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[Ideologia fod*ndo a industria ocidental news] BRs criam curadoria para identificar jogos com participação de consultoria woke

Alberon

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Agora a pergunta que não quer calar, que jogo é esse da menina da esquerda? Haha


Dead or Alive.




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Bloodstained

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Visa and Mastercard Are Reportedly Censoring Video Games Alongside Australian Activist Group Collective Shout


Visa and Mastercard are reportedly censoring video games alongside activist groups like Collective Shout.

In the digital age, where video games represent a multi-billion-dollar industry blending art, entertainment, and expression, a new front in the battle over content control has emerged. Payment processors like Visa and Mastercard, wielding immense economic leverage, are increasingly dictating what games can be sold on platforms like Steam, effectively censoring the video game industry.

At the heart of this controversy is Collective Shout, an Australian feminist activist group that has positioned itself as the catalyst, pressuring these financial giants to enforce moral standards on global gaming. As of July 21, 2025, this alliance has led to the removal of hundreds of adult-themed games, sparking outrage over free speech, cultural imperialism, and corporate overreach.

This isn’t just about niche content; it’s a symptom of a broader trend where private companies act as de facto censors, bypassing governments and courts. While proponents frame it as a victory for child safety and against exploitation, critics argue it’s selective moralism that ignores real harms while targeting fictional works, potentially paving the way for wider restrictions on creative freedom.

The Spark: Steam’s Sudden Purge

The controversy surrounding Visa and Mastercard supposedly censoring video games ignited in mid-July 2025 when Valve, the company behind Steam—the world’s largest PC gaming platform—updated its publisher guidelines to prohibit “content that may violate the rules and standards set forth by our payment processors and/or banking partners.”

Almost immediately, nearly 500 games, primarily Japanese visual novels and adult-style titles tagged with controversial themes, were delisted. Valve confirmed that credit card companies, including Visa and Mastercard, had flagged these games as violative of their internal policies, threatening to disrupt payment processing if they weren’t removed.

This wasn’t isolated. Developers reported similar pressures on other platforms, with payment holds and content bans rippling through indie scenes. In Japan, where many affected games originate, lawmakers like Taro Yamada have launched investigations into whether these actions constitute unfair trade practices, viewing them as an assault on cultural exports. Nier creator Yoko Taro publicly decried the changes, stating they demonstrate how one country’s standards can “censor another country’s free speech.”

Collective Shout: The Activist Catalyst

Enter Collective Shout, a supposed grassroots organization founded in 2009 to combat the objectification of women and in media.

Based in Australia—a nation with stringent content laws—the group has a history of successful campaigns, including pressuring retailers like Target to pull Grand Theft Auto V from shelves in 2014 over what they deemed inappropriate elements.

In this case, Collective Shout openly claimed responsibility for Steam’s purge, boasting of reducing specific game tags from nearly 500 to 82.



Their strategy? Bypassing platforms and developers to target payment processors directly. By flooding Visa, Mastercard, and even PayPal with complaints, petitions, and accusations of facilitating “violent” content, Collective Shout exploited the companies’ “brand protection” policies. Drawing on feminist theories that equate such content with real crimes, the group framed these games not as fiction, but as enablers of criminal activity.

They celebrated the bans as a “victory against p**n-sick, brain-rotted p**o-gamer f*****ists,” while reporting backlash including threats and harassment.

Payment Processors as Moral Gatekeepers

Visa and Mastercard’s role is pivotal, given their near-duopoly on global payments—processing over 90% of credit card transactions.

Their policies prohibit facilitating “high-risk” content, even in fantasy. This “financial deplatforming” echoes past actions: in 2021, Mastercard imposed strict moderation on adult subscription websites, leading to content purges on Patreon and Gumroad. In Japan, Visa’s local CEO justified blocking legal content for “brand protection” in late 2024.

By threatening to withhold services, these processors force platforms like Steam into compliance, as losing them could cripple revenue. Europe’s antitrust curbs on Visa and Mastercard offer a precedent, but in the U.S. and elsewhere, their power remains unchecked, raising monopoly concerns.

Broader Implications and Historical Patterns

This censorship wave disproportionately hits Japanese creators, whose cultural norms around fiction differ from Western ones. It echoes global “globalization” pressures, where U.S.-based companies impose standards on international content, akin to past localization edits in anime and manga. Fears abound that it won’t stop at niche games. Mainstream titles like Grand Theft Auto could be next if themes draw scrutiny.

Historically, Collective Shout’s tactics mirror those of moral panics, from the 1980s video game scares to recent pushes against “harmful” media. Yet, evidence linking fictional content to real harm remains debated, with studies showing no direct causation.

Public and Industry Backlash

The response has been swift and fierce. A Change.org petition urging Visa, Mastercard, and activist groups to “stop controlling what we can watch, read, or play” has garnered thousands of signatures. Influencers like MoistCr1TiKaL and Asmongold have amplified calls for antitrust action against the payment duopoly. On X, users decry the moves as “Australian radicalism” imposing on global platforms, with some tagging Elon Musk for intervention via X’s potential payment system.



A VTuber raised over $780 for the ACLU in an anti-censorship fundraiser, highlighting community resistance. Gamers advocate boycotts, prepaid cards, or alternative processors, while developers explore blockchain or indie marketplaces.

Looking Ahead: A Call for Change

As investigations unfold in Japan and petitions gain steam, the future hinges on regulatory pushback. Antitrust probes could break Visa and Mastercard’s grip, while new laws might protect artistic expression from financial vetoes. Until then, Collective Shout’s role as catalyst underscores a troubling truth: in a cashless world, payment processors hold the keys to culture.

This saga isn’t just about games—it’s about who controls narrative in a connected world. As Yoko Taro warned, unchecked censorship risks erasing diverse voices, one transaction at a time.


Fonte
===============================================================================================


Ano passado, as empresas de cartão de crédito recusaram processar diversos pagamentos relacionados a animes/mangás adultos no Japão. Com base nisso, acredito que essas empresas já estavam planejando realizar algo em maior escala, mas não sabiam como proceder, sabendo de antemão que iriam enfrentar a retaliação dos consumidores.

Esse grupo de vadias australianas foi usado por essas empresas, como uma desculpa para implementar essa censura ilegal, bem como bode expiatório para sofrer a inevitável retaliação. Se essas empresas querem modificar a forma que o mercado opera, deveriam buscar alterações legais para possibilitar essas mudanças. Ao invés disso, simplesmente decidiram forçá-las na base do "f**a-se".

Empresas de cartão de crédito existem para processar pagamentos feitos eletronicamente... e mais nada. Ninguém as nomeou para serem babás de adultos, sobretudo no que diz respeito a como eles gastam seu dinheiro com conteúdos legais. Essas empresas estão atacando diretamente os direitos dos consumidores, a liberdade artística dos desenvolvedores e, de quebra, ainda estão manipulando o mercado ilegalmente, em escala global. Afinal, se o problema realmente fossem as vadias australianas, as sanções deveriam recair apenas sobre o território australiano.

A motivação dessas empresas, assim como dessas vadias, passa longe da defesa da moral e dos bons costumes. Querem poder e controle, mas não através das vias legais. Ao invés disso, querem forçá-lo goela abaixo dos outros, porque sim. Sem contar que, no caso específico das vadias, elas ainda conseguem dinheiro com a pregação ideológica, já que não faltam incentivos governamentais para ampará-las. Isso sem contar os trouxas dispostos a doar dinheiro "pela causa", é claro.

