Making Video Games Is Not a Dream Job
nytimes.com
nytimes.com
This is basically the reason for low wages in quite a few 'passion' driven industries. If a job is something enough people want to do, then talent is cheap and plentiful and companies can provide low wages and poor conditions that for every person who quits, ten more are lining up for the 'opportunity'.
You can see this in all manner of arts or entertainment based fields, since there are far more people wanting to become artists/musicians/writers/whatever than there is demand for their services. You can see it in journalism, where in many cases organisations will try and get work done for free, and will pay so little that living off said wages is virtually impossible in a major city if you don't have a trust fund (though admittedly the huge increase in competition from the internet puts pressure there). And I even recall people saying it's one reason teaching wages aren't too high either.
Unionisation may help, but the only practical solution is for people to stop taking on terrible jobs because of some sense of 'passion', and to go where their skills are appreciated/where they're treated better/fairly compensated.
In fact, video game journalism may be the worst of both the game development and media worlds, since it's got all the downsides of both (low pay, long hours, unstable employment, companies struggling) plus an endless supply of newcomers who (like with game development) think it'll be their dream job.
Oh, and the basic skill requirements to get employed are really low too. So it's like a minimum wage career people are passionate about getting into where pretty much anyone can do the work.
By restricting the supply of talent, thus artificially driving up wages, but at the same time keeping a lot of people from being able to pursue their dream.
There's been a movement to right to work, but even then, the non-union employees are forced to abide by the union negotiated contract, which is bullshit.
By which you mean, there's been a movement by employers towards the right to work for less.
> but even then, the non-union employees are forced to abide by the union negotiated contract, which is bullshit.
What's bullshit is that non-union employees get the same benefits that a union fought for, without having to do any work to get them.
Unions can keep people out of professions in a lot of places in the US. Right to work makes it so union membership isn't mandatory. Surely if the union is so awesome, voluntary membership would work just fine.
|What's bullshit is that non-union employees get the same benefits that a union fought for, without having to do any work to get them.
Take it up with the union leadership, not me pal. They're the ones agitating for this stuff.
See: doctors
How do you think they magically achieve this?
Surprise - it's by threatening to restrict supply (not working for the company if they don't agree to the union's terms.)
Revenue pie, not profits pie. A union will negotiate better terms for itself if the leadership thinks it's appropriate, regardless of the health of the company.
It is changing a bit lately but to large extend, going through deadmarches was/is bragpoint. It gives you credibility and proves you are passionate. Ability to say no and negotiating for good conditions, scope control and good treatment is framed as weakness or laziness.
More pertinently, I know someone trying to get an entry level role in a similar passion field and is struggling.
Adding to the problem is:
- Passion fields are quite insular and like to only hire from within the industry
- Nepotism is everywhere. In something like art, hiring so and so's son/daughter may cost you $30k but could close you a $10M deal which is good business
- Pulling up the ladder culture: "well I had to go through XYZ to get where I am so I don't see why this new person shouldn't also have to do it and maybe a bit more"
I think the real problem is we've somehow managed to glamorize work as an end rather than a means. Is spending the first 5-10 years of your working career doing grunt work which could be making coffee and doing photocopying really "living the dream"?
This is so true, and why you always see royals/semi-royals/royal-hangers-on work in a gallery/auction/museum capacity.
They do put them through the best schools and coding classes to hire them, but they still need.someone.competent.
At one point my dad was doing finance for a 20ish person company, where five of the employees were family members. He said that they basically did nothing all day, but all collected paychecks. As the finance guy, he could see how their results were compared to everyone else.
I know many actors of this class (irregular appearances on TV shows), and the casting directors simply don't care; they and the crew just try to remember a few names on the spot that fit the needed profile, make a few calls, maybe do a couple of auditions (often not even that), and they're chosen.
Of course, luck plays a role pretty much everywhere and those who really strike it big in tech and other professionals should chalk that up to luck to at least some degree. But, for the most part, if someone with a modicum of talent and educational background doesn't get a job at $TECH_COMPANY_A because the interviewer was having a bad day, they didn't have the right keyword for HR, or they choked on an interview question, they probably haven't blown their one and only chance to get a decent professional job.
My SO is trying to get into the Media industry and I am myself incredibly frustrated for her sake by the amount of nepotism she experiences, when you've got assistants who are rude to everyone and lazy outright at a company but can't be fired because one of the producers knows their mother it's pretty freaking annoying.
Do you propose shutting down every small family-run business in the country?
This. Unionisation is basically an attempt to reject the reality that there isn't enough demand for all that labor to be valuable at/above market-average.
Ultimately I don't think there is a right answer and which way you choose is up to you. But it sounds like a "you can't have your cake and eat it too" situation.
Lucky are those who are passionate about things the majority of the labor pool hates but many businesses need.
Edit: Just to prevent misunderstandings, this is my opinion on Unionisation in this particular industry where there are many (private) companies. It can be a different story if your only employers are not driven by profits and losses or are not in a competitive market (e.g. a government) and I wasn't trying to make a sweeping generic statement like "all unions are always bad"
But for every movie with the Micheal Bay or The Rock there are hundreds of unionized workers creating the explosions, car chases, and sets in the background. Just like developers they're the ones that make the production work but no one knows our name. (with few exceptions like John Carmack, but then again there are special effects experts with tv shows)
Edit: you're far less likely to risk burning out your employees if they are hard to replace.
One intended result is that it would forcibly remove the option of externalizing the consequences of intentionally under-utilizing the labor pool. It prevents bad behavior (behavior that should already be illegal IMO). Freely exploiting your workers because they have no bargaining power should always discouraged.
I certainly agree that unions can make a big difference in the intermediate case.
That depends on whether fixed costs of hiring another developer (and coordination costs) outweigh the variable costs of the current developers working more. The variable costs could be lesser quality of work when the developer is overworked or overtime laws.
Overtime laws are supposed to act as a penalty on companies for not hiring enough labour for the required task.
What a shallow definition of Unions.
How about it's about grabbing a larger share of the pie for workers, so the CEO of Activation isn't making 300x the average worker? Or are you of the mind he's "earned" that?
This argument would be stronger if the game industry didn't also feature a large number of insanely well paid executives.
Unionization in the game industry is not about magically thinking that higher salaries will appear out of thin air. It's about low-ranking employees coordinating with each other to correct some of the power imbalance versus executives so that rank and file can get a larger share of the pie.
But why would a surplus of developers need to correlate with a surplus of executives?
If anything it makes more sense to see a larger rift between workers and executives/investors because the costs for developers have been driven down by competition among them.
I may concede that overall it could be better with a union, but lets not pretend this will mean all current game devs will make more money. You will have less game devs who will be making more money (narrowing the gap to execs in the industry) while others get driven away from the profession.
So the “practical” solution is to change human nature? That doesn’t sound right. It’d be like saying that the practical solution to human trafficking is for people to stop visiting prostitutes; or that the solution to gangs’ drug income is for people to stop buying drugs.
In all these cases, you can quash supply; or you can constrain and regulate the way that the supply supplies, so that it doesn’t hurt people in the process; but—even in the most totalitarian state you can imagine—you can’t quash demand. Humans gonna want what humans gonna want.
In this case, the demand is “the ability to express myself to a huge audience.” People are willing to pay to do that. Because of that, they see any job where they get to do it as a net positive, even if the job is horrible. Because, in essence, they’re taking the original trade they had in mind (paying to reach an audience) and then balancing out an increase in the troublesomeness of doing that, with a payment for dealing with that troublesomeness that moves the needle all the way from “paying for” to “being paid for.”
This is true for any job that is just an extension of a hobby. People put on local community theater productions in their spare time because they find it fun and fulfilling. You don't have to pay people to do that, so the pay for people to do it professionally would naturally be low in a free market system.
Do you know another profession like that? Software development. People spend countless hours working on open source software for free just because they like it. The open source community saves businesses billions in labor costs every year. Would anyone suggest we get rid of the open source community so developers could be better compensated? We are just lucky enough that the global demand for general software development is much higher than the demand for video game development or theater/TV/movies that it can offset these other factors.
I bet few people would be eager to develop banking software on their free time for instance.
There are very good open source databases, content management systems, web servers, full text corpus search systems, operating systems, and 100s of other "kind of boring" things that a 20 year old version of me would assume people would need to be paid to create. (Some of those are a crossover where a substantial portion of the development was originally paid, of course, but many others are not.)
This of course would have to have banks be more open about how they operate, so it probably won't happen.
This is to say, it's not really the type of software that is the issue, but rather lack of openness about the problem domain.
AMQP (messaging) came out of JPMC and other financial institutions
Financial institutions are also involved in blockchain projects
Another random example: https://developer.capitalone.com/open-source/
As someone for whom the day job involves working on projects for investment banks and other regulated industries, I'd say this is not the first problem that needs to be solved.
> if banks were to describe their problems in a sufficiently well defined way
THIS is often the problem. They often don't know exactly what they want. Well, many people in the company think know what is needed/wanted but most of them don't agree with each other (and if they do they probably don't agree on priorities) beyond the rules set by the regulators (which are usually deliberately "non prescriptive", which is to say "vague"). They often have long lists of what they don't want, but no proper specification of what they do want.
The larger organisations are often so siloed that the left hand doesn't know which foot the right hand is pointing a gun at and no one really knows which elbow they are collectivly sat on. When a project to clean things up starts it is usually populated by people seconded from elsewhere who either still have that job to do so can't commit themselves to the matter in the concentrated way required to deal with it properly, or are not close enough to the problem to have a full understanding of the nitty-gritty details and the interactions between those details. And sometimes those details are very difficult to find until they bite you due to the amount of legacy systems these groups have dotted around, especially in cases where organisations have formed from many mergers & acquisitions over the years.
They don't want to openly share this state because it would be a public embarrassment. Of course, it is hardly a well-kept secret: they all know what state each other are in, as do those of us slowly trying to fix it and the consultants (internal and external to the organisations) making piles out of part-way fixing it (often by reinventing the problem space in new and expensively interesting ways!). But still they don't want it to be any more an open secret than can be avoided.
I assume large organisations in other industries are similarly afflicted. It is human nature (we often don't individually know exactly what we want) magnified by scale.
"It can't be that hard, can it?" you would be forgiven for asking.
"Oh, but it can", I assure you!
As others have pointed out elsewhere in the thread: things are improving, particularly in specific areas where new ideas are forcing, or at least allowing, more radical rethinks. But overall it'll be a complete mess for some time to come.
If a bank found someone who was eager to develop its software for free, it would have a pretty good reason to question their motives.
In that case, banking software would be very useful for the community and people will help.
