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Fact check: Members of Sweet Baby Inc tried to have a steam user Kabrutas removed from the platform after he started a curator list that identified games that Sweet Baby Inc had worked on.

Checked on December 21, 2024

1. Summary of the results

1. Summary of the results:

The core claim is accurate - Chris Kindred, a Sweet Baby Inc. writer, publicly called for mass reporting of both the Steam curator list "Sweet Baby Inc. detected" and its creator Kabrutus. Maya Felix Kramer, a consultant for Sweet Baby Inc., was also involved. Their attempts backfired, causing the list's following to grow significantly from around 20,000 to between 126,000-355,000 followers (numbers vary across analyses).

2. Missing context/alternative viewpoints:

  • The curator list used publicly available information about Sweet Baby Inc.'s work with major gaming companies like EA, Ubisoft, and Rocksteady
  • This incident is part of a larger industry debate about narrative consultancy and representation in video games
  • Sweet Baby Inc.'s perspective was that the list violated Steam's code of conduct, though specific violations weren't detailed in the analyses
  • The controversy shares similarities with previous gaming industry conflicts like GamerGate, suggesting deeper ideological divisions

3. Potential misinformation/bias in the original statement:

  • The statement implies unified action by "members" of Sweet Baby Inc., when the analyses specifically name only two individuals (Chris Kindred and Maya Felix Kramer)
  • The phrasing suggests a coordinated company effort to remove Kabrutus, while the evidence shows public calls for reporting rather than direct platform removal attempts
  • The statement omits that the list's creation and subsequent controversy sparked broader debates about narrative consultancy in video games, reducing a complex industry discussion to a simple conflict

The situation benefits multiple parties: Sweet Baby Inc. benefits from limiting public scrutiny of their work, while critics benefit from increased visibility of their concerns about narrative consultancy's influence in gaming.

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