The rule they have that any fantastical setting has to be analogous to the real world, is actually a bad idea and potentially very offensive. If you do something like (as is somewhat common) Dwarves=Nordic/Scottish, and then use it as a basis to make real world comparisons about their culture and struggles you risk making more comparisons than you mean and stereotyping the people in question as being 'like Dwarves'. Even if you don't depict your Dwarves as drunkards, most people view them like that and the comparison could come off as offensive. It's also really easy to screw up because real world issues have history to them that's so long you could study a degree in it, and some even do study it. It's much better to make a fantastical world and culture unique, but have common themes with the real world. Your Dwarves aren't literally Scottish, but their history of invasion and mistreatment might be reminiscent of how the Scots have been treated; but it avoids any direct comparison because it also has shades of how Poland has been treated, or Africa, the Indians both American and Asian etc.,(reply>), Made that first comment before finishing the video, and saw that they also say you have to conform to those percentages for hiring. You sort of hinted at it with the '20 positions and only 6 women applied', but what's <b>really</b> bad is that it completely ices out a lot of indie games. There are plenty of good indie games made by just a small handful of people, or even just one person. For them, it's not a matter of luck that not enough women applied, it's a matter of inevitability because they mathematically can't meet the requirements. Walter Machado makes most of his games all by himself, music, art, coding; everything. While his games aren't really the sort that win BAFTA's, it wouldn't matter if they were because he's a mostly one man operation. He can't meet the requirements at all.