The Physical Glass Ceiling: When The Git Gud Mentality Turns Ableist

I used to be a card carrying member of the Git Gud Club. I say “used to,” because I’ve had to rethink that lately. While in the past decade of gaming I’ve felt a lot of pressure to be an above average player, due to my visibility as a woman (a topic I covered in depth in the collaboration Shooter), it’s at odds with another aspect of my identity, that of a disabled person.
For a time, I thought maybe the mentality was mostly harmless. If a game is hard, after all, I should just challenge myself to be better at it. I think part of that may be how I was socially conditioned. Growing up in Evangelicism, I had a lot of influential forces in my life that suggested I accept my environment and adjust my emotional response to it, rather than challenge my surroundings. I notice, then, as a reviewer, I’m often more likely to blame myself for any issues with a game’s difficulty. It must be my fault! If I tried harder, I’d be better.
Sometimes, the perception of our own abilities becomes a part of our identity. As a result, it becomes a source of pride. Taken further, we resist the idea that achievement should become more accessible to other people. After all, if more people can achieve what we can, it makes our abilities less distinctive. It takes away what makes us special.
We do this a lot in videogames. I think I’ve done it a lot in videogames. Sometimes I’m hypercompetitive, mostly as a response to the anticipated rejection of my peers. In my rush to get ahead of the criticism, I’ve been obnoxious. But looking back at my life, it’s also been a pattern. There are many times where I’ve overcompensated for my mental or physical health because I didn’t want to feel different, or less than. My response was always to work hard, to come out ahead, “better” than the able-bodied or those I saw as “normal.” In many ways, I’ve subscribed to the git gud worldview because being in denial about my own limitations has been the only way to fit in and get by.
The games community is often resistant to the idea that games should be more physically accessible. Think back to 2012, when Bioware’s Jennifer Hepler allegedly stated that games should have “skippable” sections for players who found the gameplay too tiresome or hard. The anger and harassment directed towards her suggests that for many gamers, the skill-based challenge at the core of most games is what defines them. To remove that is to negate their purpose, many feel. Hepler was more or less run out of the industry just for suggesting it.
The fierce defense of this status quo to a certain extent explains the recent condemnation of Dean Takahashi, the games reporter who faced controversy for showcasing his ineptitude at Cuphead. Meant as a light-hearted way for Takahashi to poke fun at his poor performance, a vocal portion of the gaming audience instead claimed that Takahashi was unfit for his job as a journalist, arguing that if he cannot get through a game demo, he must be unable to complete and thus fairly assess any game he reviews. Nevermind that Takahashi isn’t a reviewer, or that the footage was from a press demo and not reflective of the publication’s final review. As a journalist, it’s his responsibility to be great at games, or something like that, according to certain people.
Let’s be clear—there can be dozens of reasons why a player may fail at a certain section of a game at any given time. Fatigue, distraction, hunger or dehydration, sensory overload, stage fright, lack of dexterity in a specific muscle set, good old fashioned brain fart: there are so many things that can happen at any given time that affect performance. It’s why there’s an entire arm of psychology dedicated just to sports—there are many factors in a person’s ability to excel in competition, and it’s not just physical prowess. The human brain needs time and repetition to program deeply ingrained responses to certain stimuli and commit them to memory, and that is key to adapting to games. In a high stress atmosphere where a journalist is playing several games a day (like Gamescom 2017, where the footage of Takahashi playing Cuphead was taken), it is almost impossible to achieve ideal play conditions. This may be why even able-bodied competitive players with a high degree of skill have been known to abuse focus-enhancing drugs like Adderall.
But that’s not the point. The vast majority of people who play games aren’t proficient at the ones they play and the hardcore gamers among us only make up a slim percentage. Takahashi’s skill might actually be a more honest reflection of the general Cuphead playing experience. But for various reasons, the needs of our most competitive players often drive the market, leaving those of us who have varying skills behind.
Sometimes that includes me. I have severe joint stiffness and inflammation as a result of my illness, and my hands often cramp around a controller after an hour or so of play. I can’t be the only one who has that experience, yet it’s often considered niche and thus invalid.
Part of it is that, as a culture, we view things in terms of majority and minority, that the needs of the many outweigh the needs of the few. Unfortunately this mindset becomes warped to the point where many vilify those in the minority who ask for literally anything. After all, why should they be prioritized when they comprise so little of the population? But while at first glance that may seem reasonable, it often means our most vulnerable citizens’ specific survival needs are not met, and as a result they are all but removed from the public eye. We’re an inconvenience that gets oh-so-conveniently erased. We become invisible.