep that separate from the quality of a given work.

Increasingly my beef has become with sites that bill themselves as focused on something like, oh, I don’t know, video games, and then start injecting politics. And you can guess what kind of politics they’re usually foisting. Even that is forgivable in and of itself, though it is tiresome to the max. Writers have opinions on politics, sure. And sometimes they absolutely can’t help themselves and must talk about how phallically-shaped swords are another oppressive tool of the Patriarchy, or why the new GOP-headed FCC is going to destroy the internet. People who get tired of that crap can either push back in comments or stop reading. That’s why I don’t follow many gaming websites anymore.

The latest – Touch Arcade. I used to check in pretty regularly to keep an eye on interesting-looking iOS games. Their reviews were always timely and of decent quality.

But now we’re starting to see stuff like this gem:

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So now that we’ve got a temporary moratorium on foreigners from 7 high-risk terrorist countries, the US is really becoming like an oppressive, corrupt superstate. And Touch Arcade felt this was an interesting thing to talk about.

Well, not all gamers are liberals, and not all gamers are interested in being sermonized to on political topics.

After Kaiju messaged me about this article, I gave it a quick look to see if there was any pushback. Well, the comments have bravely been disabled. How about on Twitter? Why yes:

https://twitter.com/Sicklefickle/status/829812335892103168

Touch Arcade, as you might imagine, is respectful of its readers and prepared to dialogue.

I followed up, but it was about as productive as you might guess.

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There you go. And so we circle back to “contempt.” If you want to start a discussion with your readers, that’s one thing. But if you want to spoon-feed them your ideology and spurn any opportunity for divergent opinion or dialogue, that’s another. So yes, TA may have only gotten two or three people voicing their dissatisfaction with this kind of behavior from a gaming website. It’s possible they picked up a few regular readers who thought to themselves “Hey I too hate Donald Trump and like mobile games – let me bookmark this site.” But there are also plenty of folk who clicked (there’s your stats), couldn’t comment, and didn’t feel like trying to find you on Twitter. If you don’t care whether or not you alienate these readers, then come what may. Some people don’t want to frequent sites that make them feel like they’re being held in contempt.

As you said Touch Arcade – seeya!

-Bushi

bushi