O precedente aberto pela Steam, ao dobrar o joelho, é péssimo. Hoje censuram jogos com conteúdo adulto considerado ofensivo pelas vadias australianas. Amanhã elas surgem com uma nova exigência, visando tornar a censura ainda mais abrangente. Ela começa pequena, mas só faz crescer com o tempo. E, como todos sabem, não há ponto final para censura. :kclassic
 
Ultima Edição:

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Visa and Mastercard Are Reportedly Censoring Video Games Alongside Australian Activist Group Collective Shout


Visa and Mastercard are reportedly censoring video games alongside activist groups like Collective Shout.

In the digital age, where video games represent a multi-billion-dollar industry blending art, entertainment, and expression, a new front in the battle over content control has emerged. Payment processors like Visa and Mastercard, wielding immense economic leverage, are increasingly dictating what games can be sold on platforms like Steam, effectively censoring the video game industry.

At the heart of this controversy is Collective Shout, an Australian feminist activist group that has positioned itself as the catalyst, pressuring these financial giants to enforce moral standards on global gaming. As of July 21, 2025, this alliance has led to the removal of hundreds of adult-themed games, sparking outrage over free speech, cultural imperialism, and corporate overreach.

This isn’t just about niche content; it’s a symptom of a broader trend where private companies act as de facto censors, bypassing governments and courts. While proponents frame it as a victory for child safety and against exploitation, critics argue it’s selective moralism that ignores real harms while targeting fictional works, potentially paving the way for wider restrictions on creative freedom.

The Spark: Steam’s Sudden Purge

The controversy surrounding Visa and Mastercard supposedly censoring video games ignited in mid-July 2025 when Valve, the company behind Steam—the world’s largest PC gaming platform—updated its publisher guidelines to prohibit “content that may violate the rules and standards set forth by our payment processors and/or banking partners.”

Almost immediately, nearly 500 games, primarily Japanese visual novels and adult-style titles tagged with controversial themes, were delisted. Valve confirmed that credit card companies, including Visa and Mastercard, had flagged these games as violative of their internal policies, threatening to disrupt payment processing if they weren’t removed.

This wasn’t isolated. Developers reported similar pressures on other platforms, with payment holds and content bans rippling through indie scenes. In Japan, where many affected games originate, lawmakers like Taro Yamada have launched investigations into whether these actions constitute unfair trade practices, viewing them as an assault on cultural exports. Nier creator Yoko Taro publicly decried the changes, stating they demonstrate how one country’s standards can “censor another country’s free speech.”

Collective Shout: The Activist Catalyst

Enter Collective Shout, a supposed grassroots organization founded in 2009 to combat the objectification of women and in media.

Based in Australia—a nation with stringent content laws—the group has a history of successful campaigns, including pressuring retailers like Target to pull Grand Theft Auto V from shelves in 2014 over what they deemed inappropriate elements.

In this case, Collective Shout openly claimed responsibility for Steam’s purge, boasting of reducing specific game tags from nearly 500 to 82.



Their strategy? Bypassing platforms and developers to target payment processors directly. By flooding Visa, Mastercard, and even PayPal with complaints, petitions, and accusations of facilitating “violent” content, Collective Shout exploited the companies’ “brand protection” policies. Drawing on feminist theories that equate such content with real crimes, the group framed these games not as fiction, but as enablers of criminal activity.

They celebrated the bans as a “victory against p**n-sick, brain-rotted p**o-gamer f*****ists,” while reporting backlash including threats and harassment.

Payment Processors as Moral Gatekeepers

Visa and Mastercard’s role is pivotal, given their near-duopoly on global payments—processing over 90% of credit card transactions.

Their policies prohibit facilitating “high-risk” content, even in fantasy. This “financial deplatforming” echoes past actions: in 2021, Mastercard imposed strict moderation on adult subscription websites, leading to content purges on Patreon and Gumroad. In Japan, Visa’s local CEO justified blocking legal content for “brand protection” in late 2024.

By threatening to withhold services, these processors force platforms like Steam into compliance, as losing them could cripple revenue. Europe’s antitrust curbs on Visa and Mastercard offer a precedent, but in the U.S. and elsewhere, their power remains unchecked, raising monopoly concerns.

Broader Implications and Historical Patterns

This censorship wave disproportionately hits Japanese creators, whose cultural norms around fiction differ from Western ones. It echoes global “globalization” pressures, where U.S.-based companies impose standards on international content, akin to past localization edits in anime and manga. Fears abound that it won’t stop at niche games. Mainstream titles like Grand Theft Auto could be next if themes draw scrutiny.

Historically, Collective Shout’s tactics mirror those of moral panics, from the 1980s video game scares to recent pushes against “harmful” media. Yet, evidence linking fictional content to real harm remains debated, with studies showing no direct causation.

Public and Industry Backlash

The response has been swift and fierce. A Change.org petition urging Visa, Mastercard, and activist groups to “stop controlling what we can watch, read, or play” has garnered thousands of signatures. Influencers like MoistCr1TiKaL and Asmongold have amplified calls for antitrust action against the payment duopoly. On X, users decry the moves as “Australian radicalism” imposing on global platforms, with some tagging Elon Musk for intervention via X’s potential payment system.



A VTuber raised over $780 for the ACLU in an anti-censorship fundraiser, highlighting community resistance. Gamers advocate boycotts, prepaid cards, or alternative processors, while developers explore blockchain or indie marketplaces.

Looking Ahead: A Call for Change

As investigations unfold in Japan and petitions gain steam, the future hinges on regulatory pushback. Antitrust probes could break Visa and Mastercard’s grip, while new laws might protect artistic expression from financial vetoes. Until then, Collective Shout’s role as catalyst underscores a troubling truth: in a cashless world, payment processors hold the keys to culture.

This saga isn’t just about games—it’s about who controls narrative in a connected world. As Yoko Taro warned, unchecked censorship risks erasing diverse voices, one transaction at a time.


Fonte
===============================================================================================


Ano passado, as empresas de cartão de crédito recusaram processar diversos pagamentos relacionados a animes/mangás adultos no Japão. Com base nisso, acredito que essas empresas já estavam planejando realizar algo em maior escala, mas não sabiam como proceder, sabendo de antemão que iriam enfrentar a retaliação dos consumidores.

Esse grupo de vadias australianas foi usado por essas empresas, como uma desculpa para implementar essa censura ilegal, bem como bode expiatório para sofrer a inevitável retaliação. Se essas empresas querem modificar a forma que o mercado opera, deveriam buscar alterações legais para possibilitar essas mudanças. Ao invés disso, simplesmente decidiram forçá-las na base do "f**a-se".

Empresas de cartão de crédito existem para processar pagamentos feitos eletronicamente... e mais nada. Ninguém as nomeou para serem babás de adultos, sobretudo no que diz respeito a como eles gastam seu dinheiro com conteúdos legais. Essas empresas estão atacando diretamente os direitos dos consumidores, a liberdade artística dos desenvolvedores e, de quebra, ainda estão manipulando o mercado ilegalmente, em escala global. Afinal, se o problema realmente fossem as vadias australianas, as sanções deveriam recair apenas sobre o território australiano.

A motivação dessas empresas, assim como dessas vadias, passa longe da defesa da moral e dos bons costumes. Querem poder e controle, mas não através das vias legais. Ao invés disso, querem forçá-lo goela abaixo dos outros, porque sim. Sem contar que, no caso específico das vadias, elas ainda conseguem dinheiro com a pregação ideológica, já que não faltam incentivos governamentais para ampará-las. Isso sem contar os trouxas dispostos a doar dinheiro "pela causa", é claro.

