After the spectacular failure of Rocksteady’s “Suicide Squad: Kill The Justice League,” you might expect Warner Bros. to rethink their strategy around live service games, especially games developed with progressive ideologies. However, Warner Bros. seems more committed than ever to pushing “the message” in the gaming industry, an industry already plagued with frequent layoffs.
Despite a $200 million loss from their gaming division due to Suicide Squad, Warner Bros. has only intensified their focus on live service games. They’ve even gone as far as threatening YouTubers who make videos about game mods.
This time, Warner Bros. is serious. They want to make it clear that they have no interest in accommodating traditional gamers. Their goal appears to be the complete subversion of the gaming industry, one that is increasingly dictated by progressive agendas.
As developing video games becomes less sustainable, many companies, including Warner Bros., are leaning on BlackRock’s ESG agenda to offset costs without relying on sales to recoup investments.
Warner Bros. seems to harbor a deep-seated animosity towards gamers. A recent Bulletin Report revealed that Warner Bros. Games has invested heavily in an initiative program called the “Women and Non-Binary Leadership Program.”
The purpose of this program is to challenge the gaming industry’s “male-dominated” nature and “cultivate career development opportunities for underrepresented individuals within the gaming sector.”
Their goal is to “elevate diverse voices” to leadership positions and shape a more inclusive future for the gaming industry as a whole.
Initiatives like these, though seemingly supportive, often come off as insincere. They focus on promoting marginalized individuals not based on skill or job capacity, but because of their skin color, gender, or sexual identity. These individuals are not marginalized within the industry; in fact, the game development community already goes to great lengths to ensure that “industry minorities” are more than comfortable.
Gamers are a global community, and developers have historically made games for both global appeal and specific domestic markets. The notion that identity matters in social interactions is predominantly shared by the far left and far right, which is where the issue arises.
Over a decade ago, gaming was a more homogeneous space, primarily dominated by men and catering to their preferences. This was accepted across all regions. Games were created not just for profit but for sheer enjoyment, and their success stemmed from their quality.
For instance, EA’s “Need for Speed: Most Wanted” sold 16 million copies worldwide in 2005, with 3.9 million of those sales in the United States alone. Its success was a testament to the game’s excellence, not its alignment with any particular social agenda. It was a fantastic game with broad appeal, as racing games are more or less “casual” in nature, it sold tremendously all over the goddamn world.
Then, suddenly, everything changed. Since 2010, major news publications began promoting the idea that half of all gamers were female and that video games should specifically cater to this demographic. To support this claim, they included mobile games like Bejeweled and Candy Crush in their statistics, creating the appearance of a 50/50 split in the gaming population.
This effort to reshape the narrative seemed more like an attempt to gaslight the general public than a reflection of reality.
They’ve made similar claims about the majority of Nintendo Switch buyers being women, which I don’t doubt. However, a large percentage of these female customers aren’t purchasing the console for themselves but rather as gifts, typically for children. This skews the results and makes the statistics misleading.
These dubious “surveys” have resulted in the proliferation of modern games marketed specifically towards women and men with a more feminine mindset. Modern video games are now a shadow of their former selves, designed to cater to this demographic.
In recent years, the same proponents have launched a crusade against society, labeling the White race as systemic oppressors and racists. The new generation of video game developers quickly absorbed this ideology, as the industry prioritized hiring more women over those with actual credentials, attributing the disparity to the so-called “wage gap.”
As game development companies have become increasingly feminized, their White guilt and efforts to include marginalized groups have been evident in their products, which often lack empathy, creativity, and ingenuity.
Game development has spiraled out of control as technological and hardware capabilities have advanced. Video games now take longer to develop, cost significantly more money, and frequently launch unfinished or broken, designed by activists with specific agendas.
These developers are fixated on race, sexuality, and representation. A significant percentage of today’s game developers identify as part of the LGBT community.
Despite this, pro-LGBT “studies” claim that homosexual gamers are being scrutinized by modern game developers. GLAAD’s report even stated that the percentage of gamers identifying as LGBTQ+ is double the national average.
