Nintendo Will Pay Its Workers 10% More
gamespot.com
gamespot.com
[0] https://www.ft.com/content/9d9624a4-8341-11dd-907e-000077b07...
Anyways, I’m not sure that this is the right metric to criticize a company, at least not without corroborating metrics. Two main questions I’d be interested before casting judgement are:
What did they do with the excess monies they had from their large profit:compensation ratio?
Were they paying above market rate for their industry?
I do see how my response betrays my assumption that profits do not always need to be shared with the labor pool that generated/oversaw the period of profits. That’s something I’m chewing on, personally.
If they stopped selling anything tomorrow they’d still be good for a few decades.
Yet a business with over 6,000 employees with the same financial security is exceptional.
Perhaps there’s something to learn here.
I know what you're trying to say but this isn't a great comparison.
GE focuses on the quarter and DGAF if you're there in 2 years; ditto for technical initiatives, leadership, legal compliance, you name it.
It's not like the Wii U sold a lot. Who knows if the Switch replacement won't be a Wii U. Who knows if there won't be two Wii Us in a row.
You can pay disneyland ride designers less because there's status involved with designing Disneyland rides
In Japan, people value job security over maximizing expected value of compensation.
I don’t think that is it. In Japan, the way of maximizing compensation is by staying in your job as long as possible, because the pay is strongly tied to seniority.
The whole place is full of contradictions. If everyone works absolutely insane hours and has no life, one would imagine the life expectancy would be shot as well, just due to the stress.
Someone explain this to me.
The country has been stagnating for quite a while. South Korea and Taiwan have since eclipsed it by PPP-adjusted metrics per person. (Japanese make higher paper incomes than South Koreans and Taiwanese, but they also generally pay more for imports due to tariffs.)
Having said that, I don't know if the average Japanese diet is good. Just postulating a possibility.
aka keep wages down
However I'm not sure it's as large-scale a thought process as "let's keep industry wages as low as we can" and more "I will look good if I can trim my budget, so I'm going to try to do that." The effect is the same, generally, but not quite as nefarious.
I have seen a few mass layoffs while I was contractor at different companies. Most of these big layoffs weren't performance based but they axed whole departments. Another group at danger were managers that didn't actually manage anybody. they were either demoted or let go. But in general I didn't get the impression that the layoffs were about performance. It was more about being lucky and being at the right place at the right time.
This idea is rooted in a philosophy where people are interchangeable cogs that can be evaluated purely on a one-dimensional axis, don’t have emotions, and where you don’t have competitors taking advantage of this by getting good engineers for cheap you fired for ideological reasons.
Instead, layoffs are shaped by specific reductions in funding for product areas, and a degree of randomization and rebalancing is mixed in to eliminate bias.
Because the investors want you to [1]. Companies are using this as an excuse to cut unprofitable projects (e.g., Alexa). They over-hired before interest rates went up, when borrowing money was essentially free.
> This doesn’t really make sense to me from a game theory POV
Assume company leadership only cares about short-term stock price, and recompute your game theory POV. The outcome is exactly what's happening right now.
[1] https://www.ndtv.com/world-news/google-layoffs-investor-told...
Investors don't actually have any market power unless the company in question is doing a stock issue. For example, AMZN doesn't get any extra operating capital no matter how much of their stock any investor buys or sells on the open market. The only way "investors" can control a publicly traded company that isn't dependent on issuing new stock is by depressing the executive comp package's value. From that follows an obvious lesson on corporate governance. The fact that that obvious lesson isn't followed is proof enough that the system doesn't work exactly as advertised.
Or, y'know, if the Board — which is always composed of shareholders, who are, in public companies, expected to hold the stock value as their primary interest over the internal interests of the company, whether or not they're also officers of the company — operates by firing-and-replacing the CEO whenever the CEO does something the market responds sufficiently-negatively to. Or just makes it clear to the CEO that that's what will happen. (This is, in principle, where the infamous hypothetical "duty to shareholders" is supposed to come from. It's not a law; it's the market's ability to transitively fire the CEO through a share-price-incentivized Board.)
For the relevant example, Nintendo's shareholdership — https://www.nintendo.co.jp/ir/en/stock/information/index.htm... — is composed of "47.43% Foreign Institutions and Individuals" (this category usually meaning "foreign investors"), and "31.07% Japanese Financial Institutions" (i.e. domestic investors.) So, (more than) 78.5% of Nintendo is externally owned. These are not voting shares, but that doesn't matter; they're a majority of shares, so they're controlling shares in practice: even if you can't vote, you can still do a coordinated dump of the company's stock to signal your displeasure. Thus, the institutional shareholders with these shares drive board allocation in a game-theoretic sense, rather than a legal sense.
That's why you see some very mysterious people (https://www.nintendo.co.jp/corporate/en/officer/index.html) on Nintendo's Board, specifically on an "Audit and Supervisory Committee" (a.k.a. "the actual Board; composed of people we didn't pick and don't really want here, but were strong-armed into taking by threats to do things to our share price; who can veto any decision made by the rest of the Board.") These are either large individual shareholders, or are "ambassadors" for the interests of institutional shareholders, or both.
Takuya Yoshimura is "Vice President at Mizuho Securities" — pretty clear why he's there. Asa Shinkawa works for an M&A company. Masao Yamazaki, retired Japanese railway tycoon, is likely there as a representative of his friends' institutional interests (and maybe the interests of some, er, "groups" in Japan); while Katsuhiro Umeyama, accounting-firm CEO, is there in a more formal (but not formalized) capacity to put a literal external auditor / comptroller lens on Nintendo's spending on behalf of whichever companies think that's needed.
Make no mistake — these people on this "Audit and Supervisory Committee" can get a Nintendo CEO or "President" fired, if they don't like their last-quarter decisions and resulting stock performance. That's pretty much all they can do; but in theory it's enough to steer the company, as they can just keep rolling the dice until they get a President whose policies happen to already align with theirs.
Most importantly, the investors have minority stakes in many of these cases. Facebook, Google, etc. And how do you explain non publicly traded companies like Stripe?
Cheap debt and high margins fueled waste. It's as simple as that.
Cheap money did fuel waste. Investors want to reduce the burn.
They over-hired before interest rates went up, when borrowing money was essentially free.
