Sensitivity Readers, Global Standards, Woke Translators, and the Paypal Mafia versus the Creative Freedom of Writers

For this piece, for obvious reasons, I’ve closed my Paypal donate option, but I really hope I’m wrong. In case that I’m not, I’ve decided to just close it anyway.


The colossal losses in profits from Sensitivity Readers which led to the collapse of games like Suicide Squad: Kill the Justice League, imposing supposed “global standards” from Sony which led to approximately $450 million loss in profits from the historic and legendary failure for the live-service game known as Concord, and the losses in profits for Final Fantasy and Dragon Quest for Square Enix due to impositions by Woke Translators who US gamers never wanted; why did this happen? How could so many billion-dollar companies be so woefully incompetent? The egregious nature of these failures is more than can be counted: Dustborn, Unknown 9: Awakening, Dragon Age: the Veilguard, Star Wars: Outlaws, Forspoken, South of Midnight, and Assassin’s Creed: Shadows to name a scant few. What happened here?

There are strong opinions all around and most of the ones criticizing Wokeness have given pretty good critiques on why DEI consultants failed and yet constantly get called racist, phobic, or whatnot for just espousing rational critiques. I’m not saying bigots don’t exist, but most people who have criticized these games have rarely said anything bigoted. The overwhelming majority of the critiques were reasonable, they looked for rational discussion, and the only real bizarre aspect of all this is that these game studios antagonized their own fanbases and thought they would continue to make money. That was honestly the most confusing part for me to try to understand, because it genuinely doesn’t make any sense to me. They were ridiculing their own ability to increase profits and earnings at that point. Moreover, why was DEI imposed upon any Japanese games, if the argument that most of these Sensitivity Readers like Sweet Baby Inc argued it was too filled with White people, especially White men keeping the industry unchanged? This was not a true or honest argument about gaming, and I’d argue it only revealed people like Kim Belair’s ignorance. But think about this: if we judge it based upon that argument, then what was the reason for censoring Japanese games at all? I suppose it could be argued that it was to support women, but most women have repeatedly made it clear that they don’t really care and it didn’t bother them, and this was further cause for consternation because beautiful female designs in US and European games were changed to support the most uglified designs that upset most women who play video games. There was no logic behind it and no one wanted any of this DEI, Sensitivity Reading, and other forms of Censorship. Yet, all feedback was ignored as hate.

One of the most shocking and perplexing aspects about these DEI measures is that they came from countries that genuinely have worse problems with racism than the modern United States. Only approximately 7 percent of the United States believes that racial diversity makes it a worse place to live, and only around 14 – 17% favor White supremacist views like only marrying within one’s ethnic background. For countries like Britain, which Square Enix hired for DEI consulting, the views of racial diversity making a country worse is 31% of the British population. For Italy, it is 53% and for Greece, it is 63% of the population. Why is everyone online always acting like the country with the best, most positive, and most compassionate views on racial diversity in human history is somehow worse than countries that Pew Research survey data prove are far worse? US Republicans hold equivalent racial views to Left-leaning Europeans. The United States as a whole is center-left to Europe on the question of Racial Diversity, and we are talking about the entire US population and not just the Left-leaning US public. Yet, the right-wing political group – right-wing Americans – with the most positive views on racial diversity are repeatedly accused of being White Supremacists. Meanwhile . . . Europe has a larger and more politically active right-wing that genuinely supports White Supremacist views. Honestly, the most bizarre part about this is that even US Republicans themselves don’t point this repeated and well-established fact of global survey data out. Only approximately 17% ever held odious views and only approximately 8% seem likely to hold views supporting a White ethnostate.

As I see it, the issue is far simpler for why DEI failed when it comes to video game stories. The various forms of DEI consulting from Sensitivity Readers like Sweet Baby Inc (SBI), Global Standards imposed by companies like Sony which resulted in historic live-service failures like Concord, and Woke Translators that ruined Square Enix’s competitive edge; they all lacked imagination. To give an example, let me share a bit of this one rather interesting interview with Tyler Whitney, the Narrative Lead of an upcoming game called Aether & Iron and just read for yourselves how he explains his research and writing process:

RPG Site: When it comes to writing stories for the RPG genre, what aspect of the narrative do you hone in on first? And from there, how do you expand it?

Whitney: When we were building out Aether & Iron’s world, the first thing we did was build out the world. What are the rules of this space? Who are the types of people, what are the things that they’re doing, and how do they interact? We built the general framework of that world.

