I would encourage anyone in tech that is interested in forming a union at their workplace to sign up for CWA's CODE (Campaign to Organize Digital Employees) training: https://code-cwa.org/
CWA is a big, traditional, national union (think phone company employees, health care workers, flight attendants) that has voted to set aside a portion of their dues to help organize us, their fellow workers in the tech sector, which I consider a truly beautiful act of solidarity. They are having some successes, which seem to be building.
Getting plugged in with the training and, almost as importantly, a CWA organizer, is a great first step if you know you'd like a union but don't know where to start.
If you don't like the people you're working with, you could quit.
You could also vote no on a unionization vote, or just not join. I'm sure your loyalty will get a special consideration when the next round of arbitrary layoffs (coupled with record-breaking profits) happens.
As a kid I always lamented that every studio seemed to sell out as soon as they had the chance. Valve is basically the only one that didn’t… clearly it’s paid off very well for Gabe and the employees. Wish more people would resist the payday and keep what’s theirs.
They kind of did, with their sudden pivot from primarily making singleplayer games to almost exclusively making F2P GaaS titles the instant they got a taste of lootbox money. Half-Life 3 and Portal 3 will never happen because Valve makes 100x as much money with 1/100th of the effort by peddling Counter Strike skins.
HL3 kinda happened though, but it was called Half-Life Alyx. And while it wasn't a conventional FPS like HL1 and 2, there's absolutely no trace of GaaS in it.
>Wish more people would resist the payday and keep what’s theirs.
Ah yeah unregulated illegal underage gambling, the great resistance. Gabe could shutdown the whole thing with 1 click, all the sites are using the Steam API, but they don't and you know why.
Valve did a lot of things good but they are also the original source of a lot of bad things from lootboxes to skin gambling to the FOMO battle pass cancer of modern gaming.
Its definitely the ones that sell. There are plenty of small studios run by founders, but often once they sell they start burning consumer trust and goodwill as if those things don't exist and have an actual cost
Once you have an IP that's massive and you know people will buy regardless of if you're a trash monster or not, there's zero incentive to do the right thing.
Until people stop buying games from these places nothing will change.
I wouldn't call this selling out, exactly. If the issue is endless crunch, its more a matter of having enough money to support it endlessly and an aging workforce that knows their worth and can push back.
The issue is trying to force (or likely, continue) bad practices when they're clearly not working and then lacking the leadership to realize that a retaliatory layoff is only going to make things worse.
Smaller studios can maintain a small team of highly passionate people that will happily work 60+ hours a week or achieve similar productivity. As a studio grows, this becomes harder to maintain. You're pressured to either become a slave driver or dilute your product and make more money through derivative content or micro transactions. For example, I heard that EA is actually a relatively chill company. What sometimes works at keeping employees and customers both happy is fostering a cult-like environment, but that can easily lead to exploitation.
Valve never sold out because they became the "out" other companies sell out to. They successfully built a revenue-capturing money-printer in the form of the Steam store and service and now they don't have to make games at all to keep their bottom line strong. Not to imply they shouldn't have; get that gold ring and all.
(But I may also argue the point they never sold out in terms of being a game studio as opposed to a publisher.... "So when's Half Life 3 releasing?")
Valve makes a significant amount of their money from the gambling they've attached to their games, and profits immensely from the culture of farming loot boxes to gamble on for skins and such.
They also take an absurd cut of developer income and saddle devs with costs that they don't always want. (Selling on Steam? Valve takes 30% and forces you to moderate the forums on your listing page that you cannot opt out of.)
They also have an internal culture that's been fairly regularly criticized as being pretty uncomfortable for women and minorities.
Valve has done some cool stuff, but let's not lionize them too much. They are probably better than an average company, for sure, but it's important to remember that they are also sketchy in some very gross ways as well.
If you were a dev selling a game years ago when physical distribution was the only method, you'd likely end up with a lot less than 70% after both the publisher and retailer take their cut.
