> Together, we are organising around the things we want to change. Starting with:
Pay transparency
Flexible working
An end to crunch
That’s a lot of demands, what next? Competitive salary?! /sarcasm
I hope more people will start fighting together for better work conditions. Company owners have money and lawyers so workers must unite to fight them back. I’m saying this as employer.
How do you end crunch? Teams always work at a more relaxed pace when the deadlines are years out. You can't beat Parkinson's law no matter how generous you are with the estimates.
We've all tried methodologies to counter this problem and create a continuous, sustainable pace. Unfortunately there's something deep in human nature that prevents us spreading that effort out evenly from day one.
The games industry is notorious for this, yet far from the only industry working against deadlines. Deadlines are a good way to timebox work, but they need to be set in a realistic way rather than an optimized happy-path.
I do understand there are certain periods where games _should_ release to make more sales, and for most games that's probably true. But this is GTA VI, they can miss the launch window by a month and it'd probably hardly impact their sales.
Unions are the only legal way for workers to improve their situation around compensation and working conditions. Support for them is at a historical high, especially amongst younger cohorts.
Can anyone comment on why "big video game" dev pay has lagged "big tech" pay so badly? Ostensibly they are doing remarkably similar engineering problem solving, so why is there such a disparity?
First off let me get on my high horse and say the engineering in video gaming is generally more complex than the engineering I've done working in big tech. You need a lot more creativity and ingenuity to solve the unusual problems you run into in gaming.
From there, as others have said, it's a simple supply and demand issue. Nowadays I am a university professor, nearly every student who comes in wants to pursue one of the three fields: cybersecurity, video gaming, or recently ML/AI.
This shouldn't come as a surprise, they want to work on the things that influenced them and shaped their experiences so far. There's an absolute over supply of students who want to make video games.
Gaming, like most of entertainment, is a passion-driven industry. You trade good salary for your name in the credits. You trade nights, hobbies, marriages, and your health for this opportunity. That is unless you reach that lofty 1% of developers who are too valuable to be fired.
Not all areas of gaming are like this. Gambling, like working on slot/pachinko machines, pays very well and has pretty realistic work-life balance. However every student I've talked to about this has universally said "no I don't want to make slot machines. I only want to work on GTA/Stardew Valley/Hollow Knight/Fortnite."
There's seriously no shortage of starry-eyed students who are willing to accept minimum wage to solve SDE3 level problems. I was one of them once.
Do you tend to see a high drop out rate or general dissatisfaction from graduates when they come to the realization that making a game is a very different experience than playing the games?
Dissatisfaction yes, although it doesn't manifest how you'd expect.
It comes in the form not so much in dropouts, but in bad course feedback and bad professor reviews.
"The professor made the class unfun."
"The professor said she's made games but clearly has never done that before with how she taught the class"
I'm a woman so, unsurprisingly, I experience a fair amount of misogyny from students in the class who have never made a game nor have they worked in industry but believe they know how it works.
My first AAA game industry boss said to me only 10% of people make it 10 years in games. This has been, if anything, optimistic, with there being a sharp drop-off at 2~5 years.
(And in indie it's way worse, it's more like 1% making it one year)
What was your route to teaching like? I kinda am considering putting my hat in a similar ring on a part time, evening class type basis if I can get away with it.
I graduated in 2011, went straight to work at Blizzard entertainment. At the same time I had gotten accepted into graduate school so I opted for an internship at Blizzard to try both.
I went back to Blizzard in 2012, but quickly realized I wanted to do my PhD. So I left Blizzard and went full-time as a student.
I didn't have funding so I TAd classes. Eventually my advisor and I scored a big NSF grant, so she used the funds to buy out a course and have me teach it as the instructor.
From there, I wound up at a community college running a bachelor's level degree. They hired me because I was the only candidate with NSF experience. They proceeded to fire their grant manager and have me manage the whole grant without extra pay.
Actually used to hire people for exactly what you want to do: be an adjunct for night classes in tech.
