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"Wait, what?" - Chun Li, mainstay of Street Fighter, isn't sure she heard that right.
Nina Williams and Ryu go back over a couple of gender issues
Conflict resolution, Street Fighter style
Traditionally, there have been three stories about professional gaming - or rather, three broad categories of story:
1) The Career in Korea - in which the writer talks about the phenomenal popularity of professional video gaming in South Korea, and the star status accorded to its most successful exponents.
2) The Requiem for a Heavyweight - in which a professional gamer reaching the end of his career - that is, in his late 20s, and increasingly reliant on ring smarts rather than reflexes - straps on his carpal tunnel wristbands to confront the young gunslinger who is being talked up as his replacement.
3) The Express Elevator - in which professional gaming is on the verge of breaking through into the mainstream, as millions of viewers tune in to watch their heroes batter each other in the guise of robot samurai and miniskirted schoolgirls.
There are combinations and variations within these themes - the beloved veteran in his last season in Korea, or the elder statesman doomed to miss out on the vast marketing dollars expected to come from pro gaming's big break in America - but those are the three most immediate, viscerally relatable elements of an often bewildering subculture. Distant lands, lions in winter, and the lure of the dollar.
Cross Assault, the week-long "pro gaming reality show" which ran from February 22 to February 28, and will broadcast its finals tomorrow, was supposed to be part of the Express Elevator plotline. Sponsored by Street Fighter's creator, Capcom, and broadcast on the gaming network IGN, Cross Assault was intended to promote the imminent release of Street Fighter x Tekken.
Street Fighter x Tekken is something like the Beatles versus the Rolling Stones, if the Beatles could only move from right to left, side-on to the audience, and the Stones spent most of their time circling each other warily. Tekken is to 3D beat-em-ups what Street Fighter is to the flat, side-scrolling game. Namco Bandai, which owns the Tekken franchise, is releasing their own franchise-fight in three dimensions, considerately titled Tekken x Street Fighter.
Unfortunately, CapCom had not, it seems, wholly anticipated the dangers of connecting their brand with the unfettered narrative stream of a group of people who have spent far more hours working out the perfect strategy to punch each other in the virtual crotch than in media training. Hardcore 2D beat-em-ups are something like five-dimensional chess: beneath the cartoon protagonists and button-mashing amateurs are systems of vast complexity, requiring an encyclopaedic knowledge of one's own and one's opponent's strengths and weaknesses, along with intensive muscle memory training.
This may leave some other areas a little lacking. For example: there have always been a small but visible number of female pro gamers, and two of these competed in Cross Assault . While Miranda "Super_Yan" Pakodzi was competing for Team Tekken in the contest, her coach, Aris Bakhtanians kept up a stream of colour - and colourful - commentary. This included speculation on her bra size, suggestions that he was going to "smell" her, and a proposal that she mud-wrestle another female gamer, with the winner going on to fight him.
Jared Rea, community manager for twitch.tv , which streams and commentates on eSports tournaments, deserves credit for picking Bakhtanians up on this, asking plaintively if it was possible to have Street Fighter without sexual harassment - whether that was sexually intrusive commentary on the female players or shouts of "bitch" directed at female characters onscreen. Bakhtanians responded that it was not:
You can’t. You can’t because they’re one and the same thing. This is a community that’s, you know, 15 or 20 years old, and the sexual harassment is part of a culture, and if you remove that from the fighting game community, it’s not the fighting game community - it’s StarCraft. There’s nothing wrong with StarCraft if you enjoy it, and there’s nothing wrong with anything about eSports, but why would you want just one flavor of ice cream, you know? There’s eSports for people who like eSports, and there’s fighting games for people who like spicy food and like to have fun.
One person apparently not enjoying the spicy food was Pakodzi, who ended up committing on-screen suicide - marching her character stoically into the fists and feet of her final opponents.
The mention of StarCraft here is noteworthy. StarCraft is the mainstay of the Korea storyline - it and its sequel, real-time strategic games involving the raising and directing of futuristic armies, are where the glamour and most of the sponsorship money gravitate. Bakhtanians' point, therefore, is that fighting games like Street Fighter x Tekken are to Starcraft as backyard wrestling is to the WWE, and he would resist attempts to sanitise or "professonalise it" in the same way.
Of course, CapCom rather thought that what they were doing - by funding the show and sponsoring the prize money - was professionalising the game - or at least this week of it, in this location. A rather chilly response from CapCom said:
As a company, Capcom believes that everyone should be treated with respect. This particular issue was brought to our attention and has been addressed. We sincerely apologise to anyone that was offended by any comments expressed during the show.
One day we as a civilisation will get the hang of apologising for comments because they were offensive rather than apologising to anyone who was offended by them, but the message is nonetheless clear. Bakhtanians himself released a statement which, while following the same "sorry if anyone was offended" line, restated his basic principle:
What I was trying to communicate is that mild hostility has always been a defining characteristic of the fighting game scene. Back when arcades were more prevalent, people didn’t like newcomers, and players needed to fight and pay their dues to get respect. The debate I was in was with a person who supported professional leagues, who have intent to censor the community to make it more accessible. I think the sink or swim mentality is something that defined our culture, and if that succeeds it removes something which has been important to help create some of the best fighting game players of our time.
The fighting game culture, unlike the rarefied PC-based Starcraft (all comfortable chairs and trash-typing), came from the arcades, a raucous group environment where a player might quickly assemble a crowd of enthusiastic commentators. The slow death of the arcades is a matter of considerable angst: Pakodzi, in her audition video for Cross Assault, promises to donate any winnings to the local arcades, saying that she learned "so much" from that environment. It seems that Bakhtanians took different lessons from similar settings.
"He's either going to make me laugh a lot, or make me nervous a lot" - Super_Yan interviewed
(It is also worth noting that the appointment in 2011 of the first female pro StarCraft player, Kim Shee-Yoon, was accompanied by all sorts of vaporous outbursts, culminating in threats of legal action from her team against her harshest attackers. StarCraft may be played sitting down more often, but South Korea isn't exactly the Island of Themiscyra.)
Fighting games versus fighting games. FIGHT!
Pakodzi is already encountering the consequences of expressing displeasure with the status quo - reading the comments on her YouTube channel at present is something like voluntarily standing, open-mouthed, in front of a firehose connected to a city sewer. Then again, the same could be said of the comments to Sherryjenix, the other woman competing at the event. And, at this point, Aris Bakhtanians. There is enough anger, on both sides, to go around.
The fighting games community certainly has heart - after the Fukushima incident, Fight for Relief , a charity project conceived by the fighting game community, raised more than $30,000 for relief efforts in the country which had created so many beloved games. However, the narratives of pro gaming - of an onward march towards mainstream status, of 2 million unique users watching the stream of last year's Evo tournament , of corporate sponsorship and bulging purses - there is a counternarrative. Some players fear the consequences of media attention - such as a compulsion to watch their language, and the presence of women as more than a barely represented curiosity off the video screen (and a source of underwear-flashing titillation on it).
For some, among them Marie-Laure Norindr , the most consistently successful female fighting game competitor of the 21st century, it is a return to the bad old days just when it seemed the gap on Starcraft was closing. For others, that gap - and the obscurity that allows ongoing heckling and harassment - is what they signed up for, and what they will fight to defend.
Street Fighter x Tekken is available for PS3 and Xbox 360 on March 9, and for PC in May
Disclosure: The author would be not only taken to school by any of the top 100+ female fighting game players, but also put through college and given a placement in a decent white-collar profession.
Find me on Twitter , and practice dragon punches with, but not on, me.
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