I'm happier to pay Valve's 30% than Apple's. With Valve you could always switch to Itch or something if you didn't want to pay, but with Apple you have no alternative. Valve gives you access to a huge player base and lots of useful marketing tools and such.
Valve charges 30% for access to their marketplace, and allows you to sell Steam keys for your game at whatever price you want through your own sales channels, without paying Valve a cent.
I'm not sure how any of that is sketchy or gross. As far as marketplaces and platforms go, this is quite reasonable, and there are many successful games which are either not on Steam, or are cross-listed on multiple platforms, or are cross-listed on both Steam and the developer's own distribution channel.
> They also take an absurd cut of developer income
30%-20% is by no means "absurd", given the incredible value that Steam provides to developers: content delivery, payment processing, cloud saves, ratings, game tags, social integration, wishlisting and sale notification, search indexing, game discovery, a bunch of incredibly useful APIs including networking and input, Linux compatibility, and many, many other things.
In fact, 30% of revenue is well under what it would cost me to implement all of the features that I want from Steam as a developer, unless I somehow won the jackpot and ended up selling millions of copies (in which case I would end up only paying 20% of revenue anyway).
> and saddle devs with costs that they don't always want. (Selling on Steam? Valve takes 30%
Which you already mentioned, while somehow conveniently omitting the fact that the cut decreases to 20% if your revenue is high enough.
> and forces you to moderate the forums on your listing page that you cannot opt out of
This is the single possibly objectionable thing here.
> They also have an internal culture that's been fairly regularly criticized as being pretty uncomfortable for women and minorities.
~~Allegations~~ mean nothing. Are there successful lawsuits?
> Valve has done some cool stuff, but let's not lionize them too much.
Valve is incomparably better than every other major game distribution platform, which is the comparison that we're making. You are very intentionally making manipulative and dishonest points to try to paint Valve as worst than it is. Which makes sense, because you're a throwaway account.
I appreciate what you've posted here. Valve fanboyism is widespread (I'm guilty of it too) and while they are shoulders above the alternatives, it's a good reminder that no one's perfect and I'll be sure to take a closer look at the company in the future.
> They also have an internal culture that's been fairly regularly criticized as being pretty uncomfortable for women and minorities.
If they don't like the culture, then they should work elsewhere.
I hear Google is hiring.
Nothing worse than joining a company you contributed zero to building from the ground up, then unilaterally deciding the culture needs to change according to your whims, right now.
You might feel uncomfortable working in a black barber shop. Or a cat cafe with pet allergies. You've contributed nothing to their business, they shouldn't have to change for you.
There is nothing forcing developers to release on steam, they can sell directly through a website. It’s not Valve’s fault no other competitor has gotten close to the quality of Steam. Epic Games could have made a dent, but they decided to try to bribe customers instead of making a functioning store.
Valve allows developers to generate activation keys for their games and sell them on other platforms, where Valve gets a 0% cut. This is how you're able to buy games from places like the Humble Store and activate them on Steam. Their agreement does technically require that you don't sell at a lower price on other platforms, but as far as I know it's never been enforced.
Are you of the opinion that these marketplaces shouldn’t exist, that they should take a smaller percentage, that they should be entirely ad-supported, or something else?
How can user have an optional one-stop-shop that is sustainable for the long-term while not being “evil”.
11 percent. That is the charge back rate in gaming. The "overall" stat for all transactions is something like 3 percent.
Card processing isnt free. There are fees, and supporting card processing still has more humans in the loop than one needs. Never mind all the technology that comes with running the dam platform.
Is 30 percent a lot. It sure is. Valve isnt a charity, this is how they chose to make money.
Meanwhile, AWS has a 30+ percent margin and I dont see CTO's lining up to run hardware...
That is bullshit, you are not even locked to using Steam on the Steam Deck. 30% is completely fair for the amount of infrastructure Steam provides to your game.
Definitely not comparable to Apple, which is forcing all iPhone users to use their own app store.
But union "busting" isn't selling out, if anything it's keeping to their true cause. Companies don't function well with adversarial units within them, and companies don't start out with unions.