If you want to go that route you need to make friends with the Dean and the head of program. It's rare that we hire someone from the general application process, because most people who work in tech do not make good instructors.
I'd say it has nothing to do with supply and demand, but more to do with captive labour market (e.g. in the UK ability to quit and run own business are limited) and C-suite greed levels and classism.
Working class person being exceptional at low latency game development, will unlikely get a chance in finance and earning 10x for very much the same level of competence, because their accent might not be good enough and parents don't frequent members' clubs.
I'm the opposite. BigCorp distributed systems guy.
I'd agree with all of this from what I've seen though. The problems that some of my buddies solved straight out of college, while very different than 'hard problems' at bigcorp, are... hard.
One buddy ended up moving to the worst of both worlds... backend infra for a large video game and ended up getting video game salary for bigcorp distributed systems problems.
Is it as simple as supply/demand? People love games and game-loving developers are willing to take lower compensation to be in the industry? As a former obsessed gamer, I remember in my 20s I almost would have been willing to work at iD Software without pay if they let me.
It is actually quite a common occurrence in the arts and other creative fields, where there is a level of idealization for the work in itself outside of the remuneration. Musicians, architects, illustrators, cinematographers are all dealing with the same thing the more the work resembles their ideal type of artistic work, the less to pay usually.
I would guess a big part of this is because the art _itself_ is a form of compensation: Artists have a passion for the end result in a way that organizations (e.g., corporations, collectives, movements, etc.) harness and take advantage of in lieu of financial compensation.
This is usually framed in terms of greedy corporations cynically exploiting young workers, but having interviewed for a Sony studio myself a few years ago (and ultimately going back to my native robotics field for almost exactly double the pay), I think there is something tangible about the compensation that is working on something normal people encounter, especially in the leisure spaces of their lives.
It may not pay the rent or put food on the table, but seeing your name in the credits of a movie your friends watched or a game they played is a perk that has real value. Writing a technical book rarely pays the bills either but it's the same story of getting to see your name on the shelf, and maaaybe it leads to getting on a conference panel or something at some point but really you're doing a lot of labour for far below minimum wage just to be able to say you did (as I did for Apress when I was 20 years old... and it landed me an internship at Google, so there you go).
To a lesser extent the same has been said about Apple's low pay relative to peer (far less profitable) companies -- the mere honor of working at Apple is an implied part of the compensation package.
I think it is mostly just margins. Sure there are lots of people willing to work for no very little money for game dev but I would say there are tons of people willing to work for very little money for FAANG companies because they want that on their resume.
In fact since we are on hackernews that is kind of thing people wanting to be entrepreneurs do. Work at recognizable big tech company for a few years. Leave to be a founder of a startup. Investors ... well that guy came from google they must know what they are doing etc (the irony is they probably have less of the skills to start a company going that path).
They want it on their resume primarily to make more money and have a better career in terms of getting hired, etc. Very different motivation. They'd only work at a FAANG for free long enough to get that bump. Game devs however would work for many years underpaid because they like what they're creating.
FAANG used to be the _dream_. Change the world. Work on groundbreaking tech. Solve harder problems than anywhere else. Get Paid incredibly well.
Then I guess a generation focused exclusively on that last part flooded the zone. I still believe that The Great Resignation of 2021 did more harm to our industry than COVID or any interest rate or VC changes.
It polluted the brains of most of the people in our industry from a missionary mindset to a mercenary, and it decimated big company's established cultural memory all to prop up a bunch of unicorns who will probably all slowly die over the next decade.
So now half of the people can't get a job, and the half that can are miserable. This was true BEFORE AI.
It's just a natural progression. When the company is a startup working on a new exciting tech it's chasing the dream and changing the world. When it's a behemoth employing 200k people, it's impossible for all of them to be chasing the dream. Probably like 90% of them would be doing extremely boring "keeping the lights on" tasks and ensuring this gargantuan machine does not go to pieces under it's own weight. It still can pay incredibly well, but it won't be exciting frontier work anymore. It just can't be, 200k people company can't move with the agility of 200 people company.