O precedente aberto pela Steam, ao dobrar o joelho, é péssimo. Hoje censuram jogos com conteúdo adulto considerado ofensivo pelas vadias australianas. Amanhã elas surgem com uma nova exigência, visando tornar a censura ainda mais abrangente. Ela começa pequena, mas só faz crescer com o tempo. E, como todos sabem, não há ponto final para censura. :kclassic


Uma solução é a Valve oferecer aos clientes, desenvolvedores e publishers, um meio de pagamento descentralizado.

Seja com o Bitcoin, ou as suas camadas secundárias (LN e Liquid)....


1753194021301.png
 

Tina Ferrarista

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Uma solução é a Valve oferecer aos clientes, desenvolvedores e publishers, um meio de pagamento descentralizado.

Seja com o Bitcoin, ou as suas camadas secundárias (LN e Liquid)....


Visualizar anexo 459217
Não, não é. Visa, Mastercard e Dinners pagam muito para que meios alternativos de pagamento não entrem no balaio. Paypal era do Musk, e ele torrou muita grana pra colocarem o meio de pagamento dele por aí(tem história que tem contrato com certas empresas que cobre as multas que a Visa cobra até hoje). O próprio PIX foi uma briga infernal para entrar na Steam, sendo uma exceção muito bem vinda.
Quem vai custear as multas e tarifas de uma carteira Bitcoin? Quem vai manter a estrutura? Quem vai garantir a permanência do sistema(ou acha que o governo não está super interessado em instituições internacionais usando um produto nacional de fácil rastreamento, logo, fácil de cobrar imposto)?

Eu também gostaria que BTC e ETH fosse aceito na Steam, mas eu trabalho com realidade, e a realidade é que este setor é uma guerra que, sem gente pra ordenar ataque, ou defender território, você ou vai ficar jogando por fora, já que sua existência é interessante para os grandes, ou vai ser exterminado.
 

OUTKAST

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Visa and Mastercard Are Reportedly Censoring Video Games Alongside Australian Activist Group Collective Shout


Visa and Mastercard are reportedly censoring video games alongside activist groups like Collective Shout.

In the digital age, where video games represent a multi-billion-dollar industry blending art, entertainment, and expression, a new front in the battle over content control has emerged. Payment processors like Visa and Mastercard, wielding immense economic leverage, are increasingly dictating what games can be sold on platforms like Steam, effectively censoring the video game industry.

At the heart of this controversy is Collective Shout, an Australian feminist activist group that has positioned itself as the catalyst, pressuring these financial giants to enforce moral standards on global gaming. As of July 21, 2025, this alliance has led to the removal of hundreds of adult-themed games, sparking outrage over free speech, cultural imperialism, and corporate overreach.

This isn’t just about niche content; it’s a symptom of a broader trend where private companies act as de facto censors, bypassing governments and courts. While proponents frame it as a victory for child safety and against exploitation, critics argue it’s selective moralism that ignores real harms while targeting fictional works, potentially paving the way for wider restrictions on creative freedom.

The Spark: Steam’s Sudden Purge

The controversy surrounding Visa and Mastercard supposedly censoring video games ignited in mid-July 2025 when Valve, the company behind Steam—the world’s largest PC gaming platform—updated its publisher guidelines to prohibit “content that may violate the rules and standards set forth by our payment processors and/or banking partners.”

Almost immediately, nearly 500 games, primarily Japanese visual novels and adult-style titles tagged with controversial themes, were delisted. Valve confirmed that credit card companies, including Visa and Mastercard, had flagged these games as violative of their internal policies, threatening to disrupt payment processing if they weren’t removed.

This wasn’t isolated. Developers reported similar pressures on other platforms, with payment holds and content bans rippling through indie scenes. In Japan, where many affected games originate, lawmakers like Taro Yamada have launched investigations into whether these actions constitute unfair trade practices, viewing them as an assault on cultural exports. Nier creator Yoko Taro publicly decried the changes, stating they demonstrate how one country’s standards can “censor another country’s free speech.”

Collective Shout: The Activist Catalyst

Enter Collective Shout, a supposed grassroots organization founded in 2009 to combat the objectification of women and in media.

Based in Australia—a nation with stringent content laws—the group has a history of successful campaigns, including pressuring retailers like Target to pull Grand Theft Auto V from shelves in 2014 over what they deemed inappropriate elements.

In this case, Collective Shout openly claimed responsibility for Steam’s purge, boasting of reducing specific game tags from nearly 500 to 82.



Their strategy? Bypassing platforms and developers to target payment processors directly. By flooding Visa, Mastercard, and even PayPal with complaints, petitions, and accusations of facilitating “violent” content, Collective Shout exploited the companies’ “brand protection” policies. Drawing on feminist theories that equate such content with real crimes, the group framed these games not as fiction, but as enablers of criminal activity.

They celebrated the bans as a “victory against p**n-sick, brain-rotted p**o-gamer f*****ists,” while reporting backlash including threats and harassment.

Payment Processors as Moral Gatekeepers

Visa and Mastercard’s role is pivotal, given their near-duopoly on global payments—processing over 90% of credit card transactions.

Their policies prohibit facilitating “high-risk” content, even in fantasy. This “financial deplatforming” echoes past actions: in 2021, Mastercard imposed strict moderation on adult subscription websites, leading to content purges on Patreon and Gumroad. In Japan, Visa’s local CEO justified blocking legal content for “brand protection” in late 2024.

By threatening to withhold services, these processors force platforms like Steam into compliance, as losing them could cripple revenue. Europe’s antitrust curbs on Visa and Mastercard offer a precedent, but in the U.S. and elsewhere, their power remains unchecked, raising monopoly concerns.

Broader Implications and Historical Patterns

This censorship wave disproportionately hits Japanese creators, whose cultural norms around fiction differ from Western ones. It echoes global “globalization” pressures, where U.S.-based companies impose standards on international content, akin to past localization edits in anime and manga. Fears abound that it won’t stop at niche games. Mainstream titles like Grand Theft Auto could be next if themes draw scrutiny.

Historically, Collective Shout’s tactics mirror those of moral panics, from the 1980s video game scares to recent pushes against “harmful” media. Yet, evidence linking fictional content to real harm remains debated, with studies showing no direct causation.

Public and Industry Backlash

The response has been swift and fierce. A Change.org petition urging Visa, Mastercard, and activist groups to “stop controlling what we can watch, read, or play” has garnered thousands of signatures. Influencers like MoistCr1TiKaL and Asmongold have amplified calls for antitrust action against the payment duopoly. On X, users decry the moves as “Australian radicalism” imposing on global platforms, with some tagging Elon Musk for intervention via X’s potential payment system.



A VTuber raised over $780 for the ACLU in an anti-censorship fundraiser, highlighting community resistance. Gamers advocate boycotts, prepaid cards, or alternative processors, while developers explore blockchain or indie marketplaces.

Looking Ahead: A Call for Change

As investigations unfold in Japan and petitions gain steam, the future hinges on regulatory pushback. Antitrust probes could break Visa and Mastercard’s grip, while new laws might protect artistic expression from financial vetoes. Until then, Collective Shout’s role as catalyst underscores a troubling truth: in a cashless world, payment processors hold the keys to culture.