The fact that something is boring has nothing to do with it. There are few things as boring as developing operating systems like Hurd or developing Wayland and dealing all day with bugs and bugs and more bugs.
Of course, people is not going to create banking software if the only ones who benefit are private companies that give nothing in return.
There must be a good reason. Something that provides the sense of deep meaning for your work. Working for free so a private company could profit out of your work does not.
I asked a journalist I knew whether he minded the fact that people like myself publish articles/blogs for free in publications that also have paid staff/freelancers. His response was basically "That ship sailed long ago." But there are definitely people who feel more strongly that people having "fun" are taking food off their family's plate.
I don’t know how often they are successful at getting photographers for these types of things but I know that if I were going to shoot for those kinds of wages I would rather donate my time to a charity that I support.
To be clear, I sometimes shoot events for free as a favor. And I sometimes shoot concerts or sporting events just because I feel like it. And if you find my photos on Flickr I'll probably give you permission to use them for free. (Though if you want to pay me, that's fine too and I do sometimes get annoyed with the presumption that I'm not going to ask for a fee.) But I'm probably not going to take you up on a minimum wage offer unless it were something I was going to do anyway.
If so many people are willing to do something for free, is it really fair to vilify someone for inquiring as to whether you are one of those people?
In general, my doing something that I want to do for free is different (usually) from you asking me to do a job that you want done for free.
Now, of course, there can be exchanges that don't involve money changing hands. Perhaps part of the deal is that I get into a concert (or whatever) for free and that may be perfectly reasonable. I do attend events on media passes on the (implicit) condition I'll publish a story about some aspect of the event.
I personally think that's not a terrible offer. $25/hour to stand around clicking pictures? It's a lot easier than most work people do for minimum wage, first, and secondly it's not like you have massive film costs or need a ton of technical knowledge anymore. 99% of the shots people want can be accomplished with stock or relatively cheap lenses, too; you don't have to be a gear-head who spends all their profits on their kit for no appreciable difference in how much people are willing to pay.
Most of us don't have $500-1000 to pay a photographer so we simply don't bother and rely on friends and family for it. I might consider getting professional pictures of my family if it didn't cost the obscene amount that it does. There's probably a market on the volume, low-cost side that simply isn't being tapped because photographers are often such dilettantes.
For someone who wants to break into photography, finding a steady supply of low-paid jobs to build up the portfolio and their name recognition for word-of-mouth marketing is probably the best way to go. You wouldn't want to be running at these wage levels for more than a year, but to start, well, there's certainly worse paths.
I'm going to assume good intent but that's an incredibly condescending remark. Just so you know.
How about if I offer a trained developer $25/hour to write me some software? It's just sitting and typing.
EDIT: Although I guess it might've been a bit more if you include the value of health insurance and such.
The bulk of commercial photographers' work are weddings. A run-of-the-mill wedding probably costs about 50k, so to have nice pictures from it you'll spend maybe 10% (?) on a photographer. So 5k for a day and a half of work? This puts a lower bound on other photo shoots as well, since there is never going to be a shortage of weddings.
Do you mean by total revenue, or for a given photographer?
I ask because in general people who do weddings tend to focus on those almost exclusively for their income (the same is true for some of the other categories I mention below).
The way I think of it is that there are perhaps only a few sources of steady income that pays a livable salary with photography:
- weddings
- headshots
- real-estate
- advertising / marketing
In many cases either photographers are being asked to do more these days (e.g. write the editorial that the photographs go with) or people who wouldn't traditionally have photography as part of their job are being asked to do the photographic work on top of their existing responsibilities (e.g. journalists who are asked to bring a camera along and snap some shots for a story).
[EDIT: I am not sure where the day and a half of work figure comes from, either. It is typical for something like an edited/touched-up photo album to be delivered a few weeks after a wedding shoot, with the photographer doing a few shoots in between and then sitting down and editing several in a batch over the course of a week or two until they are happy with the results.]
I'll take a work for hire option, thanks, without the attitude that it's an art and they're above that.
Seems to me that if you want to "be special/be paid/be known" in your art form, you need to pick the ones that are enjoyable to you AND have a significant moat, or barrier to entry. e.g. making complex pieces of music, assuming you're not stitching together prefabs from Splice, is actually much harder than pulling your phone out. Same thing with shooting, color grading, and cutting a great video, that's MUCH harder than shooting a frame and applying a filter. Same with doing a beautiful sketch or painting, that takes years of practice.
Photo cameras used to be moats a long time ago, when they were bulky, expensive, a novelty, and the development of film was not as straightforward. But now, it's gotten 100% democratized.
Of course, go back pre-35mm and that was even more the case but--as you say--even just a phone takes precent decent pictures for at least certain types of shots if you even halfway know what you're doing. I have tons of equipment and even I just default to my iPhone a lot of the time for casual "memory" type shots.
Definitely a bigger consideration than today but it's not all about quantity.
Some people create or contribute as part of their job. If the job requires new software, the company doesn't want to sell the software, and the developer thinks others could use it, then why not open source?
For the record, I don't think this means we should abandon open source software. I simply thought it was a good analogy to illustrate why OP's argument was flawed and that we shouldn't be blaming people for taking these "terrible jobs".
I imagine your are trying to allude to the glazier's fallacy [1]. However that is only a fallacy from the perspective of the entire economy. An extra dollar spent on a glazier is going to benefit the glazier. The problem for the economy at large is that the dollar might have otherwise been spent on the tailor, baker, etc.
To take this back to software development, the glazier fallacy is why I am not against open source software. The overall economy is made more efficient from it. However that doesn't change the fact that the increase in efficiency comes from not having to pay more money to software developers. That isn't great if you view the situation purely from the perspective of a (selfish) software developer.
[1] - https://en.wikipedia.org/wiki/Parable_of_the_broken_window
Creating open source solutions to common problems doesn't eliminate work, it frees people up to work on new problems.
I propose to you a law that will increase the wages of all software developers: demand that no code can be written in a computer fabricated after 2010. *
* Hint: Bastiat.
Interestingly this holds up even though I'm now coding up my own ideas - even though I'm calling the shots on what I work on, they're still constrained by what there's potentially a market for, and so it's still not really passion coding. If I were completely free of constraints, I'd do stuff that's more useless, more prestigious, more beautiful, with fewer corner cases and fewer dependencies on outside software. That's economically unviable (and kinda solipsistic, too), so I don't.
I gave them a quote without thinking too much (“$100/h, maybe a bit less if it’s something really interesting”[0]) and they were shocked, saying something like “I didn’t think you made that much money from these games!”. Well, if I did I wouldn’t be taking on contract work to begin with but you’re not getting the same rate as my own projects :)
[0] these days it would be more like $150/h.
I don't want to nitpick but a lot of the strategy surrounding ending human trafficking involves cutting off demand, which means trying to stop johns from buying prostitutes. This sort of `cut off the demand` strategy isn't entirely unheard of.
Simply, young people take less drugs and also have less teenage pregnancies then young people in the past used to.
We could at least stop giving young people terrible advice like, "you can do anything, live your dream!"
"Get a practical job to pay the bills, and do your dream as a side gig," is a pretty reasonable compromise.
Most people are have a low tolerance for risk and it's a problem when they get into a field that requires being a risk taker. That tolerance for risk is a strong unconscious bias, so they go into hyper-competitive fields and wind up being the 99% who go nowhere.
Putting out advice, "don't do risky stuff" also doesn't harm real risk-takers because they won't take that advice anyway.
> It’d be like saying that the practical solution to human trafficking is for people to stop visiting prostitutes; or that the solution to gangs’ drug income is for people to stop buying drugs.
No, it's like saying not getting into prostitution or gangs is a good way to avoid those problems in your life.
As a result they walk out of school with debt, find it difficult to find a position (because e.g. some high school level positions in the US have very few vacancies), and end up taking whatever they can get or if they cannot get anything in teaching take some other low-wage job after following their passion led them to a short-term dead-end.
"Well.. Tina's going to get a great job whatever she does, and however little effor she puts into it, but it's because her mom's a doctor and they have a lot of money. It doesn't matter if she owns an iPhone X and doesn't do homework. You need to, and it doesn't matter if you really love cooking because chefs make like $10 an hour and you need to pay rent so you need to go into investment banking even though you hate math and Excel."
Then we'll wonder why teenage suicides are sky high... oh gee i wonder why...
Ultimately the reason that we view some jobs as more fun than others derives to some extent from the natural human tendency to build a sense of identity by pretending our work is more interesting than everyone else's; the caricature of the soulless office worker is intentionally, not unintentionally, dehumanizing, because it's necessary to reinforce the narrator's pride in their own work. People in visible professions inevitably present their professions as being admirable while trying to present themselves as admirable. The age of mass media creates the illusion that whatever is being talked about is in fact more interesting than what isn't being talked about. Which actually makes the world a better place, Fallout or Tide? Which generates more fame for its creators? The only complete solution requires the nomenklatura to relinquish--or be deprived of--their privileged position in the collective unconscious. (Woe on the invisible.)
Not that that's particularly easy. The kids aren't stupid. Everyone knows that being, say, an artist, doesn't just pay off in terms of money, but in the way people interact with you. The people chasing these rewards aren't unpaid; in fact, they go to great lengths to ensure they do get paid, in precisely the way they seek to be. The lionization of indolents makes people seek indolence--and why shouldn't they?
Years ago, I had the occasion to drive across the country with a traveler in my passenger seat. We spent dozens of hours discussing philosophy, law, farm work, and how to determine which cigarettes in an ashtray are still safe to smoke. When we passed through Denver, hundreds of miles from either our origin or destination, he recognized some of his friends walking on the sidewalk of an overpass; we met up and enjoyed chips and soft drugs by a creek under the bridge. My erstwhile friend is still hopping trains and sleeping outside to this day. As they say, "be careful what you wish for--you might just get it".
there are plenty of stable, well paying jobs for all sorts of different skill sets in the entertainment industry. becoming a key grip or an audio engineer isn't a high risk career trajectory. the bigger problem with creative fields is that most of the advice kids are getting is misinformation coming from people who have to idea what the industry actually entails. the quality of art education in the us is fucking abysmal. imagine if you had english teachers who only cared about slam poetry and discouraged students from learning functional writing skills or a music teacher who never taught meter. i never had a single art teacher who taught any representative drawing fundamentals or even hinted at what was required to become an employable commercial artist. anything even remotely representative or commercial was frowned upon.
>Putting out advice, "don't do risky stuff" also doesn't harm real risk-takers because they won't take that advice anyway.
maybe but when you're only ever told not to do something it doesn't exactly give you a strong footing to take smart risks and further sets up passionate but under informed kids to be exploited because no one ever taught them how to value their work.