~~Perhaps now especially since these companies are predominately hiring oversees contractors but circa 2009-2015 when I was around entrepreneurs and startups this was discussed.~~
~~Ultimately the goal is the same: make more money. So I disagree the motivation is "very different" its just a lot harder now to do a startup.~~
You kept editing your comment so disregard the above. I misread it the first time and then it changed. I left my response thats makes no sense now.
Your new point is excellent btw. I should have considered that.
I also hope it doesn't sound like I don't care for these developers who are being taken advantage of. They should be compensated fairly for their work.
EDIT I should add why I think it is a great point especially since I make recruiting software. The greatest increases in salary for most people is done by switching companies or jobs. If you don't want to leave the company because you really like what you do it would skew it so that salaries are lower.
People haven’t responded to your very first point, and I want to really stress it because I don’t think most people really get it.
Margins.
Game development doesn’t pay more because game development companies can’t afford to pay more.
Sure, an individual game dev company may make a lot due to the hit driven nature of the field, but the totality of the market simply makes less money per developer than big tech does.
In order for that to change, the market has to increase in size by appealing to a more casual audience, or existing gamers have to pay more. Not something I think most gamers would like. And these are the people who the workforce of game developers form from.
> In order for that to change, the market has to increase in size by appealing to a more casual audience, or existing gamers have to pay more. Not something I think most gamers would like.
To really drive this point home, the gaming community recently lost their minds when it became clear that this generation of video games were going to retail for ~$90 per game. Never mind that even in the early 90’s an average game might retail for $40 and what we would call a AAA game could reach as high as $70. In 2025 gamers declared that $90 was highway robbery. But go look at the credits for an early 90s video game. That $40-90 per unit in the early 90s might need to cover the salaries of 23 people (the size of the credits list for Super Mario World on the SNES). Now $90 has to cover 435 people (the credit list for Super Mario Wonder on the switch). Sure we’re selling a lot more copies now, and (some of) the manufacturing costs are lower. But that’s a nearly 20x increase in personnel for a mere 2x increase in (non inflation adjusted) price.
It's also amortized over a much longer period of time too. Those 23 people would scratch build that $40 game in 2 years. These days it's more like 8 years, and you're rarely building from scratch.
> In order for that to change, the market has to increase in size by appealing to a more casual audience, or existing gamers have to pay more.
The fun part of all this is that when union demands start forcing the industry in the opposite direction - higher cost, higher prices, smaller market. In a sane world, we would connect this, but in this world, we will just blame management. The union will forever have an invincible PR shield no matter how crazy the demand.
While I fundamentally agree with the concern about unions raising costs in a market where most titles cannot absorb them, GTA/Rockstar definitely can. Especially since the union is fighting for basic quality of life like no crunch instead of (for now at least) increased pay. I am generally not prounion but crunch -- especially at studios that are guaranteed to be profitable (GTA) -- needs to be curbed.
In what world are unions never criticised? I'm in the UK and they are often reviled in the press and among people who don't work in a unionised sector. America has an even stronger tradition of anti-union feeling (maybe partly due to historic links between unions and organised crime but also because the US has often had a stronger collectivisation than most European countries - consider that the political centre in the US would be considered into right wing in most Western countries on most issues)
See my further reply, margin of 20% give or take 10% depending on scale (on average, some products obviously have incredibly high or low margins as is typical in the creative industry).
My point about revenue was that games are pulling in more money than film and TV and we all know they cost less to make, and film and TV has good pay so therefore the games industry can afford similar rates, if not more.
My point was we know those are decent margin industries and video games aren't any more expensive, but anyway you usually look at 20% margin in the industry give or take 10% depending on the scale and particularly advertising costs at large scales.
Also games are for leisure. The same thing is true in Hollywood—hundreds of crew members getting paid small wages relative to their long hours and a few stars getting millions.
You have the causality inverted. People want big tech on their resume because it makes them look qualified. People with top qualifications work at big tech because of pay. If low quality engineers worked in big tech, it wouldn't be a coveted qualification.
