This summary of the video was created by an AI. It might contain some inaccuracies.
00:00:00 – 00:17:47
The video discusses the speaker's views on the current state of the gaming and entertainment industry, focusing on issues of inclusivity and creativity. They highlight their experience in storytelling and script doctoring and introduce Sweet Baby Inc., a Montreal-based company specializing in narrative development. The speaker criticizes large companies for what they see as forced inclusivity, solely to enhance ESG scores, leading to changes in characters and narratives in games like "Alan Wake 2" and "God of War Ragnarok." Sweet Baby Inc. and its notable clients, including Xbox, EA, and Ubisoft, are pointed out as key players in this trend.
The speaker is highly critical of what they term 'fake inclusion,' influenced by powerful entities like BlackRock, arguing it diminishes the authenticity and creativity in games. They express frustration with industry practices that prioritize diversity at the expense of original vision, fearing it leads to bland, uninspired content. Instead, they advocate for supporting independent projects and self-funding to promote genuine creativity and innovation within the industry.
00:00:00
In this part of the video, the speaker discusses their extensive experience working with various individuals in capacities such as script writing, narrative direction, and inclusive reading. They emphasize their involvement in different aspects of storytelling and script doctoring. The speaker then reveals an interesting discovery about a company named Sweet Baby Inc., giving credit to a YouTuber, Griffin Gaming, for initially uncovering this information. Sweet Baby Inc., founded in 2018 and based in Montreal, focuses on narrative development and consultation, aiming to create more engaging, inclusive, and empathetic stories within the video game industry. The speaker emphasizes the significance of this company in shaping the future of entertainment.
00:03:00
In this part of the video, the speaker discusses their belief that game and entertainment companies are engaging in “fake inclusion” for the sake of improving their ESG (Environmental, Social, and Governance) scores. They cite examples from various games, such as “Allan Wake 2” and “God of War Ragnarok,” where they argue main characters are sidelined or changed in race for inclusivity purposes. They also reference the character MJ in the Spider-Man game as an illustration of this trend. The speaker asserts that big companies, possibly influenced by entities like BlackRock, are focusing on inclusivity in a way that feels forced and insincere to some audiences.
00:06:00
In this segment of the video, the speaker discusses various video game projects and the involvement of a particular company in their development. They mention how this company has influenced games like God of War Ragnarok, focusing on narrative changes and representation. The speaker criticizes the impact of this influence on games such as Alan Wake and The Suicide Squad: Kill the Justice League, believing it detracts from the original vision of these games. They list notable clients of the company, including Xbox Studios, EA, Valve, Sony Santa Monica, 2K, Ubisoft, Square Enix, Warner Bros, Rocksteady, Avalanche, and Remedy. The speaker also references a video from Griffin Gaming, who shares similar criticisms. The segment concludes with the speaker pointing out the company’s low rating on Google and their belief that this company’s involvement marks a decline in creativity in the western gaming industry.
00:09:00
In this segment of the video, the speaker expresses a strong negative opinion about a company named Sweet Baby Inc, highlighting their role in pushing certain narratives in games, movies, and TV shows. The speaker suggests that companies like Sweet Baby Inc are part of a larger agenda to maintain ‘wokeness’ across various media, possibly influenced by powerful entities like Black Rock. They discuss the frustration with stereotypes and how certain individuals are perceived to push activist agendas. The speaker criticizes the focus on inclusivity and representation in media, suggesting it leads to forced character changes for the sake of diversity, which they believe is now an ingrained industry practice driven by larger, powerful organizations. The overall tone is highly critical of what the speaker perceives as an overemphasis on inclusivity at the expense of authenticity.
00:12:00
In this segment of the video, the speaker explains the role of their narrative development company in the gaming industry. They stress that the company engages with various game development teams, not just the narrative team, which allows them to significantly influence existing games and IPs. This extensive involvement in game development, from working with artists to system designers, is cited as a reason for the perceived decline in creativity in mainstream, especially Triple-A, games. The speaker further criticizes the push towards inclusivity and diversity within large studios, implying that it compromises the originality of beloved game franchises. They express a desire to avoid new releases of old beloved IPs under the current social climate for fear they will no longer reflect their original essence.
00:15:00
In this part of the video, the speaker discusses the negative impact of a lack of genuine creativity and diversity on the games industry. They claim that often, attempts to incorporate diverse perspectives can result in bland and uninspired products. The speaker criticizes companies for imposing their ideologies on existing projects rather than creating new, original content. They advocate for supporting independent projects and self-funding to combat this issue, arguing that financial support should be directed towards projects that align with authentic creativity and innovation. Additionally, the speaker encourages using financial influence to drive change within the industry, citing the poor reception of “Captain Marvel” as an example of how consumer backlash can force companies to reconsider their approaches.