I'm confused. As I understand, the wealthiest tech companys do not borrow money. Yes, they all have highly advanced treasuries to manage cashflows (different currencies, etc.), but they do not need to create liabilities (new debt) to run their businesses. They are cashflow positive and highly profitable.Are you trying to say that as interest rates rise, the consumption part of the economy has slowed, thus profit growth has slowed at Big Tech? If yes, hmm, I half agree to attribute to layoffs. Mostly, I think they are cleaning house. A lot of people are working on projects that have little or no revenue potential. During economic weak periods, it is normal to close those projects.
When interest rates are where they should be they can just buy G8 government bonds. This leads to pretty big outflows from the stock and corporate bond markets.
Incidentally I think there is a huge blindspot (intentional or not) for the amount of economic pain this interest rate normalization will cause. After 10 years of negative real interest rates (central bank rate minus inflation) the economy and all its participants have become junkies. The withdrawal from the free money drug will be painful but neccesary.
So it’s not a conspiracy to drive the wages down? Who would have thought.
The reality is tech had lots of bloat that was sustained by a mix of high profit margins and cheap debt.
Groups of people that are coordinating in ways and times others aren't can have a competitive advantage. The game is how to coordinate, and how to establish yourself as a member of the coordinating group, without actually coordinating because that's illegal.
Now I’m not saying this is what’s happened. I’m a big fan of Occam’s razor. But at the same time I wouldn’t dismiss it. Oh and the “massively illegal coordination”? Why don’t you look at what the outcome was of the DOJ prosecution of that case.
[1] https://en.m.wikipedia.org/wiki/High-Tech_Employee_Antitrust...
The logic of this sentence is broken. As a thought exercise:
- There is no stealing, that would be illegal.
- There is no murdering, that would be illegal.
Clearly, something being illegal does not prevent it from existing. Otherwise it would not need to be made illegal in the first place.
Fact is, this has happened before with collusion, so there is no need to hypothesize. It is definitely possible.
Put in game theory language, the optimal solution for the game includes a group of people cooperating when defecting amongst a population of defectors would be the optimal strategy.
From a communications point of view, players have limited communication channels, and must both explain the game and encourage cooperation without directly doing so. The players have similar cultural backgrounds, having read the same books and having overlapping social circles. When a player announces their agreement to cooperate they used clearly false reasons, implying there is much left unsaid. Maybe the stock bump that happens when a player cooperates is a positive reinforcement signal by people concerned about rising labor costs.
You are missing the middle, which is that there is no conspiracy, but that many companies in the sector saw, at around the same time (though possibly influenced by some bellwether I'm unaware of), the opportunity to juice their stock prices with layoffs even though they're making record profits and don't actually expect to be hit by a looming recession.
You kill a few useless projects and you keep shipping the important stuff.
This is done mainly to please the market. Hire when the market is good, fire when the market is bad.
+ factor in the interest rates
This seems an unlikely strategy. More like a conspiracy theory.
Nothing everything is a class struggle conspiracy.
Insisting highly paid but unproductive employees not be laid off is insisting on a form of rent seeking.
Planty of stable sub-$90k dev jobs available if you want, but then you can't live in NYC/SanFran, buy 2 Teslas, and take trips to Hawaii/Europe.
Besides that, this class warfare rhetoric on HN is a cruel joke. You have the global 0.3% complaining that the 0.03% is stealing their $300,000 salaries. Why don't they accept a 75% pay cut so that the marketing assistant and cleaning personnel can get a salary more in line with theirs? If companies have to make HR decisions based on social factors this will be the result.
Now... I think in Kyoto that's a pretty decent number! Tech company salaries in Kansai are _so much worse_ than in Kanto when I looked (5 years ago but). But if you're in Tokyo and making that... honestly you are gonna be better off elsewhere.
I have seen worse numbers at other game companies, but hearing 500k+ per head in profit, it's kind of disgusting they don't pay a bit more.
[0] https://www.vorkers.com/company_answer.php?m_id=a0910000000F...
My experience with Japanese people and some anectodes from a friend who worked at Nintendo is that bureaucracy, culture expectations that you shouldn't change jobs at all, and English ability are some of the strong limiting factors for Japanese rank and file employees to achieve high pay. It's a shame as Japan has so many smart people who are both down to earth and innovative.
It is if they're not paying out (all) the profits to shareholders.
Nothing stopping them building a war chest for tough times.
Maybe that's why they're increasing pay and apparently not laying off staff, when competitors are doing the inverse?
I expect Nintendo to have a different workforce composition than your typical SaaS.
They will proportionally have more artists and translators, who have less leverage/alternatives in the labor market than engineers. That would explain a lower expense line in the profit formula.
Obviously, this is not a value judgement. Diamonds cost more than water, at the margin, but that doesn't mean one is more important than the other.
And not just artists, but artists at a name-brand company that shape games. People from all over the world would line up around the block for days, buddhist monk style, to get an artist job there. They can pay at or below market rate just because folks would kill to design the next Metroid game.
In 2022 Google at 282 billion / 190,234 employees = 1.48 million per employee.
In 2022 Nintendo was 13.923 billion / 7,136 employees = 1.85 million per employee.
In theory Google might be more consistent, but the article was written in 2008 when Nintendo was 1.6m per employee in 2008 beating Goldman Sacks at 1.2m and Google at 600k.
That is in no way a bad thing.
The Marxist* notion that workers should get salaries commensurate to net profit of the company is weird and purely subjective.
Why should they?
There is an argument that wages should be tied to productivity, but that would lead to internal inequalities and would be very subjective as many worker outputs are hard to measure.
The current employer-employee "bargain" is for the worker to get a steady fixed income, independent of output or consistency, in exchange for the security that provides.
Self-employment is a good way to take on more risk for (potentially) higher pay.
Before anyone counters with "but what about unskilled workers who can't self-employ", I would return the question - yes, what about them?
I see no particular reason why profit of a company must be shared with its workers, most of whom did not outlay the initial capital (or subsequent funding rounds) that built the company.
*Maybe there's a better word for this or an earlier progenitor of this idea but I think this captures it well enough for this comment.
Is that actually a thing? I read the Capital quite a long time ago but I don’t think Marx advocated for any of that. He wrote about workers’ ownership of the means of production and how they should be the ones deciding what to do with the results of their labour.