Modern games are awash with lesbian / gay protagonists and relationships, yet the LGBT advocacy group insists on more representation, arguing that current efforts are insufficient for such a marginalized group that seemingly has more control and power over the industry than the actual consumers themselves.
Mary Kenney, associate narrative director at Insomniac Games, supports GLAAD’s findings, stating that every effort must be made to push this LGBT agenda in the gaming industry. With developers like her leading the charge, there seems to be little hope left for the future of gaming.
It’s no surprise that Warner Bros. is hastening the decline of the AAA gaming industry. They’re willing to absorb a $200 million loss on “Suicide Squad,” a game filled with “inclusive” and sanitized character designs, progressive ideologies, and now a concurrent player count in the double digits.
As the video game industry struggles, leading to more layoffs and entire studios closing, Warner Bros. is funding a DEI initiative aimed at driving men away and focusing exclusively on elevating women and non-binary individuals. This initiative is explicitly designed to “upend” the male-dominated industry.
Central to the program’s success is its emphasis on community building and self-reflection. Through a blend of structured workshops and candid conversations, participants found a safe space to share experiences and support one another. Beyond professional growth, the program sparked personal revelations, leading participants to prioritize self-care and embrace opportunities for continuous learning.
It appears that Warner Bros. has created what looks like a safe space for marginalized individuals to vent their frustrations, possibly due to the general public’s rejection of their ideologically driven games.
Warner Bros. has enlisted “twenty-five women and non-binary leaders” from their various studios and global publishing teams to make this self-improvement group possible.
To me, this initiative seems like a social engineering smokescreen. Companies like Ubisoft and Activision Blizzard have had leaked emails revealing how deeply intertwined DE&I and ESG agendas are with their corporate policies.
Activision even rewards employees based on how supportive and proactive they are in pushing these initiatives. This is a contagion funded by entities like BlackRock and Vanguard, who use billions of dollars to encourage such behavior in companies, even though it often leads to financial losses.
Neglecting over 80 percent of the gaming demographic and forcing these ideologies onto products is detrimental to any video game corporation. Everything must be safe and inoffensive, attractive women are a no-go, instead we’re forced to endure ugly and androgenous “women.”
In-game relationships must be queer, and everyone must be unattractive. There’s a monumental push for representation that feels superficial rather than genuine, and anyone questioning this or choosing not to buy such products is labeled a racist bigot.
This is why mainstream media outlets berate gamers and try to gaslight the public about DEI consultancy firms like Sweet Baby Inc. and their supposed lack of influence on game development. These activist “developers” dread the possibility of consumers making informed decisions rather than blindly pre-ordering every new and flashy release.
However, as more corporations adopt Larry Fink’s social engineering policies, the available funds are dwindling. ESG investors have been pulling out over the past few years, leading to catastrophic losses for the gaming industry.
As easy ESG financing dries up, companies can no longer ignore scrutinizing consumers, and their products are failing left and right. Hiroshi Yamauchi’s words of wisdom are finally proving true.
If we don’t introduce innovative ideas, games themselves will become monotonous and boring. Additionally, “grand and elaborate” types of software are complex in content, requiring time, labor, and expenses to produce. Even if billions of yen are invested and a hit game sells a million copies, it might still be at a loss. In that case, it’s not sustainable as a business. Even a “light, simple, and compact” game can be well-crafted and enjoyable.
This is why mainstream media wants you to stop recognizing the patterns between DEI consultancy groups and the ruination of video games. When consumers stop spending money and accepting this type of behavior, it will eventually backfire on these companies, and the problem will disappear more quickly.
I’ve saved a significant amount of money and mental suffering by not funding these parasites, as the gaming industry has been taken over by Marxists who oppose fun, femininity, and functionality.
They don’t want to create products that cater to the largest gaming demographic, so why should you pay for a product made by people who despise you just because you’re “cis White scum?”
As more people become aware of DE&I / ESG and “the message,” companies like Warner Bros. will face significant self-inflicted failures in their gaming department, given the lengthy development time for games. In a few years, the company will likely witness the majority of their “woke” video games failing one after another, just as Suicide Squad had done this year.