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  4. Story 4: You dont play with swastikas!
What happens when a mid‑career crisis, the frustration of
“another game about orcs and zombies,” and worries about the
world collide? For Jörg Friedrich, it meant walking away from
business as usual, starting something small and personal—and
ultimately helping change Germany’s rules on Nazi symbols in
games.

In this episode of “behindthescenes,” we sit down with Jörg
Friedrich—co‑founder of Paintbucket Games, former AAA designer
(Spec Ops: The Line), and creative lead behind “Through the
Darkest of Times,” a game about civilian resistance in Nazi
Germany.

What began as a two‑person side project became an indie success
and a political flashpoint. We trace the journey: late‑night
development; a lean, mostly text‑driven design that mirrors the
grim reality that most resistance cells failed; and a simple but
sharp Twitter strategy—daily 1933 events—that drew historians,
journalists, and players. A stark, hand‑drawn art style made the
project instantly recognizable.

Then the fight that made headlines: Could games depict swastikas
under the same “social adequacy” rules as film and literature?
Jörg explains how the German games association used the project
as a case study, how the USK weighed the build, and why the game
became one of the first in Germany to get an age rating while
still showing Nazi symbols.

We also cover the fallout: wall‑to‑wall media attention at
Gamescom, long lines to try “the game with the swastikas,” and a
backlash that ranged from union press releases to the ministerial
sound bite “You don’t play with swastikas.” Jörg shares the
personal stakes—teaching gigs put at risk—and how
behind‑the‑scenes advocacy ultimately shifted the narrative
toward games as serious historical storytelling and civic
education.

This is a candid look at making “games with impact”: refusing
fake symbols, embracing uncomfortable truths, and designing for
tension, loss, and survival over power fantasies.

In this episode, you will learn:

How a meaning crisis led two AAA veterans to found
Paintbucket Games and pursue “games with impact.”

Why Through the Darkest of Times centers the rise of fascism,
everyday persecution, and the slow erosion of freedom.

How a daily 1933 Twitter feed and distinctive art style built
the audience before launch.

How a tiny project secured a publishing deal (THQ Nordic /
HandyGames) without a traditional pitch.

What changed inside the USK to apply the social‑adequacy
clause to games—and why this case mattered.

How the media storm and political backlash unfolded, and how
allies helped reframe the debate.

Why the team refused to invent “fake” symbols—and what that
says about historical honesty in games.

Why the game is designed so you often “don’t win,” echoing
the fate of real resistance groups.

If you want to understand how far games can go as a cultural
medium—and what it costs to push those boundaries—this episode is
for you.

Subscribe for the full, uncut and ad-free episodes!

Patreon: https://www.patreon.com/cw/behind_the_scenes_show

Steady: https://steady.page/behindthescenes

Hosted on Acast. See acast.com/privacy for more information.
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