In a market economy, that would lead to workers-owned companies, so the people deciding salaries and compensations would be the employees. How revenue is split is still a strategic decision: you still need war chests for difficult times, investments, etc. You’d hope that the pay would be more fair, but it’s a consequence of the employees taking decisions, rather something postulated a priori.
> Self-employment is a good way to take on more risk for (potentially) higher pay.
Indeed. And some people really like it, which is great. But you obviously cannot do the same thing as a one-man shop than as a large company. A working economy needs both, otherwise the plucky independents quickly get out of things like manufactured goods and food. Also, for some people stability is more important, and sometimes both sets of people are the same at different points in their lives. It is not really a good argument against fair wages.
> Before anyone counters with "but what about unskilled workers who can't self-employ", I would return the question - yes, what about them?
This sounds fine and dandy until they take a rifle and get off you what they need to survive. The simple truth is that people are not going to just starve because you think they don’t deserve a living.
> I see no particular reason why profit of a company must be shared with its workers, most of whom did not outlay the initial capital (or subsequent funding rounds) that built the company.
OTOH, capital itself does not build anything or produce anything. You need people to actually do the work at some point, and they are at least as necessary and important as the rich dude who signed a check at the beginning. Never mind the fact that “investors” who get rich off the secondary market do not bring anything to the company of which they trade the shares. I do it as well at my (very modest) level, but I don’t pretend I am doing anything useful by buying and selling stock.
This seems to make no sense - managers and C suite are employees already, and they decide salaries.
But more generally: what is the actual way they should reward work?
I.e. if you just pay everyone the same, what happens to your company if another company that pays based on value decides to hire all your top employees at 20% more?
They are mandated by the board, and ultimately by the shareholders (who, yes, can be employees in principle but most of the time are not).
> What is the actual way you should reward work?
Pretty much the same way it works usually, in that respect. This structure actually exists already, employees-owned companies are a thing that is common in some countries, and it is not particularly problematic. These companies do not pay everyone the same salary, but they tend to be less unequal.
Also, I am not really advocating for or against this, just that this would be how you steer towards de-alienating the workers in a market economy based on the theory in the Capital. Though yes, that is short of a communist utopia but still a step in the right direction from that point of view.
I'm not sure about common, but yes it does happen. I'm asking how does the commenter expect this to work in practice? What's the difference between my manager telling me my new wage and my comrade telling me my new wage?
You usually democratically determine the process by which you arrive to individual compensation. I've seen an organization to use mix of measuring actual billable output and blending it with time spent on internal company workings, tooling, management and so on. There is usually a way to redistribute couple % ad-hoc, e.g. when someone has financial difficulties or a baby or something.
There is always a financials dashboard for everyone to see and complete openness and even discussion about compensation.
But yeah, I have only see a handful of companies like that. Some were not even worker-owned, but had owners who said "OK, here is a fixed share of revenue that goes to us before you distribute the rest among yourselves" and then let the workers do the rest.
I am a devout capitalist and I largely agree with your argument, but the Marxist argument isn't rooted in the desire for every man's labour to be as valuable as its demand. It's rooted in the belief that every man's labour should be treated as equally valuable. This is a moral argument, not an argument about real value or evidence thereof.
The opposite is rampant inequality, where workers get paid pennies and owners keep most of the profits.
> I see no particular reason why profit of a company must be shared with its workers, most of whom did not outlay the initial capital (or subsequent funding rounds) that built the company.
You are OK with the people who create the actual thing a company sells, not getting their share. Only people who provide capital should.
Where do you think wealth comes from?
I do feel like something is off with Nintendo, their games seem very scarce recently. Either they’re launching a new system this year at e3 or Covid really messed up their dev practices.
So maybe you're right. The next Zelda is coming in several months.
Nintendo has a history of launching consoles with the newest Zelda game.
What’s a relatively modern SOC that sold poorly and was manufactured in large volumes? That’s probably what the next Nintedo console will use.
The Jetson nano is the same chip as the nintendo switch, with half the cuda cores iirc.
They posted a job ad in 2022 saying "looking to hire a deeply technical, creative and hands-on software engineer to pioneer the next generation of Graphics Developer Tools for Game Consoles"
Nvidia's only game console client is Nintendo.
Game Freak develops them.
Which is 90 to 160 Canadian
Anecdotally, my friend earned something like 5M yen and was working 10-12 hour days including Saturday at entry/mid level.
I've worked extensively with the best salary datasets available. Even then, you shouldn't believe everything you read. Even when the data is good, it's not reality. I fail to believe SalaryExperts are anywhere near experts in this case when there is so many odd points on that page.
For starters, it's kind of weird to fix game dev salaries on Tokyo when the Kyoto Triangle is a thing. I have on-the-ground context on Japan because I can see the Nintendo office from my backyard. People who aren't familiar with Japan don't realize that Tokyo city doesn't even exist or at least stopped existing over a century ago. That's just a litmus test as to why you trust the anecdotal evidence of people who actually live and work in Japan over a cherrypicked website from Google search for "game dev salary Japan".
I would suggest you to re-evaluate your market opportunities if you are an Engineer getting paid ¥5M in Japan.
My starting salary was 2.1M yen in Japan, and until my current position never breached 5.5M
Happy to discuss more over chat or something similar. Let me know if you want to compare notes.
The point of using the national average is that we can compare it to other careers. If we compare game devs to other software development positions they get paid significantly less on average. The BLS puts software engineers at an average of $109k for 2021 (couldn't find 2022 stats, not sure if they exist yet?)[1]. That means game devs make 20+% less on average compared to their non-game counterparts.
1: https://www.bls.gov/ooh/Computer-and-Information-Technology/...
Try again. What would you expect? The value to the employer is significantly lower because each developers contribution is… No wait.
Tell me again how this capitalism thing works because I get confused?
Googling… Hmmm…
Are you sure this thing is working?
> supply outstrips demand quite a bit
How does that follow? It is constrained therefore supply is artifically lowered. No matter the demand, no one can supply more doctors than the body permits, therefore the price for each is quite high.
Nobody is making the market in game devs, so market wages prevail. Gaming happens to be the world’s most popular form of entertainment so it’s not surprising that more people want to be game devs than say write ERP software.
There are also way fewer game dev jobs than there are general dev jobs. This isn’t rocket science.
Now I understand what this Chartered Professional Engineer thing is all about! It’s a license to print money by controlling supply! I want in!
