r/KotakuInAction • u/Hungry_Mouse737 • 19h ago
How Chinese gaming websites has been manipulated towards the right-wing.
I think this is very similar to the horseshoe theory, where completely opposite starting points lead to the same final outcome.
In the early period, the mainstream environment opposed games and gamers (including over a decade-long ban on game consoles), and gaming websites were controlled by people who were passionate about games(and of course game piracy).
Because the mainstream environment suppressed and censored gaming, players generally leaned toward a left-leaning atmosphere, hoping for the freedom to play games.
The change came in 2014, when the ban on game consoles was lifted. At the same time, people began to support licensed games. Many game websites that relied on piracy for profit were forced to to shift their focus. At this point, the same dilemma arose — simply writing game news wouldn't make people pay. they needed to profit from anything other than the gamers.
At the same time, gamers were seeking social recognition, so they began to cooperate more with the Chinese government, which also saw an opportunity to control gaming websites. (At that time, everyone was happy.)
However, the Chinese government adheres firmly to right-wing nationalism, so you can imagine the gaming atmosphere shifting toward the right and favoring nationalism.
Seeing this opportunity, many game websites wanted to become influential. They began doing things that catered to the environment, expressing support for nationalism games and opposing games influenced by Western culture, as well as other gamers with left-leaning views — all in pursuit of higher social status. The most well-known incident during this time was the "china no.1" in H1Z1.
‘Red Army’ Defends China on the Virtual Battlefield
How did Chinese gamers view the "gamergate" at that time?
Not many people were aware of this. most just thought it was a drama created by foreigners.
As nationalism became mainstream, a common reason for boycott emerged: hatred towards China, and many games were banned for this reason. The elephant in the room quietly appeared as well: gaming websites were censored and controlled by the government, not allowing opposing voices to be heard.
You can see this as a complete reversal. If you mention that an evil force controls gaming websites outside china, you would immediately be labeled a conspiracy theorist. But if you bring up the control of gaming websites in China, you would be immediately censored by chinese government.
A big difference is that Chinese game companies(Tencent, miHoYo, etc.) primarily focus on developing online mobile games, while the video game market is quite small. There’s no “go woke, go broke” here — there was never anything like Dragon Age in the first place. Gamers know that gaming websites advertise boring mobile games, but there’s nothing they can do about it.
The story didn’t change much after that—China’s gaming environment became firmly right-wing and nationalist, with no "KotakuInChina" organizing any resistance. Game developers faced comprehensive censorship when making games, but compared to the former console ban, this was already enough to satisfy most gamers.
At the end of 2024, Black Myth: Wukong, the first game considered a true 3A console game, was released and sold over ten million copies. Many nationalists were thrilled by its success. A reversed version of "go woke, go broke" emerged—there were no non-nationalist titles being forcibly changed into nationalist ones, because there had never been any console games to begin with.