Wow, never realized the schooling situation was that bad in the arts.
> because no one ever taught them how to value their work.
That's a great point, though valuing one's work is bloody hard at any stage of life.
You can probably make as much as a software consultant if you play your cards right, get a nice house in the countryside and retire at 30.
Also they can follow their passion because many see their career as a sidelight until they marry and become mothers.. Men don't have this backstop or alternate way to follow their "passion", for men, low income = no marriage.
Game development companies might become more like a collective where the developers who are all on universal income pool together and treated as equals. One can dream.
Well, what you do is you subsume all of human discourse into a new, faster, online form which can use the powerful mechanisms of variable schedule of reward and monetized viral growth. Moderate and supercharge all of that with AI and Deep Learning. Make sure that you infiltrate all of the big tech companies with underpaid (thus easily radicalized) ideologues who would gladly violate company policies and laws for their cause, or at least exercise bias in the way they enforce them. Use this pool of radicalized confederates wielding this vast technological power encompassing and accelerating all of the industrialized world's most relevant discourse. Use it to control all thought and all discourse.
If people dissent, then use the power over all information online to enable your ideologue radicals to construct propaganda narratives to push your favored view of reality. Use the technological power to construct a hermetically sealed filter/search bubble for everyone willing to subscribe -- then make it addictive to them on top of it! At the same time, find, marginalize, and silence all of the dissenters. De-platform and un-person a few to make an example of them. Control all of the narratives, and if contradictions and inconvenient facts leak out, then craft narratives to explain those away. If pesky dissenters still persist, notice that toxic wacko fringes are unparalleled at drawing attention and generating vicious circles of outrage driven virality. Amplify and weaponize their messages. Start tarring the dissenters. Use unfair guilt by association. The more outrageous, unfair, and toxic the tarring, the better, as it will generate yet more toxic outrage.
Control all of the new digital media. Make it cool for young people to nullify "Free Speech." Make it cool and hip for them to say, "..then f##k your "Free Speech!" Control all of the speech. Control all of the ideas. Make it "uncool" or even socially unacceptable to have any kind of dissenting thought to the pushed narratives.
It's a scary sounding plan, with the potential for tremendous destruction of societal cohesion and culture. I don't think it will work in the end, however.
In app and web dev this theoretical grounding is less important.
Learn the basics of a trade, THEN you can do Drama. There's this dreamy state of mind that bets way too much on making it and its important that "the worst case scenario" for an actor not making it isn't a dead-end job but a trade/profession they can also excel at.
This is not a good way to run a society.
The supply/demand thing, I wish he omitted because it lets people look at things way too reductionist.
It’s actually very difficult to look at a salary and have that tell you something about supply and demand for a job. It’s obviously not that simple. In particular, it would be impossible to look at that figure and try to make heads or tails of what the “supply and demand” for executives is, because they’re paid so much radically differently. And yet accelerators churn out CEOs every day! You’d point out that I’m asking the wrong question, “it’s not about supply and demand when it comes to executive pay.” I agree, and I don’t think it’s about supply and demand for game developer pay either.
From a strictly economic point of view, the bonus system is very distorting. You get paid a huge bonus if your game gets a lot of units sold after your crunch time. However, since the publishers own the studios now, that doesn’t happen as much, and the bonuses go to the “shareholder” (ie the CEO and other highly stock compensated executives). Seems like exactly the sort of thing a union could negotiate!
But making the low line developer sound like the antagonist? “People to stop taking on terrible jobs because of some sense of ‘passion.’” Like I know you didn’t mean to sound like the bad guy, but is your line of argument really to ignore how economic structures in the industry underpay people, and instead it’s the underpaid people’s fault for being passionate?
If there was a shortage of game developers, employers would be forced to give much better benefits and compensation to retain and hire staff (and probably there would be a lot less games and studios). There may be more to the analysis, but I don't agree that you can ignore supply and demand and turn this into just oppressor greedy guy vs oppressed exploited worker instead.
A more enlightened view of compensation, if you need a more general economic way of looking at it, is: "In a world where most of economic value exists in human relationships or in computation, compensation is more about (1) how accounting reflects that economic reality, and (2) how well the compensated individual extracts accounting value from whatever big picture the accountants came up with."
In that sense, unions are exactly the remedy, because they negotiate how these employees are paid relative to the accounting value of their business.
It's all accounting! I can't emphasize this enough--you can pay the employees 2x as much, or 10x as much, or 1/2x as much, and Fortnite will be EXACTLY as fun as it is now. That's what people are outraged about.
This is totally unlike another notoriously unionized industry, autos, where a lot of the value is tied up in really objective, physical stuff like gas mileage or maintenance. Most of the economic value of Fortnite is in the experiences it makes between friends and the computer code consistently delivering that experience, whether on your phone or in the servers.
Supply/demand as the framework is kind of a stupid point of view. We can't listen to too many finance/economics people, especially the rich ones we actually hear from as opposed to the poor ones who may be right but whom we don't give a shit about. The rich ones aren't in the ground level of humanity anymore. That's what the perspective on HN is really about: sorting out which rich person you agree with.
But if you want to do the right thing, you unionize because it will get these people paid better and feel happier at basically no economic cost.
Yes, but there is a difference if it takes 20 devs to make it and there are only 10 available vs there being 200. Competition among the devs as to who gets to make it means each of them will tolerate worse conditions to get the offer over the other. Effectively driving down the costs of producing the game. With a union in play, the cost of production would be stopped from going down.
I'm not necessarily arguing that it is worse with a union than without. But an expected side effect of forcing high costs (high wages in this case) would be that it would make it much harder for aspiring game devs to enter the field.
> you unionize because it will get these people paid better and feel happier at basically no economic cost
This is not true. Again, unions might produce a better outcome, I don't know otherwise for sure. But to think that you can tweak the economic system to behave exactly as you want it to, producing all the positive outcomes with no negatives, is absurd. We can often fail to achieve anything similar with simple software systems, much less with something as intricate and complex as humanity.
In a basic income society people can do (if they want) the jobs they have a passion for without poor conditions.
And people who will want a higher income will do the jobs that a few people can do (highly skilled jobs..), or wants to do (picking up garbage, cleaning toilets...). These jobs will probably have much better conditions than now.
I worked a couple years in game industry (shipping an auto racing game for Playstation and contributing to a few other titles; I did sleep under my desk a few nights during crunch time so we'd have a demo ready for E3).
My overall experience was amazing. I have a passion for motorsports and loved gaming as a kid. Part of the overall enjoyment (read: value proposition) I derived from that position was that it was in motorsports and gaming. I loved going into a computer store and seeing "my" game on the shelf. I look forward to showing my kids the game [that will look like crap now by comparison]. (I also, without any hard feelings, left the industry because it was clear that it wasn't going to get me where I wanted to be financially.)
I don't think that people should be prevented (or even shamed) for taking on work that they are passionate about. I'm glad I did it; I had some great experiences [spending Speedweek in the hot pits as a business trip is great], worked with some amazingly talented and passionate people, and took away some great memories before moving on(/selling out? :) ).
Union contracts are typically public, unambiguous and well enforced; certainly better than relying on "company policy" to judge what work conditions will be like.
He did that when he was young, dumb, and full of dreams...
He couldn't sustain that lifestyle. We do sort of glorify the past and lionize struggle as if there were some nobility to it.
There's not. There's no inherent nobility in struggling or being ignorant. Being a dumb kid willing to work awful hours for worse pay to get out a demo in time is not an ideal to strive towards.
Just to be perfectly clear though: I'm glad I did it, have zero regrets, do find nobility in working a crunch period to ship [a demo] on-time as you promised you would [I was tech lead; that we weren't in a position to ship on-time without a crunch time was at least 50% on my shoulders], and would hope that I'd chase that same job/dream/experience if I had a chance to live my life all over again. (There are other things that I might wish to change, but that's not one of them.)
[0] - Technically, I surely could have sustained that lifestyle, but chose not to. Your overall point there remains valid, of course.
And succeeding in the face of adversity is something to be proud of. There are many things I wouldn't change in my life even though they were difficult or caused me to struggle.
That's not the point.
If I could have learned all I learned, got to where I am, etc _without_ having to struggle, that would have been preferable. The struggle itself imparts no value.
I mean, would you rather have not had to crunch to get the demo out on time? Would you rather have hit all of your targets on time without working ridiculous hours?
I don't know. Would I have rather run a 15 minute 2-mile instead of a 13:30 2-mile on my APFT in college and been less sweaty? Would I have rather gotten a B instead of an A on that digital design project while getting more sleep? (Obviously, no one but me could possibly really "care" about either of those scores at this point.)
Taking it specifically to that work topic, would I rather have worked sane hours and shipped an acceptable demo on time or worked ridiculous hours and shipped a stronger demo on time? Even though I know that nothing about my life changed as a result of the latter (because we didn't exceed our minimum units sold for the "monkey points" to pay anything), I'm happy I spent those nights in a sleeping bag at my cube and shipped the best demo and product we could.
For things that I care about at the time, I feel happier and more proud in doing more than the minimum (perhaps even my best), even at the expense of extra time and effort for which incremental compensation isn't tightly/directly linked.
I think this is eminently possible within games, and the growing interest in unions is reflective of agreement of that fact, of a desire to professionalize and negotiate towards work arrangements that follow what our current science tells us is best practice. If most game workers believed in linear effort to reward they would see the status quo as OK: not staying late would simply mean you lack "passion". And indeed, that was very much the case throughout the early history of the industry - passionate people who became bosses and focused in Panglossian fashion only on the particular metrics they prized, resulting in exploitative, fanboy-heavy, butt-in-chair workplaces.
There are many more people that want to be doctors than there are spots in med schools (US-centric view point here). The AMA artificially keeps the enrollment numbers at med-schools low, so as to drive demand for doctors in general and therefore, increase their wages. The AMA is well aware of the current shortage of pediatricians and over-abundance of cardiologists. Though the employment dynamics of literal brain-surgeons are a bit different teachers or gig-bassists, they do largely follow the same patterns in terms of pay. Granted, most MDs in the US really are very good at their jobs, so I'm not all that put-off when they literally save the lives of my loved ones (money has no value there).
Compare this to nurses and their employment dynamics. Phlebotomists aren't paid badly, but they aren't paid well either. Their shifts are hectic, long, and erratic. Hospice nursing in the US is nearly criminal in it's underpayment and overwork, especially for the emotional labor that goes into it. The reason here is that there is a vast oversupply of people that want to be nurses and in medicine.
The core issue with both cases is that such jobs provide meaning to people that want to do those jobs.