And no, most chartered engineers do not really print money, some making even less than SW devs.
In my insignificant EU country, nearly every profession has it's own labor union, and guess what, the IT union is one of the weakest, seeing some of the worst possible contract terms and work conditions for a skilled profession, while the metal workers union being one of the strongest, having some of the best perks, rights, working conditions and mandatory wage increases in the country.
We can have cool ceremonies! Stuff to hang on your wall! A club house!
If you mean, like, Bangkok, then sure.
Going out to eat almost anywhere decent is a hundred bucks these days.
$1500 a month is not a reasonable assumption for monthly housing overhead even in a low CoL location. Also mortgage interest rates are much higher now.
1,500 is perfectly reasonable for a low cost of living area. I currently pay 1,800 a month (and that includes electric, which also powers my heat) in a state that most consider to be one of the highest costs of living in the US. For that amount of money, I could be renting a standalone house in much of the country.
I also think that your assertion of going out to eat costing 100 bucks is inaccurate. Many decent restaurants have entrées in the 18-25 dollar range. Add in a beer and an appetizer, plus a 30% tip, and you still only hit 65 dollars (assuming the app/entree cost 40 bucks combined and the beer costs 10, which is a high estimate).
All of this also assumes that you drive a nice car, a luxury that most wouldn't consider a necessity. The 15k number assumes 1250 combined for car payments and insurance, a number which many would consider much too high.
Is it the most glamorous life? No. But calling it "shit pay" is a massive overreach. If you can afford a solid car, your own place, all the necessities, and still have 1400 bucks to play with, I would consider that a pretty solid life. Certainly above "shit."
In low cost of living / mid cost of living (LCOL/MCOL) areas you can definitely eat out for two at a decent place for less than that. Pricing out for two at my favorite local Italian place in San Antonio, here's the bill:
$15 - spaghetti with homemade meat sauce
$16 - penne arrabiatta
$20 - wine
Pad 28% for tax and tip and you come out to ~$65.
On San Antonio Zillow, I'm finding almost 200 results for 2 bedrooms at $1200 or less per month.
I don't think San Antonio is even the lowest LCOL location you could find, by far. Even in Texas, not looking outside the state, El Paso's way cheaper, maybe Corpus Christi.
I think people often overestimate how much it costs to live quite well in a LCOL area.
Buses just aren’t worth riding when tourism is high (you’ll be waiting forever with dozens in line ahead of you and then stuck in traffic) and the train routes aren’t nearly as convenient as a lot of other Japanese cities.
The other side of this is many people are not full time employees. Dispatch (派遣) employees are employed by one company and then sent to work alongside regular employees at other companies, with the dispatch company taking a good slice. The employer is now able to shrink their workforce more easily and the employee gets a smaller piece of the pie.
Simply writing a temporary contract might not even be enough. Recent changes to the law say that if you have been on temporary contract that is renewed for 5 years then you have the right to full time employment with the same conditions. Now you see plenty of people getting let go at 4 years, just to be on the safe side.
I think in many/most cases, the goal is not to have an additional permanent employee.
Most large, reputable companies completely gutted their hiring numbers for permanent positions after the 1989 crash. They still needed warm bodies to do stuff, so this “dispatch” system became much more common.
An unfortunate side effect of the growth of the dispatch system is that young people rightfully feel much less secure in their long term employment, so they ended up delaying or never making long-term commitments like marriage and having kids.
Imho, the growth of the “dispatch” system has been one of the leading reasons that Japan had the “lost decade” that seems to be working on its fourth decade. The federal government and the large corporations of Japan really dropped the ball on this, and they need to look in the mirror when they wonder out loud about the current societal and economic malaise.
I can’t speak to many other countries, as I haven’t really looked as deeply into them as I have into Japan.
That said, the differences in Japan are significant in social ways that they are not in other places (like the US, where I currently live).
Want a decent/nice apartment? Some places won’t rent to you unless you have a permanent job (the dispatch jobs often/typically don’t count). It doesn’t matter if your income is much higher than it would be while working at the permanent job.
This exact experience happened to patio11 in a provincial part of Japan where it would probably have been prudent to try to be more accommodating to financially successful residents. For reference, he quit his salaryman job because bingo card creator was making a multiple of his salaryman income. When it came time to renew his lease, the landlord was not accommodating even though patio11 had proof of his drastically increased income.
Want to get married as a male? If you don’t have a permanent job, then your marriage stock takes a massive hit. The dispatch jobs are considered much lower on the prestige scale.
The list of detractions go on.
Note that this probably wouldn’t be a big deal if the changes had been gradual and/or society had changed just as rapidly, but those things didn’t happen. The hiring was completely gutted, and it never returned to anything close to prior form.
I will add that these changes happened during a time of rapid change in regulations (mostly deregulation) in Japan in the 90s. I personally think that these changes were probably good from a corporate-level economic perspective. That said, these changes also led to a complete and irreverent shattering of the social contract in Japan. It was not a change that most people wanted. It is a change that the government and the large corporations, with much goading from the US, foisted upon the broader Japanese population with complete disregard for the social fabric of society.
What could have been done differently? The changes could have been slower. Many of the changes just could have not happened, imho. Social support systems could have been developed before or while these changes were implemented. Pro-consumer laws could have been enacted.
Instead, the Japanese bureaucrats showed how deep in over their heads they were at the time by just acquiescing to western pressure to deregulate without really understanding why the existing system in Japan actually worked (short version: a lot of “non-competitive” features of the broader Japanese economy functioned as a de facto social safety/support system that never got replaced).
Note that patio11 has discussed this topic in more detail with more references than I currently have, so I would search for his stuff if you want to dig deeper.
https://www.kalzumeus.com/2014/11/07/doing-business-in-japan...
Relevant HN thread:
Now I know. It's the employment rules that makes firing people hard once recruited.
Let's say hypothetically that your second sentence is wrong, and ability to fire people more easily than Japan is why US software took off. That doesn't mean it needed to be "fire anyone anytime". Just that it needed to be less locked-in than Japan.
In other words, someone made a claim for why the Japan software industry failed, which was employment law being at this extreme. You then claimed the other extreme was not necessary for success. And it looked like your post was intended as a counterargument. But it's not a counterargument unless those are the only two options for employment law. So I pointed out those aren't the only two options for employment law.