The causality of what? I'm probably missing something obvious here. The cause of people getting paid less in game development I said has to do with margins (although I now think there is more to it than that).
> People want big tech on their resume because it makes them look qualified.
I think I said that?
> People with top qualifications work at big tech because of pay.
Actually I am not sure if that is true. I think top qualification people work at these places because of other reasons than just money. I'm talking Carmack working at Facebook for example is because of more possibilities and less the pay. Like FB is we have this really smart team for you and this tech for you and you can make your own products etc.
After all there is academia and that mostly pays shit and plenty of qualified people there.
> If low quality engineers worked in big tech, it wouldn't be a coveted qualification.
And I think that is probably happening more now. The 10x developer was kind of a myth. More people for less money these days particularly with AI is becoming more of the norm.
Carmack level folks are the exception. the vast majority of faang interest is money. In fact if youve been in dev long enough, youd see even the makeup of the tyipical eng has changed, there are quite a few normies in the field these days, many of whom im not sure even like coding at all. Its seen as a reliably high paying field worth steering towards regardless of interest. It has lately reminded me of the kinds of people id see in medicine. smart, capable, not particularly interested in the field as such.
All else being equal, the cooler a job is, the less it will pay. It's why unions have been so successful in other "cool jobs" like professional athlete and working on movies and TV. There are some people who would do those jobs for free which completely destroys the market power of most individuals requiring collective action to prevent exploitation.
It would be prudent if you would dig a bit deeper into how unions came to be. Long story short, capitalism can easily create situations where you agree to be exploited to some degree, to avoid being exploited to another, worse, degree.
"Agrees" is doing a lot of work in that sentence. Agreeing to $100/hour because you think it's fair and agreeing to $1/hour because you're starving may both qualify, but they're quite different.
as a student back in 2012, the CS program i was in was mostly people who wanted to make games. that's just one person's POV but most people i knew at the time weren't really into anything else in software.
I think this is part of it. I have heard some people turn to prostitution to afford working for the mickey mouse company in Tokyo. Second hand accounts. People go to insane lengths just to work at their dream place.
I am a unionized software developer in media, not games. I helped the game workers at Blizzard unionize and they all spoke of the "passion tax". One reason the "passion tax" is possible for employers is that there seems to be a degree of labor monopsony for the kind of development done by AAA game studios. In this respect it's quite a bit like Hollywood film production in its heyday.
>One reason the "passion tax" is possible for employers is that there seems to be a degree of labor monopsony for the kind of development done by AAA game studios.
How is the existence of a monopsony necessary or even related to a passion tax existing? Suppose the market were a fully free market with tons of software companies on one side and tons of developers on the other. It would fly in the face of reason, and fairness in my eyes, if all developers were paid the same but some got to work on fun stuff like games and others worked on the scheduling software for the scheduling software for the warehouse robot repairs. So a passion tax seems like something that should exist and not really be decried.
> So a passion tax seems like something that should exist and not really be decried.
To put it the other way, work that is distasteful in some way, should also pay more, but this is missing the point.
I think the point of the unionization is that the monopsony of a small number of AAA game studios gives them excessive market power to reduce compensation and especially to reduce working conditions.
A union can acquiesce to the passion tax and say that top developers at a AAA should make $150k/year (a bit low), while simultaneously saying that that developer should be able to see their children on nights and weekends. The project management that leads to "perma-crunch" is something that ought to be resolved on the employer's side, not by the employees.
I was under impression there were quite a number of independent game studios, is that no longer a case? What is the cause of a monopsony here - the barrier to entry, at least for making a game, doesn't seem too high. Marketing one successfully is probably harder, but that is a common problem not unique to gaming.
There are more indie games than ever before. The issue is AAA games have become billion dollar projects. They are funded and structured far more like AAA movies than other software. Making games is easy. Getting the money together to spend $500 million on development and $500 million on marketing isn't easy.
Suppose you double their pay, make them more in line with other tech workers. How should you allocate these highly coveted game dev jobs? The supply of jobs won't magically increase (it would likely decrease with higher wages), and the number of people interested in working there would grow as well. Do you just have a lottery?