My background is in history; if I have one sin, it’s that I get wrapped up in getting into a historical topic and getting lost in it. Every character and every location has some sort of historical analogue to New York City – and a lot of the characters you’ll come in contact with have this really deep, rich backlog to them. Following this use of history, what are some amazing characters – people – that lived at that time? How can we pull them in? How can we make something based off of them and honor them?

New York history is so much stranger than fiction more often than not. For example, there’s a character that you’ll meet in Aether & Iron that is in charge of this entire barony. He’s based off the guy who created the New York Department of Sanitation. His story was wild; I’ll give you the Sparks Notes version. In real life history, New York City management said that the city had too much trash. Let’s hire somebody that was in the military to figure it all out. So he comes along and creates what’s effectively a paramilitary group. He hires a whole bunch of big guys to put them in stark white uniforms, military helmets, and give them sturdy brooms. They have to clean New York City block-by-block; this group called themselves the White Wings. They had parades, along with their own resorts, and were backed by the President of the United States.

When we read that on the development side, we said, “That’s nuts. That’s crazy that happened. Let’s take that and use that to inspire a faction in our world.” Then, we got to build from there. So to go back to your question, we built the world first and then we built the characters. We realized that in order to really honor the history of the characters we were representing, a big part of that is trying our darndest in making our characters feel more than two dimensional – making sure we identify what is it that they want, they need, their character arc, their contribution to the world, and what is it that they’re connected to.

We tried to make some individual missions reflective of some character’s relationship to the world and in that way, they could be front and center so players could see who they are, where they came from, and why they exist. I think it allowed us to make a pretty in-depth world.

His game could fail for all I know and rest assured that I don’t know their development team nor have any connection to it, I just randomly found his interview and took an interest because I live in New York. Now, please compare his research and writing process to that of SBI’s CEO Kim Belair:

She said, “If you’re creative working in AAA, which I did for many years, put this stuff up to your higher-ups. And if they don’t see the value and what you’re asking for when you ask for consultants, when you ask for research, go have a coffee with your marketing team and just terrify them with the possibility of what’s going to happen if they don’t give you what you want.”

“Because they have to consider– I say that out loud as a joke, but it’s actually very, very true because if you start to consider the people who are player and audience facing and you have to deal with mitigating harm and with keeping the sentiment around their game and their project positive, there’s like a genuine value that you could impress upon them both ethically and financially. You could say this is important,” she said.

Belair elaborated, “It’s also a valid discussion to have because if you’re working with a thin narrative budget and you work in AAA, I think you’ll be pleasantly surprised or dismayed by the amount of money that marketing can give you.”

This would not be the only time she would express such aims. In an interview with InclusionFX, she said she wanted to take over the video game industry.

She said, “Today, what we do is writing, narrative design, story building, story breaking as our first and foremost. But on a secondary level we work very hard to get marginalized talent into the industry, to protect them the way that we would want to have been protected, to lift them up, and to get them into an industry where they’re too often shut out.”

Belair then admitted, “And basically, I think, to take over in the hopes that some really dope people will be able to lead into a kind of a new era for an industry that’s been kind of been, you know, the same way too long.”

Do you see the difference? Kim Belair is talking about the team’s feelings and what various people will think or believe. Tyler Whitney is talking about the worldbuilding, the conflict of the factions in his world, how fascinated he was by New York history when doing research for his game, and how he incorporated it in a fantasy world to explore these concepts in a fantastical way with a 1930s New York aesthetic. She is concerned about the personal feelings of her team; he is concerned about how to give players a unique experience in his game. It absolutely has nothing to do with her being Black or a woman and him being White or a man. One need only look at Japanese creatives like Naoko Takeuchi (Sailor Moon), Rumiko Takahashi (Inuyasha, Urusei Yatsura, and Ramna ½) Hiromu Arakawa (Full Metal Alchemist), or even more recently, Kei Urana (Gachiakuta) to see wide-ranging creative stories among female writers and there are too many beloved female authors from Britain to count. One of my personal favorite games, Tales of the Abyss, from the Tales of Franchise was written by a female Japanese writer, Takumi Miyajima. Although, I had criticisms of her most recent story in the game, Scarlet Nexus, I liked it enough that I do hope it gets a sequel following Kasane. That’s the reality of what a writer is: they can make amazing works, fail, and then improve on their next project and that’s just like every job in life. They don’t care about being cuddled by managers, they just want to do the work, prove themselves, and improve themselves after any failures in the hopes of giving players or readers a unique and memorable experience.

