Eurogamer's weighed in with a really good piece, with perhaps these particular lines standing out:
What does GamerGate really stand for? It claims to oppose corruption in the games media. But its initial claims about Quinn's relationship with a journalist were debunked and since then, to our knowledge, it has not turned up a single credible example. All it has proved is that many people in the games press and business know each other, speak to each other and share similar views. The only persistent thread to GamerGate is vehement disagreement with those views - the views of the so-called "social justice warrior" - which hold that improved diversity and social representation in the games industry and in game content are necessary for the long-term health of video games as a medium.
And that's the thing: for any passionate gamer out there, how could growth possibly be seen as a bad thing? When the strides games have made over recent decades now means we have rich stories and characters that appeal to many, and where critics like Sarkeesian are able to analyse them from a basis of respect for their capacity to positively influence - and NOT from a Jack Thompson-esque form of moral panic as seems to be the reaction - to simply highlight areas of weakness. What exactly is there to fear from such introspection? That games might feature actual people as they are in reality? "They're trying to take over our culture!!!" Which brings up the question of what, and whose, culture is this, exactly? The culture that's incorporated mainly Japanese, American, and European developers who have come up with games of vast variety, and yet is somehow threatened by
more diversity?
As for Anita, to disagree with some of her points is completely understandable. To ignore, or worse, dismiss,
everything she says is denial.
David Gaider, the lead writer of the Dragon Age series, gave an
excellent lecture at GDC'13 last year summing up how Bioware's focus on romance in Baldur's Gate was received so well that they decided to expand on them to make their later titles more accessible to a wider audience, and in doing so sales weren't being affected, more people got to join in and feel included, and they were achieving progress. He then addresses Sarkeesian, privilege (in a completely non-disparaging way, merely that the word means that other people *gasp* may have different life views or experiences to what you yourself know), and how we can't proclaim that games are 'so much more than that' but then, in the face of reasonable criticism, dismiss them as being 'only games'. And it's sad that it's that latter point that keeps on coming up in this whole ordeal, that they're
only games - yet at the same time we want ethics in their coverage but NOT for them to come to terms with 21st century social realities.
(*Totally recommend watching the video for those who haven't as this summary doesn't even come close to doing it justice.)
All of which makes that HuffPost video with the "three strong female GG supporters" so disappointing, where they say there's no place for politics in games, flat out deny there's ANY problem with sexism in games to begin with, regurgitate the ridiculous "objective reviews" idea, and display a fundamental misunderstanding of what feminism even is.
In having those young ladies represent the 'face' of GG, I can't help but think of when the BNP in the UK, basically an anti-immigration 'keep England white' hate group, promoted on their website a video of an Indian-British supporter to seemingly lend their organisation some credibility, where he's speaking passionately about his pride in his identity while all these hate-speech-spewing skinheads are raving like madmen behind him.
To put it in all perspective, again from the EG article:
And let us acknowledge for a moment the awful irony that, after decades of defending video games from accusations that they inspire school shootings, we now have a threatened school shooting explicitly inspired by games culture