Now rather than being a relatively underpaid worker in an industry you're passionate about, you don't have the opportunity to work there.
Your hypothetical is interesting, but it doesn't accord with the reasons these workers organized. They did not conceive of the issue as primarily about multiplying all worker compensation by some large factor (e.g. 2x). While they were certainly fighting for higher pay, it was as much about the arbitrariness of career paths as anything. Sexual harassment, crunch time, and layoff cycles were all problems they sought to address.
Regarding your hypothetical, two points. First, Hollywood unions did essentially go down the path you imagine. The solution there was to create a less arbitrary system that allowed actors to work their way into the union and get a degree of income stability and protection from (previously horrendous) employer abuse.
"The supply of jobs won't magically increase (it would likely decrease with higher wages)"
You should look into the economics of these game studios a bit more. The unit economics are not like those of producing bricks which an essentially linear (capital, labor) -> bricks production function. The distributive effects between the employers, workers, and consumers would be very difficult to model. You can't really figure out the marginal contribution of the factors of production. To use a Hollywood analogy: Do we know how much less one of George Clooney's films would net if a different actor were cast instead of him? If we can't be sure, can we know what his marginal contribution was?
Regardless of whether it's pay or conditions, the changes would make it a more desirable place to work, which would increase the amount of people that want to work in that field.
> The solution there was to create a less arbitrary system that allowed actors to work their way into the union and get a degree of income stability and protection from (previously horrendous) employer abuse
Less arbitrary sounds good, but you need discretion. A lot of unionized jobs rely or pretty arbitrary rules, like how long the person had worked there. Why should someone doing the same job as me get paid more just because he was there longer? That seems more arbitrary to me than my manager's opinion of my work. You end up having an underclass of younger employees and all the benefits accruing to people that have been there longer. This could sink an entire industry or company as they would be stuck with more expensive labor they can't get rid of while a new company can just hire younger people at the bottom of the scale for the same work
> You should look into the economics of these game studios a bit more. The unit economics are not like those of producing bricks which an essentially linear (capital, labor) -> bricks production function. The distributive effects between the employers, workers, and consumers would be very difficult to model. You can't really figure out the marginal contribution of the factors of production. To use a Hollywood analogy: Do we know how much less one of George Clooney's films would net if a different actor were cast instead of him? If we can't be sure, can we know what his marginal contribution was?
I agree, but that's exactly why you don't want some union to do it that doesn't have the insights. The Hollywood analogy is exactly right, how much would George Clooney films net if they used a different actor. Movie studios have a direct incentive to find out. They can pay someone a lot less and if its comparable, they would. But the idea that a union can have a matrix that can capture George Clooney's worth and pay (how long have you been an actor for?) is unrealistic.
We have the same problem in the rest of tech, though? Being unable to get into a AAA studio is as unfair as being unable to get into FAANG.
This just brings game development in line with other code monkeys. Top studios will pay top dollars, Indie studios will pay what they can, often almost nothing.
Why are so many engineers unable to get into FAANG? Their hiring seems pretty straight forward. Cram leetcode. Most people can't get into it because they don't want to dedicate 100+ hours cramming these tests. But if you do and you're reasonably smart, you'll get in. Much better chance than something like banking/consulting (hire right out of school) or lawyers (must go through lots of schools). Out of the high paid jobs, it's extremely open and transparent.
I've done some coaching work with college-age computer science majors. The answer is pretty obvious when you talk to enough of them: Most of them got into computers via video games. Many of them had phases where they worked on video game related code, like modding or trying to make their own games.
Not many people get into computers because they dream about staring at a console to figure out why the kubernetes cluster is misbehaving again (though some do).
Like another commenter said, it's the "passion tax": The more interesting a job, the more people seek it. The more people competing for a job, the lower the pay.
