Some interesting responses, and mostly on-topic! Thank you!
Some of my own thoughts.
1. To those complaining that they're tired of the discussion: The discussion is pretty easy to avoid. No one is yelling at you while you're playing the game, and even if you're the type to interact with the community, that participation is pretty much at your discretion. Don't want to talk about social issues? Don't go into social issue threads.
2. There seems to be this strange dichotomy set up between fun vs. issues. Like most media, I play games for a variety of reasons. Sometimes I want to think. Sometimes I want to laugh. Sometimes I just want to blow something up with an Ion Cannon. But while the discussion of social issues isn't necessarily "fun" how these issues are implemented (or not implemented) in games doesn't have to compromise anything of the design. Not every game has to address every issue. In fact, if done properly, you probably won't outright notice unless you're approaching the game with a critical eye. For instance, I didn't really notice that Lee was black in the Walking Dead Games. Well, I understood that he was black, but it wasn't a "this is the story of race in America" sort of understanding. It was subtle; some dialogue here, an interaction there. It didn't get me depressed about the game (there were plenty of other mechanics at work doing a fine job of that already), but it did send off a ping in my brain. Now I can't speak for others, but I greatly enjoyed this aspect of the game; it made the characters feel richer, their relationships deeper, and the game had a greater sense of verisimilitude.
Conversely, by approaching design with a mind towards social issues games can avoid certain pratfalls that might impede an enjoyable experience. Look at Dead or Alive. I'm pretty certain that the amount of work that was put into boob physics could have been productively spent elsewhere to make these games better. Or in Dishonored, the whole Callista bathing interaction was intensely awkward and actively detracted from my enjoyment of the game.
It's for these reasons why I actually like social criticism of games. It compels artists to put greater care into their work, not just through visuals and mechanics, the crunchy bits, but the fluff, the narrative, the less defined pieces of games that make them special, and make them worth playing.
Some of my own thoughts.
1. To those complaining that they're tired of the discussion: The discussion is pretty easy to avoid. No one is yelling at you while you're playing the game, and even if you're the type to interact with the community, that participation is pretty much at your discretion. Don't want to talk about social issues? Don't go into social issue threads.
2. There seems to be this strange dichotomy set up between fun vs. issues. Like most media, I play games for a variety of reasons. Sometimes I want to think. Sometimes I want to laugh. Sometimes I just want to blow something up with an Ion Cannon. But while the discussion of social issues isn't necessarily "fun" how these issues are implemented (or not implemented) in games doesn't have to compromise anything of the design. Not every game has to address every issue. In fact, if done properly, you probably won't outright notice unless you're approaching the game with a critical eye. For instance, I didn't really notice that Lee was black in the Walking Dead Games. Well, I understood that he was black, but it wasn't a "this is the story of race in America" sort of understanding. It was subtle; some dialogue here, an interaction there. It didn't get me depressed about the game (there were plenty of other mechanics at work doing a fine job of that already), but it did send off a ping in my brain. Now I can't speak for others, but I greatly enjoyed this aspect of the game; it made the characters feel richer, their relationships deeper, and the game had a greater sense of verisimilitude.
Conversely, by approaching design with a mind towards social issues games can avoid certain pratfalls that might impede an enjoyable experience. Look at Dead or Alive. I'm pretty certain that the amount of work that was put into boob physics could have been productively spent elsewhere to make these games better. Or in Dishonored, the whole Callista bathing interaction was intensely awkward and actively detracted from my enjoyment of the game.
It's for these reasons why I actually like social criticism of games. It compels artists to put greater care into their work, not just through visuals and mechanics, the crunchy bits, but the fluff, the narrative, the less defined pieces of games that make them special, and make them worth playing.