It’s a privately owned company. This leads to an entirely different relationship between employees and the top layer of management.
You have to be very misguided to believe that the c suite in most companies is not engaged in n adversarial relationship with its employees, whether those employees are unionized or not.
> Companies don't function well with adversarial units within them
This isn't a given, this is just an opinion, and one you didn't bother trying to argue for.
Many systems do function much better with adversarial units in them. Governments have the adversarial units of checks and balances. Companies have the adversarial forces of the market. A news paper has the adversarial units of editors to their writers.
Very brave of them to speak out, but TBH I'm not sure I'd do it if I were worried about anonymity - their written English is flawless, which is very uncommon. Unless they took considerable care to imitate a different writing style, it's probably trivial to identify who wrote it.
In any case, a longtime friend of mine was senior graphics programmer on GTA5, and I was very close to interviewing with Rockstar in Edinburgh at his recommendation. But then I remembered how gamedev burnt me out at age 19 (my first job, at Lionhead), and how I've never been burnt out since, and decided against it. Been in offline rendering since then and never looked back.
> their written English is flawless, which is very uncommon. Unless they took considerable care to imitate a different writing style, it's probably trivial to identify who wrote it.
Rockstar North is based in Edinburgh as you say, why wouldn't English be at a high level?
Even discounting this, and despite everyone bleating on about its (very real) flaws, ChatGPT and other LLMs do quite a good job of proofreading and suggesting improvements to written English text[0]. I find it works best if you keep them on quite a tight leash but it's certainly within the compass of their capabilities to take badly written English and turn it into well written English, and even adopting a particular style to do so.
[0] Performance in other languages... well, I suspect it's still going to be quite variable, which is another valid criticism that has been levelled at the more popular mainstream models over the past year or two.
Right the fact you may not be able to understand some Scottish people because of their accent doesn't mean they're not competent English speakers, it just means the accent is difficult for you to understand, which isn't relevant when writing.
There are a few famous movie scenes where somebody deliberately uses perfectly reasonable English sentences but with such a thick accent that most English users cannot understand it, but once you know what they said you can play that sound back and yeah, that's what they said, you just couldn't understand the accent e.g..
Indeed the joke is that people keep repeating what the hard-to-understand bloke said even when it's perfectly obvious what he said, because if you can understand it then you can't tell whether it was hard to understand.
That's not even Scottish, the bloke in that scene is from Somerset, which is the far side of the country but exactly like Scotland most people in Somerset don't talk like that most of the time, but some of them do, some of the time and to them it's normal, that's just how you say words.
I'm going to get downvoted into a massive smoking hole in the ground for daring to state this opinion, but, as a lifelong enjoyer of the English language: native speakers butcher it the most.
Why can't this style of management just take hold at a game company?
I suspect that hollywood has a pretty similar release cycle, and I've never heard of the dysfunctional management in that industry. (maybe it is normalized? maybe people don't expect a job after a movie is done?)
The crunch culture in the film industry is legendary, particularly in visual effects, where many studios go out of business. There has recently been mass layoffs in the industry and much of the employment is temporary from film to film.
I think the offline gameplay of GTA is becoming dated. Playing GTAV just felt like cut scene, then chores, cut scene, then chores, rinse, repeat. To be fair, I don't understand the purpose of GTA online but it was wildly popular.
I’m also kind of concerned about the game itself suffering. If they’re shedding institutional knowledge to avoid unions we could end up with a vibe coded GTA 6.
Like imagine if MindsEye had thirteen years of anticipation before it came out.
I'll probably end up buying GTA 6, once it's on sale or something; good people worked on it too I would imagine, and helped make it a good game.
Also, with apologies for the whataboutism, we unfortunately finance thugs all day every day (my internet provider, German government and pension, Deutsche Bahn, etc are massive extortionists); it's not really black and white.
It’s so nice to be guilted into supporting awful people, because a bunch of nice people were abused by the awful people but at least the art will keep one entertained and the corpos keep on abusing.
