
"It's like asking a janitor to perform brain surgery": Kingdom Come creator doesn't understand why studios work with Sweet Baby
Daniel Vavra learned that SB was involved in Marvel's Wolverine, and he didn't like it.
Game designer, founder of Warhorse studio, and one of the creators of Kingdom Come: Deliverance, Daniel Vavra, is trying to figure out on his X social media page why narrative specialists from Sweet Baby are invited to participate in the development of big-budget projects like Marvel's Wolverine.
I decided to find out who these "narrative consultants" are, and I just can't understand: why hire a person whose only experience is "additional text work" for a pixelated tower defense strategy game with synthwave elements, where the plot revolves around "defending a city from the living embodiment of greed," as a story consultant for a game with a budget of $300 million? Especially if this person gives lectures, stating that "the best stories are born where there is no place for 'white people'," or says that they came "to burn the gaming industry to the ground," and also believes that "Tarantino's work must be mercilessly criticized until it disappears completely."
Vavra doesn't understand why working as a consultant on AAA games with budgets of hundreds of millions of dollars doesn't require comparable experience in the gaming industry, specialized education, or a notable portfolio.
How did it even happen that to work for a company that teaches thousands of times more talented and experienced people how to do their job on AAA games with budgets of hundreds of millions of dollars, neither relevant education, nor experience, nor any truly significant professional track record is required? It's like asking a janitor to perform brain surgery on someone. And not to mention that most of the games they worked on as consultants ended up being commercial failures. Why? Where is the logic here at all?
Vavra's tirade was a response to a comment by blogger Legendary Drops, who also didn't understand why Sweet Baby was involved in Marvel's Wolverine.
Serious question: why does a game about a man with an exoskeleton [most likely an endoskeleton was meant - editor's note] made of fictional metal, living in a fictional version of our world and participating in fictional events, need a cultural consultant? Even two consultants. The game cost $300 million, by the way.

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