> The ease with which an employer can fire someone doesn't have much to do with why the software industry in the US took off versus other countries.
Okay, I think that's what your original comment should have said. Or it should have said "The software industry here didn’t take off because employers could fire people more easily than in Japan."
And then ideally supported that argument with more data.
Instead you made a weaker argument that doesn't help narrow down the truth very much.
Get the best people in one place and good stuff will happen
Tech ecosystems are based on self-reinforcing feedback loops.
...which happened because, after WW2, the federal government was very interested in establishing a decisive lead in computing and similar technologies [1] [2] [3]. The US military was a key early customer of Silicon Valley, and industry research labs like Xerox PARC received heavy support from publicly funded grants. Projects like ARPANET [4] paved the way for the Internet as we know it now.
To this day, programs like the Silicon Valley Innovation Program [5] continue to subsidise tech firms. This is a feature, not a bug: transitioning new technologies from early basic research to proof-of-concept to commercial viability takes time, more time than many companies and VC firms are willing to wait. ARPA, NSF, etc. exist largely to support this transition, which is why they deploy funding in both industry and academic settings.
[1] https://onezero.medium.com/the-hidden-history-of-how-the-gov... [2] https://marianamazzucato.com/books/the-entrepreneurial-state [3] https://computerhistory.org/blog/the-valley-and-the-swamp-bi... [4] https://en.wikipedia.org/wiki/ARPANET [5] https://www.dhs.gov/science-and-technology/svip
Japan has the lowest TOEFL score in Asia amongst 30+ countries. English proficiency is much higher in both advanced and developing Asian economies. This is not inherently a blocker for software development, but it reflects a trend counter to globalization and being receptive to American practices.
Japan has less billionaires than both Hong Kong, SK and Taiwan, all of which have a fraction of the population. Tax policy is one part of this, but there is a cultural aversion to risk taking. The typical apartment lease is 2+ years, which reflects the sense to long term commitment. There's also more restrictive regulation and actually following policies to the tee. Even human-powered bicycles require registration and not too powerful e-bikes requires license plates, registration, insurance. All of this means there are less startups, less startup ecosystem, less hackers. Heck, Indonesia has since grown a more vibrant startup ecosystem and even deca-unicorns.
Also reigning in from Japan's manufacturing era is prioritizing reliability and virtueing craft. Japan is still building appliances and electronics that last decades, which is at odds with the SDLC chasing shiny new features for smartphones every year. Unfortunately, consumers have spoke with their wallets that they value updates more than reliability. Ironically, Japan's software is pretty crap and not reliable. My bank is one of the more vibrants one, going through a DX digital experience / "digital transformation" as it is called, but all of the technology, hardware and software is atrocious. It's been the second time within a year where my ATM card has stopped working because it's gotten demagnetized. It's a lot of security theater.
Random link: https://www.theregister.com/2013/08/21/boredom_rooms_japan_e...
This might be less effective nowadays with ubiquitous internet access.
Part of the reason that Japanese businesses don't give pay increases is because there's effectively no inflation in Japan, and growth in general has been mostly stagnant (though in reality that's not really true, but rather an excuse); but, the other reason is because for the most part, workers work in a company for life and don't switch companies for higher wages. There's no real competition on salaries, so no reason to be competitive on pay increases either.
Why not just surf the internet and play games all day at your desk?
But with the Japanese social preference for conformity[1][2][3], usually there is some mutually beneficial solution rather than firing.
[1] "The nail that sticks up gets hammered down."
[2] "Do not cause disturbance or inconvenience for others."
[3] "Everything should be frictionless."
Nintendo's well-known for taking risks with gameplay (Mario, Metroid, and Zelda were all new genres). But, as people get older, they get more conservative. The company is very heavily invested in their franchises and they seem to be taking a lot fewer risks in terms of gameplay innovation and new IP.
In the last 5-10 years, the gap between Japan and west europe for top tier companies salaries has decreased a lot: you can now get 100k $ or more.
We'll see how long the 500k + total comp in the US will continue for top tier. My prediction is that this will decrease a lot in the next 5 to 10 years.
https://www.economist.com/finance-and-economics/2023/01/31/i...
>Japanese firms have long been reluctant to raise pay. But in the face of protracted inflation, leaders have begun to change their tune. Keidanren, Japan’s business federation, has urged members to give consideration to rising prices. Some multinationals and big regional firms promise hefty pay increases. Fast Retailing, parent company of Uniqlo, a clothing giant, announced raises as high as 40%; Higo Bank, a lender in Japan’s south, plans to lift base salaries by 3%, the first such rise in 28 years. The question is whether the smaller firms that employ 70% of Japanese workers will follow suit.
Games and movies are the two cheapest forms of entertainment. They’re not going to mess with the formula, especially since both these industries do really well in a depression
Nobody is selling indie games for $60/$69.99 (except maybe physical releases to cover manufacturing costs, and collectors edition type stuff).
The barrier for entry may be lower, but AAA game development costs are massively higher now than they were ~10+ years ago.
On the one hand they are expensive compared to standard western fare, but on the other they do look more representative of the kind of money game devs should be getting.
SNES games were $50-60 and that was thirty years ago!
Big publishers like EA, Activision, Take Two, etc. All still made/make killer profits on games. Development costs more today, but games are also selling a lot more plus there's other revenue streams like microtransactions and subscriptions. They really aren't struggling for cash.
Nintendo has the right idea. They just basically never drop the price of their games. Whereas most other publisher's reduce prices by 50% within just a month or two. Big games often have long tails.
Dunkey (famous YouTuber) made a pretty interesting short video essay on the topic:
https://www.youtube.com/watch?v=zvPkAYT6B1Q
His takeaway that video game pricing doesn't make any sense, and never has.
$60 for a beautiful work of art that you'll remember for the rest of your life is the deal of a lifetime, whereas $60 for a forgettable, shameless cash grab is a complete rip-off.
I'm run a retro games business now, and the pricing honestly makes a lot more sense from an economic point of view. $300 for EarthBound is still a better deal than $8 for Final Fantasy XIII-2.
This exactly. I can't remember what I paid for Factorio or Subnautica or Valheim but 100x what I paid still would be amazing value vs 1/100th of what I paid for Fallout 4 would still be too much.