This saga isn’t just about games—it’s about who controls narrative in a connected world. As Yoko Taro warned, unchecked censorship risks erasing diverse voices, one transaction at a time.


Fonte
===============================================================================================


Ano passado, as empresas de cartão de crédito recusaram processar diversos pagamentos relacionados a animes/mangás adultos no Japão. Com base nisso, acredito que essas empresas já estavam planejando realizar algo em maior escala, mas não sabiam como proceder, sabendo de antemão que iriam enfrentar a retaliação dos consumidores.

Esse grupo de vadias australianas foi usado por essas empresas, como uma desculpa para implementar essa censura ilegal, bem como bode expiatório para sofrer a inevitável retaliação. Se essas empresas querem modificar a forma que o mercado opera, deveriam buscar alterações legais para possibilitar essas mudanças. Ao invés disso, simplesmente decidiram forçá-las na base do "f**a-se".

Empresas de cartão de crédito existem para processar pagamentos feitos eletronicamente... e mais nada. Ninguém as nomeou para serem babás de adultos, sobretudo no que diz respeito a como eles gastam seu dinheiro com conteúdos legais. Essas empresas estão atacando diretamente os direitos dos consumidores, a liberdade artística dos desenvolvedores e, de quebra, ainda estão manipulando o mercado ilegalmente, em escala global. Afinal, se o problema realmente fossem as vadias australianas, as sanções deveriam recair apenas sobre o território australiano.

A motivação dessas empresas, assim como dessas vadias, passa longe da defesa da moral e dos bons costumes. Querem poder e controle, mas não através das vias legais. Ao invés disso, querem forçá-lo goela abaixo dos outros, porque sim. Sem contar que, no caso específico das vadias, elas ainda conseguem dinheiro com a pregação ideológica, já que não faltam incentivos governamentais para ampará-las. Isso sem contar os trouxas dispostos a doar dinheiro "pela causa", é claro.

O precedente aberto pela Steam, ao dobrar o joelho, é péssimo. Hoje censuram jogos com conteúdo adulto considerado ofensivo pelas vadias australianas. Amanhã elas surgem com uma nova exigência, visando tornar a censura ainda mais abrangente. Ela começa pequena, mas só faz crescer com o tempo. E, como todos sabem, não há ponto final para censura. :kclassic


Em notícias relacionadas, novidades: parece que a FTC do Japão impôs sanções contra a VISA por suspeitas de violações da lei antitruste, especialmente considerando que a empresa já havia sido liberada em julho de 2024.

Parece que a volta da vitória da CS é prematura.


 


Madrux

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Em notícias relacionadas, novidades: parece que a FTC do Japão impôs sanções contra a VISA por suspeitas de violações da lei antitruste, especialmente considerando que a empresa já havia sido liberada em julho de 2024.

Parece que a volta da vitória da CS é prematura.



Japão demorou MUITO para fazer isso. Na verdade, deveria ter sido feito isso meses atrás quando os processadores de pagamento encerraram o modelo de pagamento no site do Ken Akamatsu, obrigando o site do Akamatsu a fechar e de quebra prejudicando ele.

Precisou acontecer algo ainda mais grave para o Japão agir. Antes tarde do que nunca.

Pelo visto, abaixar a cabeça e se curvar para um grupelho ditatorial tem consequências.

E se não fizesse, a coisa começaria a escalonar. Começaria assim, banindo jogos +18, e depois para jogos mais sensuais. Por exemplo, Stellar Blade poderia correr um certo risco. Isso só de exemplo.
 

Bloodstained

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Japão demorou MUITO para fazer isso. Na verdade, deveria ter sido feito isso meses atrás quando os processadores de pagamento encerraram o modelo de pagamento no site do Ken Akamatsu, obrigando o site do Akamatsu a fechar e de quebra prejudicando ele.

Precisou acontecer algo ainda mais grave para o Japão agir. Antes tarde do que nunca.

Pelo visto, abaixar a cabeça e se curvar para um grupelho ditatorial tem consequências.

E se não fizesse, a coisa começaria a escalonar. Começaria assim, banindo jogos +18, e depois para jogos mais sensuais. Por exemplo, Stellar Blade poderia correr um certo risco. Isso só de exemplo.
Agora que Japão abriu o precedente, outros países deveriam seguir o exemplo. As empresas de cartão de crédito atropelaram o ordenamento jurídico de inúmeros países, manipulando seus mercados ao forçar censura em escala global. Um ataque dessa escala não pode ficar sem uma resposta à altura.
 

Madrux

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Agora que Japão abriu o precedente, outros países deveriam seguir o exemplo. As empresas de cartão de crédito atropelaram o ordenamento jurídico de inúmeros países, manipulando seus mercados ao forçar censura em escala global. Um ataque dessa escala não pode ficar sem uma resposta à altura.

Eu achava que os EUA seria o primeiro a aplicar as sanções, e certamente VAI fazer isso também. Sem mercado americano, as empresas de cartão vão sentir o prejuízo no bolso muito maior. E se investigarem a fundo, dá ainda para aplicar algum tipo de punição no governo australiano, pois são eles que estão apoiando esse grupo feminazi nos bastidores.
 

Tina Ferrarista

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Eu achava que os EUA seria o primeiro a aplicar as sanções, e certamente VAI fazer isso também. Sem mercado americano, as empresas de cartão vão sentir o prejuízo no bolso muito maior. E se investigarem a fundo, dá ainda para aplicar algum tipo de punição no governo australiano, pois são eles que estão apoiando esse grupo feminazi nos bastidores.
Sei não, a fala do Trump contra o PIX me faz pensar o contrário: o laranjão vai preferir proteger a indústria dele ao brigar cotra DEI. Afinal, derrubar duas empresas gigantes no país vai criar uma insegurança financeira que o país não pode passar no momento, já que a Chaina já mostrou que qualquer vacilo que os americanos derem, eles vão tomar o lugar sem dó.

Pior que, tira estas duas, e vamos ter o que? Brasil tem o PIX como arma, o Japão tem como usar o mesmo ticket que usam pra metrô(eu ouvi bem por cima que você pode usar o cartão de metrô como um cartão de débito), a Europa até pode correr pro Paypal ou adotar a Dinners(ela ainda existe?). Mas e os outros países? Nossos vizinhos sul-americanos mesmo, vão ficar com um pepino gigantesco em mãos. O próprio USA não tem um substituto para estas empresas.

No papel, falar que vai mudar é muito bom, mas, na prática, muito país tem tais empresas como reféns financeiros e podem quebrar, caso resolvam proibir uma das empresas de operar no país. No fim, independente do resultado, geral sair perdendo, de um jeito, ou de outro.
 

Tina Ferrarista

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Eu fui no Xwitter do itch.io ver o post deles e a coisa tá pior do que eu achava.

Eu achava que eles só tinham tirado os jogos de vender, igual a Steam sempre faz, e quem comprou/resgatou no passado, continuava com o jogo pra baixar, mas não, eles LITERAL REMOVERAM OS JOGOS DE TODOS OS LUGARES DO SITE!

Aí não, aí sou obrigado a usar a frase do Mienoller:

Primeiro, eles vieram buscar os jogos de corrida online, e eu fiquei calado, pois eu não jogava aquele jogo de corrida online.
Depois, eles vieram buscar os jogos +18 na Steam, e eu fiquei calado, pois eu não gosto de jogos +18 poluindo minha conta Steam.
Depois, eles limparam tais jogos hospedados no itch.io da existência...