Imagination is the most fundamental ingredient and DEI consulting had none of it. Innovation is not a buzzword, following popular trends can only get you so far, making it all about the team’s personal feelings is just a form of groupthink, and without capitalist risk it will fail regardless. If you’re only following safe bets to please investors, then you can only make your business grow to a limited extent before it collapses; that is now the legacy of DEI consulting in gaming. There was no curiosity, wonder, inquisitiveness, excitement, fascination, or any desire to explore real conflict that had no easy answers in their stories. This is not me making up some banal argument to call them boring; this is actually the most fundamental component of any good writing by any person that writes a story, especially video game stories. People in Youtube comments joked that DEI consultants were the bullied kids, I don’t think they were because they probably would have been able to write more emotionally engaging stories if that had ever been true. They were probably the privileged class that got everything they wanted and that explains their narcissistic behavior and online bullying better than anything else. Kim Belair’s explanation itself sounded like a coordinated racketeering campaign. They literally made it about their feelings over the craft itself.

I think people, especially in the business sector, need to have a clearer appreciation for this, because the entire fiasco with DEI consulting proves that the AAA gaming industry fundamentally do not understand either video game stories or what creativity even is. In the book, Wired to Create by Scott Barry Kaufman and Carolyn Gregoire, they give multiple examples of peer-reviewed psychology research with the best evidence available on what creativity is and what makes a creative person. I obviously can’t go into the full breadth of details, but here were the general findings that I recalled:

  1. Creative minds are fundamentally different in their brain chemistry. On a genetic level, they appear to have a form of “dual-thinking” where they can shift between differing perspectives to try to understand a topic or to make something of their own. This can also mean they have a higher tendency for personality disorders.
  2. They’re typically the loathed rejects of society or their own community more often than not. Often perceived as a ridiculous person that society almost unanimously rejects. They’ve had events in their early life where no one liked them and they were ignored.
  3. 90 percent of all creative ideas – from start-up businesses, to inventions, to writing stories, and much more – are abject failures by all measures. In fact, the authors’ extensive research suggested that 90 percent of creative people will probably be failures for their entire lives. Only approximately ten percent ever succeed in life with a creative idea, while the rest are a waste of time. In other words, the majority of creative people will always be failures and never have any success in their creative pursuits before they go back to living like the rest of society. This is also why they’re universally viewed as ridiculous by other people and why businesses always rely on trend-chasing instead of taking real risks with new ideas. They are indeed creative, but their ideas don’t bring value to others and so nobody cares. For those who’ve tried creative ideas and failed: Being called a “hack” or a “fraud” appears to be a mislabeling for the most part. Your failure doesn’t actually mean that you aren’t creative, you’re actually just a “regular” creative person judging from the research. Your failure is just the standard for the vast majority of creative people throughout all of human history.
  4. Creative people have a survival-of-the-fittest mentality when it comes to their creative pursuits. To be clear, that is not to say that they believe in racism, or that people deserve to starve if they can’t fight for their resources, or that personal security isn’t important. This doesn’t mean they support real life violence of any kind. This mentality is strictly only regarding the success of their creative pursuits such as their innovations, inventions, and in this case – their own writing ability. Obviously, failing sucks and creative people who fail will likely feel horrible just like everyone else. However, creative people tend to have a strong belief in survival-of-the-fittest when it comes to their creative pursuits. There is no sensitivity readership, or global standards, or woke translators – there is only the ruthlessness of capitalism in their minds when it comes to honestly assessing their failures. In introductory business classes, they typically call it “the animal spirits” but a survival-of-the-fittest mentality is more accurate since animals have social cohesion and herd instinct. Creative men, women, and transgender individuals don’t want protection and cuddling; they want honest feedback, honest communication, and believe in a breathtakingly ruthless survival-of-the-fittest mentality when it comes to the success or failure of their creative works in art, scientific studies, and business. It is a complete do-or-die mentality for them when it comes to pursuing their creativity. Only they can see their vision and very few can comprehend it.

