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.
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”.
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?)
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.
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.
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/
https://gtaforums.com/topic/1004182-rockstar-games-alleged-u...
https://actionnetwork.org/fundraising/support-rockstar-worke...
Just because some unions aren’t as good as others is not a reason to dismiss unions.
I used to work at a university that was NON-union, but basically ensured our benefits/raises were always at LEAST as good as the unionized university across town negotiated. THAT's a way to avoid unionizing efforts.
I have a teacher in the family - it's been an unequivocal necessity for them - otherwise the city / schoolboard would run roughshod over them - like 1% raises over 5 years, while their coffers are full.
And there's always a few (*&@#$ parents who think they're "all that" who would try to have individual teachers fired just because their 1st grader only got a "B" when they're clearly a generational prodigy... Unions really help with that.
They had several (4 I think?) union-mandated breaks during the day, which I got in trouble for not taking several times. The reason given was if I didn't take my breaks than they could disappear for everyone. I also was willing to do any job given to me, and given that I had some shop and machining experience, was happy to help with any task given, which made me an asset to management as they cold put me in anywhere as needed to help production along, but angered old crotchety employees that didn't want me in their space and were happy doing the absolute minimum to collect their wage.
So yeah, my experience with Unions is they breed mediocracy and pull everyone down that wants to set themselves apart to management. Wages were standardized rather than based on individual accomplishments so there was no incentive to excel.
I'm certainly not "anti-union" but my original comment is that HN thinks Unions are this utopia and in a sober reality they often aren't.
Indeed that's par for the course, there's plenty to dislike about democracy, but the alternatives we've tried are worse for example.
Had I any dependants, I'd definitely stay (just for the benefits! which cost nothing-more for one dude or an entire family).
Started my own residential shop, now-retired; life probably would have been easier had I stuck with commercial, instead.
It seems likely the vast majority of HN has never been a member of a union themselves given the audience, so the obsession feels like a savior complex IMO.
Yeah, unions accomplished a lot of good things many decades ago. But if you think they haven't morphed over those decades and are still automatically a net positive for all workers, I could probably sell you a bridge.
For my experience at Teamsters, there was zero incentive for employees to actually perform. Everything was done by senority across the board, and you're literally just aging and waiting your turn.
The insurance was good, the wages were average, and the incentive to do better was non-existent. And yes, firing people unless they did something egregious was much, much harder.
Pretty much everyone I know who works hard does so in spite of their circumstances. Not because of them.
Of the engineers I've worked with, the cooks I've worked with, the waiters I've worked with... the hard working ones don't win. They get taken advantage of and run into the ground. They perform, and perform more, and more, and that exclusively works against them.
And, as you go up the ladder, you can very clearly see the hard work and competence thin out more and more. The people who are successful aren't smart, or hard working, they're just good at maintaining a status quo.
These are not unionized places. So, maybe it's a capitalism thing.
https://gtaforums.com/topic/1004182-rockstar-games-alleged-u...
* Has anyone heard of game-buying consumers voting en masse with their pocketbooks over ethical/social concerns about a game/publisher/studio?
(I absolutely don't mean something like the Gamergate psychosis, though that was the first very loosely related event that came to mind. I mean respectable commercial boycotts, for admirable reasons.)
They're in it to make boatloads of cash and will do whatever to whoever is needed.
And no, consumers have never really cared in the gaming space. They won't do anything differently because of this.
Consumers almost never care outside of isolated causes du jour or when it directly affects someone they know. Look at all the self-proclaimed socialists and progressives walking around with iPhones manufactured by Foxconn, a company known for treating its employees so badly there were inquiries into the suicide rates of their workers at one point.
While I have my concerns about unions, they are absolutely necessary in many cases. Companies are not your friend, nor are your fellow consumers most of the time.
Also, I may be misremembering, but there was something pertaining to esports supressing the hong Kong riots.
/r/gaming post that wasn't only about product: https://www.reddit.com/r/gaming/comments/154ko01/why_is_bliz...
https://en.wikipedia.org/wiki/Blizzard_Entertainment#Hearths...
What was done was blatantly illegal, EVEN IF the people weren't fired for union organizing, which Rockstar will have a hard time explaining away since they fired only people involved in union organizing.
The fired employees in the UK (not sure about Canada) will get back pay and penalties once the unavoidable legal process finishes.
I'm sure, however, Rockstar will consider all of the sanctions they'll receive as price of doing business.
Despicable.
The chances of a company turning around are super low, adding a union makes it harder. Just run.
That is not a fact.
Unionising can be good for everybody
What ruins organisations is greed, or hidden agendas
This is a nice summary of the central issue with unions in the U.S. A rational person can quickly see why people are clamoring for unions in the U.S. and also why American companies are so resistant.
One can only hope this employee survived.
Also the narrative and dialogue is ever so slightly overated in Rockstar games because the competition is quite nerdy/square in that department as are most of the audience. The ending of Red Dead II was actually quite trite, especially in terms of dialogue and narrative (in my opinion) even though the game is incredible overall. It is honestly still very far from a Tarantino script.
I genuinely cringed at the end of RDII due to the dialogue just feel the need to mention that again...