Esquece o que eu disse mais acima, eu prefiro uma economia quebrada a esse povo censurando a gente! Morte a Mastercard! Hassen Visa!
 

ELTORO

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Eu fui no Xwitter do itch.io ver o post deles e a coisa tá pior do que eu achava.

Eu achava que eles só tinham tirado os jogos de vender, igual a Steam sempre faz, e quem comprou/resgatou no passado, continuava com o jogo pra baixar, mas não, eles LITERAL REMOVERAM OS JOGOS DE TODOS OS LUGARES DO SITE!
Agora só em sites ainda mais obscuros ou pirateando você consegue achar.
Uns talvez nem assim.
 

Tina Ferrarista

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Agora só em sites ainda mais obscuros ou pirateando você consegue achar.
Uns talvez nem assim.
Não ironicamente, é uma ótima hora pro DLSite passar a cobrir não apenas jogos ocidentais, como aceitar pagamentos de outros países. Seria uma expansão de marca absurda que iria tornar o site em referência global no gênero.
 

Madrux

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Depois de:

Assediar e intimidar aqueles que não concordaram com sua ideologia de merda;

Acusarem mulheres fictícias atraentes como pornificadas e sexualizadas somente porque os homens gostam dessas personagens;

Dizerem que mulheres com seios grandes e naturais precisam usar implantes, de forma constranger mulheres com corpos femininos naturais e ignorando a diversidade biológica somente porque elas não encaixas em sua narrativa estúpida;

Defenderem com unhas e dentes filmes que sexualizam garotas menores de idade reais;

Se passam de defensores de combate à exploração infantil quando eles próprios praticam, além de tentar causar terror entre aqueles que curtem personagem de jogos e animes;

Usar termos imbecis como aliciamento como arma contra as coisas que eles não gostam;

Promoverem a censura da arte, mídia e expressão como verdadeiros ditadores sob pretexto de ativismo;

Zombar de empresas por atividades politicamente incorretas sem entenderem o tipo de humor ou contexto;

Se fazerem de vítima quando confrontados, chegando ao cúmulo de difamarem e bloquearem quem os desafia;

Eis que, após serem desmascarados e passarem constrangimento mundial, adivinhem o que a Sweet Baby In 2, como verdadeiros covardes, fizeram:

1753378376662.jpeg


Esse grupo feminazi já era, e não vão se safar impunes.
 

Bloodstained

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Sweet Baby Inc. Former Employee Advocates for Stealing Ideas from Books in GDC Presentation


Are Sweet Baby Inc. employees stealing from books?

Sweet Baby Inc. (SBI), the narrative consulting firm known for its work on high-profile titles like “God of War: Ragnarök” and South of Midnight, has once again found itself at the center of heated debate. A recently surfaced video analysis from the Gothic Therapy YouTube channel claims that a former SBI employee openly admitted to “stealing” ideas from books during a public presentation at the Game Developers Conference (GDC).



This revelation, presented as evidence of unethical practices, has sparked discussions about creativity, inspiration, and intellectual property in gaming. The find was originally highlighted by the YouTube channel Gothic Therapy, hosted by MasterofTheTDS and Writing Raven, who dissected the talk in their video titled “SWEET BABY THEFT! Ex-SBI Member ADMITS They Steal Ideas from BOOKS!”

Video Breakdown and Key Claims


Uploaded on July 28, 2025, the Gothic Therapy video provides critical commentary on what they describe as an “insane talk” where SBI’s practices are exposed without shame.

The video focuses on a 2022 GDC presentation by Amber-Leigh Blake, who identified herself as a project coordinator at Sweet Baby Inc. at the time.

SBI-Stealing-from-Books-1280x697.png

A screenshot from a GDC talk by Sweet Baby Inc. employee Amber-Leigh Blake called “Let’s Steal From Books!” – YouTube, Gothic Therapy

The talk’s provocative title, “Let’s Steal from Books,” sets the tone, with Amber leigh introducing herself and the topic early on.

“Hi. My name is Amber-Leigh,” she said. “The Leigh is not optional and you’re listening to Let’s Steal from Books.”

She identifies as a published writer, poet, and dyslexic, making a repeated comment that laughing at her mistakes would be “ableist,” which the hosts mock as an overly serious attempt at humor or a deflection tactic. Amber-Leigh argues that books are more imaginative, accessible, and better at risk-taking than video games, stating, “I feel no shame in saying I like books more than video games.”

SBI-Stealing-from-Books-3-1280x698.png

A screenshot from a GDC talk by Sweet Baby Inc. employee Amber-Leigh Blake called “Let’s Steal From Books!” – YouTube, Gothic Therapy

The hosts question her role in the industry, with Raven quipping, “Then why do you work in video games?”

They also challenge her claim that books are “easier to consume,” pointing out the contradiction given her dyslexia and raising concerns about accessibility for illiterate audiences.

The core of the controversy lies in Amber-Leigh’s discussion of “stealing” ideas, inspired by Austin Kleon’s book Steal Like an Artist.

“So, I got this idea for this talk from the book Steal Like an Artist by Austin Kleon,” she said. “It’s about how to pull from multiple mediums to create something that’s truly your own.”

SBI-Stealing-from-Books-4-1280x656.png

A screenshot from a GDC talk by Sweet Baby Inc. employee Amber-Leigh Blake called “Let’s Steal From Books!” – YouTube, Gothic Therapy

She contrasts “good theft” (honoring, studying, and crediting works) with “bad theft” (degrading, plagiarizing, or ripping off). The hosts dismiss this as a weak justification, arguing, “If you’re stealing ideas from books, it means you’re not talented and your games suck.”

They further mock her definition, with MasterofTheTDS sarcastically noting, “Did you know the definition of stealing is to credit them and honor them?”

Amber-Leigh provides book recommendations, such as A Declaration of the Red Magicians by H.G. Perry, a historical fantasy involving vampire kings and Haiti’s role in war, and Iron Widow by Xiran Jay Zhao, a Tang Dynasty-inspired sci-fi with mechs and a love triangle. She also mentions the manga Gray for its depiction of complex male friendships and suggests exploring “complicated relationships” in games.

However, her inclusion of horror as a genre is met with confusion, as she admits, “I will not provide examples. I am b**** made and cannot handle scary games already.”

This led the hosts to question the relevance and coherence of her presentation. The talk concludes with Amber-Leigh urging developers to “steal more” from books to explore new ideas and perspectives.

“There are more ideas out there to explore than just looking at what your peers are doing,” she said. “Trope mashups or perspectives you didn’t even know you needed or wanted. I’m not saying you haven’t read books or been inspired by them. I’m just saying we should steal more.”

Gothic Therapy’s hosts react with incredulity, with MasterofTheTDS stating, “What did you tell us? I didn’t learn anything!”

Context: A Damning Admission or Misinterpreted Provocation?

The Gothic Therapy video frames Amber-Leigh’s talk as a shocking confession of intellectual theft, aligning with broader criticisms of SBI’s approach to game development. The hosts argue that advocating for “stealing” reflects a lack of creativity, especially from a company involved in high-profile games accused of uninspired narratives. MasterofTheTDS points to the Sweet Baby Inc. track record, suggesting that “the fact that you could steal from books and still not making good games says a lot about you guys.”