It may be demoralizing to read number three and to realize a lot of our modern-day makes more sense, when we begin to understand that most creative ideas are indeed failures and that failure is the norm for the majority of creative people. But perhaps, it may help people garner a better perspective and set of expectations. The truth about creative people being ostracized losers who learn the hard way that society was correct about them and their ideas. We never hear about these failures, precisely because they are the norm; this is sobering information. It helps to better understand why the gaming industry became what it is and to assess expectations on how it can improve itself. DEI consulting was essentially the opposite extreme where the gaming market tried a very extremist form of risk-avoidance judging from Kim Belair’s words. This approach failed so badly that the small percent of Indie games that are making innovative ideas are quickly overtaking the AAA gaming market. Instead of downsizing, the gaming industry could try making three or four AA games by breaking up the AAA gaming budgets for new IPs and only using AAA budgets for brand-name flagship titles similar to what Square Enix has been doing already. But in any case, taking real risks is long overdue for these big-budget Triple A studios that keep failing both their fans and themselves. DEI consulting was neither harm reduction nor did it have any real future, because it lacked the most fundamental aspect of game stories: creativity. Dragon Age: The Veilguard fired its most seasoned story writers like Mary Kirby, put in DEI consulting with Laura Kate Dale, and the forced Transgender lingo felt so out of place without any focus or care for the worldbuilding. Also, just my personal opinion, but the fact that the fictional names already given for such a purpose seem to be inspired by Medieval Transgender social customs of Hindu and Islamic civilizations and that they were ridiculed as “wrong” by a British DEI consultant who clearly didn’t care or know that. Instead, Laura Kate Dale forced in their modern British DEI terms and claimed it was about diversity. It was like looking at a microcosm of British DEI terms colonizing the Hindu and Islamic-inspired terms:

One final perspective that I should note, which I’ve seen argued in forums and something a few friends of mine believe to be the case based on the information, is that most of these DEI consulting companies are believed to just be a money laundering scheme, especially after Unknown 9: Awakening. The reason? The evidence speaks for itself:

All forms of censorship and policing of the creative process either gradually or immediately leads to complete market failure and the process of creative destruction reasserts capitalist principles to erase it. The desire to control narratives only leads to self-sabotage, self-destruction, self-annihilation, and eventual replacement by individuals or companies that participate in freer creative processes. The capitalist theory of Creative Destruction arises again and again to replace such market forces that seek safe bets, global standards via legal or cultural impositions, or adding the vomit of Woke Translators. In the end, Sensitivity readers were not a guaranteed safe bet, but a guarantee to lose money on long-term investments.

The most recent form of this censorship campaign from Visa, Mastercard, and Paypal in what is now being called the Paypal mafia is yet another in a long history of failures. Oligarchs may have a stranglehold on the banking, energy, private investment, and many other sectors; but to attempt the same bulldog approach on gaming is to fundamentally display a complete ignorance of its intrinsic market forces. Paypal, Mastercard, and Visa have repeatedly displayed their utter incompetence in that regard. All they did was increase the rise in people wanting to dump the US petrodollar system with their unforgivable stupidity, because now digital currencies like blockchain cryptocurrency as a replacement for the US dollar look more favorable because of them and if they didn’t have an iota of inkling that this would be the result, then the current CEOs should retire. They’ve irrevocably destroyed basic trust in the US monetary system for two-thirds of Americans and billions more overseas; they have likely hastened the collapse of the US economy because of what they did to Steam. US elected officials are far too stupid and old to properly understand the long-term consequences of it. If they continue violating First Amendment rights for the sake of control, then they will quickly watch as every other country hastens dumping the US dollar because of the Paypal mafia’s actions. If they didn’t realize that’s how big the gaming market is, especially since Steam itself has approximately 147 million active users on a monthly basis, then they are all genuinely stupid people and US elected officials should add capital punishment to all CEOs for any willful violation of the First Amendment for their utter stupidity in permanently damaging the US financial system and reducing the monetary power of the US Federal Reserve.