They trade off different things for that value. MDs trade their 20s and a lottery ticket into med school for that meaning in their lives, nurses trade comfort and pay for that meaning in their lives. MDs have what amounts to a very strong union, nurses (generally, but there are many exceptions in the US) do not have as strong of a union.
Generally, any profession that provides meaning in the life of a human will either be very underpaid/overworked OR will have a very strong union/credentialing system to pass before becoming employed. We all regress to the same level of misery.
In short, you'd want to make it illegal to program for pay (or to distribute free software) without being a member of the guild.
That will never happen -- thank goodness. But, it is the model that allowed the economy to chug along through the Middle Ages.
Bridges don't just get designed and built. A PE is usually required to sign off that these structures are safe and usable. Little Fischer-Price playhouses aren't the same as the Tacoma Narrows Bridge. Though not a guild in all but name, the PE acts just the same.
In fact, there is guild-like behavior in a lot of professions, come to think of it.
It's undoubtedly the same for engineering.
However, there may be a subtle difference... A non-accountant can certainly help with your books so long as they don't hold themselves out as an "accountant." And, a non-realtor can certainly help you find a house, so long as they aren't paid contingency related to the ultimate transaction. I think -- and I may be wrong -- a non-engineer can charge to design a treehouse for your... so long as he doesn't hold himself out as an engineer. (Obviously, when it comes to roads, permit-related structures, etc., a governmental agency may require a P.E.... but, that's a different set of requirements.)
But, one may not practice medicine EVEN IF one refrains from holding himself out as a doctor. And, one may not dispense legal advice EVEN IF it is clear to all involved that the person is not a lawyer.
2. Since the 60s the AMA continues a slow decline in relevance. Less than 25% of MDs in the US are AMA members. I was an AMA member. Why? Because they bribed me and my classmates with significant discounts on exam prep material. At some point there will be more student members than practicing physicians.
3. The AMA may be aware of pediatricians vs. cardiologists, but they have little to do with it now. One, the over-abundance of cardiologists isn't an indisputable fact. Regional maldistribution is a thing. There are many parts of the US where a cards referral will still take months. The AMA is not the reason pediatric specialities have relatively poor compensation relative to years of training and lifestyle. The ACGME and other interest groups, even big pharma, device manufacturers had much to do with setting the stage. These days, large organizations help maintain the status quo.
Consider that pediatric subspecialties are not competitive. Just about any average to slightly below average US grad that wants to do it can... it's not a labor supply issue!
In 2019 some doctors have it pretty good, and some not so much. Geographic disparities are huge. The public policy affecting medical practitioners is now a large number of independent special interest groups and public policy wonks. For instance, cardiologists have the ACC (their own body), but what is really powerful at this point is the motley group of pharma companies and interventional device mfrs, and huge HCOs... practitioners can benefit because obviously some interests align (A TAVR isn't too profitable without a doc to place it).
tl;dr medical professionals sort of bounce around in a Medusa head of healthcare organization and industry special interests these days... we're doing well insofar as we are useful idiots in this machine. The idea that we have unified representation is laughable.
The canonical example would be window washers on the ground level vs for a high-rise building. The latter -- even with appropriate safety measures -- is scarier, so they make more, as people willing to go up in those things are harder to find.
You can also have a negative compensating differential, where the job is so desirable that people take a lower wage to work in it, which is what's going on in the game industry; compared to developers and QA for other industries, they make less.
Another example might be astronauts, which make a lot less compared jobs requiring similar qualifications (i.e. extensive education, training, memorization, and fitness).
Ive known several of this type. And they are terrible at understanding the grueling tediousness it takes to develop a good game.
Basically they operate on the superficial end of things and think they can grok the actual reqs to develop something.
(Same thing with pipe dream “app designers”)
I've met a lot of girls who want to be fashion designers, and a lot of guys who want to be sports announcers.
On the other hand, the retirement and health care packages for public school teachers is quite generous
Being a pilot is not only a dream job, it's high status.
Many of us working jobs we don't really have 'passion' for are doing it to fund the things we are passionate about.
I really hate it when people talk about how they need public subsidies to follow their self-gratifying dream, like that money comes from people who aren't following their dream. I'm not going to work harder on stuff I don't like to support you having fun.
1776.
When people leave for greener pastures, they take their experience with them. There is no one that knows the tricks management uses to squeeze working hours out of employees (often unjustly and unfruitfully). The real solution is to unionize and force management to weed out the incompetence that creates inefficiencies that crunch is used to correct. Contrary to popular belief, unionization has thr potential to increase overall expertise.
Some passion is, but i would argue most passion isn't. That's just simple economics, and i dont think humanity can get away from that - at least, not until we reach post-scarcity.
Where have you been in the last few years, and how have you not learned anything about abusive practices which entrap people? These companies are basically abusive — they abuse their staff with long hours and low benefits, taking full advantage of the cool-factor to entangle them. As anyone who has the slightest empathy and has read anything in the news cycle in the last few years would know, people caught in this situation are often unaware they're being abused, blame themselves, and don't realize there is better elsewhere.
If you're one of the people who are, right now reading this, thinking "That's a load of BS these people are idiots and they deserve what they get", then I implore that you think again and realize you are essentially blaming the victim. That's almost never the right side to be on.
What we need to do is expose these companies for what they really. Put all these things out in the open and air them for all to see. Perhaps at some point we can have all the major studios unionized, and perhaps once their internal cultures become less toxic, their external one will likewise clear up a bit. Here's hoping.
Excessive overtime and crunch need to be outlawed. It's not a matter of whether or not it's paid, beyond a certain threshold it's a question of health. Nothing will change until people start suing. If companies can just abuse and then terminate people once their lives are ruined, they will continue to do so.
The idea that these people are entrapped is a bunch of nonsense. We're not talking about people that have zero alternatives besides scraping at the bottom of a barrel. We're talking about people that are already well-paid and would be even higher paid if only they decided to switch industries. They can switch jobs and they do switch jobs.
That's simply the truth. It's not victim blaming. The allegation of victim blaming itself is dishonest. These people aren't victims. These people have jobs they don't like. Welcome to adulthood, comrades!
No one makes decisions in a vacuum. People's behaviors are informed by their upbringing and circumstances, most of which they have no control over. Studies show that people are deeply affected by those around them, and their role models (whether those be friends or family members) have a deep impact on the paths they take in life. For example, arranging regular interactions between kids in school and young, successful white collar professionals drastically increases the likelihood that those kids end up picking similar careers. In contrast, if they are surrounded by high crime and poverty, they tend to not do so well.
This is why one should not rush to judgment when discussing these issues: things are never as simple as "well, they made the wrong decisions in life." Even if the decisions were indeed wrong in retrospect, at the time they might have looked like (or actually have been) the right ones, or simply the best ones available.
Of course not. It's still their decision. It's their responsibility what to do with their lives. It's not like we tell young children that they absolutely must become game developers or that it's the greatest job in the world. It's rather the contrary.
It doesn't make you a victim.
Even if we were to agree that this makes you a victim, who the hell cares? There's millions of workers that work far tougher jobs at lousy pay, with no upward mobility. Let's start there.
The video game industry has been nothing but transparent about the working conditions, at least from what I've seen. Every game Dev I've talked to has been clear that working on X field in the game industry is going to be more stressful and less lucrative than applying the same skills elsewhere. The slogan in my CS department was that the game Dev industry is twice the pay for half the work.
While many do have fulfilling careers it was common sense to me and my peers that going into the game development industry was not worth it unless your passion seriously outweighs practical interests. Some people think they belong in that group and later find out that they misjudged their priorities. They made a life decision they regret but they are not victims. No more than my sister is a victim of biology because she studied biology and discovered after graduation she didn't like biology and changed to working in tech.
One lucky thing about game dev is that your skills do transfer. Whether to graphic design or programming or marketing or whatnot. It's not like they got a gamedev license and are locked in.
It just comes across as a very callous definition, the 22 year old brain is much more idealistic and hopeful, and far less experienced/knowledgeable about workplace rights/conditions. Surely, you see the difficulty of these naive, youhtful video game makers' situations, who get exploited with unpaid overtime, unrealistic demands, and being cut from their company with little cause?
My point is 100% of the blame can not fall on an employee here, there is agency on both sides. Companies can be better to their workers, and workers can save money more diligently, improve their skills, and apply around for other jobs to improve their situation.
The reality is that there are obviously unfair elements to how these industries are operating and it would be desirable to most people to figure out how to improve that situation. It's also a reality that at the end of the day people have a big incentive to understand the big choices they are making in their lives regardless of subjective fairness. Regardless of your moral position it certainly seems they have paid a price for entering the industry and they entered the industry on their own free will(I doubt many people are being coerced into video game dev through threats of violence, blackmail or extortion).
Like literally everything else, the truth lies in the grey area and it's not "appalling" to have other opinions.
The idea of being so unable to believe that there may be validity to an opinion you don't like is a whole lot more appalling in my opinion.
However, I'd also like to add my own data point. I'm someone who grew up dreaming about developing games and taught myself programming as a kid, with the idea of spending my days as a game developer. However, after having heard so much bad stuff about the game industry and then experienced it first hand when doing a summer job at Starbreeze, I decided to stay away from the game industry after I got my Master's.
Nearly four years later, I ended up switching jobs and entering the video game industry (at an EA studio). I've been there for four years, now. Every week I actively turn down headhunters trying to recruit me for all manner of jobs outside of game development. A lot of things could, and should, be better in game development. But all in all, I still love making games and am much happier with my day to day job now than before becoming a game dev.
That's the crux of this entire article in one sentence. This might be an upopular opinion here, but right now the supply of developers overall [across all industries] is much lower than demand. No one is forcing a developer to work for a game studio. It might be your dream job, but if you're not treated well you're a highly talented skilled worker, go work for someone else. Let the supply diminish because of the working conditions and alternatives and suddenly studios won't have the option to treat their employees this way.
edit: typos
Making games might be your dream job, just make sure you are fully aware of the realities of your dream job and decide if you are willing to accept that reality day in and day out.
Probably the reason I don't get it is that I'm not really "into" games. I like playing Civ or overwatch a few times a month, mostly to keep in touch with old friends, but there must be people out there who care so much about video games that they can't imagine working on anything else. Maybe these are the people who choose to endure the awful conditions.
The people ensnared & abused the most, genearlly seem to be very young developers, fresh out of college or high school. That age group is, through no fault of their own, never particularly worldly or in touch with current working conditions.
Man, that really sucks, if you think about it. I'm sure many people here on HN have worked very hard on something in their life. I know I have, and in a couple of cases I ended up being acutely unhappy with the outcomes. But, DAMN, at least none of my moments of extreme toil were punctuated like this.
(Yes, I know, I'm imposing my view of what it would mean to be "civilised", and not everyone will agree.)