It has not lagged behind depending on how you look at it, video game development can be split into engine programming and gameplay programming. For engine programming, you only need a handful of senior engineers specializing in low level details of a video game engine, and these will get paid high appropriate wages that match industry standard salaries. For the gameplay programmers, they just seek the cheapest labor that can do "quantity over quality" type of work to pump out content and there's a large pool of juniors/interns that will accept these low wages just because they want to be a part of something popular.
But don't bad gameplay programmers implement gameplay badly? If that is truly the state of the industry that explains all the modern games with extremely mushy controls.
I assume by gameplay he means stuff like in game scripting - when you walk here it triggers this. Mushy controls would be down to the engine developers.
Are you implying the only differentiator between good and bad developers is the aesthetic of the code itself? And not the actual computation the code does? Wild take honestly.
Nope. Rendering, tooling, audio, core engine... None of these pay particularly well. More than just gameplay programmer, sure, but because many engines have moved to a visual node style of programming, it's also less and less programming in the gameplay department.
>there's a large pool of juniors/interns that will accept these low wages just because they want to be a part of something popular.
That's an unbelievably bad _and_ disrespectful take. They accept these low wages because it's their only way in the industry, and because the industry has made sure to keep a steady supply of fresh meat to burn out. "because they want to be a part of something popular" doesn't work when the vast majority work on unknown games in content factories for the first ten years of their careers.
> That's an unbelievably bad _and_ disrespectful take. They accept these low wages because it's their only way in the industry, and because the industry has made sure to keep a steady supply of fresh meat to burn out
Is it really “disrespectful” to make an observation of how the world is even if it maybe isn’t how it should be? That fact of the matter is no one “needs” to accept these wages. Software development in general and game development in particular are labor fields of choice. Being a software developer can pay you better in so many different parts of the field, even today long after the dot com boom. People are choosing to accept these bad offers because they value working in this part of the industry more than they value the higher wages they can get elsewhere. Just like plenty of us choose not to make FAANG levels of money because we value our work life balance, or our specific living locations or our principles and beliefs over the money that those companies are throwing at people.
We can talk about how these bad offers are knowingly abusive or artificially suppressed and still acknowledge that people are making informed choices to accept those offers.
I think by “something popular” gp meant an industry that people are excited to be in — which dovetails with your implication about accepting low pay for a way in the industry
Modern AAA video game development has much more in common with a traditional factory assembly line than a typical tech startup (for better or worse) - or maybe movie production is an even better comparison (especially now where most of the production seems to happen 'in post').
Also VC doesn't seem to be all that interested in investing into game dev companies, I guess because it's such an extreme hit-and-miss business (e.g. even when a game-dev company lands a massive hit, the next attempt may be a massive flop and sink the whole company).
> Ostensibly they are doing remarkable similar engineering problem solving
The engineering problems have been mostly outsourced to Unity and Epic Games (e.g. Unreal Engine)
In the last few years the pendulum has been swinging back from inhouse engine to Unreal Engine. There are a couple of holdouts, but my guess is that the majority of AAA games currently released are back on UE - at least it feels that way ;)
And Unity always ruled supreme for AA and mobile games.
There are many studios with their own engines that rival or exceed UE5 - which seems overhyped, because at this point they caught up with graphics fidelity without terrible performance that dread a lot of UE5 titles.
Recent notable example is Crimson Desert, they spent years building their own engine for this game and IMO they raised the bar when it comes to creating a huge realistic world.
Others that come to my mind are Decima and RE Engine.
As a Korean freelancer, I’ve spoken with former developers from Pearl Abyss. They officially work 10 to 7, but the relentless crunch culture drives most people out.
While the company is extremely proud of its proprietary engine, I was told it causes severe internal politics. The studio is heavily biased toward the engineers who built the engine. Another huge downside is the lack of documentation—you can't just Google your bugs. (Granted, this was the situation two years ago).