A writer who is a creative person is probably the most diehard capitalist, they are a hundredfold the capitalist that any of those safer sectors could ever be, and they prove it by taking the risk to try to make a living by being writers. A creative writer may identify as socialist, Marxist, and whatnot – but, in their behavior, their actions, and their willing to risk their own wellbeing to live and die by the value placed on their fictional works; they will always be the most ruthless capitalist. They live and die by putting their own livelihoods at constant risk for profits that’ll probably never reach any of the safer sectors like the energy markets, Banking markets, and housing markets that can always rely upon government bailouts to pretend they’re a meritocracy, while using socialist principles to keep their businesses afloat at taxpayer expense; which results in continuing to violate laws because they feel entitled from repeated US taxpayer bailouts. By sharp contrast, a writer always has to take personal risks to prosper and they will likely fail and never be well-known to anyone. The failures by these billionaire companies are because of the dissonance in not understanding what a story writer fundamentally is. In effect, sensitivity readers, global standards, and Woke translators will always fail and lead to harming a business’s long-term earnings with suspicion and animosity overtaking any goodwill or brand loyalty from consumers. The overarching results will almost certainly be a gradual process of ruination or a sharp collapse from Creative Destruction. These group of people from the wealthy business class chronically underestimate how critical and informed their own gaming consumers are on all these corporate activities; Paypal, Mastercard, and Visa basically sleepwalked into the worst scenario they could find themselves in, because US gamers really are never going to stop calling their customer service to demand removal of any censorship activities when it arises and that is just a fact. As long as you impose censorship, US gamers are never going to stop investigating their businesses for any illegal or grey-area activity, because you’re blocking them from their self-interests as capitalist consumers. US gamers are just a perpetual state of hyper-aware consumers who meticulously examine everything you do, if they ever view you as harming their self-interests and you’ll be repeatedly bombarded with the most candid criticisms. They will meticulously examine everything you ever do that they perceive as wrong, or harmful to their capitalist self-interests, and explain in lengthy 20-minute essays why you are a complete dumbass for doing it. Exhibit A:

That being said, please take a look at this image I cut out since the original website was private and can no longer be accessed. Please take note of this:

Every Youtuber that criticized this was absolutely on point for calling Karla Reyes’s Take Us North extremely bizarre, but my cynical alarm bells started ringing when I saw this. I don’t claim any proof of this, I hope I am wrong about this, and I don’t want this to be true but the hidden financing by Visa and Mastercard and the immediate result of Karla Reyes’s entire website being put on private once criticism opened up raised my concerns even further. Again, I hope I am wrong, but . . . Was this an attempt at an Epstein 2.0 by the One Percent? Did they feel a sense of invincibility from Trump closing the Epstein case, and was this an attempt at a second child-sex trafficking ring since this would be the most vulnerable children? Who else but the One Percent would have the money to buy a $5000 “research trip / visit to a migrant shelter” and think it was normal? Why exactly are VISA, Mastercard, and the Paypal Mafia interested in imposing “global standards” upon gaming even to the extent they violate national and international laws, while everyone turns a blind eye? The “research trip / visit to a migrant shelter” for $5000 would mean Karla Reyes and her team would help wealthy men from the One Percent travel to a migrant shelter where there is no governing law, no police protection, no court system, and no ability for any migrant child to protect themselves from any sex abuse. They would even be able to lure the unknowing and trusting parents away to get access to the child alone in that situation. According to her own Bio, she has worked in the financial industry, but of course that isn’t proof of any nefarious intent:

The reason I point this hypothetical scenario out is that a CNN expo revealed that this is exactly what happened to an African refugee child when their father was lured away because he trusted the Catholic organization helping to give food and shelter in their time of need at a refugee camp. These were fully-believing Catholic Africans who had to flee violence in the Central African Republic (CAR) and the Father, Onono Alain, was distraught because there was no court system, no police, and no legal ramifications for the Catholic Priest from Belgium, Luk Delft, having raped his son, Alban Alain, on multiple occasions. I’m just saying, this is what I was immediately reminded of when I saw that $5000 to visit a migrant shelter reward option. If that is a correct assumption, then it means that Visa, Paypal, and Mastercard’s billionaires were attempting to create a child-sex trafficking ring filled with migrant children who wouldn’t have any legal recourse except deportation under the Trump administration and then after another Epstein-like scandal in which they’d privately argue their own self-importance for another cover-up, they could then try blaming it on the gaming industry to lobby for “global standards” so they’d have more control both legally and through purchasing companies in buyouts from the government backlash using gaming companies as a scapegoat for protecting another pedophile ring for the One Percent. I have no proof, but circumstantial evidence being what it is and the US government having willfully failed the Rape Survivors of Jeffrey Epstein, this seems like what they had intended. Paypal, Mastercard, and Visa only started behaving erratically after the Epstein files were closed; the timing was extremely odd. It was like they were collectively screaming to the world that they were part of Epstein’s child sex trafficking operations and they tried to censor Steam gaming because they wanted to feel like a good person over their guilt of harming real children. They likely got blindsided and shocked by how fast the Youtube Gaming space began covering the bizarreness of the game and quickly had it closed so their true intentions wouldn’t be discovered. They must’ve thought the gaming community were filled with Boomer-like morons like in the US Congress, it was like they wanted to use the gaming community as a scapegoat to get away with another child sex-trafficking ring since it is plausible that such people would paradoxically feel invincible and entitled after getting away with participation in the Epstein child-sex trafficking of underage girls, the most publicly vocal Epstein survivor just so happened to die after the Australian police failed to investigate a bus colliding with her car and made a report that wasn’t based on actually being at the scene of the incident, and they were clearly dumbfounded by the immediate reaction to the point they put the entire website on private (except, probably, to their fellow wealthy One-Percenters). More information on Visa and Mastercard’s connections to Take Us North and Karla Reyes can be gleaned here:

Karla Reyes – Womenize! – Inspiring Stories

Womenize! – Inspiring Stories is our weekly series featuring inspirational women from games and tech. For this edition we talked to Karla Reyes, Founder & Studio Director at Anima Interactive. She speaks about her journey from the financial technology industry to game development and emphasizes the importance of mentorship while sharing insights and advice for aspiring professionals in the gaming industry. Read more about Karla in this interview:
Hi Karla! From working in the payments industry to becoming a Forbes 30 Under 30 recipient and working in the games industry. What inspired you to transition into this creative space, and what valuable skills from your past career did you bring with you?

I had always sought to pursue a career path that combines my love of art and technology; however, as the daughter of working-class immigrant parents, I was unfortunately discouraged from cultivating a profession in the arts due to potential lack of economic security. Upon graduating from university, I worked in the financial technology space to pay off student loans but constantly craved a more creative outlet. I’ve been a lifelong gamer but truthfully hadn’t really considered video game development as a career path until I watched the film Her during university and was inspired by Amy Adams’s character who is a video game designer. It was cool to see a woman game developer represented in the media like that. It was around this time that I began teaching myself programming more seriously with the goal of making my own small games. I will unashamedly admit that I finally decided to take the leap and try to break into the video games industry when I was tens of hours deep into Breath of the Wild and reminded of the power of this immersive art form. I haven’t looked back since. 🙂

That said, I am grateful for my experience working in another industry. I generally think it’s valuable to work in multiple industries throughout one’s career because it gives you unique perspectives that can be refreshing in certain contexts. When I worked in payments, I helped develop products that reached billions of people globally. Understanding how to design and execute experiences at that scale helped when I transitioned to developing games for large studios such as Square Enix and Niantic that have millions of players across the globe. Beyond that, I acquired valuable transferable knowledge and skills including but not limited to: 1) agile software development and flexibility/adaptability to change, which are crucial in the inherently iterative world of game dev 2) technical proficiency and literacy (e.g. system design and software architecture) 3) user research and human-centered design and 4) cross-discipline collaboration.

Last but certainly not least, I was quite fortunate to participate in a leadership development program early in my career, and my learnings from that experience have been invaluable in my career in games. I’ve observed that studios do not always invest in mentoring and training junior talent, often leaving those who are interested in assuming leadership responsibilities with little resources or direction on how to grow.

I used to joke that I was ‘selling my soul’ while working in financial technology, but I’m truly grateful for many of my takeaways from that experience and recognize how it has shaped my perspective.

Creating your own studio “Anima Interactive” is an exciting venture. Can you tell us more about the vision and mission behind the studio? 

Anima Interactive is a socially conscious indie games and immersive media studio that blends art and technology to craft experiences that leave a positive cultural impact. Our team is composed of a diverse collective of artists, storytellers, thinkers, and tinkerers dotted across the globe. We’re excited about the ways video games and interactive storytelling can explore bold subjects and shift hearts and minds, and we believe in the untapped potential of games as the largest entertainment medium to drive real-world change.

We’re currently developing an original unannounced project but also aim to support and uplift other like-minded creators and foster a community that is aligned with our ethos. As an example, we hosted a game jam last year that encouraged developers to weave justice-related themes into their projects. We received submissions from all over the world that sensitively and artfully shine a light on heavy-hitting topics such as abortion rights, groundwater depletion, and geopolitical instability in the Middle East. It has been deeply inspiring to see the stories and community that have formed around this initiative, and we will actually be showcasing some projects at SXSW (March 8-16, 2024) in Austin, Texas later this week!