I don't think this is how experiences work. Because you haven't had them in the first place, there's no way whether you'll like it or not. Second thing is, what's the point of the pricing? Covering the expenses of the creator, publisher? Making them have a buffer for a future work? Extracting as much from the people as they can? These yield very different outcomes.
In the end, pricing making sense boils down to one's economic view. If you think about it, it's about the fairness of the compensation, and so, the thinking centers around what's fair, how to ensure fairness, and whom should be included in fairness and to what degree. And so, you get the "let the market decide" people, the "manage it centrally" people, and many other people too of course. And pricing might make sense only in a framework like that. With no framework, it will never make sense.
Lots of titles we know today as timeless classics were like this. They were incredibly anxious about Super Mario Kart and Mario 64. They were so unsure of the entire N64 console that they made a controller with a fallback D-pad for 2D gaming.
Manufacturing, warehousing, shipping, warehousing with distributors and shipping again to stores. Who then hold inventory and sold it was not cheap.
Way more quality game makers
In any case that makes the argument even stronger - the fact that games are offered free, shows that raising the price isn't as profitable as making games with microtransactions and simply making them free. The revenues are simply in another stratosphere.
A PS2 costed 3000F, which would be 640€ nowadays, so a lot more than the PS5's 550€.
https://2.bp.blogspot.com/-6llg6z-mw9o/UfMX2SJk8XI/AAAAAAAAA...
From this story outline with spoilers (don't listen to this person, Astro Chicken was the best part):
https://playedbypanthro.blogspot.com/2013/07/space-quest-iii...
Caption: "$59.99?? in 1989?? I surely hope not!"
It was, though :(. There are some "I am rich" editions of games that sell for around $100 now but the base game is still $59.99 (and sometimes all the extras have little to no effect on the game). And sales are generally quicker and deeper now (games are often 50% off or more by the time the most obvious bugs are fixed) and wait a few years and they are often $5 or less.
(1) play video games with friends most weeks
(2) buy new games regularly
(3) have not purchased a game over 40 CAD since I was in high school, with the average being closer to 20 CAD.
My friends and I just don't have the appetite to drop 80 CAD on new releases, and just play other games until the big releases go on sale, which usually happens relatively quickly.
I feel like after Cyberpunk and No Man's Sky and Fallout 76 that the "do not buy pre-sales" wisdom is quite well known and regarded. I do wonder if there is some chance that people will increasingly just wait-and-see when it comes to new releases.
Although that's probably just wishful thinking. I just know that I'm happy waiting for sales to play a year old game with all the patch fixes.
Even if the buzz for the game or film turns sour, or you personally hate it, there’s something to enjoy in being a part of a big cultural event in your community. Each launch/opening is as much about the festival as much as it is about the product.
There will always be people willing to pay to attend that festival, and always companies willing to compete for the opportunity to host it.
I totally understand the slow gamer philosophy though, I think it's important that there's people out there doing that. The slow gamer that picks up Elden Ring on sale in 5 years and runs it at 4k60 on equipment half the price of mine will have their own uniquely special experience, not the least because the game will have been changed through patches and the community's understanding of the game will be more fleshed out... And we'll all get to enjoy their excited first time play through posts on the subreddit or wherever, which will be a delight after the game has faded into memory over years.
When you think of all the effort and man-hours that went into making them, and the number of hours of entertainment they'll provide, that pricing is insanely cheap. It's not even that I can't afford to pay more for games - I bought Zelda + Mario Kart at full Nintendo price - but with so many options available for less than $20, does anyone really ever need to?
I've been pricing my own (non-game) software product and I can't see any way to make money unless the sticker price is at least $100, or with cosmetic micro-transactions. I would never in a million years build a game atop MTX, but I'm more open to it for other types of software.
The games industry is just brutal.
Should I expect it go up in price before release?
[1] https://www.jbhifi.com.au/products/nintendo-switch-the-legen...
> AAA video games have been $59.99 for like fifteen years
Be warned, the author/presenter of the following linked video is quite a character, but they do actually make sense:
https://www.youtube.com/watch?v=N7kaK2-725w (2020) deals with those BS excuse as the very same trotted out for years, debunked even by quotes from top gaming execs, the corporate financial filings and exposees on the industry.
- $60 has for years just been the shell price with predatory monetization practices raking in more money than ever
- the same excuses have been used a few years ago to justify cramming "micro"-transactions down the collective throat of customers, nickel and diming them for the complete experience after having already paid for the shell price; now it's still being said that games' prices haven't increased in decades, while only the entry prices on the box haven't changed
- the audience size has only gotten larger
- distribution has largely gone digital, saving costs of physical distribution
- wages have been stagnant while inflation rose, even some employees of these very same games companies aren't making enough to eat in that very same company's cafeteria
- tax evasion by the games companies through pretending their IP is registered in empty offices/basements the world over means they gift themselves hundreds of millions of you US taxpayers money every year.
AAA video games haven't actually been $59.99 for over a decade. AAA games for the last decade or so have had an "entry-level" / beginnners plan (at that $59 price point) but content that previously would have been in the base game has been sectioned off into upsells / DLC / add-ons for an extra $15 to $40/ea.
I don't personally care much (indie games have gotten so good, I barely play AAA stuff much anymore) -- but in the interest of honesty, inflation correction has already been happening in gaming this entire time. However, the "add on another extra 15% just for the CEO alone" increase that other industries did in 2021/2022 hadn't happened in gaming yet, and that's what the higher base price is for here.
Tens of millions of dollars funding for log analysis / picture / messaging b2b startups, selling $100/host/month is fine, using mostly off the shelf tools (every part of the stack, even the UI components, nice).
But wanting $60 for a game that you spent $60m+ and 4 years to make, is "corporate greed" and send people into passionate youtube video style opposition. Despite needing to sell over a million copies to break even in a hit-driven business (how many b2b or even b2c businesses here do that?).
I would love to see people try to work with those rough economics (and no, it's not "reduce the price by half and sell 2x as much" when you want to make something AAA with a niche (apparently 1 million is niche) audience. This is why when the price is not allowed to rise, the quality drops: it has to appeal to more people, lowest common denominator). Instead, they are making $300k a year tweaking load balancers for picture, chat, advertisement, and api connector apps, when they arent trying to automate away artists with AI, the only decently paying job artists had being in games.
It is no wonder there's so many "live service" games now. They simply see how much, how predictably, and how risk-averse they can be with the payment of people paying into SaaS-tech is and got inspired.