The CEO is famously known in Korea for prioritizing developers while devaluing writers and planners. However, even within that developer-first environment, the proprietary engine has birthed a clear internal hierarchy among the programmers
The main point of using a 3rd-party engine like Unity or UE is not to buy technical excellence, but to get a 'good enough' asset pipeline, authoring tools and engine runtime cheaper than building and nurturing your own inhouse engine and tools team ... especially when the best programmers on those teams are then poached by Epic or Unity anyway ;)
Crimson Desert's engine is heavily derived from Black Desert's engine (called BlackSpace Engine) so it wasn't really from the ground up, but your point still stands.
I've read somewhere they had several attempts until they could comfortably support the scale of the game, so maybe it was just rebuilding some major parts
It's so bad man. I'm pretty specialized in Windows antivirus/malware dev. Big AAA company leading their anticheats? ~200 and that's PUSHING the band. Generic midsize company doing half the work, 300+, at the big names? 700 TC. Remote, game companies want in person 5 days a week, half the pay, and don't have proper interview timelines. And this is for a really niche skillset, my friend with 7 years experience at 2k is making 120k as a C dev. Now part of it, is they don't believe they can literally just double their salary AND do a fourth of the work by getting out of that horrible industry.
Seems like game studios are distributed too where you just don't benefit in any way shape or form of economies of scale and agglomeration for the worker. Activition in Santa monica lays you off, where do you go now? Raytheon probably doesn't want you given how many actual aerospace people they can pick from and they all know the secret fire of software engineering too. Google in Playa vista would probably want more pure CS experience not someone pigeonholed into gamedev. Got to pack up your life and go somewhere else in all likelihood.
I think a never-ending pool of young, fresh, and naïve graduates happy to sell their soul to make video games has been a strong contributor for low wages for a while.
Any time someone gets too senior, just replace them with another graduate.
Naturally, the product quality and timescale suffers too.
Way outdated info, but back in mid '00s when I was interviewing with EA, the recruiter guy who happened to like me said - "be careful when entering gamedev domain, because it's very hard to exit it once in."
Not in a sense that it's so good so you don't want to leave, but that other companies are leery of hiring people with the gamedev experience.
I'm actually in the industry. I don't think it's as much about supply and demand as it is about expected value of the product.
Most games are expensive to make and most of them fail. Way more than normal software which doesn't have ultra-high marketing costs or diverse staffing needs (Art, QA, game design, etc).
Supply and demand. There's a high supply of people who want to work in video game development, which drives down the price of labor. It's the same reason why nearly all actors work for a pittance.
Because pay is not directly correlated to technical finesse. It is primarily dictated by how much money a company can expect to make.
And Advertising (FAANG) is insanely profitable, while doing software in other difficult fields (firmware in automotive or embedded, etc) may be technically challenging, but the margin is is only like 6-10% max
In my time I heard some people called this the "Tower Records effect". If the workplace is cool enough (record store, video game company, rock band), enough kids will want to work there that the employer can pay peanuts and won't run out of applicants.
Flipping the question like this was my instinct as well. I think the passion tax and supply and demand are definitely factors, but the real reason for the gap is that big tech has gotten increasingly exploitative and monopolistic, leading to larger margins and higher competition for talent.
“Working on GTA 6” is a dream job for many millions of young people and there is only one rockstar north, if you quit the line of people willing to replace you for minimum wage would be thousands long, the number willing to do it for free would be hundreds long.
“Writing react components” “deploying a database” “debugging the Android build” are not dream jobs and you can do it at hundreds of companies
Maybe the skill set in game dev is less portable to other domains? I'm on backend side, and I interviewed a lot of people over my career, with all variety of backgrounds, and I can hardly recall anybody coming from the gaming industry for some reason. It seems to be somehow separate from other tech fields, not sure why. If that's true, then the cause is that the market is smaller, so the gaming studios have more power.
In addition to low salary, and crunchtime, the other big downside in the gaming industry is frequently layoffs, and studioes going bust.
You can't ride on a single game for long, and if the next one goes badly half the company will get fired. Not true of the bigger studios, but of course not everybody works in those.
I have friends who work in gaming, and it's a regular thing for studios to form with a great game, go bust a year or three later, and then a new studio get formed with largely similar staff.
