I'll bite: I think having "narrative consultants" working on media is generally a very negative trend that runs the risk of diluting the art being produced. Obviously this has become a culture war issue because everything has to be in TYOL 2024, but fundamentally I think this is more about how art gets made. Hiring these kinds of people to change the game developers are making is basically just outsourced design by committee.
If you're making a videogame with a story and characters and whatnot, clearly you have an idea for how you want all of that narrative stuff to be. As a player, I would prefer to have the unadulterated version of that developer's narrative, rather than one which has been tweaked and prodded by people who tweak and prod for a living. Sometimes the narrative created by the developers will suck or be misguided or whatever, but I'd rather evaluate that for myself than to have these consultants proactively smooth everything out before I ever get the chance. Bringing in these people smooths out the rough edges, and in many cases renders a game which might have otherwise been narratively flawed but interesting into something more palatable and bland.
Deadly Premonition is a pretty good example, I think. Most people would agree that Thomas' character is not handled in the most sensitive fashion, but at the same time, it's interesting to see that topic handled by such an eccentric auteur as Swery, who comes from a very different cultural context. I firmly believe that there's merit in seeing those kinds of not-quite-right takes, as they can lead to interesting conversations that prompt us to better understand what we actually want in our media. It's also important to be exposed to these kinds of not-quite-right takes and learn how to handle them, because that's where a lot of people are in society.
I think a lot of this is rooted in the very black-and-white thinking that's become common in western society over the past decade. There's a big difference between a piece of media (or a person) espousing a hateful message and one which is genuinely just not quite perfect in their understanding or performance of the currently acceptable political/social mores. Outside of progressive social bubbles, most people fall into that category of "trying to do the right thing but are maybe a little clumsy about it." It's naive to pretend that those people don't exist, and it's deeply counter-productive to paint them as hateful or backwards when they get something not quite right.
I also think organizations like Sweet Baby Inc are enriching themselves riding on the coattails of the marginalized groups they purport to represent. If you think about them functionally (that is, why soulless, publicly-traded publishers are willing to shell out the money to pay them), they're the outfit that management brings in to proactively defuse any allegations that your game is offensive. In actuality, I bet that most of the actual changes or suggestions they offer are probably fairly negligible and innocuous; it's the act of hiring (and crediting) them to work on your game that matters. It's the same type of crass cover-your-ass mentality that leads to nonsense like Hulu pulling the episodes of TV shows that make fun of blackface. This kind of shallow identity-politics-oriented behavior doesn't help anybody except the risk-management people at the media corporations.
Where the Gamergaters get it wrong, of course, is their tendency to see a conspiracy in all this. There's no cabal orchestrating air-drops of token minority characters into AAA games. Publishers are just cynically pushing these diversity consultants onto dev teams because they think it will reduce the chances they need to mount a costly PR campaign to defend the game from accusations of insensitivity or offensiveness.
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