SBI has long been a lightning rod for controversy. The studio specializes in narrative design and diversity consulting, working on titles like Alan Wake 2 and Marvel’s Spider-Man 2. Critics, particularly in online gaming communities, have accused SBI of pushing “woke” agendas, leading to movements like the 2024 “Sweet Baby Inc. Detected” Steam curator group, which boycotts games linked to the firm. The Sweet Baby Inc. “stealing from books” narrative fuels existing perceptions of SBI as lacking originality, with detractors arguing that their reliance on external sources—whether books or ideological frameworks—undermines authentic storytelling.

While Amber-Leigh references Steal Like an Artist, which promotes ethical inspiration through remixing and crediting sources, the hosts reject this as a flimsy excuse, insisting that any form of “stealing” is inherently lazy. They also criticize the presentation’s lack of focus, noting that Amber-Leigh spends much of the talk recommending books unrelated to gaming, such as love triangles and manga, without clear applications. Her admission of avoiding horror due to personal discomfort and the apparent disorganization of the talk—delivered in a hotel room with a messy bed visible—further erode her credibility in the hosts’ eyes.

Reactions and Broader Implications

The controversy has gained traction on platforms like X, with a post from @MasteroftheTDS on July 28, 2025, amplifying the video.



“Sweet Baby Inc. is the gift that keeps on giving,” he said. “In 2022, a now former SBI member gave a presentation telling devs to STEAL FROM BOOKS to make games. Not hyperbole. Not a joke. Straight up theft.”

The sentiment reflects growing frustration among some gamers who view SBI as emblematic of broader industry issues, including perceived declines in narrative quality. The allegations raise serious questions about intellectual property in gaming, especially as cross-media adaptations and AI tools blur ethical lines.

While drawing inspiration from literature is standard—seen in games like The Witcher adapting Andrzej Sapkowski’s novels—Amber-Leigh’s overt call to “steal more” while she was still an employee of Sweet Baby Inc. is seen by critics as an admission of creative bankruptcy within that organization.

The resurfacing of Amber-Leigh Blake’s “Let’s Steal from Books” presentation has added fuel to the ongoing backlash against Sweet Baby Inc., with critics citing it as evidence of unethical practices and a lack of originality.

SBI-Stealing-from-Books-6-1280x704.png

A screenshot from a GDC talk by Sweet Baby Inc. employee Amber-Leigh Blake called “Let’s Steal From Books!” – YouTube, Gothic Therapy

Gothic Therapy’s MasterofTheTDS and Writing Raven deserve credit for bringing this talk to light, offering a raw and unfiltered critique that resonates with gamers skeptical of SBI’s influence. As the gaming industry grapples with evolving standards for creativity and intellectual property, this controversy underscores the risks of provocative rhetoric in a polarized landscape. The full video is available on YouTube for those seeking to judge the talk for themselves, but for many, it’s another strike against a company already under siege.


Fonte
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Quer dizer que os incompetentes contratados via DEI roubam as idéias de autores com mérito (muitos dos quais, ressalte-se, pessoas brancas), para injetar seu lixo ideológico? Parasitismo é apelido. :kclassic
 

Bloodstained

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A agenda segue a todo vapor

Vão conseguir imbecilizar e bestializar todo mundo


Que inferno
Já estão forçando a implementação da Identidade Digital, que é uma etapa obrigatória para a futura implementação do Sistema de Crédito Social. Se forem bem sucedidos, o livre-arbítrio será extinto e todo mundo estará submetido permanentemente a um cabresto ideológico, que recompensará os que se adequarem e punirá severamente quem não baixar a cabeça e dobrar o joelho. Esse sistema representa a última instância daquela fala infame de Larry Fink (CEO da Blackrock), sobre "forçar comportamentos".

Levando em conta a escalada autoritária observada nas últimas semanas, infelizmente não tenho mais esperanças de morrer antes que esse sistema seja implementado em plena capacidade. É apenas uma questão de tempo até que vivamos num futuro distópico , que fará 1984 parecer uma obra de fantasia infantil.
 

velhopilantra

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Já estão forçando a implementação da Identidade Digital, que é uma etapa obrigatória para a futura implementação do Sistema de Crédito Social. Se forem bem sucedidos, o livre-arbítrio será extinto e todo mundo estará submetido permanentemente a um cabresto ideológico, que recompensará os que se adequarem e punirá severamente quem não baixar a cabeça e dobrar o joelho. Esse sistema representa a última instância daquela fala infame de Larry Fink (CEO da Blackrock), sobre "forçar comportamentos".
Os crentes devem estar em êxtase em saber que finalmente o numero da besta será implementado, só resta saber se Jesus vai voltar.
 

darth vader x

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Eu tenho notado que recentemente esses sites de DEI detected e Sweet Baby inc. detected não têm se atualizado muito, o que estaria acontecendo? Os jogos lacradores não pararam de serem lançados.
 

All_Might

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Existem ferramentas desenvolvidas e em desenvolvimento para contrapor a censura e o Estado.

Mas, é muito mais cômodo para a população bovina, ficar dentro do cercadinho...


Redes sociais & plataformas descentralizadas


  • Mastodon — alternativa ao Twitter em rede federada (protocolos ActivityPub).
  • Pleroma / Misskey — servidores (Fediverse) similares ao Mastodon, mais leves e customizáveis.
  • Diaspora* — rede social descentralizada focada em privacidade.
  • Scuttlebutt (Manyverse) — rede social P2P que funciona até offline.
  • Nostr — protocolo de rede social censorship-resistant (clientes como Damus, Amethyst).
  • Minds — rede social com foco em liberdade de expressão e anúncios opcionais.
  • Odysee (rede LBRY) — vídeos descentralizados (alternativa ao YouTube).
  • PeerTube — hospedagem descentralizada de vídeos por instâncias independentes.
  • Element (Matrix) — mensageiro/rede social descentralizada, criptografada.



Ferramentas/Apps de comunicação antimonitoração


  • Tor Browser / Tor Network — navegação anônima e resistente a censura.
  • Signal — mensagens instantâneas com criptografia forte e código aberto.
  • Briar — mensagens P2P via Bluetooth/Wi-Fi sem depender da internet.
  • Session — mensageiro descentralizado usando a rede Oxen.
  • Threema — mensageiro suíço pago, com privacidade avançada.
  • Ricochet Refresh — chat p2p baseado em Tor, totalmente anônimo.



⛓️ Tecnologias e infraestruturas descentralizadas


  • IPFS (InterPlanetary File System) — sistema de armazenamento e compartilhamento de arquivos P2P antipersistência estatal.
  • Freenet — rede P2P focada em anonimato e publicação resistente à censura.
  • ZeroNet — sites P2P via Bitcoin + BitTorrent (sem servidor central).
  • Blockchain/DeFi — Ethereum, Solana, etc. são usados para apps imunes a censura. (Shitcoin é lixo)
  • Namecoin / ENS / Handshake — DNS descentralizados que driblam censura de domínios.
  • Snowflake / Psiphon / Lantern — ferramentas para furar bloqueios estatais.


    Bitcoin é…

    • Descentralizado — não tem governo, banco ou servidor central para ser fechado.
    • Imune à censura de transações — ninguém pode impedir você de enviar/receber.
    • Resistente a confisco — com sua chave privada, seu saldo é acessível de qualquer lugar do mundo, mesmo se confiscarem tudo físico.
    • Transnacional — funciona mesmo onde o Estado tenta proibir (ex: Nigéria, Turquia, Venezuela, China).
    • Open-source e verificável — qualquer um pode rodar um nó completo e validar a rede.

