16. "This is a sub genre that usually revolves around either the novelty of experiencing the details of a different life, or escapism in being able to either live a different life, or life similar to your life, but with a lot of the traumas of capitalism or their individual ability constraints removed."
I do not want to live a life similar to my life, because my life exists in a fascist hellhole. A game which propagates fascist themes can be critiqued on those terms. We can acknowledge racism, for instance, without replicating it in our works.
Imagine a game about running a shop in a post-racial cleansing world where everyone is white and able-bodied. The creator could say, "I just wanted to make a make similar to my life, but with a lot of the traumas of racial cleansing removed." The game can have the most wholesome themes imaginable of helping out one's grandmother and forming a loving, high trust community of able-bodied white people, and still be espousing the most heinous fascism imaginable. I use this exaggerated example to express the concept that a game can have cozy vibes and even positive themes and still propagate terrible, horrible fascist values that put people like me and other marginalized people in direct need of cleansing and violence.
Showing a game where capitalism exists but does not cause trauma propagates fascist values. It propagates the fascist lie that capitalism can exist without violence and suffering.
Showing a game where the player must accumulate profit and power propagates the fascist values that one must amass power to stay comfortable, and that one can escape capitalism by becoming sufficiently rich and powerful to no longer feel its ill effects.
We are not free until we are all free. I do not want to become the boss. I want to have no bosses whatsoever.
17. "The genre is very literally usually made by marginalized people, so I think we should consider that when discussing it."
As I mentioned earlier, we all live in a society. Just as we have to contend with the fact that white feminism often inflicts horrible violence onto brown people, or the fact that environmentalists (which are also literally usually marginalized people) often inflict horrible violence onto Indigenous people, or the fact that gay/bi/lesbian people can inflict horrible violence onto trans people, we have to contend with the fact that marginalized people can propagate fascist values.
Many of the rightwingers who actively harass marginalized people online are themselves marginalized people. Many women, brown people, queer people, and Indigenous people actively agree with and vote for policies that target, maim, and kill marginalized people, including themselves.
Just because a genre has a lot of marginalized people does not make it above critique or scrutiny.
18. "I have seen takes stating that farming sim fans are the same people watching trad wife content. This is extremely removed from the reality of those groups. Taking on caretaking/”domestic” roles is not the same as tradwife ideology. The ideology of trad wives is that they are subservient and that performing their gender role is a moral value. Caretaking or nurturing games revolve around an entirely different fantasy as mentioned above. Trad wife conservative gardening/ caretaking/ baking/ child rearing is based within the context of specifically serving their husband. A game that does shelf its narrative in motherhood is also not inherently problematic, as that expected role is a material reality of many people, and that reality being reflected can either be glorified or critiqued, or just accurate story telling in various executions."
I have not seen these takes so I cannot really comment. I can say that the manifestos in this jam, which I have read, have not had takes like this. I do not see anything wrong inherently with a game about motherhood or farming.
I do actually think that a subset of people exist with an overlap of farming sim fans and trad wife content, notably in the "cottagecore" type of space.
I have seen marginalized people espouse desires to escape into an unspoiled wilderness and live there. Such desires drip in settler-colonialism and fascism. Thoreau and his ilk, who waxed poetic about living by themselves in the woods, actually relied on the labour of "servant"-class people and "servile female" (mother, wife, sister)-class people. They simply did not see those people as human, so they perceived themselves as alone in their huts where they had all their meals fixed and clothes cleaned by "non-human" servants. Cottagecore and the desire to escape into an imaginary "unspoiled wilderness", only to tame it, relies on presupposing both Indigenous genocide and invisible labour.
I do not think that the average marginalized person playing a farming sim is actively seeking out tradwife content.
Yet, they are choosing to play out a similar fantasy, which presupposes that "unspoiled wilderness" exists (Indigenous genocide) and that we can "tame it" through chopping trees, fishing endlessly, building increasingly elaborate dwellings, etc.
19. "“I don’t dream of labor” is a phrase that is extremely useful in its context, but sometimes gets misunderstood as people not ever dreaming of any work. What most people mean is that they don’t dream of creating value for shareholders or a boss. Most people DO really love the craft of those jobs, or even the service of those jobs. The issue is in allll the other stuff. Customers allowed to treat you poorly, the value of your labor siphoned away without even leaving you with a livable wage, required hours being higher than the amount of time it would take to literally hunt and forage, defeating the purpose of community entirely. I even loved the labor of my call center job! I really enjoyed doing my best to solve their problems. What I couldn’t handle was only having 3 minutes to go to the bathroom, with a system where you were literally not allowed to unplug from the system at any other time. 4 uninterrupted hours of emotionally regulating myself and others with an unpaid lunch in between."