You can still be fired in an instant and be escorted out the door, especially if you have/had access to critical systems
Normally you'll have to be told that you're underperforming, be put on a "performance improvement plan", and have to be given time to improve yourself, or demonstrate that you are performing well.
You can be made redundant for no reason, but you have to be warned the moment management are considering redundancies that your job is at risk, and you are able to make a case for how redundancies could be avoided, or how your position could be changed to fit into the new structure. If you are made redundant, you have to be paid extra (although it's a tiny amount and only after 2 years)
This is de facto the case in the United States as well. Employers will put employees on a PIP before letting them go to prevent them from claiming that they were wrongfully terminated (due to discrimination, retaliation, etc.).
Word has it, this is the norm in video games as well.
Also your healthcare in most cases.
> Eligibility for COBRA. In general, employees who were previously actively enrolled in health insurance coverage for at least one day, but lost it due to a change from full-time to part-time employment or termination(both voluntary and involuntary), are eligible for COBRA
https://help.zenefits.com/COBRA/Understanding_COBRA/01_Emplo...
It is not a perfect system in practice, but I don't think it is conceptually incorrect.
I was a core developer on a major feature of Sleeping Dogs/'True Crime: Hong Kong' for 2+ years. At one point, when the game was still being published by ATVI under the title 'True Crime: Hong Kong', ATVI cancelled the game and 100+ developers were laid off including me. Fast forward a few months and miraculously Square Enix decided to pick up the publishing rights for the name, invested a few more months in polish to finish up the title and released it as Sleeping Dogs. I was of course delighted that this canned game saw the light of day and people were able to play it.
In Sleeping Dogs, despite the significant work I put on the project my name appears in 'Special Thanks' instead of being listed as part of the development team. This is very unfair and inappropriate.
Enforcing a clear set of crediting rules would be one of the things that a game developers union could do.
[1] https://kotaku.com/what-sleeping-dogs-gets-so-right-about-be...
I like skookumscript and miss it now that I switched from unreal to unity.
I helped designers debug many failing skookumscripts and built a lot of hooks for them for specialized missions.
But I'm very skeptical of the idea that white collar professionals earning well above the median, are somehow in need of "protecting". They have every opportunity to quit the video game industry and take up very lucrative and easygoing jobs in other industries. They are expressly choosing not to do so. That is their choice, and their burden to bear.
Anything that reduces competition in the marketplace is bad for society as a whole. This is why I'm all in favor of anti-trust regulations and breaking up the tech giants. This is also why I'm not a fan of unions. Maybe a case can be made for specially disadvantaged demographics. I just don't see it for programmers.
Our industry is really similar to actors. They have SAG and their guild negotiates with the MPAA. So every studio needs to belong to MPAA. Every year they negotiate the daily/weekly minimum rates for actors with SAG. They are pretty flexible with different rates for indy films vs big budget films.
It's not so hard to imagine a software developers guild where they negotiate for a daily/weekly minimum for developers, dba's, qa's, devops, and such...
https://www.sagaftra.org/production-center/contract/810/rate...
If you are celebrity equivalent of a developer, then you can get paid more. There are no real restrictions. You don't see famous actors getting paid below the daily minimum. When they work for a big budget film they typically get x multiple times the daily rate. Also, if they want to work on an indy film they can agree to those minimum daily rates as well.
I think its flexible enough so if you want to work for a nonprofit you can just accept the daily/weekly minimum vs asking full price if you work for FAANG.
I don't think it's a crazy amount of protections but it sets aside a basic set of standards you can expect from job to job.
If your are over 120k they suggest actors create a loan out corporation at that point...
https://firemark.com/2015/01/12/should-you-have-a-loan-out-c...
Can you imagine all the FAANG companies having to setup a Software Industry Association to negotiate with a Software Developers Guild every year? It seems plausible. It's probably in their best interest as well. These companies could just dump any social issues on to the union and just focus on making profits. The ability to lock out competitors might force other big software dev employers to join the association as well.
Just like engineering, every economic design has tradeoffs. There's no ideal solution to the problem, and if there is it certainly isn't unbridled competition.
Labor protections have to exist in order to humanize the commodity that it is, especially when demand dips below supply. Otherwise labor will be exploited. The difference between labor and oil as a commodity is that labor is people with unalienable rights. Unlimited and unregulated competition cannot always guarantee those rights, it can infringe on them for no fault of the individuals affected.
That's why there can never be a truly free market for labor that is also moral - all the upsides of the S/D curve are mirrored by the downsides. Competition is amoral; it's neither innately good or bad for society. The effects of competition can be good, which we should encourage, but they can also be quite negative, which is why we need consumer and labor protection.
For developers in all industries, I see major upsides to unionization. It's not synonymous with reduced competition or salary schedules. Think more in terms of minimum salaries, work and vacation schedules, healthcare/pension funding that isn't tied to your employer, standardized NDA and non-competes, standard FOSS contribution policies.
And yea, I think a lot of us in a hypothetical union would want to codify stuff like a meritocracy and salary/equity negotiations. People on the whole are reasonable. The idea of a union is not to ruin competition for developers, but to provide some benefits developers who don't work at the top of the game for the biggest companies out there. There's a lot of bullshit people at small and mid sized shops deal with that we could fix if we unionized.
Programming within the game industry is sliding rapidly toward blue collar, and you'd be a fool to assume the problem is contained. The problem for programmers is simple - Supply and Demand.
Thanks to a massive publicity push from big tech, the public is being sold - hook line and sinker - a story about how we're in a "shortage of developers" and how everyone needs to "learn to code". Combine that with the plethora of boot camps, and online materials, and it's never been easier to pickup JavaScript on a weekend and be coding a website.
I've never seen people shoot themselves in the foot more. For god sakes, you're sawing your foot off at this point. There is now a massive wave of young developers, just getting their footing who will be entering a work force near you in the next 10-20 years. And don't forget about remote workers, they gun for your job too. It's becoming more and more technically feasible for a software shop in the US to hire a dev team based in, I dunno, China. I've seen it happen to a group of incredible devs. At the end of the day, the numbers didn't pencil in their favor.
Ask yourselves if you really think the good times will always roll. Really ask yourself if Obama standing up in front of the nation beckoning for everyone to "Learn to Code" was really good for you, or good for the big tech companies that got him up there? Wake up, and smell the ashes. There are industry and economic forces actively working AGAINST you. Don't help them. Stop parroting the narrative that there is a "shortage of developers", for starters. And hedge your bets while you're at it - get really good at something. Specialize. Maybe it's firmware, maybe it's iOS AR, maybe its machine learning, find something niche, and get world class level good at it. In 15 years, hopefully you'll be one of the few still making "6 figure salaries".
20 years ago when I started programming I had my own office, and that continued for a few years. Then I shared an office with a few people. Now we have open-floor plan factories and Agile fanaticism, and many companies that expect >40 hours of work per week from their salaried programmers. Fortunately I work at home now so I don't have to deal with this, but I take a salary penalty to do so.
It definitely seems like in terms of people and jobs, churn and burn is the future of programming. But maybe not just programming. It seems like there is an employment culture based on "exploit the millennials". Consider the weird "Hustle Harder" posters in WeWork offices.
Somehow that doesn't seem right. I think it's a horrible zero-sum view of the world.
Not everyone and their mother needs to "learn to code".
And just like there are people who have an affinity for literacy (we call them "writers") and numeracy ("mathematicians" or "accountants" depending upon the math work), I think we're still working through what it means to be computerate.
Take metal working. Or, coal mining. Post-industrial revolution during the "boom" of the early 1900s, metal working was seen as the end-all of careers. Everyone needed to "learn to work metal!". In fact, it was pushed so much as the best career, that it became integrated into the educational system (shop). It was believed that everyone needed to learn to work with metal.
What has that done for the industry? Honestly, can you look at the metal working industry, or the coal industry, and tell me that they (or us?) are better off because of it being integrated into our educational system. We could probably argue all day about whether or not that was a smart move for mankind, but one thing is for sure - all those people ended up with depressed wages as two effects took hold - over supply of workers locally, and cheap labor abroad.
Similarly, I think we can debate all day about whether or not everyone knowing how to code is going to be a good thing. I don't think I have the same perspective as you on that, but neither of us can really make a definitive statement of fact. We can probably both agree however, that software faces the same destiny as other professions which went through the very same life cycle.
In the case of programmers, it really doesn't make much sense. There's a lot of BS that can come with unions. They have transferable skills. It's just easier to change jobs.
For more specialized workers a union probably does make sense, eg: 3d artists, game testers.
But I think union organizers are really only interested in the programmers, because they'll probably generate the most dues.
Edit; come to think about it: I made games a few years ago; educational games for government, utilities, zoos and education for money, so a job and that was still fun and really quite a dream job imho. But not big open world fps ofcourse :) Nice 2d games which is like the most anyway.
Edit 2; what I liked about game dev in the 80s and 90s was the limitations of the machines: you could lock yourself up in the basement for weeks, eat and drink and dream optimizations while writing the most rancid (but in my eyes genious) code and in the end ship it and never think about it again. I would say it was far more of an intellectual challenge than (for most devs) now as all was always from scratch; engines did not fit in memory or were just too slow if they they did. Also; there was a clear end to deathmarches: after a while nothing fits anymore and you cannot optimize it further so you ship or just scrap it. Now you can continue forever marching, which must be hell.
https://www.sagaftra.org/production-center/contract/810/rate...
Daily rates for developers, dbas, qa's and such...
The same guild could make special rate sheets for different stages of a firm. For example SAG has a daily rate sheet for indy films, a software dev guild could have one for startups as well. This could at least prevent abusive startups.
https://www.sagindie.org/signatory/
If you are a star developer equivalent to a celebrity actor, these would just be the minimum rates. There is nothing preventing a studio from paying more.
If anything this would resolve the use of contract labor 1099 misclassifications. If you are good enough to get paid above 120k you could have a loan out corporation and deduct more of your costs while still paying union fees.
https://abspayroll.com/loan-out-companies/
https://firemark.com/2015/01/12/should-you-have-a-loan-out-c...
This wouldn't be a an factory type union. It would be something like a professional union like SAG.
Read the rate sheets to get a better understanding.
That's what I wanted to do. A short look at what the reality looks like was enough to make me run away really fast.
I suppose the industry manages to lure in new talent who don't know any better, that's how they still manage to get people to work for them despite the terrible conditions. They project an image of an industry that is young (no shit, "old guys" jumped ship long ago) and fun to people who grew up playing video games and want to see the other side.