And this is why "vote with your wallet" does not work. As a consumer there's no way to decide who gets the money.
In fact, even the people who made the game (did the actual work, not managers, advertisers, etc.) don't get to decide.
Correct me if I am wrong but the programmers, designers, artists have already been paid and any money from sales goes to the company and its execs/shareholders.
(And yes, employees can also be shareholders but they almost always own such a tiny share it does not really matter. In a just world, ownership would be distributed automatically according to time_worked * skill_level.)
EDIT: I might have overstated by saying it doesn't work but it definitely doesn't have the same level of effect as people collectively saying "this behavior is wrong and you will be punished for it, regardless if I buy the product" (for example by editing laws). It also doesn't allow any control over how the money is distributed among those who worked on it (compared to for example adding a law that limits absolute/relative spending on marketing - whether you think it's a good idea or not).
This makes me sad, R* has made some of my most favorite games, especially Red Dead Redemption 2.
They make so much money, why can't they play nice and treat their employees like human beings?
I don't recall reports of Valve (Steam, also super profitable) stooping. Is Rockstar a genetic relative of GAFA, because this is more like what I've come to expect from Amazon.
Valve is a "flat" organization, where your compensation is determined based on peer review.
Rockstar, and owner Take-Two (largely owned by institutional investors--well known for their historical championing of workers rights and fondness of unions), both seem to have your typical corporate hierarchies, where executives are fairly and correctly compensated for being more productive than over 200 software engineers combined.
This is also true if humans in general, at all stations in life, including union members and union leaders. Is there any offer a union would refuse on the grounds that’s too much?
> They make so much money, why can't they play nice and treat their employees like human beings?
Because they can.
In the gaming industry the biggest studios get away with running sweat shops because there's endless hordes of brilliant engineers and artists who had always dreamed to make videogames and need a huge name on the CV to move to better places.
The meager earnings in years previous to that are beyond wiped out. In fact, expect a lot more squeeze if you work at Take Two or a lot more rent seeking if you are a customer, because based on the stock price movement, the market is expecting a lot more net income.
Edit: looks like they set a ton of money on fire by overpaying for Zynga a few years ago. Customers and employees are going to be paying for that bad decision for a long time.
It's true that Take Two lost money but it's also true that Rockstar makes them tremendous amounts of money. Lifetime revenues from GTA5 are estimated to be near or exceeding 10 billion USD.
Managing to lose money on those kinds of profits is arguably further evidence that leadership there is overpaid.
Businesses desire growth, not conservation or charity. And that desire is frequently achieved through illegal means. Wage theft for instance is a far greater sum than the total of robbery in the US. The criminality is rampant!
Meta is also in the news today for making 10% of its revenue from scams, as well as for having codified policy that scammers representing at least 0.15% of their revenue must be protected from any moderation.
> They make so much money, why can't they play nice and treat their employees like human beings?
Because they want to make great games. It's sad but we've never figure out how to replicate the creative output that crunch and stress triggers. I don't understand it and frankly I couldn't stand it so I left the industry but I won't pretend that we have a solution too the problem.
There's a big difference between people putting extra effort due to real external factors (e.g. company running out of money) and artificial pressure while executives enjoy their yachts.
This is a myth and plenty of amazing games were made without treating people like trash.
> They make so much money, why can't they play nice and treat their employees like human beings?
That's not how human nature works. Greed doesn't lead to idealism or altruism, it invariably leads to entitlement and more greed. The rich are never satisfied with hundreds of billions, they insist upon trillions.
Wouldn't have happened under Dan Houser. R* made too much money for its own good.
On another note, heard on Bloomberg today that they've been working on GTA 6 for 10 years at this point. Considering the size of their development teams it's possible that more manhours may have gone into this single title than all video games that were made until the PS1 era combined.
What makes you think Dan would've handled it any differently? Rockstars got a long well known track record of being in crunch mode with obscene hours, that didn't suddenly start after Dan left.
> On another note, heard on Bloomberg today that they've been working on GTA 6 for 10 years at this point.
