Nerd culture — comics, board games, and video games — has been hijacked by a coalition of woke interlopers. The war against nerd culture (which is predominantly white and male) is yet another example how the forces of evil are undermining Western civilization from within. Good doesn’t change it’s nature; evil doesn’t change its nature either. Tolkien knew this:
Evil cannot create anything new, it can only corrupt and ruin what good forces have invented or made — J.R.R Tolkien
All organizations need to protect themselves from usurpation from without and from within. Much of the history of the Roman Catholic church deals with a never ending series of battles against heretics and schismatics who tried to subvert the faith. Every great civilization had to endure constant challenges such as war, unrest, famine, and disease in order to survive.
TL;DR – Freedom ain’t free.
A good culture is one that enriches and enlightens it’s citizenry. A bad culture is one that degrades and debases it. Today’s Western culture is the latter.
While I can speak to many issues that our society is facing, I am an expert on one subject: me. I’d like to relate my journey from young nerd to older nerd.
Here’s how I became a nerd. It wasn’t something I decided, it wasn’t my identity, I wasn’t a victim, I just fell into it…
The Nerd’s Journey
I guess I’m a nerd. Back in they day, the word nerd was a pejorative label. Nobody wanted to be nerd if they could help it. Being a called a nerd was one rung up from being called a loser.
Growing up I was always different. I was goofy and big for my age. Being shy and socially awkward and didn’t have many friends let alone any girlfriends. The real world was a brutal place for a lonely kid. For my own sanity, I would retreat into my own imaginary world of model trains to escape the brutality of home life and the bullies who roamed our streets.
My Love of Fairy Tales and Fantasy
Our small-town library was full of fairy tales from around the world and I read every fairy tale book from the library that I could get my hands on. There was something magical and timeless about the moral lessons in folklore handed down from generation to generation.
Tolkien’s Lord of the Rings was a game changer, and it blew my mind. There was something strange and beautiful about his books about Middle-earth that provided a refreshing counterpoint to the banality of modernism and Hollywood popular culture. Tolkien’s universal themes of personal heroism and sacrifice, and the eternal war of good versus evil has resonated with millions all over the world.
During my teenager years, music became my other escape. The fantasy lyrics of trailblazing rock groups like Led Zeppelin and Rush were a natural fit for me and I became a fanatical follower of both bands.
I supplemented my rock music fandom by buying rock magazines. I never liked the subversive politics of Rolling Stone magazine, instead I gravitated toward showy but substantive rock mags like Circus and Creem. I even started reading pulp horror comics like Creepy and Eerie with Frank Frazetta’s masterpieces on the covers. These black and white graphic novels reminded me of the horror radio plays that I would eagerly listen to each night on my AM radio bouncing off the atmosphere from some remote location in the United States.
The Cultural Importance of the Newsstand
Long before the banality of Twitter and Instagram, the newsstand was the internet of its time. Like ordering a PPV movie today, it was an on-demand transaction. You could purchase a magazine on almost any subject at a well-stocked newsstand. The most desirable women in the world were on the covers of these magazines, especially those forbidden magazines up on the higher racks.
Then came the advent of video games. Games like Wizardry, The Bard’s Tale, the Ultima series and others introduced me to the idea of role-playing. Video games were seen as a harmful vice back then. People looked down at those who played them. At the time, pen and paper role-playing games like Dungeons & Dragons had yet to become popular, so it’s a part of nerd culture that I unknowingly bypassed due to the bad timing of my birth.
The Lure of Fantasy Virtual Worlds
The decades passed and I continued to love computers and video games. Eventually the year 1999 happened and EverQuest was released: I was instantly hooked on the dopamine rush of a persistent, multi-player fantasy online virtual world. In that same year, Rob Pardo and Blizzard embarked on the development of World of Warcraft which shocked the video game world in 2004.
At the time, PC fantasy video games and MMORPGs were for all intents and purposes a hobby created by males for other males. Like knitting is a natural hobby for women, video games was natural a hobby for men. It wasn’t by choice, it just happened. Men made video games, and men bought those video games. People vote with their feet and gravitate to things they like.
It needs to be said that nerd culture was always male-centric and male-dominated. This was for a good reason: females wanted nothing to do with us, so we made our own hobbies. Nerd culture was like a boy’s treehouse. It was our space and it was our place. It was an oasis of escapism for us alone.
Something changed after 2010. It was around that time that nerd culture was starting to be invaded by so-called female gamers, LGBT types, and social justice warriors. Inevitably, all these uninvited interlopers were demanding to be catered to and represented in popular culture and video games.
