I'd prefer something closer to SAG than the auto workers union personally.
I'd prefer something closer to SAG than the auto workers union personally.
But to offer a different answer to “why just games” - this particular effort is newsworthy right now because it was organized to be promoted heavily at GDC, which I believe just ended.
In a way that's what labor laws and minimum wages are... a gov't mandated union of employees.
:)
But I see no reason why this couldn't eventually blossom into a "Software Developer's Guild".
While the tech is similar the project cycles are usually quite different so I don't know if one-size-fits-all would get splintered by different concerns.
The implication being made that game devs are some kind of sweatshop slaves is ridiculous.
The thing is they generally do quit, if you look at Gamasutra's yearly industry survey you'll see a huge bimodal distribution of less than 3 years and 10+ years. The average industry career ends up being about 3 years.
Here's a situation that I saw a lot when I was in the industry:
1. Get a new gig in a different town(usually because the previous studio cratered). Sell your house, move your family and get settled because this studio seems like it's being run sanely.
2. 4-6mo later crunch time hits. Mandated 80hr/week with 6-7 day work weeks. Anyone who takes even half a day off catches a ton of shit. Heck, I get yelled at for leaving the office at 11pm one day.
3. No funds(remember 30-50% less pay) or time to find a new gig and you've got a mortgage/rent/family to support.
4. Game fails/sucks because of crunch or other reasons. Studio closes/layoffs.
5. Repeat step #1.
I would hazard a good 80% of people in gamedev are paycheck-to-paycheck(I know we were). So while it's easy to just claim they should quit that's not as simple in practice.
The saddest thing (of this story)? This game, from a major mobile publisher, never even made it out of beta because their monetization component had no traction. As an aside, they also ended up scraping my tracks and replacing them with drone simple turn left/right then jump. Repeat. (because of the amount of work it was going to take to implement...)
That is one of too many stories. Truth is, nearly every/maybe all game development studios is poorly managed.
I have wondered if the high failure rate is a mismatch of three key issues; passion and understanding for the medium in the company culture, management not knowing how to manage technical/artistic creators, and then the fickle nature of the target market.
Great games made by amazing developers can tank because they don't have the business chops. Management can't get a handle on what they are actually managing, because that has proven notoriously hard even when the software product isn't nearly as complicated as a game.
Even in ideal circumstances with a great team, game, and execution, your game can flop because it just wasn't flavor of the month or you released behind a more favored title.
I would love to hear what people think a great studio would look like.
they do, iirc after about 5 years, typically.
Maybe the game industry is the best place to start a tech union as a proof-of-concept, given that (if the stereotypes of game studios are true) it has a higher proportion of employees aren't too happy about their relationship with their employer than other parts of the tech industry where the pay and working conditions are better.
At least in Europe most countries do have support for developers on their unions. It is up to each one to decide which one they want to join.
Not specifically for IT, rather something general like "industrial jobs" for example.
Also in those countries where engineering degrees are regulated, you can also appeal to the Engineers Order if something is going wrong.
I think it's unwise (from my armchair) of game companies to build their business on a cycle of crushing the dreams of young people, but it's voluntary, obvious, and well-warned.
Apple, google, and other companies we're already found working in a cartel to keep software engineer wages down, and those were just the high profile explicit agreements.
I don't get people like you who find it ok for corporations to pool capital and output from all their employees in the negotiation process, but the second employees want to work together to even the playing field it's a deadly sin