    ⚡ Ecossistema Bitcoin com foco em privacidade e anticensura:​

    • Carteiras anônimas: Wasabi Wallet, Samourai Wallet
    • Camadas secundárias para micropagamentos rápidos e quase impossíveis de bloquear: Lightning Network
    • Redes tipo Mesh e satélite para transmitir blocos sem internet tradicional: Blockstream Satellite, Meshnet, Locha
 

Bloodstained

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Mastercard Hit With X Community Note on Post Claiming Company is Not Censoring Gaming Content


Mastercard in its attempt to distance itself from the recent gaming censorship controversy found itself hit with a damning X community note.

In a bid to quell mounting outrage over alleged involvement in the mass removal of adult-themed games from platforms like Steam and Itch.io, Mastercard issued a public statement on August 1, 2025, emphatically denying any role in censoring or restricting content.

Posted on X by the company’s official news account (@MastercardNews), the statement aimed to clarify “recent headlines on gaming content” amid a broader controversy sparked by advocacy groups and payment processor policies.

However, the post was swiftly appended with a damning Community Note—a crowdsourced fact-check feature on X—that highlighted direct contradictions from affected platforms and Mastercard’s past actions, complete with linked “receipts” that amplified the backlash.

Mastercard’s Attempt to Distance Itself

The controversy traces its roots to mid-July 2025, when Steam and Itch.io began purging or hiding thousands of adult-oriented titles, citing compliance with payment processor demands to avoid service disruptions. This followed an open letter from Australian anti-exploitation group Collective Shout, which urged processors like Mastercard, Visa, PayPal, and Stripe to halt support for platforms hosting games with specific themes.

Mastercard’s response came via a linked press release and an embedded image in their X post, stating: “Mastercard has not evaluated any game or required restrictions of any activity on game creator sites and platforms, contrary to media reports and allegations. Our payment network follows standards based on the rule of law. Put simply, we allow all lawful purchases on our network. At the same time, we require merchants to have appropriate controls to ensure Mastercard cards cannot be used for unlawful purchases, including illegal adult content.”

The statement positioned Mastercard as a neutral facilitator, emphasizing legal compliance over moral judgments. Yet, this narrative clashed with reports from the gaming platforms themselves, fueling accusations of gaslighting.



The post garnered over 8.6 million views, thousands of likes, and a torrent of critical replies from gamers, developers, and influencers, who flooded Mastercard’s customer service lines and launched petitions demanding transparency.

The Community Note: Bringing the Receipts

Within hours, X users contributed and upvoted a Community Note that appeared beneath the post, effectively undermining Mastercard’s claims.

The note reads:

“Both Steam and Itch have stated their removal of adult content came from pressure by payment processors, including Mastercard. Furthermore, Mastercard and other payment processors have a documented history of refusing service to Japanese retailers…”

Mastercard-Gaming-Censorship-Community-Note.png
A community note on an X post by Mastercard – X, @MastercardNews

This note, rated helpful by the X community, served as a concise rebuttal, linking to sources that provided evidence of Mastercard’s involvement in similar content restrictions. It confirmed a pattern of behavior, suggesting the company’s denial ignored both current events and historical precedents, and it brought receipts to back up these claims.

What the Links Revealed: Steam and Itch.io’s Statements on Pressure

The first link in the Mastercard Community Note directed to a July 29, 2025, article in The Guardian. The piece detailed how payment processors’ policies forced platforms to act, with direct quotes from Steam and Itch.io contradicting Mastercard’s hands-off portrayal.

Steam’s Response

On July 18th, Valve (Steam’s parent company) told PC Gamer that it was “retiring” several games to align with updated guidelines introduced on July 16th. These rules explicitly prohibited “content that may violate the rules and standards set forth by Steam’s payment processors.”

Dragon-Age-1-1280x382.png

A screenshot of Dragon Age: The Veilguard’s ranking on Steam DB’s Most Wishlisted Upcoming Games list. Screenshot taken on October 21, 2024 at 7:31 AM ET.

While Valve didn’t name Mastercard directly in the quote, the context tied the changes to processor demands, noting that without compliance, the entire platform risked losing payment capabilities. The impact was significant: hundreds of titles, primarily visual novels and adult-themed games, were removed, affecting indie developers who relied on Steam for distribution.

Itch.io’s Response

On July 23rd, Itch.io announced via its updates page that it was “deindexing” (hiding from search) all adult-oriented games—over 20,000 titles—while conducting a “comprehensive audit of content to ensure we can meet the requirements of our payment processors.”

The platform described the move as a response to “scrutiny” from these processors, which they linked to Collective Shout’s campaign. Itch.io emphasized the broad sweep, noting it affected not just mature content but also award-winning games exploring themes like identity, body image, and sexuality.

They added that they were “working to clarify new payment processing policies” and “seeking alternate payment partners for adult-rated content” to mitigate future restrictions. Again, while specific companies like Mastercard weren’t quoted verbatim, the article framed the pressure as coming from major processors, including those handling Visa and Mastercard transactions via intermediaries like Stripe.

The Guardian article highlighted the ripple effects. Developers faced sudden income loss, and critics argued this constituted “financial censorship” by corporations wielding outsized influence over digital economies.

The Historical Precedent: Mastercard’s Actions in Japan

The second link pointed to an article in Otaku USA Magazine discussing Mastercard and Visa’s refusal to service Japanese retailers over mature legal content. While direct access to that specific page yielded limited details, related reporting from The Asahi Shimbun in March 2025 provided a comprehensive account of similar incidents, illustrating a “documented history” as noted in the Community Note.

In 2024-2025, Visa and Mastercard suspended payments to several Japanese sites specializing in adult-oriented manga, illustrations, and fan-made works. Reasons cited included pressure from international human rights groups (e.g., a 2020 letter urging card companies to block certain sites) and a 2022 U.S. court ruling allowing Visa as a defendant in a lawsuit pertaining to such content.

Payment agencies framed it as protecting against “abundant” content, but affected parties argued it was legal in Japan. Visa stated it “restricts neither legal and free speech nor transactions containing expressions of legal and free speech,” while Mastercard declined to comment.

Critics like Kotaro Ogino of the Uguisu Ribbon Campaign noted a decade-long trend of suspensions, and legal experts like Yoko Shida warned of threats to free expression. This Japanese case mirrored the gaming controversy, showing Mastercard’s pattern of indirect enforcement through policies that force platforms to self-censor, even for legal content.

Broader Implications and Ongoing Backlash

The Community Note’s “receipts” amplified calls for accountability.

Indie developers and free speech advocates, including the Free Speech Coalition, decried the moves as setting a dangerous precedent for corporate control over creative expression. As of now, Mastercard has not issued a follow-up, but the Community Note highlights the tension between anti-exploitation efforts, brand protection, and digital freedoms in an increasingly interconnected global market.

This incident serves as a stark reminder: in the age of crowdsourced fact-checking, corporate denials can quickly unravel when confronted with evidence from the very platforms they influence.


Fonte
 

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Payment Processor Video Game Censorship Crackdown Could Extent to GTA, Saints Row, & More


Could the ongoing video game censorship crackdown extent to action-oriented games like Grand Theft Auto or Saints Row?

In a rapidly escalating controversy shaking the digital gaming landscape, payment processors like Visa, Mastercard, PayPal, and Stripe are exerting immense pressure on major platforms to delist adult-oriented games.

What began as targeted removals of explicit titles on storefronts like Steam and Itch.io has now spilled over to smaller, retro-focused sites such as Zoom Platform. Alarmingly, this purge is raising fears that even mainstream action games—long criticized for violence, sexual themes, and mature content—could be next on the chopping block.