I completely agree. I do not see any of the jam manifestos saying a single negative thing about the mere concept of a game in which one performs a service or a craft. Even first person shooters or violent turn based RPGs show the player performing crafts and services, as soldiers or mercenaries.
Yet, we must also stop dreaming of generating profit or of wealth accumulation as a desirable state. As long as we desire wealth accumulation, we are propagating fascist values. Wealth accumulation inherently cannot exist without wealth deprivation.
I could see the value in a cozy game where, for example, the player unionises or begins in a union and thus contends with capitalism, but from the perspective of fantasizing about how one can improve or have a cozy scenario. But I want the wealth accumulation itself to not exist as a desirable mechanic in a game like that.
Removing the traumas of capitalism by ignoring them or pretending that they do not exist only propagates fascist fantasies. Removing the traumas of capitalism by imagining an actually better world to escape to, one that we could fight for in our current world, has value and gives us hope for the future. And such better worlds should not teach us to value the things that fascists value.
20. "So, the critique may then be that the games “glorify” these jobs. Except that also isn’t true. I’ve played the popular sim games, and basically all the barista ones include a LOT of commentary on how disrespectful customers are (one game is literally about how impossible it is to figure out what someone is trying to order), how hard it is economically etc etc."
No, I actually think that this misudnerstands the critique, at least the critique that I have personally read. The critique that I have personally read is, "These games glorify wealth accumulation."
I would love to see a game about being a barista in a post-capitalism world. Disrespectful and annoying "customers" (or, perhaps, patrons, or people who ask you for help, or neighbours, or family members, or friends, or whoever) will still exist in the world's most luxury automated space communism, or in the world's most Indigenous-run communes.
But do not make it about wealth accumulation. Enough!
21. "Stardew Valley, the biggest cozy game out there, is literally overtly and constantly telling you about how the big corp is bad and how this small town is impoverished. (It is valid to critique the details of how this plays out with people turning their farms into productivity factories in play, without throwing out the concept altogether) So this again seems like an issue of assuming what a game was without playing it."
I agree with those critiques of Stardew Valley. I also think that the entire concept of Stardew Valley is also a fascist propaganda, in the sense that it espouses the dream of a single individual saving an impoverished town through bootstrap labour and hard work, which explicitly includes combat and violence, and which demonstrates that NPCs will inevitably fall for you through sufficient wealth accumulation in the form of gifts.
I do not think that the critiques stem from assuming what a game was without playing it. I think that the issue stems from not understanding the critiques, perhaps.
22. "Cozy games actually give people who are in an unsafe mental state a way to engage with deeper themes safely. Instead of staring at the wall, they can play a game which reminds them to engage with their community, or engage with nature. A reminder that they can feel joy and comfort reminds them to fight for those things. I love media about nature or any kind. A serene image of a forest with the birds chirping makes me want to leave my house, go to my local eco activism group and fight to keep that image possible. I’m hoping to instill that feeling (and some actionable tips) into my next game!"
Hooray! I agree with you entirely about this. I hope that we can fight to keep that forest with those birds, as well as to return human presence to that forest as good neighbours and part of nature ourselves.
23. "How we move forward and improve the genre:"
Yay!
24. "-Critique specifics! If you wanna call a game fascist, talk about a SPECIFIC game (that you have played a majority of) and critique their execution! Specify sub genre! Bring up examples where you saw it done well, or theorize how you would fix that issue! Fun thought activity for the comments! Farming games generally have a goal of connecting to a player who is interested in nature, power fantasy of being physically able to do it, and power fantasy of autonomy over your own labor etc. Stardew has a ludo narrative issue where the puzzle like gameplay leads to an unintentional subtle theme of exponential growth and resource hoarding. What would you implement to try to fix that?"
I agree! I also think that it can be worthwhile to critique genre conventions and genre trends. This does not indict an entire genre. It only talks about notable trends within a genre. For example, I can say, "It really sucks that fandom at large does not care about wlw or yuri," without me saying, "I think that every single person in 'fandom' hates wlw and yuri and hates gay women, bi women, pan women, wlw, and lesbians." I can say, "It really sucks that so many cozy games are about wealth accumulation or taming an unspoiled wilderness," without me saying, "I think every single cozy game on the entire planet should blow up."
The manifesto, "The Game Where You Let People Starve," has some really good specific examples of how we could tackle better farming games. I highly recommend playing it if you have not already, because it goes over specifics! I would only be regurgitating its themes.
But I can give examples of two of my own cozy games which I am actively working on right now, which I will do so at the end of this post.