It’s incredible to think about what else has happened during these past 10 years of development. Or think about other decade long stretches and what was accomplished.
Not cutting short what the undertaking of this is, just that the scale of this project spanning a decade is fascinating.
I'm an American who was retaliated against in the past for collective bargaining efforts. Luckily, that's illegal here as codified by the National Labor Relations Act of 1935 (it probably is in the UK too, I'm just not as familiar with their laws). I filed a complaint with the National Labor Relations Board (NLRB) and eventually won my case, receiving compensation with interest; the Company also had to inform all employees of their collective bargaining rights digitally and physically.
Once the government shutdown ends, I highly recommend the affected American individuals file a complaint with the NLRB via their website: https://www.nlrb.gov/
I should have mentioned that the government foots the legal bill! That is, you don't need to hire your own costly lawyer. The case will eventually be USA vs. (your old company), and you're a potential beneficiary.
CWA is a big, traditional, national union (think phone company employees, health care workers, flight attendants) that has voted to set aside a portion of their dues to help organize us, their fellow workers in the tech sector, which I consider a truly beautiful act of solidarity. They are having some successes, which seem to be building.
Getting plugged in with the training and, almost as importantly, a CWA organizer, is a great first step if you know you'd like a union but don't know where to start.
https://www.marketplace.org/2023/01/03/gen-z-is-the-most-pro...
https://thehill.com/business/4854173-union-approval-surges-p...
https://news.gallup.com/poll/12751/labor-unions.aspx
https://news.gallup.com/poll/510281/unions-strengthening.asp...
You could also vote no on a unionization vote, or just not join. I'm sure your loyalty will get a special consideration when the next round of arbitrary layoffs (coupled with record-breaking profits) happens.
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They kind of did, with their sudden pivot from primarily making singleplayer games to almost exclusively making F2P GaaS titles the instant they got a taste of lootbox money. Half-Life 3 and Portal 3 will never happen because Valve makes 100x as much money with 1/100th of the effort by peddling Counter Strike skins.
No official announcement yet.
Lol Valve is taking a cut of a ridiculous amount of video game sales while releasing no games.
I like some of their work on the linux support side, but they have sold out as much as Apple has if anything.
Ah yeah unregulated illegal underage gambling, the great resistance. Gabe could shutdown the whole thing with 1 click, all the sites are using the Steam API, but they don't and you know why.
Valve did a lot of things good but they are also the original source of a lot of bad things from lootboxes to skin gambling to the FOMO battle pass cancer of modern gaming.
Until people stop buying games from these places nothing will change.
The issue is trying to force (or likely, continue) bad practices when they're clearly not working and then lacking the leadership to realize that a retaliatory layoff is only going to make things worse.
(But I may also argue the point they never sold out in terms of being a game studio as opposed to a publisher.... "So when's Half Life 3 releasing?")
They also take an absurd cut of developer income and saddle devs with costs that they don't always want. (Selling on Steam? Valve takes 30% and forces you to moderate the forums on your listing page that you cannot opt out of.)
They also have an internal culture that's been fairly regularly criticized as being pretty uncomfortable for women and minorities.
Valve has done some cool stuff, but let's not lionize them too much. They are probably better than an average company, for sure, but it's important to remember that they are also sketchy in some very gross ways as well.
https://www.latimes.com/archives/blogs/company-town-blog/sto...
I'm not sure how any of that is sketchy or gross. As far as marketplaces and platforms go, this is quite reasonable, and there are many successful games which are either not on Steam, or are cross-listed on multiple platforms, or are cross-listed on both Steam and the developer's own distribution channel.
I'll give you lootboxes, they are pretty shitty.
Fun fact: Nintendo's revenue split on WiiWare was 60/40, and required minimum downloads to even get your revenue out of Big N.
Source?
> They also take an absurd cut of developer income
30%-20% is by no means "absurd", given the incredible value that Steam provides to developers: content delivery, payment processing, cloud saves, ratings, game tags, social integration, wishlisting and sale notification, search indexing, game discovery, a bunch of incredibly useful APIs including networking and input, Linux compatibility, and many, many other things.