Overall, my goal with Anima Interactive is to challenge the status quo in an industry that has unfortunately often been associated with toxicity and homogeneity. With the adversity that thousands of game developers have encountered as a result of mass layoffs in our industry and consequent attrition, it’s a critical and opportune time to adopt and establish new and more sustainable structures and practices. My hope is that Anima can join a new wave of game development that is more inclusive and just. I’m sure we won’t always get it right, but like most things in game development, we’ll fail fast, learn, and iterate.

You’ve been an active mentor and tutor in the games industry. How important is mentorship to you personally, and what advice would you offer aspiring professionals looking to make a mark in the world of gaming?

Mentors have played an instrumental role in my personal and professional life. Words cannot adequately express my appreciation of my mentors, and I would not be where I am today without them. I’m a firm believer of paying forward and have personally mentored other active and aspiring game developers and have also invested in mentorship for many of my team members at Anima. For aspiring professionals looking to ‘make a mark in the world of gaming’, I would first want to understand their personal visions and definitions of making a mark. I might ask questions similar to those asked of players/Sora in Kingdom Hearts upon arriving on Destiny Island:

“What’s most important to you?”
1. Being number one.
2. Friendship.
3. My prized possessions.

“What do you want outta life?”
1. To see rare sights.
2. To broaden my horizons.
3. To be strong.

“What are you afraid of?”
1. Getting old.
2. Being different.
3. Being indecisive.

The answers to these might help inform appropriate responses! On a more serious note though, there’s a Japanese concept Ikigai, which essentially means life’s purpose and is found at the intersection of what you love, what you’re good at, what the world needs, and what you can get paid for. I would encourage anyone to try to find their Ikigai and to remain steadfast in their values and goals but also humble and patient. You might not always be in your ‘dream job’, but trust in the journey and process. Celebrate small wins and milestones, and treat ‘failure’ as a learning opportunity. Try to remain on the pulse of the parts of the industry you’re interested in because it’s a rapidly evolving universe. You can do this by reading industry news, following developers or projects that inspire you on social media, and joining relevant online communities. Don’t be afraid to reach out to people whose careers you admire and ask for a moment of their time! And please also be generous with your time because making a mark isn’t just about making your art. It’s also about supporting others to do the same.

Thanks for this interview, Karla!

Karla’s links: LinkedInTwitter

 

Furthermore, it was extremely bizarre that none of the news websites began to question or investigate this, because that $5000 backer reward of visiting a Migrant Shelter was extremely creepy and disturbing. The lack of a reaction from them further raised my alarm bells. It seems like DEI is just a means of exploitation at this point and that they used the Collective Shout petition to try to create a child-sex trafficking ring. Note that Collective Shout only had around 70,000 signatories when the Paypal mafia accepted it, while those opposing Collective Shout were ignored despite having over 100,000 signatories; so, what was the reason for Visa, Mastercard, and Paypal to be so deliberately selective? I hope I’m wrong, but after the closure of the Epstein files, I’m not sure most Americans will ever trust the US Federal government ever again and no one should blame us for that; I don’t know how long the US Republic will last, but the Epstein files feel like a massive declaration from the government itself that it won’t last within our lifetime at all. To me, it was an incontrovertible confirmation that the US government will die soon or at least, within my lifetime.

Why was the video game industry targeted by the Paypal mafia? It felt as if these control mechanisms came from nowhere and it contributes in making me suspect a sinister Epstein 2.0 attempt was being made with games like Anima Interactive and the Paypal mafia’s erratic behavior. Again, I really hope I am wrong. Maybe I’m being cynical to the point of conspiracy, but something felt so off when I saw that $5000 to visit a migrant shelter image that I felt it necessary to point out a similar event that led to a Catholic refugee child getting raped by the Catholic Church with his father unable to press any charges due to the lack of any governing body having any jurisdiction at a refugee camp. I fail to see why a migrant shelter wouldn’t be the same in terms of legal problems for any heinous abuse that occurred there. It honestly looks like a nefarious attempt at a child sex-trafficking operation by Visa, Paypal, and Mastercard and they reacted angrily when they didn’t get their way. Take Us North’s developer, Anima Interactive, placing their website on private was also a major red flag to me for that reason.

