- Day, Vox [Theodore Beale].
SJWs Always Lie.
Kouvola, Finland: Castalia House, 2015.
ASIN B014GMBUR4.
-
Vox Day
is the nom de plume and now
nom de guerre of Theodore Beale, a
musician with three Billboard Top 40 credits, video game designer,
author of science fiction and fantasy and three-time Hugo Award
nominee, and non-fiction author and editor.
If you're not involved in the subcultures of computer gaming or
science fiction and fantasy, you may not be acquainted with terms
such as SJW (Social Justice Warrior),
GamerGate,
or Sad Puppies.
You may conclude that such matters are arcana relating to subcultures
of not-particularly-socially-adept people which have little bearing
on the larger culture. In this, you would be wrong. For almost fifty
years, collectivists and authoritarians have been infiltrating
cultural institutions, and now occupy the high ground in institutions
such as education, the administrative state, media, and large
corporations. This is the “long march through the institutions”
foreseen by
Antonio Gramsci,
and it has, so far, been an extraordinary success, not only advancing
its own agenda with a slow, inexorable ratchet, but intimidating opponents
into silence for fear of having their careers or reputations destroyed.
Nobody is immune: two Nobel Prize winners,
James Watson
and
Tim Hunt,
have been declared anathema because of remarks deemed offensive by
SJWs. Nominally conservative publications such as
National Review, headquartered in hives of collectivist
corruption such as New York and Washington, were intimidated into a
reflexive cringe at the slightest sign of outrage by SJWs, jettisoning
superb writers such as
Ann Coulter
and John Derbyshire in
an attempt to appease the unappeasable.
Then, just as the SJWs were feeling triumphant, GamerGate came along,
and the first serious push-back began. Few expected the gamer
community to become a hotbed of resistance, since gamers are all
over the map in their political views (if they have any at all), and are
a diverse bunch, although a majority are younger males. But they have a
strong sense of right and wrong, and are accustomed to immediate and
decisive negative feedback when they choose unwisely in the games
they play. What they came to perceive was that the journalists
writing about games were applauding objectively terrible
games, such as
Depression Quest,
due to bias and collusion among the gaming media.
Much the same had been going on in the world of science fiction.
SJWs had infiltrated the
Science
Fiction and Fantasy Writers of America
to such an extent that they directed their Nebula Awards to
others of their ilk, and awarded them based upon “diversity”
rather than merit. The same rot had corrupted fandom and its Hugo
Awards.
Vox Day was near the centre of the cyclone in the revolt against all
of this. The campaign to advance a slate of science fiction
worthy of the Hugos rather than the pap selected by the SJWs resulted
in the 2015 Hugos being blown up, demonstrating that SJWs would
rather destroy a venerable institution than cede territory.
This book is a superbly written history of GamerGate and the revolt
against SJWs in science fiction and fantasy writers' associations
and fandom, but also provides deep insight into the seriously
dysfunctional world of the SJW and advice about how to deal with
them and what to do if you find yourself a target. The tactics of
the SJWs are laid bare, and practical advice is given as to how to
identify SJWs before they enter your organisation and how to get
rid of them if they're already hired. (And get rid of them you
must; they're like communists in the 1930s–1950s: once in place
they will hire others and promote their kind within the organisation.
You have to do your homework, and the Internet is your friend—the
most innocuous co-worker or prospective employee may have a long
digital trail you can find quickly with a search engine.)
There is no compromising with these people. That has been the key
mistake of those who have found themselves targeted by SJWs. Any
apology will be immediately trumpeted as an admission of
culpability, and nothing less than the complete destruction of
the career and life of the target will suffice. They are not
well-meaning adversaries; they are
enemies, and
you must, if they attack you, seek to destroy them just as they
seek to destroy you.
Read Alinsky;
they have. I'm not suggesting you call in SWAT raids on their
residences, dig up and release damaging personal information
on them, or make anonymous bomb threats when they gather. But be
aware that they have used these tactics repeatedly against their
opponents.
You must also learn that SJWs have no concern for objective facts.
You can neither persuade nor dissuade them from advancing their
arguments by citing facts that falsify their claims. They will
repeat their objectively false talking points until they tire you
out or drown out your voice. You are engaging in
dialectic while
they are employing
rhetoric. To defeat
them, you must counter their rhetoric with your own rhetoric, even
when the facts are on your side.
Vox Day was in the middle of these early battles of the counter-revolution,
both in GamerGate and the science fiction insurrection, and he
provides a wealth of practical advice for those either attacked by
SJWs or actively fighting back. This is a battle, and somebody is
going to win and somebody else will lose. As he notes, “There can
be no reconciliation between the observant and the delusional.” But
those who perceive reality as it is, not as interpreted through a
“narrative” in which they have been indoctrinated, have
an advantage in this struggle. It may seem odd to find gamers and
science fiction fans in the vanguard of the assault against this
insanity but, as the author notes, “Gamers conquer Dragons and
fight Gods for a hobby.”
October 2015