In fact, 30% of revenue is well under what it would cost me to implement all of the features that I want from Steam as a developer, unless I somehow won the jackpot and ended up selling millions of copies (in which case I would end up only paying 20% of revenue anyway).
> and saddle devs with costs that they don't always want. (Selling on Steam? Valve takes 30%
Which you already mentioned, while somehow conveniently omitting the fact that the cut decreases to 20% if your revenue is high enough.
> and forces you to moderate the forums on your listing page that you cannot opt out of
This is the single possibly objectionable thing here.
> They also have an internal culture that's been fairly regularly criticized as being pretty uncomfortable for women and minorities.
~~Allegations~~ mean nothing. Are there successful lawsuits?
> Valve has done some cool stuff, but let's not lionize them too much.
Valve is incomparably better than every other major game distribution platform, which is the comparison that we're making. You are very intentionally making manipulative and dishonest points to try to paint Valve as worst than it is. Which makes sense, because you're a throwaway account.
If they don't like the culture, then they should work elsewhere.
I hear Google is hiring.
Nothing worse than joining a company you contributed zero to building from the ground up, then unilaterally deciding the culture needs to change according to your whims, right now.
You might feel uncomfortable working in a black barber shop. Or a cat cafe with pet allergies. You've contributed nothing to their business, they shouldn't have to change for you.
Hello LLM.
Apple is a firm technical gatekeeper to their ecosystem. Steam is not at all analogous to that for PCs.
How can user have an optional one-stop-shop that is sustainable for the long-term while not being “evil”.
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11 percent. That is the charge back rate in gaming. The "overall" stat for all transactions is something like 3 percent.
Card processing isnt free. There are fees, and supporting card processing still has more humans in the loop than one needs. Never mind all the technology that comes with running the dam platform.
Is 30 percent a lot. It sure is. Valve isnt a charity, this is how they chose to make money.
Meanwhile, AWS has a 30+ percent margin and I dont see CTO's lining up to run hardware...
Definitely not comparable to Apple, which is forcing all iPhone users to use their own app store.
Case and point: Valve doesn't have a union.
You have to be very misguided to believe that the c suite in most companies is not engaged in n adversarial relationship with its employees, whether those employees are unionized or not.
This isn't a given, this is just an opinion, and one you didn't bother trying to argue for.
Many systems do function much better with adversarial units in them. Governments have the adversarial units of checks and balances. Companies have the adversarial forces of the market. A news paper has the adversarial units of editors to their writers.
In any case, a longtime friend of mine was senior graphics programmer on GTA5, and I was very close to interviewing with Rockstar in Edinburgh at his recommendation. But then I remembered how gamedev burnt me out at age 19 (my first job, at Lionhead), and how I've never been burnt out since, and decided against it. Been in offline rendering since then and never looked back.
Rockstar North is based in Edinburgh as you say, why wouldn't English be at a high level?
[0] Performance in other languages... well, I suspect it's still going to be quite variable, which is another valid criticism that has been levelled at the more popular mainstream models over the past year or two.
There are a few famous movie scenes where somebody deliberately uses perfectly reasonable English sentences but with such a thick accent that most English users cannot understand it, but once you know what they said you can play that sound back and yeah, that's what they said, you just couldn't understand the accent e.g..
https://www.youtube.com/watch?v=Hs-rgvkRfwc
Indeed the joke is that people keep repeating what the hard-to-understand bloke said even when it's perfectly obvious what he said, because if you can understand it then you can't tell whether it was hard to understand.
That's not even Scottish, the bloke in that scene is from Somerset, which is the far side of the country but exactly like Scotland most people in Somerset don't talk like that most of the time, but some of them do, some of the time and to them it's normal, that's just how you say words.
I'd use a local LLM too to make sure the original prompt does not leak and can't be connected to the published output.
Why can't this style of management just take hold at a game company?