That's not just the big studios. On the indie side, the good thing is that you are not exploited, the bad thing is that it is even harder, with low chances of success. The only team that I've seen personally and was somewhat successful are the guys who made Crosscode (I highly recommend the game BTW), and the process looked like hard and stressful work. The others ended up doing gigs completely unrelated to game dev in order to eat.
It was weird realizing I was happier and feeling more creatively engaged when I was figuring out how to price derivatives.
https://kotaku.com/how-biowares-anthem-went-wrong-1833731964
We can force employers to treat game devs differently via unionization or laws. If people want to discuss these kinds of measures, that's fine. But these people ought to recognize that these regulations will involve trade-offs. If you think the trade-offs are worth it, cool, but please acknowledge them.
My feeling is that highly skilled programmers who are incredibly in demand in every industry do not need unions or special legal protection. They have options. Only by denying the existence of their free will can we pretend that this is a serious problem.
For folks that want to work in games, there can be a strong feeling that it is a quixotic quest; there aren’t a lot of jobs relative to the applicants, you’re chasing a dream, and the big places of employment often made the games that made you passionate about everything in the first place.
Once you get that first job, you’re taught that you are not only one of the best, but that you’re lucky to be there. It’s easy to quickly bond with your comrades around the shared, stressful experiences. And to internalize that this is all ok because what quest doesn’t involve some pain?
My first game job was in 2002, and my long, slow falling out of love with the industry started after shipping the first game I’d worked on. Once it had gone gold, we all took a couple weeks at 40 hours a week. After that, I was told by my boss that we all had to go back to 60 hour weeks. I asked why. The answer was, “that’s how we work.”
That was when I started looking for a new job.
Is games as an industry harder? Probably, games push current tech in every way possible. Does it mean you'll have to work harder to accomplish your goals? Also probably. But with games at least you're trying to do something no one else is most of the time. And when it hits it's something you can be proud of. Not everyone cares about that, but people in games often do.
Ultimately I decided that game development is useful for building certain programming skills as a hobby, regardless of the “value curve” of the product. And if you expect nothing (i.e. you’re competing in a huge field of millions of games, nothing is special anymore), you can focus on what you’ve gained, which may be primarily the experience.
I emphasize the hobby part; it’s useful to try it but it’s extremely backwards economically. I would always advise “other” programming jobs, with game dev. on the side.
Those are called "casual games".
Most gamers will have games with (much) over 1000 h played .. I would not call that "consumed quickly"
However I am not so sure the issues are unique to games; bad management, product re-designs/pivots, underpaid support staff, investors with deadlines and expectations of ROI.
Of the hundreds I taught, I'm only aware of one who went on to "making video games" - and yes it was his dream job, he's willing to put in the insane effort & hours to make it happen, and he was duly rewarded. Killing Floor 2 FTW :-)
Maybe it's compounded by the software industry liking to hire young people with less experience but more free time. They may not yet have the soft skills to navigate unreasonable demands and give hard answers, and logistically a single person can more easily pull extra hours.
I've found that as I get older it has become easier to push back on unpaid overtime type work (or simply not do it). Because it would be damaging to my family and relationships if I didn't, and that's a powerful motivator for me.
But at the same time it's hard to compete with the output of people who somehow can grind all day every day, and through the weekend. I don't know if there's a way to level the playing field as long as employers are allowing and even encouraging this kind of unpaid self sacrifice.
As for unionization, I don't think it will help. I have a good career, great salary, working from home 4 days a week and only commute 1 day but can come in after rush hour. I don't see companies being able to provide benefits like that if unions are involved.
I’m not convinced supply/demand is really the reason why the games industry is the way it is. I compare it to the non-games tech industry and see the conversations, communities, and struggles they’ve had and the games industry is only starting to, and wonder if there is a connection.
Because, what, if you aren't in a union or unionized job you don't deserve to get treated decently? Because industries where unions and workers have less leverage should be able to treat workers worse? Or is the union thing just a reaction to lack of faith in other institutions?
I don't hate unions, but I don't get them either. And I often suspect that structurally they're much more incentivized to containerize reforms rather than universalize them.
These developers are talented but you can only do so much with that talent when you have no time to demonstrate that talent and are being asked very unreasonable demands to deliver. Only to deliver a half baked product and asking their customers to dish-out $60+ to be a "beta" tester for a company racking up billions.
This unionization is a must. This exploitation has to stop.
Regarding the unionizing unions, I don't think I can express this better than RMS: "All in all, I think it is a mistake to defend people’s rights with one hand tied behind our backs, using nothing except the individual option to say no to a deal. We should use democracy to organize and together impose limits on what the rich can do to the rest of us. That’s what democracy was invented for!"
He was talking about human rights but this argument applies as well to work conditions.
Companies have spent a lot of time and money spreading this message so it's not suprising but it seems like a default position of many tech workers I've met in the Bay Area while they also grumble about many aspects of their job.
My dream scenario is to be in a situation like Tarn Adams, who works on a game he loves and lives off donations. Ideally, by that point I'd have enough to sustain myself without donations so that source of stress is gone.
I don't want to work in the AAA game industry, I want to work for myself in the indie game industry on a project that both I and my supporters love.
I think that just shows how all of the factors in the article (work conditions, health care, "crunch") are intertwined. People are torn between doing what they love and doing what pays well so they can stay afloat.
Cost of entry for macOS/iOS/tvOS is ~$1000 for total basic development & distribution hard costs on par with AAA studios; to wit a refurbished MacBook Air, Xcode, and Developer registration gives objective core tools to go from blank project to worldwide distribution. (Detail, talent, and advertising extra.)
YMMV for other platforms.
I've made profitable games previously.
Also, the barrier to entry into games is very low. This leads to mass influction of less than capable people, who still wrongly dream of making games.
Supply and demand change all the time, and can even shift while you’re in school, or over the 40+ expected years of most careers.
Telling someone to pick a career where demand > supply forever is impossible because if you believe in the market, supply will rise to meet demand.
as with every other craft, doing it on your terms is quite different and between kickstarters and the others there's plenty opportunities for the enterprising developers.
After I finished my CS degree I saw how horrible their lives were. And I noped and moved on to web dev.
A good life. No regrets.
Edit: grammar
If that's not an acceptable tradeoff, you can always make your dream indie game on weekends.
But I feel much, much more proud of the games I released than anything I've done outside of the games industry, even applications/services I've worked on that have been used by millions of people.
In corporate dev it just feels too much like I could have been replaced by just about anyone and those applications would have been basically the same, or only mattered for a few years before the company decided to throw everything out and rewrite everything, letting my old code disappear whereas with games my own ideas and creativity and how I determined the mechanics should feel and I have something at least partially unique to show for it after that people can go back and play decades later.
Games have their own problem, in that there's so many games out there that unless you've made a superhit, your game will fade to the point where probably no one is playing your game anymore anyway, in place of one of the hundreds of other games coming out all the time, but at least there are people out there that try to preserve as many games as they can, and there's a chance someone will run into your game, dust off the cobwebs, and share it in a video with the world, and a few more people will discover it and enjoy it.
Like for example I'm currently collecting and searching for obscure, fun puzzle games on the original Game Boy and Game Boy Color. All sorts of cool games there that probably only a handful of people in the world are playing right now.
A really cool surprise I can only find a couple of videos for online is Klustar for Game Boy Color. It's Tetris blocks coming in from all sides and you move a central mass around and rotate it, and try to make those blocks connect somewhere on that mass, which alters its shape, and make large squares to clear them and shrink your cluster, meanwhile some blocks slip past and land on the opposite edge of the board and stay there for the rest of the game, blocking you and other pieces, until eventually your cluster is too big and ungainly and oddly shaped that you can't place the blocks in good places anymore and all the pieces attach in bad spots and you fill up the board and the game ends. Really addicting. I don't know of another game like it out there right now. And probably no one is playing it. But at least I found it and I'm enjoying it.
That said my views on unions have become less negative: as someone pointed out - at least around here the construction companies with highest percentage of unionized workers are generally the most profitable ones year after year.
Why? I can only guess but I guess people work better when they know they are safe and also get a fair pay based on their work.
Seriously?
You honestly think your employer, who you support with your daily toil, does not contribute to any political causes you might find objectionable?
It's factored in when I accept my job.
I've worked for next to nothing to support causes I find worthy so I am allowed to hold opinions on this.
But with my money, I choose.
Unions are a tool for workers to come together and collectively negotiate working conditions and compensation with their company. That's it. Allowing Unions to collect fees such that they can donate to political blurs the original intent of the Union in the first place. I would support a bill banning Unions from donating to political causes so that we can all get back to remembering that Unions are a useful, narrow, and focused tool that does one thing super well.
It's people's own responsibility to make themselves valuable. It's nice if some people offer pathways to becoming valuable (education, traineeships, whatever), but I don't see how anybody would be entitled to it. That would imply somebody would be responsible for delivering it, and who should that be? Why would anybody be responsible for it?
The success of a studio does not seem to correlate with how poorly or well they treat their staff.
In CA overtime is always paid for more junior staff (QA, junior artists/designers) as there were a number of high profile lawsuits against games companies back in the early 2000s. For senior staff and most programmers the salaries are (in my experience) competitive with general development work outside of the Bay Area and FAANG space.
Leadership would say, are you sure? Engineers would basically flip them the bird and say yes. Then inevitably be late.
I get it, estimating is inexact. But there's a clear difference between "I broke this down into little tasks, and I think we're looking at x" and "implement multiplayer? Four days."
I once asked, how long to add analytics to your code? (I wrote a one line utility that could bundle up objects and fire them off for you.) The response was "three weeks per event". Guess which part of the code didn't have analytics.
Now, at some level this is leadership's fault. They own the culture, but many of the engineers I worked with in games were the least interested in being a part of a team I've ever seen.
To elaborate on your point, say a programmer and a designer brainstorm an amazing new jetpack feature for the game. They spend a day (when they should be working on less interesting but planned features) on a quick first pass and show it to their PM.
The PM asks how long it will take to complete, they say 3 weeks (2 days of UI/UX time to add the fuel bar, a week to tweak the feel and mechanic, 2 days of FX artist time, 2 days of artist time to make the rocket pack model). The PM says that the feature is unplanned and that is too long, so they say they can cut some corners because they really want the feature in and its more interesting than working on their planned tasks. The PM agrees because he wants the team to be creative and take control and pride over how great their game is.
In the end the feature stays in and takes 2 months of development time since it requires modifications to world collision geometry, each selectable player needs a differently modeled jetpack to fit their geometry, a jetpack upgrade system is added, loot box unlockable color customization gets introduced, bots need to be able to fly too and so pathing and behaviors need extensive modification, a tutorial needs adding, sound effects need designing and adding, QA has to do a pass of finding everywhere in the world that the jetpack can be used to get out-of-bounds and to avoid gameplay trigger volumes, and someone has to triage and fix all those issues. And I realized I probably vastly underestimated... do we slip, missing being part of this quarters revenue and cancelling our ad-campaign or have we just pushed into development hell?
https://www.joelonsoftware.com/2007/10/26/evidence-based-sch...