Setting aside my cynical suspicions that I hope are completely wrong; the Paypal mafia, SBI, Collective Shout, other Sensitivity Readers, Woke Translators, and other attempts to impose Global Standards will only ever lead to a declining gaming market, decreased confidence by global consumers in the US petrodollar system, and miserable financial failure that’ll be gradually replaced by Creative Destruction due to how the video game industry fundamentally exists. The purported safe bets of DEI Consulting have actually done the longest-lasting damage: they’ve reduced consumer confidence in the quality of the products as prices continue to rise, irreparably harmed brand loyalty for billion-dollar gaming companies, have made gaming consumers feel alienated and unheard from their overwhelming criticisms, and they are slowly causing gamers to seek refuge in Indie-developed gaming products as a replacement market for Triple A studios. This couldn’t be any more stupid on the part of these supposedly strong billionaire gaming companies. Now, Payment Processors have acted like a mafia group to violate democratic principles of Free Expression and irreparably harmed international trust in the US petrodollar system. Things always get more stupid with billionaires who rely on government bailouts left in charge. Unlike gamers, who are notorious for spending hours raising funds for charities to help children with cancer, the payment processor billionaires have only ever been narcissistic, entitled, and selfish and they never face any consequences for their actions, no matter how often dark money scandals occur from the Panema papers to the FinCen files and chronically fighting court battles to ensure their laundered money stays hidden. If all payment processors want more scrutiny on their business dealings, then they can keep pissing off gamers with these blatantly illegal actions.

The partisan hysteria over US “right-wing” views, the massive loss in profits with the historic failures of the Triple A industry, and the intentions of DEI consulting to promote nonsensical Sensitivity Readers, Woke Translators, Global Standards, and an arrogant Paypal mafia that has irrevocably harmed the financial power of the US Federal Reserve and the US monetary system; they all failed to understand the most basic IQ question about video games. You have no right to dictate other people’s Free Expression and all attempts at imposing control mechanisms will harm you financially in the long-term. That’s honestly just capitalist principles behaving as they always do. Attempts to control and brainwash market forces will result in those market forces rejecting your control, perceiving you as a hostile force, seeking market alternatives to get away from you, and that is just how capitalism works. Sensitivity Readers, Global Standards, Woke Translators, and the Paypal Mafia attempted to control Capitalism with an authoritarian system and regular capitalist principles wrecked them for it. Moreover, despite the stereotypes, the lived experiences of most writers of gaming and other entertainment industries proves that they’re the most ardent capitalists at heart. It is an example of actions speaking louder than words; whereas the Paypal mafia and the Triple A gaming industry are accustomed to safe bets and lost massive profits, destroyed potential long-term earnings from growing middle-income economies outside the US, and irreparably harmed the goodwill of customers because of it. In other words, even if the Paypal mafia, Triple A industry, and all these DEI consulting firms got their way; the gaming consumers would just look to alternative video game markets because being such an intrinsically creative process means that there will always be another video game studio or company ready to takeover almost perpetually. The most important aspect to recognize is that this absolutely never needed to happen; this was pure incompetence, plain and simple. Xbox, EA, Sony, and so on cutting development teams and closing them down simply means that they won’t last in the long-term. As Xbox falls, Valve seeks to overtake them. As Sony imposes Global Standards, they’re forced to grapple with the reality of Concord’s historic failure. As Square Enix tries to impose Sensitivity Readers and Woke translators, people start buying their competitors games from Atlus Japan and Namco Bandai. As Sweet Baby Inc’s Sensitivity Reading flops Square Enix games and they try to move to Namco Bandai with producing games like Unknown 9: Awakening, it is such a financial blow that Namco Bandai has to fire multiple development teams due to the massive loss in profits. This is how the gaming industry always will be, because creativity truly is the most fundamental component of the video game industry. Sensitivity Readers, Woke Translators, and Global Standards are a fundamental attack on the capitalist principles of the Video Game industry; these impositions will always fail, because they are attempts to control and neuter the foundational principles of capitalism itself.  In other words, to impose Sensitivity Readers, Woke Translators, and Global Standards is to attempt to erase capitalism in its entirety from the video game market. That specific gaming market itself will eventually collapse and be replaced by one more supportive of customer interests and feedback. That is the fundamental system of order and disorder that is intrinsic to all creative enterprises of capitalism, but especially for video game writing: Quoth the thunderbird, forevermore.


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