How Facebook Social Games Skewed the Gamer Demographic
The rise of the female gamer is partially attributed to the popularity of social games in Facebook. Predatory games like Zynga’s Farmville were specifically created to appeal to stay at home women. Suddenly, new stories came out how there were more female gamers than male gamers. But not all gamers are the same. There is a universe of difference between Farmville and Quake.
Seeing these numbers, feminist social justice grifters saw an opportunity and started demanding more female friendly games to be created by a largely all-male video game industry. The Gamer Girl identity was born. These “brave” girl gamers found it amusing that that they were invading and occupying a male space. Any resistance from males resulted in knee jerk protestations of “harassment” and “misogyny.” It was a perfect scam that worked on an unprepared bunch of marks: men. Heads you win, tails I lose.
The Invasion of Advocacy Journalists
The internet media at the time was full of newly graduated journalists — most radical feminists and beta males — that saw male gamers as convenient malefactors and boogeymen. Modern journalism suddenly transformed into political and social advocacy that’s sole purpose is to champion the cause of the oppressed and marginalized. These virtual signaling frauds were only too happy to take up the cause of women, minorities, and alphabet people. The male-dominated world of video games was a green pasture that they could not resist.
Sadly, many males buckled under the pressure. They were completely caught off guard by the well-orchestrated Marxist assault on their pastime. Other males, saw the problem, and stop up to the bullies. So #Gamergate was born, and the rest is history. Unlike most of my counterparts in the MMORPG blogging world who fled the battlefield and even conspired with the enemy, I became a reluctant warrior for western culture.
The Coddling of the American Mind
On the societal and demographic front, Greg Lukianoff and Jonathan Haidt noticed a similar change in 2013. Newly arrived university and college students demanded safe spaces and trigger warnings. As noted in their breakthrough piece on The Atlantic, suddenly, everything was racist, sexist, homophobic, transphobic and problematic.
The spoiled and coddled children of over-protective boomer parents had arrived and made their odious presence known in the culture. Their hippy parents indoctrinated them to become Marxist activists who believed that Western civilization was systemically racist, sexist, etc.
It was the perfect storm. The storm has been raging ever since with horrible video games and unwatchable films and TV shows. Most of the entertainment industry is woke and despises their customers. Ultimately, this colossal farce is unstainable and cannot continue indefinitely.
All we ever wanted was to enjoy our hobby in peace and be left alone.
The straight white males that invented this industry are now seen as villains and are no longer welcome as Marxist diversity, inclusion and equity hiring policies have infected corporate America. As you sow, so shall you reap. And they will reap the whirlwind that is coming.
Culture Warrior Extraordinaire Paul Chato
Originally, I just wanted to make a few comments and provide my readers with the link. After watching the video a few times, I thought a lot about my own life and growing up as a nerd and decided to write down my recollections.
The following video is one of the best polemics about the current state of Hollywood and woke culture that I have ever seen. The author of the video is Paul Chato. Paul is a wise and brilliant entertainment veteran who’s a rare voice of reason crying out in the wilderness. His candor and thoughtfulness are needed now more than ever.
Here’s Paul’s follow up video:
Was ‘no girls allowed in the treehouse’ nerd culture ever really healthy, though? To be honest, I think men – particularly young men, even teenage boys – are better off mustering their courage and interacting with women instead of hiding away. There is nothing more cringy (as they say nowadays about second-hand embarrassment) than a nerd who loses his marbles just because there’s a girl on voice chat.
Culture drifts. Always has. That’s just how it is. The nerd hobby safe space is going the way of the old British gentlemen’s clubs and male-only golf courses. According to your own estimates, we’ve now had about a decade of this, and I certainly see no inflection point in the demographic trends. Men clearly aren’t annoyed enough to abstain from games or boycott these developments en masse.
What I do see is that most raid groups, even at the Mythic (WoW)/Savage(FFXIV) level, usually have two or three girls in them, they do their jobs well, and nobody gives a damn anymore. Women end up managing community sites (like Perculia with Wowhead) and even creating popular raid mechanics videos (like Hazel in WoW and Mizzteq in FFXIV). Additionally, of course, they’re prime targets for cosmetic fluff and collecting which are increasingly the revenue lifeblood of all online games.
And that’s just MMOs. There’s a huge, huge, spectrum of games between the extremes of Quake and Farmville. Countless RPGs of all stripes, Minecraft, Fortnite, Pokemon, Harvest Moon clones, dating sims, lighthearted reflex games (like Cook, Serve, Delicious), party games, absurdist cult favourites, metanarrative hits like Doki-Doki and Undertale, mood and horror games, retro platformers, CCGs. Do you really think women don’t play (or shouldn’t play) all that stuff? That any of that content is inherently “manly”? I know I’ve remarked on this subject in the past, and it’s not my intention to troll, but you can’t blame corporations for expanding markets. That way lies madness and worse.