The scenario you're presented is how this situation worked in the past, but today the industry has changed into something else entirely.
https://www.statista.com/statistics/1285658/top-ranked-video...
But DLC->IAP/ads->live service is tempting to de-risk. Sure some behemoth publishers get greedy with it and shove it in games that have no business having those features in there. I just don't see those in and of itself as greedy.
To be fair to the other side of the argument, Hollywood has a similar problem, and have kept prices flat. Though big budget things have to be de-risked in the form of predictable-earning superhero movies (which can be used to fund riskier projects, but don't have to be). I just don't like games becoming too much like Hollywood, dependent on huge brands and celebrities to guarantee enough sales. The budgets and expected quality moat are already approaching it
And lets not even get into the fact that we're glorified beta tester these days, and require an online connection to get the constant patches to make games playable.
This is plain wrong. Capital is the one making a profit off of labor, not consumers. And capital frequently tries to extract further benefit at the expense of labor and consumers (like shifting wages to tips).
Otherwise that was a selling point of nfts. Having a digital supply chain that could trace assets back to a creator for compensation. Before the market imploded, many game companies were jumping in to try and rush out nft projects to squeeze people
Here's the rundown today:
1. Nintendo:
A playing card company that became a toy company that now makes video games. Has both the currently most popular handheld (the 3DS) on the market, but also the most popular console/handheld on the market (Switch). Of the top-10 highest selling consoles of all time, Nintendo alone has half of them (if you count the Gameboy and GBC as a single console). They've managed to have a top-selling system in every decade since the 1980s and have overcome misses like the WiiU and the GameCube without missing a beat.
Their current console (Switch) is fantastically underpowered for the generation, basically a cheap Android tablet. Though not yet the all-time most sold console, it's expected to overtake the PS2 before retiring as sales are still ridiculously strong despite competing against systems many times as powerful.
Between the 3DS, Switch, Games, and licensing, Nintendo's revenue for 2022 was ~$14 billion dollars, net at ~$4b
Nintendo has an e-store, but zero cloud gaming strategy.
2. Sony:
A classic Japanese electronics giant that makes every kind of consumer electronics imaginable. Entered the console market after being insulted by Nintendo during the 90s, now arguably the second closest hegemon of the industry after Nintendo. Capable of producing incredibly exotic, but powerful, hardware -- every home console Sony has put out since the original Playstation and the current PS5 is in the current top-10 most sold. The PS2 is the all time winner.
Sony's handhelds haven't faired as well, while the Playstation Portable was a relative hit (and still popular among home brew enthusiasts today), the follow-up Vita was a relative failure, prompting Sony to pull from the portable market. Sony is the only major console maker to get into VR.
Sony proper revenued ~$81b, but Sony Interactive (the division that does games) made $20.75b, but net at $2.6b in 2021.
Sony has an e-store, and you can play a decent library of recent games over the cloud.
3. Microsoft:
Another absolute monster of a company. The history of the Xbox is fascinating (there's an interesting quasi-advertisement documentary on youtube about it), but it's basically a rouge operation that's allowed to survive because it makes money. Totally against prevailing corporate DNA, the systems have performed very well, but not industry leading, since launch. The Xbox 360 is the only system to crack the top-10, but the other systems have performed respectably.
Microsoft has focused on M&A to build up a gaming lineup, but their systems have been treated like an infectious disease in some markets (notably Japan) limiting overall performance. Severe missteps in launch and marketing of the Xbox One probably sapped a not insignificant percentage of their possible growth. It's safe to say that the Microsoft Xbox division focuses heavily on the North American market first, while the Japanese systems see that market as second.
Microsoft revenued $198.3b in 2022, Xbox made $15.56b of that. Microsoft does not seem to share net for the Xbox division.
Microsoft is all in on the cloud. all in.
4. Valve:
The massive dark horse that appears in the room when the power cuts out, covered in black smoke. A "pseudo" console platform company with Steam as their console. They focus mostly on being a channel/publisher for other games -- with various hardware and gaming software side businesses. They target existing PCs as the runtime engine, but try to enable users to access their games in various ways. Steam has a catalog of around 50,000 games.
Here's the real astonishing numbers, if the PS2 is #1 selling console of all time with 155 million units sold, and the Switch has moved 122 million units so far...Steam sees around 200 million monthly active users as of 2023. The PS5 has sold around 32 million units, Steam sees around 75-80 million daily active users per day.
Valve has recently entered the portable console space with their Steam Deck, which runs a custom Linux variant and a compatibility layer, capable of running AAA PC titles. It's estimated to have moved around a million units so far. Valve is also a major driver in the higher-end consumer VR market - one of the only true competitors to Meta.
Valve does this with less than 1200 employees, yearly revenue is estimate to be around $13-15b. It's unknown what their net is, but it's expected that they are very profitable.
Despite being fundamentally a cloud-based console, Valve does not have a cloud gaming offering where you can just sign in to some remote server with your account and start playing. Instead they've relied on external parties to provide those services like GeForce Now or Shadow.
5. Mobile:
I won't spend time here other than to say that most people who are interested in console games consider this a different segment in the way that people interested in Movies think of TV and Radio as different segments. Mobile gaming is huge, can make massive money, but is very hit driven and home to a huge predatory "free to play" industry.
6. Meta
I'll spend even less time here. But basically Zuckerberg traded a dominant, highly profitable, but fading, $116b company for a company that focused on moving fewer platform units than the PlayStation Vita. Great consumer tech, some great games and experiences, but kind of a user mess.
Here's some things that are clear at this point in the generation:
- Nintendo could probably release a Switch II with considerably better specs at any time, but has no reason to as the Switch is selling like hotcakes, and making unreal profits for the company.
- Nintendo appears to make around 30% profit, the highest of the 3 major hardware makers (Sony about 10-13%, Microsoft is unknown, but their M&A rate is crazy). It's guessed that Valve makes more than any of the above.
- The supply chain is choking the high end systems from Sony and Microsoft, and this was before the pandemic. The PS5 was released in 2020 and is still hard to find on store shelves. If you can't move systems, you can't move games.