Titles like Grand Theft Auto, Duke Nukem, and Saints Row have been explicitly flagged as “at risk” during discussions between platforms and processors. This development signals a potential slippery slope toward wider censorship, where artistic freedom in gaming hangs in the balance.

As of August 2025, the campaign spearheaded by the Australian advocacy group Collective Shout has gained traction, forcing platforms to navigate a minefield of compliance demands while trying to preserve user access to diverse content. With over 17,000 games reportedly affected on Itch.io alone, the industry is grappling with what many see as an overreach that could redefine what’s acceptable in video games.

The Origins of the Pressure: Collective Shout’s Campaign

The push to sanitize digital storefronts traces back to Collective Shout, a charity organization founded in 2010 that campaigns against the objectification of women and children in media. The group has a history of targeting mature video games, notably contributing to the 2014 removal of Grand Theft Auto V from Australian retailers like Target and Kmart due to its depictions of women.

In recent months, Collective Shout escalated its efforts by directly lobbying payment processors rather than the platforms themselves. According to a statement from the group, they approached these financial gatekeepers after months of ignored complaints to Steam.

“We approached payment processors because Steam did not respond,” Collective Shout explained in a public post, claiming responsibility for the subsequent delistings on both Steam and Itch.io. This strategy leverages the processors’ influence, as platforms rely on them for transactions—without compliant payment options, sales grind to a halt.

The group’s tactics have drawn criticism for being overly broad and ideologically driven. Critics argue that while protecting vulnerable groups is important, blanket bans risk stifling creative expression. Collective Shout’s involvement has been likened to historical moral panics over video games, echoing debates from the 1990s about titles like Mortal Kombat and Doom.

Impact on Major Platforms: Steam and Itch.io Under Fire

Steam, Valve’s dominant PC gaming storefront, was among the first to feel the heat. In July 2025, reports emerged of games being quietly delisted or de-indexed—meaning they’re hidden from search results and harder to find.

Itch.io, a popular indie platform known for its open policies, followed suit, confirming the removal or de-indexing of certain content in response to processor demands. A staggering 17,000 titles were affected on Itch.io, prompting the platform to actively seek alternative payment processors that are more tolerant of adult-oriented games.

Zoom Platform’s Defiant Stance and the “At-Risk” Games

Smaller platforms aren’t immune. Zoom Platform, a DRM-free store specializing in retro and cult classic games, recently disclosed similar pressures from an unnamed “fellow member of the industry” via their payment processors.

In a statement, Zoom affirmed its commitment to artistic freedom. “We have no plans to remove any titles, and will do absolutely everything in our power to prevent such de-listings,” they said.

To circumvent scrutiny on individual transactions, Zoom is implementing a wallet system where users preload funds, alongside enhanced two-factor authentication for security.

The platform, founded by industry veteran Bernie Stolar (known for launching the PlayStation and Dreamcast in North America), hosts a eclectic library including edutainment, oddities, and yes, adult-oriented games. It’s notably the only legal digital source for original Duke Nukem side-scrollers.

During negotiations with PayPal and Stripe, representatives revealed that games like Grand Theft Auto, Duke Nukem, and Saints Row were cited as potentially problematic.

These titles, while not explicitly adult-oriented, feature satirical brutality, innuendo, and mature humor that have drawn ire from advocacy groups for decades. The Grand Theft Auto series, for instance, has faced bans and lawsuits over its depictions of crime and sexuality, while Duke Nukem is infamous for its crude protagonist and so-called objectification themes.

Broader Implications: Are Action Games Next to Be Censored?


The concern that action games might be the next to be censored appears well-founded amid this controversy. Developers of the viral co-op game Chained Together (formerly known as Peak) echoed this sentiment.

“It’d be foolish to assume that any game is safe,” they said.

The fear is that once explicit adult games are purged, the net will widen to include any title with edgy content—violence, satire, or even mild innuendo. This isn’t without precedent. Collective Shout’s past successes, like pulling GTA V from shelves, demonstrate their persistence. Industry watchers warn of a “slippery slope,” where payment processors become de facto censors, bypassing platform policies.

Organizations like the UK Interactive Entertainment (UKIE) have addressed the issue, calling for clearer guidelines on video game censorship to protect legal content. Meanwhile, some platforms like GOG have pushed back by offering mature games for free temporarily, emphasizing that “if a game is legal and responsibly made, players should be able to enjoy it.”

Conclusion: A Crossroads for Gaming Freedom

As the dust settles on this latest video game censorship wave, the industry stands at a crossroads.

Platforms like Zoom are innovating to protect their catalogs, but the threat to beloved action franchises looms large. If Grand Theft Auto, Duke Nukem, and Saints Row fall victim, it could signal the end of an era for unfiltered gaming experiences.

Ultimately, the battle pits artistic liberty against moral advocacy, with payment processors holding the reins. For now, developers and players alike are watching closely, hoping that reason—and not restriction—prevails.


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Para quem acha que não há problema na censura ilegal que está sendo aplicada por empresas de cartão de crédito a jogos adultos, saibam que pode ser apenas uma questão de tempo até que ela seja escalada para jogos de horror, jogos com violência, jogos satíricos e, em última instância, jogos que possuam qualquer coisa que essas empresas julguem como "problemática".

A única forma realmente efetiva de combater essas empresas, consiste na aprovação de legislações que as impeçam de agir de forma arbitrária e autoritária. Afinal, a função dessas empresas consiste em processar pagamentos feitos através de meios eletrônicos... e mais nada. Ninguém as nomeou como "polícia moral" em escala global. O problema é que são necessários anos até que a legislação destinada a contê-las seja aprovada. Até lá, o estrago pode ser tão grande que dificilmente será possível desfazê-lo.
 

ELTORO

Mil pontos, LOL!
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Pessoal aqui na pasta consoles estava dizendo que "a Collective Shout é de extrema direita"

"Extrema direita" né

Então me explica porque eles apoiam o seriado Cuties, que é basicamente woke (além de apologia a pedofilia) ?
 

T.Chico

Mil pontos, LOL!
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Pessoal aqui na pasta consoles estava dizendo que "a Collective Shout é de extrema direita"

"Extrema direita" né

Então me explica porque eles apoiam o seriado Cuties, que é basicamente woke (além de apologia a pedofilia) ?

Pasta console é cheio de passador de pano sonysta esquerdinha ou isentão, tem que virar o mundo de cabeça para baixo fumando muita maconha estragada para dizer que existe grupo feminista de direita:klol
Grupo feminista de direta:klolwtf:klolwtf:klolwtf
 

Bloodstained

Mil pontos, LOL!
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Pessoal aqui na pasta consoles estava dizendo que "a Collective Shout é de extrema direita"

"Extrema direita" né

Então me explica porque eles apoiam o seriado Cuties, que é basicamente woke (além de apologia a pedofilia) ?

Pasta console é cheio de passador de pano sonysta esquerdinha ou isentão, tem que virar o mundo de cabeça para baixo fumando muita maconha estragada para dizer que existe grupo feminista de direita:klol
Grupo feminista de direta:klolwtf:klolwtf:klolwtf
É por esses (e outros) motivos que estou postando a respeito do assunto neste tópico aqui, ao invés de postar naquela pasta. Não tenho paciência para quem não sabe porra nenhuma a respeito do que está falando ou, pior ainda, que até sabe, mas fica bancando o joão sem braço por motivos ideológicos. :kclassic

 
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