I suspect that hollywood has a pretty similar release cycle, and I've never heard of the dysfunctional management in that industry. (maybe it is normalized? maybe people don't expect a job after a movie is done?)
GTA V is dated. It's 12+ years old.
Like imagine if MindsEye had thirteen years of anticipation before it came out.
[1] https://www.cnet.com/tech/gaming/gta-6-delayed-once-again-to...
Also, with apologies for the whataboutism, we unfortunately finance thugs all day every day (my internet provider, German government and pension, Deutsche Bahn, etc are massive extortionists); it's not really black and white.
In fact, even the people who made the game (did the actual work, not managers, advertisers, etc.) don't get to decide.
Correct me if I am wrong but the programmers, designers, artists have already been paid and any money from sales goes to the company and its execs/shareholders.
(And yes, employees can also be shareholders but they almost always own such a tiny share it does not really matter. In a just world, ownership would be distributed automatically according to time_worked * skill_level.)
EDIT: I might have overstated by saying it doesn't work but it definitely doesn't have the same level of effect as people collectively saying "this behavior is wrong and you will be punished for it, regardless if I buy the product" (for example by editing laws). It also doesn't allow any control over how the money is distributed among those who worked on it (compared to for example adding a law that limits absolute/relative spending on marketing - whether you think it's a good idea or not).
(And, the very next post is the forum admin confirming that the poster is indeed a rockstar employee.)
They make so much money, why can't they play nice and treat their employees like human beings?
I don't recall reports of Valve (Steam, also super profitable) stooping. Is Rockstar a genetic relative of GAFA, because this is more like what I've come to expect from Amazon.
Rockstar, and owner Take-Two (largely owned by institutional investors--well known for their historical championing of workers rights and fondness of unions), both seem to have your typical corporate hierarchies, where executives are fairly and correctly compensated for being more productive than over 200 software engineers combined.
Executives make more money because they are the only ones with the power to set wages. Workers do not have the power to set wages.
Because they can.
In the gaming industry the biggest studios get away with running sweat shops because there's endless hordes of brilliant engineers and artists who had always dreamed to make videogames and need a huge name on the CV to move to better places.
Their 10-Ks show they lost a lot of money.
https://www.macrotrends.net/stocks/charts/TTWO/take-two-inte...
2025 $-4.479B
2024 $-3.744B
2023 $-1.125B
The meager earnings in years previous to that are beyond wiped out. In fact, expect a lot more squeeze if you work at Take Two or a lot more rent seeking if you are a customer, because based on the stock price movement, the market is expecting a lot more net income.
Edit: looks like they set a ton of money on fire by overpaying for Zynga a few years ago. Customers and employees are going to be paying for that bad decision for a long time.
Managing to lose money on those kinds of profits is arguably further evidence that leadership there is overpaid.
Meta is also in the news today for making 10% of its revenue from scams, as well as for having codified policy that scammers representing at least 0.15% of their revenue must be protected from any moderation.
Business thrives on illegality.
Because they want to make great games. It's sad but we've never figure out how to replicate the creative output that crunch and stress triggers. I don't understand it and frankly I couldn't stand it so I left the industry but I won't pretend that we have a solution too the problem.
There's a big difference between people putting extra effort due to real external factors (e.g. company running out of money) and artificial pressure while executives enjoy their yachts.
This is a myth and plenty of amazing games were made without treating people like trash.
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That's not how human nature works. Greed doesn't lead to idealism or altruism, it invariably leads to entitlement and more greed. The rich are never satisfied with hundreds of billions, they insist upon trillions.
On another note, heard on Bloomberg today that they've been working on GTA 6 for 10 years at this point. Considering the size of their development teams it's possible that more manhours may have gone into this single title than all video games that were made until the PS1 era combined.
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It’s incredible to think about what else has happened during these past 10 years of development. Or think about other decade long stretches and what was accomplished.
Not cutting short what the undertaking of this is, just that the scale of this project spanning a decade is fascinating.
Once the government shutdown ends, I highly recommend the affected American individuals file a complaint with the NLRB via their website: https://www.nlrb.gov/