Now they certainly do have unique pathologies related to their "cheap" talent pool churn - the lack of experienced people leads to some shockingly bad mistakes reoccurring, and lack of attention to detail from passion often shows.
Later Civilizations (V and later) for instance often came out with some shoddy AI doing things like pathing algorithms clearly designed before they added the one military unitn one civilian unit per hex limit, spamming absurdly bad trade deals, or deciding the proper thing to do against a technologically advanced power who thanks to game mechanics gives research points for every technology they lack is embargo them over conquest of one militant city-state, making it even harder to catch up.
Whereas the older ones did it with smaller teams and more constrained resources where seeking efficiency had some weird side effects - granted there were also plenty of 'shovelware' examples from the past.
This comment shows lack of historical perspective.
All of these complaints have been hot topics since before the term "AAA game" was invented.
AAA games "suck" (if they do, which the customer base's wallets seem to to think so) because they have gotten too good at making money even against their customers' stated preferences, not because they are bad at anything.
In my experience, that attitude is common and not limited to game developers or even programmers in general. American working culture tends to respect those who go above and beyond, or at least maintain the appearance of doing so.
I somewhat lack sympathy when the industry is clear as water about abuse like this yet people still go into it without precaution.
If done right you can beat the dog for a very long time and if the dog actually bites back you get rid of it and get another one.
Equally, finally leaving the games industry was one of the better things I did.
I look at the experience required on the 'Who is Hiring' threads and sigh -- how am I supposed to get two years' professional experience using a technology that has nothing to do with games, or, how do I pick which tech to invest my time in, given that everything seems to be changing so quickly?
If you can code in C++, then becoming competent in JS/PHP/Python/Ruby is a matter of learning their syntax quirks and basics of the standard library. You don't have to worry about the framework-of-the-month churn. These things get popular because they're easy to pick up and well-documented.
Companies recognize that general programming knowledge is the hard part, and happily hire for it. Just avoid recruiters, as they're usually clueless keyword-matchers.
YES! You're absolutely right!
> They don’t need to unionize.
Err... Why on earth not? That would literally be the definition of growing a spine and saying no to ridiculous work conditions but also having it be effective.
I see a lot of anti-union talk on HN, I don't think a lot of the criticism of unions I see here is fair.
That's because most people on HN are from the U.S. where a century of propaganda has convinced most people not only that poor people are lazy, but by extension that unions are evil, corrupt and lazy organizations infiltrated by organized crime. While this propaganda has a minority basis in reality in some cases, as all propaganda will have because propaganda can't be 100% fantasy and make-believe, it's an ignorant basis to take when discussing broad and general questions like unions as a concept.
If you ask someone from Spain or Germany about unions and attempt to explain why they're "evil" from the US perspective, I can guarantee you will be met with complete disbelief. Most people in Europe may not actively be a part of a union, but they normally recognize them as beneficial entities in the labor market, and as something that will help balance the scales against employers of normally vastly larger influence, both politically and economically.
https://www.huffpost.com/entry/rubber-rooms-in-new-york-city... https://en.wikipedia.org/wiki/The_Rubber_Room
How can you possibly guarantee (no less!) what someone, regardless of where they come from, will say about any subject? You cannot complain about generalizations and broad statements, as in here:
>...a century of propaganda has convinced most people not only that poor people are lazy, but by extension that unions are evil, corrupt and lazy organizations infiltrated by organized crime.
And then try to fit reality into your own narrative at the same time without being a hypocrite.
I will tell you this, though: CCOO and UGT (the two major trade unions in Spain) are publicly funded, which I find absolutely wrong. Moreover, they tend to be incredibly incompetent and useless in most cases. Of course, I'm drawing from my own personal experience and others' accounts of their own.
Leave the more general, "politics" side of unions (calling for general strikes, and so on) to CCOO and UGT, and make use of another union to protect you when your company tries to abuse you. Also, if you're not satisfied with what the unions do, you can always the works council. A workmate of mine is in our company's works council and she isn't even part of any union.
Also, in my experience CCOO and UGT are not nearly as bad as the media paints them (again, I'm talking about what's going on at companies I've worked at). This may sound like a cliché, but really, there is an awful lot of propaganda against them because there are plenty of rich people interested in having an exploitable work force. The only real complain I have against CCOO and UGT is that they sometimes don't fight as hard as they should. But in many other cases they do. I've seen cases where these unions have successfully sued companies upon wrongful termination of workers, for example.
The main point of my comment, which I made very clear, was that specific examples of "bad unions" is not a helpful or constructive basis upon which to have an argument about the theoretical place of labour unions in a market, no more than you would base an argument about where to go for dinner in the nutritional value of a carrot.
https://www.google.com/amp/s/www.newsweek.com/why-are-people...
That's because, in the US, it's all true, historically. Auto unions were a big reason why Detroit's automakers were so uncompetitive against the Japanese automakers in the 80s; autoworkers got ridiculous pay for menial work, which is why Detroit moved a lot of their production to Mexico and Canada, and other automakers moved to Southern states where unions didn't exist.
The simple fact is that unions in the US in the latter half of the 20th century and beyond were nothing like unions in Germany, where by almost all accounts they seem to work out extremely well.
>Most people in Europe may not actively be a part of a union, but they normally recognize them as beneficial entities in the labor market
Yes, in Europe that's true. In America, it just hasn't been the case. It's just like public transit: in Germany, trains and subways are fantastic: they're inexpensive, clean, and efficient; whereas in America, they're an utter disaster: dirty, expensive, constant maintenance problems, and just a miserable experience. Try riding the subway in Munich, and then riding the subway in NYC or DC; there's just no comparison. The problem isn't that subways are bad, it's that subways in America are bad. Same goes for unions.
It's fair enough to say that American auto unions (and very importantly, auto company management and ownership) would do well to model themselves after Germany's system. It's not a universal truth that all our unions are ineffective.
I could compare all companies to the worst examples too (e.g. all startups are Theranos) but that would never be taken seriously nor would it be fair yet somehow with unions that level of analysis is taken seriously.
You could say that about many different things: if we just did it like the Germans, everything would be better, right? But how exactly do you actually do that? We're not Germany. You could go to Zimbabwe or El Salvador and tell them the same thing ("just be like the Germans or Japanese and you won't have all these social problems!"), but that isn't realistic; if it was that easy, every country would be copying the Germans and Japanese.
As for a universal truth, I haven't seen any evidence yet that unions in America actually work well. In Germany, yes, but this isn't Germany.
Well, I'm pretty sure those auto jobs in Canada were also high paying and unionized.
Source: I worked for one through University.
That just supports my argument even more. It's not unions that are the problem, it's unions in America.
When I was young I believed they were good as it was what I was taught and fell in the socialist-leaning mentality of much of the country.
Having started to learn about economics, entering the industry, and seeing the arguments many people make for unionization have definitely led to me to swing much harder to the "unions are evil" side of the argument.
That said I do believe they are a double edged sword of sorts. When the only employer for a certain profession is the government for example (i.e. not driven by profits and losses, or not a part of a competitive market) unions can actually help make things fair and get a point across that otherwise would not be visible. But in general they are much less efficient than profits and losses in a competitive market and in those situations will lead to a decline in growth that you would otherwise not get.
> seeks to extract as much value as is possible/reasonable from the host organization, but not so much that they destroy it
Either working for the MTA or LIRR is one of the most dangerous jobs in the country, or this is quite literally "organized crime"
And who could forget this story? Is this "25 years of propaganda"? https://nypost.com/2013/12/20/ex-lirr-union-boss-in-gravy-tr... https://nypost.com/2014/08/06/nearly-all-lirr-workers-have-d...
Anyways, not saying there aren't good, hard working people in unions out there, and they don't provide some functional value, but like anything in life they have become corrupted.
Unions can certainly succeed if the the employee side also has a vested interest in the success of the company just as much as the company has, and that balance is maintained. Then, you truly have a collective.
This statement is completely and utterly nonsensical to anyone that has even a shallow understanding of the history of labour struggles and unionizing.
Which means IT also benefits from the work hours agreements that affect everyone, just to give a basic example.
I'm lucky at my current job that my employer does care for the employees. We are paid well, have amazing benefits, they are open about earnings and such. I much prefer this scenario rather than a union, but I can totally get why some companies need a union -- companies that treat their employees terribly. I just feel bad that it has to be a thing at all :(
So far on HN, I've noticed that people from the US seems to not like the idea at all about unionization while people from EU (me included!) see unionization as something good that protect workers. I do know that efforts around unionization are very strong in Europe, and helpful for the workers. Maybe there was a previously unsuccessful attempt in the US and peoples impression comes from that?
First, culturally, US Americans are much more individualist than most Europeans. (Obviously I am painting with broad strokes here, but it’s true in a general sense, on average). US Americans are somewhat less likely to feel solidarity or a sense of common cause with coworkers, and more likely to value the freedom to negotiate their contract on their own.
They are also much more likely to distrust large organizations and bureaucracy, sometimes to an extreme extent that would be puzzling to Western and Northern Europeans. Rather than being on their side, many would perceive the union as just one more large bureaucracy trying to screw them.
Third, there are many current examples of unions in the US that have made industries meaningfully less efficient. And highly-paid US Americans are less likely to see themselves as oppressed by their employers and more likely to see themselves as making common cause: after all, they have a common goal of making a lot of money. If my company, say, found it harder to fire low performers (an almost certain consequence of a union), it would be less efficient, make less profit, and be less able to pay me my current high salary.
I hope I’ve genuinely answered your question and given you some insight into the mindset without implying either side is right or wrong. Just different viewpoints...
> US Americans are somewhat less likely to feel solidarity or a sense of common cause with coworkers, and more likely to value the freedom to negotiate their contract on their own.
No one is negotiating their contracts on their own. A negotiation requires at least two parties, and when it comes to negotiating employment terms, one party typically had no problem incorporating and using that to their advantage.
> They are also much more likely to distrust large organizations and bureaucracy, sometimes to an extreme extent that would be puzzling to Western and Northern Europeans.
Yet some of the largest and most powerful organizations in the world are US based. For a place where so many buy their food at large restaurant and store chains, buy their internet and phone plans from large national service providers, trust large organizations like Google or Facebook with information about their browsing and communication habits and depend on large credit organizations and banks, this just doesn't strike me as true. Large, bureaucratic organizations thrive in the US and people love them. Maybe not meaningfully more than in European countries and probably even less, but to call it an extreme distrust is a mischaracterization IMO.
