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Culture War Roundup for the week of March 11, 2024

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Gamergate 2

A week or 2 ago, someone made a Steam group called Sweet Baby Inc Detected. This group exists to let people know which games have involved the consultant company Sweet Baby Inc.

Sweet Baby inc is a company that seems to be dedicated to adding more diversity to video games, and many people believe their involvement makes games worse.

This heated up when an employee of Sweet Baby Inc tried to get people to report the group and it's founder in hopes that they get banned

This has been in my youtube and twitter feed quite a bit in the past couple weeks. Mostly it's accounts of employees behaving in similar ways as the above tweet.

I don't really play AAA games very much, so the actual effect of Sweet Baby on those games is not very salient to me, but when reading and hearing about it, I can't help but notice that they usually aren't giving many examples of of aspects of these games that people really think are bad because of Sweet Baby. In fact, before this controversy, the main thing gamers were complaining about was in-game transactions.

What people are mostly talking about is how their employees conduct themselves on social media. And even though the way they often conduct themselves is unprofessional and dumb, It's also understandable when there's a hundred thousand people telling you how bad your work is and trying to stop people from doing business with you.

What are your thoughts?

Let me illustrate by talking about a game that I was very interested in, bought, and turned out to be shit. This has nothing to do with SBI directly.

For those who don't know, the Payday series is co-op crime shooters, think first-person GTA without cars and with friends. You get heists, objectives to complete, you can do stealth or go loud etc.

Payday 2 was excellent, it still has a strong playerbase despite being released over a decade ago. I played quite a bit of it.

So they announced Payday 3 and I was ready. The initial guff I got from beta testers was that teh game was a bit janky (somewhat to be expected) and the female models had gotten ugly. There were a couple people whining about "diversity" and shit, but nobody really cared if the game was good.

Narrator voice: The game was not good. They made it permanently online, meaning you had to be connected to their servers, even to play alone. You needed a new launcher and a special Starbreeze account. And their servers didn't work. And the whole structure of the game was just......bad. It wasn't fun or engaging. Just a joyless grind-fest with no rewards. If you could even get in to play it, which you couldn't for the first three weeks of release. The relative fatness of the female characters was the least of anyone's worries. Frankly, the models weren't that bad.

The playerbase cratered after an initially decent start. Within a few weeks, the number of people playing had dropped 99%.

According to SteamDB, Payday 3 has a 24-hour peak of just 378 players compared to Payday 2's 31,866

The CEO of Starbreeze just lost his job for his role in this abortion.

And yet, lots of people who didn't play the game defend it against people who did by claiming that they just hate diversity.

It's not about the uglier female models. That's just a symptom of a deeper problem. When you see that in a game, it indicates that the game wasn't meant to be good, it was meant to tick the DEI boxes. IDGAF about the female models in isolation, but I have a very strong association between obvious political choices in games and shit games. I gave the game a shot, ignoring the trolls whining about unimportant things like how fat the females are now.

Now I'm out forty bucks and I have a game that is worse in every single playable way than its predecessor. Because the studio decided that chubbing up the female models was more important than making sure the servers were functional for a permanently online game.

DEI, not even once.

https://www.ign.com/articles/starbreeze-ceo-out-after-payday-3-disaster

I have a very strong association between obvious political choices in games and shit games

Well, yes. It's a very clear indicator of priorities, isn't it? It's the difference between a group of passionate people making something they'd want to play, and a group of cynical and jaded 9-to-5ers ticking off the checkboxes their corporate overlords have foisted on them. As the industry has generated more and more money, more corporate vultures in suits who have never played a "vidjeo jame" in their lives have moved in to extract that money. They don't know what makes a good game, and frankly, they don't care; end of quarter reports are what matter, so do all the things our market research department says people want and that are popular now, and jam this monetisation system into it because our reports say that it improves revenue by 8%. And shove all the god damn anti-piracy measures you can in to stop people STEALING money from us! Oh, and remove that, and this, and can we make this character black and/or female to appease the DEI screechers? No it doesn't matter if those things fit the game or actively make it worse, just do your job and do as I say!

The best example of this to me comes all the way back in the 90s, actually, courtesy of Naughty Dog developing Crash Bandicoot. To hear Andy Gavin tell it;

But the Universal Marking department (of one) thought differently. They had hired one of those useless old-school toy marketing people, a frumpy fortyish woman about as divorced from our target audience – and the playing of video games – as possible. This seems to be a frequent problem with bigger companies, the mistaken idea that you can market an entertainment product if you aren’t also an enthusiastic customer of said product. (...) In any case, this obstacle (the marketing woman) wanted to call the game “Wuzzle the Wombat,” or “Ozzie the Otzel.”

Jason Rubin elaborates;

If Andy and I deserve credit for anything name related, it is for viciously defending our character from the ravages of the Universal Marketing Death Squad. I remember the name mooted by Universal to be Wez or Wezzy Wombat, but as I said things were very confused, and frankly it doesn’t matter what the alternate name was.

When Universal stated that as producer and they were going to pick the name, Andy and I walked the entire team (all 7 of us!) into the head of Universal Interactive’s office and said, “either we go with ‘Crash Bandicoot’, or you can name the game whatever you want and finish the development yourself.”

I cannot think of very many dev teams that would have the sheer balls to do such a thing today.