- Valve has had an incredible year. The Steam Deck is a hit in early gaming circles, largely delivers on promises, is a relatively open platform, and open to customization. Steam dominates its perceived market (game launchers), but also may secretly be one of the largest gaming platforms on the planet. Cheap (<$300) PCs are appearing that can run an almost impossibly large library of games and Valve has been an incredible steward of individual gamers' purchased libraries.
- Nintendo has bizarrely embraced the Indy scene, something only Valve has really done. It's a perfect fit for the lower powered Switch.
- Mobile gaming didn't eat console games -- in fact some pundits are saying the mobile gaming industry has "collapsed". And gaming is now a much larger industry than movies and TV combined.
- Meta isn't even in the top-20 of platform units sold.
Bottom line, Nintendo is one of the smaller players in the industry, but makes lots of money, the giants are struggling to fill channel demand with their platform, and Valve may eventually just overtake them all in the end. Basically Nintendo employees deserve some extra spending money because they're among the best on the planet.
Google could have pulled some big search energy and given everyone a raise and not noticed. Lost 5% of workforce, remaining workforce is easily working 10% less (something). Easily 15% down on throughput since Jan 19th.
Regardless of how little Nintendo employees may make, giving a 10% raise while other tech titans are trading punching their employees in the shorts is a good move.
My theory is that people (me included) still have this idealised view of Google as the "don't be evil" company that is somehow better morally than the others. So Google firing engineers is a shock, while Amazon firing even more people is just Tuesday. Curious what you think.
> As inflation continues to hit the global market, Japan Prime Minister Fumio Kishida urged companies to pay more to offset the rising cost of living. Nintendo President Shuntaro Furukawa said, "It's important for our long-term growth to secure our workforce."
It's never as simple as that. Toeing the party's line to help re-elect some politician isn't what has made Nintendo a lasting enterprise spanning 133 years of existence.
When a corporate executive sees a competitor decimate themselves without facing immediate consequences, they start to think that they could probably get away with it, too.
- ux is perfect,
- usability is perfect,
- structure is perfect,
- performance is amazing,
- legal compliance and regulations are to every human's benefit,
- the devices do everything imaginable, through first-party accessories
- ... well
- ... even for corporate use-cases
- ... dealing with confidential, private, privileged information
- there's a shmorgasbord of perfect nearly-identical services to further support your usage of the device,
- no one is ever failed catastrophically by the software as far as we know,
Welcome to the everything rally, what you have been so graciously given access to in your hand there is all you'll ever need, in perpetuity.
> The hefty pay hike comes amid calls by Prime Minister Fumio Kishida for Japanese companies to pay workers more as inflation takes hold in an economy used to years of deflation and stagnant wages, and as Japan prepares for its annual spring round of labour negotiations.
> "It's important for our long-term growth to secure our workforce," Nintendo President Shuntaro Furukawa told an earnings briefing.
> For companies that can afford to do so, higher salaries may also help them attract talent as a falling birth rate and low immigration leave Japan with serious labour shortages.
https://www.reuters.com/technology/nintendo-trims-annual-pro...
Basically, hiring is harder in Japan, companies are adjusting in order to attract talent. In the US, companies made the mistake of hiring too much, and doesn't suffer from the same problem, so different solution needed.
So the prime minister wants to fight a phenomenon caused (in large part) by a wage price spiral by calling for accelerating the wage price spiral... we're in for a fascinating macro-economic/political landscape these next couple years...
The PM is basically asking companies to foot the bill for energy costs, which have little to do with wages.
Cost of raw material going up (largely due to moving resource extraction away from slave labor) is a much bigger driver of inflation than wages. If 10% of a product's price is to pay for the overhead of personnel costs, a 10% wage increase only increases the price of the product 1%.
Uh... I'm not sure that's the case here otherwise those folks would have been reassigned instead of laid off.
In the case of META, Amazon, some of the layoff target was shutting down the whole Org/Div/Product Group. In these cases, shouldn't they be able to re-assigned a few folks to another team?
But like I said, they can move these ML if they actually truly need it.
It would be highly illegal in Japan. Nintendo has boatloads of money, so they can’t claim downsizing due to business pressures.
There isn’t a ‘tech’ landscape. Tech is just an overly simplistic view of the world that gets clicks. Nintendo and Google are worlds apart.
- Consumer Prices Including Rent in San Francisco, CA are 79.3% higher than in Tokyo
- Rent Prices in San Francisco, CA are 178.4% higher than in Tokyo
- Average pay for a Sr. Software Developer is around $58k in Tokyo
$75k would probably be comfortable to live on.
https://www.numbeo.com/cost-of-living/compare_cities.jsp?cou...
Japanese salarymen are worse paid than FTEs in almost any highly developed economy.
I wouldn't really expect that after this raise, Nintendo employees end up being paid particularly well.
I find this obsession with instantaneous salary to be odd. In my mind, you're best off working toward total lifetime earnings, optimizing for stability. Sure it's nice to be making six figures at some startup. But that means nothing over a 10 year period interspersed with layoffs and periods of unemployment. As an American, I'd take the salaryman deal any day of the week over making a bit more and waking up every single day wondering if I'll be fired.
You romanticize the salaryman title, but I am not sure you know what the actual lifestyle is...for most people in developed countries outside of Japan, working 12-14+ hours for low pay is not a good "deal".
2. If you're worried about being laid off the best thing you can do is build an emergency savings account. It seems perfectly reasonable to have 3-6 months of expenses in a "break in case of emergency" type of account. What is your plan if you are fired, or if you car breaks down, or if you have unexpected medical expenses? Savings keeps you safe.
3. The total lifetime earnings of a US office worker is higher than a Japanese office worker for the same time of work, in most professions. We are optimizing for lifetime earnings.
4. The term "Salaryman" is associated with long work hours and an unhealthy lifestyle, even worse of a woke-life balance than is offered in US.
[0] https://finance.yahoo.com/news/engineer-laid-off-over-16-104...
He was laid off with six months severance and I expect they'll ask him to come back after that's over.
Not really, if you work for a major dev in a US / Canadian compagny you're ok, it's not FANG level but it's higher than your regular web dev.
Median is at $191k.
If I'm not mistaken, Nintendo is currently making nearly two million dollars per employee. In an industry littered with claims of overwork and burnout, no less. And in Japan, where white collar workers still strive to stay in the same company until they retire.
We detached this subthread from https://news.ycombinator.com/item?id=34701705.
But Japan's inflation problem is that they don't have enough of it, so that's fine…