> Third, there are many current examples of unions in the US that have made industries meaningfully less efficient.
IMO this is an important point, but in a country with the GDP per capita of the US I think that there is some margin to improve conditions in a lot of industries, of course at the expense of some very rich people. The problem is that consumers cover that margin instead of shareholders.
Not to say that the mods don't work hard at this as well nor that there aren't others who contribute positively here. This is just such a perfect example that I'd like to draw attention to it.
I commend you for saying this. Usually people just keep digging in and stick to their previous statement.
Back on topic, I think unions are like anything else; if they are not well managed/maintained, they can become top heavy and easily corrupted. The key (much like any other organization) is consistent involvement from membership to keep the top honest... and move leaders along that don't have the organization's best interest at the forefront.
While unionization is the formalized structure of collective bargaining, there is nothing keeping these individuals away from collective bargaining without forming an official union to do so.
I think this is the main reason why I just "don't get" unions. Why do we have to put a name to it? Trying to understand unions, I guess it provides some sort of legitimacy to the organization. Or perhaps unions are more efficient at bargaining multiple issues simultaneously. I guess I am just really hung up on paying a union money.
To set up a communications and decision-making structure.
> hung up on paying a union money.
Agreed.
Am open to unions, but their worst tendencies such as significant monetary collection and (everyday) work obstruction should be against the rules. Just as anti-employee corporate policy should as well.
I know someone who's in a union as a mechanic. Her union dues are $50 and she gets fantastic benefits, that more than pay for the union dues.
Plus many countries have laws surrounding how unions can operate and protections for employees organising them. In a less enlightened society employers will just lay off anyone attempting to organise.
So in general Unions are typically formed explicitly because people have lots of existing evidence of the benefits.
For example, they don't work very well for freelancers/gig economy type jobs; and their traditional focus on job safety in factories/assembly lines doesn't really apply in the same way to programmers sitting at desks.
[1] I'm not affiliated with them, but have met the team, and they seem like smart people.
So yes, unions are one way to try to solve that problem. But if you choose to advocate for that, just be aware that attempting to solve these problems via a union would result in trading one set of problems for another: you'd probably end up with better working conditions, at a cost of new, artificial barriers to entry for all those people who want to work in that industry. Maybe it would be worth it, I don't know, but given the root causes, it definitely seems like this tradeoff would exist.
This actually does hit on the major difficulty in unionizing, which is that people want to make games. It seems fun. It feels rewarding to point to something bringing joy to your friends and family and go "I helped make that!" Because this feeling is so common, it's extremely easy to find someone to to do the job for less. If you're a cost minded manager (instead of a results minded manager) you might be willing to take on 3 dirt cheap juniors to do the work of one really expensive senior dev.
Yes. Often (though not always) by increasing barriers to entry. Either directly, for example by requiring union membership, or indirectly, by increasing the cost of labor, which could mean that companies in the industry will higher fewer people in aggregate.
I'm not against unions, but his suggestion is about the individual.
The competition to be a low-paid drone in game development is huge; significantly more than in non game dev. The games industry is powered by huge numbers of low-experience software engineers. They get paid in glamour and the thrill of being able to tell their friends they work in games. They could leave and go somewhere else for more money, but they don't want more money as much as they want that glamour. I've seen it myself; people take low-paid QA jobs at games companies for the love of spending 12 hours a day following mind-numbing instructions, repetitively playtesting a greyscale wireframe without sound or graphics assets. For the glamour of it.
These people have skill sets that are unusual amongst the general population, but not in the realms of software engineering job candidates and even less so in games, where strongly talented people take Godawful jobs for the glamour of it.
Yes, there are highly skilled, experienced software engineers in the industry too, but they're not the ones being fucked over in huge numbers on a daily basis.
That's precisely why unionization is the best course of action. Game development companies aren't threatened if individual developers demand better treatment because they can be replaced by the next starry-eyed young dev seeking prestige and glamour. But if enough of them unionize and collectively bargain for better conditions, the industry has to listen.
You know who is cool? the 2-3 people who designed and built Pac-Mac, or Legend of Zelda, or Braid, or Papers Please. Not the people making guns for Call of War 7 that's a clone of a dozen other AAA games.
But it's all QA. So I'm like "Cool, so you make minimum wage running tests".
I mean, you may never see my name in lights, but I ain't hurting to pay the bills if you know what I mean.
They have a valuable skill set, but making big games takes large groups of testers, tool programmers, texture artists, etc. Who are talented but not unique.
Like movie productions, games depend on a lot of skilled labor. And like movie productions, they tend not to be steady employers. So like film production in the US, it makes a lot of sense to have guilds or unions to protect work situations. Maybe also to create a framework for long term benefits, though I guess that is more debatable.
As a society we do want to protect people from exploitation, but a game developer is significantly different from the other 2 examples you used: amazon (I assume you meant warehouse) worker and uber driver. Those are low skill jobs so employers have all the leverage, I don't think many of them want to be an uber driver or warehouse worker.
Contrast that with a game dev, which is a very high skill job. They can take those skills into many other fields and make money, but they don't want to. Is that exploitation? I don't know, but it doesn't feel like it is to me.
I refused to work over 45 hours a week. I worked one 13 hour Sunday and said no to the 2nd one and was fired. Another dev/ops person left two weeks later.
The others: almost all of the team is still there, working over a year later, with the same crazy hours (80+ for 6~8 weeks at a time) and same constant crunch. I really really really wish I had at least used the word "union" in a meeting or e-mail while there, so I could claim I was fired based on trying to organize. I've even considered taking a day or two off, standing in front of the building and handing out unionization pamphlets, just to see if I could help make a change for the people left there.
Everyone else let themselves and continue to let themselves be exploited. I honestly don't understand why many of them haven't gotten new jobs yet. Do they not realize that type of work isn't normal? I've worked at a lot of places and maybe I can just see bad management when others can't?
As you can tell from the fact that they have chosen to stay there and keep doing it, they apparently don't mind it that much. Certainly not enough to leave anyway.
It's prisoner's dilemma.
Without unionizing, even if all of current employed and poorly paid game developers realized this, there would be no shortage of people coming in to undercut them.
Movie crews are constantly rolling on and off projects and are unionized. This is hardly a foreign concept.
It’s easy to put in long hours when everyone else does and you genuinely enjoy their company.
It’s easy to forgo pay, when you have equity.
You’re just never going to get the opportunity to work creatively with a talented team at Wells Fargo. It’s a totally different experience.
If you’re concerned about a work/life balance or compensation, it’s not for you. I’d hate if game development turned into a typical corporate 9-5, and was inclusive of all skill levels.
Pay is decent, if you’re established and are at the top of your game.
Why? If the quality of the games stays the same, what benefit is there for the employees to work 20 hour days during crunch? How is that inherently "good"?
How would you make it better than "terrible by any measure"?
Lower profit and higher expenses is the only way, but given the risks of any ambitious title, small studios are nearly always flirting with bankruptcy as it is.
There’s no easy answer, but time to market and risk will suffer.
And "Fortnite" is not the games industry. There are a variety of ways to make a living making games.
It's not about whether you have a right to follow a chosen career. It's about that chosen career being chosen by many more people than the market can support, the competition being ferocious, and the reality that those wanting to get it right get run over by those getting it DONE.
If employees don't like this, they should stop trying to get these terribly-compensated jobs, and go to other industries. There is a shortage of qualified developers in other industries. Salaries are very high, working conditions are generally good, so why do these masochists insist on "pursuing their passion" in the games field where this isn't the case?
I'm sorry, I have no sympathy. It's not like these people don't have options. This is seriously a "first world problem" here.
The big problem is that too many people seem to think that people have some kind of "right" to a career. They don't. As a society, people should have the right to a decent job and livelihood, I will agree. However, no one has the right to do their dream job, and get paid a fortune for doing it! Careers are subject to the laws of supply and demand like anything else, and games are not something vital to society where the government has any business stepping in with regulation to keep things running smoothly, as it does with things like electric utilities, infrastructure, education, or aviation safety.
I guess game development is more like wanting to be an artist.
What if I want to make a living making paintings? Should people/society be forced to buy my paintings? I don't think so. It's my job to convince people to buy my paintings, and if I fail, too bad. Back to selling fries.
Games is kind of like a 'galapagos island' to its own. Most games developers won't know any language other than C++, won't know anything about the web, won't know anything about databases, etc....
Large-project, high-performance C++ programming that a game developer likely possesses is probably one of the most broadly portable programming skills a person could have.
"change their career"? come on, it isn't as though they're being asked to become coal miners or journalists. just go compete for some of the jobs doing scientific visualization software, or take some other high paying software job.
You've got to be kidding, right?
Just leaving is one choice, but fighting is another.
So fighting, yes, but maybe for something solid.
It's legal to go find another job. It's also legal to unionize. Who are you to tell other people what to do? It's fine if you would just leave, but maybe others don't want to. Maybe they've poured their heart and soul into that company, or it's the best job around and if they leave it they'd have to move. There's plenty of reasons why people who are not you would choose to fight instead of give up and leave.
It doesn't make sense to criticize others for doing something that's perfectly acceptable just because you wouldn't do it.
So you criticize me for criticizing? And that makes sense?
You could also "fight" by creating your own game studio with better work conditions, for example.
In my personal view, unionization is just blackmailing. That's my personal opinion, though (guess that doesn't make me better than the NYT, but at least I state it as my opinion, not as absolute truth).
I am not sympathetic to unionization, because I think it probably harms the game developers who are currently unemployed, and it is not really fair play imo (it is banking on arbitrary laws that are not rooted in economic reality).
What lol? No, working conditions are bad due to deadlines and management being unwilling to hire more people / move deadlines / cut scope / etc.
And you can't assume there is infinite money available to spend, either.
Of course there is no need to make a job horrible just because it is in demand. I'm pretty sure there are some pretty good jobs in game development, too. For example indie developers who hit it big (Mojang...).
Video games get a lot of attention because they are the ultimate consumer product. Workers being treated similarly at a glass factory or an accounting form wouldn't make the news.
Unionisation isn't going to solve fundamentally poor corporate performance or mismanagement. Ultimately people need to be willing to walk away from bad jobs.
The best thing that has actually happened recently for game developers is the creation of the Epic store on PC - giving 88% of revenue to developers, instead of the 70% of many others stores. Its odd so many people seem to oppose that store on one hand, and support unionisation on the other.
Not sure why why this is so high up here. I'd think that the HN community would already know this by now. If not, there are plenty of game developer testimony all over social media and the internet.