Developers move between the same companies around and around again. The lack of stability is a real problem, especially with increasing use of "AI".
Historically it has always been a bottom tier paying industry. Same like animation and VFX. On top of this, now you have AI and almost anyone can create some impressive games using stuff like Claude code. So, I foresee it will only get worse from here.
I think the usual theory is: So many of us got into computers because we loved playing video games, and wanted to make them, and then loved making games. So the game companies that will pay you money to make games (even if there's a lot of non-fun to it) don't have to pay as much as, say, a surveillance capitalism company of sharp-elbowed careerists.
IIUC, the majority of FAANG is people who are there, first and foremost, for the paycheck. (And then maybe they get interested in the work, especially if it seems like progress towards a promotion for more money, or because it gave them skills or resume keywords that they can then use to get more money elsewhere. It's the money/career that's interesting first -- craft and product are only a consequence of wanting the money.)
Supply and demand would suggest that there's more supply of those willing to be paid less to work in entertainment 'on games' to meet the demand. Would be cool to see actual economics on it though.
At least for a crud app you have a real customer, need to coordinate between the server/client, etc. A game scripter is just making pretty pixels that will show up on a 14 year old's computer monitor for a split second.
This, and also, if you just take a step back and think of the bigger picture, the work isn't valuable. There's a lot more value in pushing ads, a CRM, an email app, etc than keeping a 14 year old kid entertained.
I don't really buy the supply/demand argument everyone else is saying here. The end product just doesn't provide value to people's lives. The amount of effort you'd need to put in to provide value to someone's life through a video game is way higher than the effort you'd need to put into a productivity tool.
In fact, more often than not, video games provide negative value to people's lives. They're usually a waste of time at best. And at worst, addictive and carpal tunnel inducing.
This is a crazy worldview to hold when looking at the annual revenue of just a single IP like Pokemon? Video games surpassed Hollywood years ago! If we want to measure value differently, I already treat certain games with the same reverence as literary classics, and I'm pretty sure I'm not alone.
Funny you mention Pokemon. Have you been to a Pokemon regional championships recently? Take a good look at the average Pokemon player. You really think that hobby is adding value to their life?
I've met people whose lives were almost destroyed due to games. This is true. I've also met those whose lives were transformed positively by it (no, not Pokemon.) They run the whole gamut.
I'll concede an email app doesn't produce that kind of wide-ranging effect on humans.
That is precisely my point, thank you. Yeah there's a few good ones like Undertale or (early 2010s era) Minecraft or Roblox or Garry's Mod but those are rare. Most of the games out there are the types like Pokemon which are more like a drug addiction.
So bringing this back to the "why don't game devs make boatloads of money like FAANG" it's because the vast majority of roles are being a scripter at Game Freak or Rockstar or whatever. I'm sure the engineers at Valve or Roblox or Epic Games are being treated very well because those companies actually provide value to people's lives.
Roblox to a lesser extent, but you get my point. I'd rather have my kid play Roblox where he might learn Lua scripting, than Pokemon which is just a complete dead end. Just look at what happened to Byuu and Hax. Or hell, even endrift with that weird unnecessary drama with Analogue. Many such cases. Not sure if you get those references. But the stories surrounding those people are why I stay far away from Nintendo stuff. And gaming in general.
Employee pay depends on the margins of the industry. High margin industries can afford to pay high wages. Game publishers have nowhere near the margins of Google.
How can pay ostensibly be lagging behind big tech at Rockstar, yet GTA 6 allegedly has a budget of $3B? Granted not all of it will be allocated to development cost, but still.
People are willing to work for less because they enjoy the work more. Also wouldn't be surprised if the gaming industry trends younger, so less experience negotiating.
My guess would be that game prices haven't dramatically changed in 20-30 years and development costs have skyrocketed. Easiest way to save money is on payroll.
For example, GPU shader programming is something people will practically fight over doing because it's so non obviously utterly addictive.
I would say dev roles in tech in general that lack an operational component also lag in pay, and much of gamedev is pure dev in a sense the wider tech industry has since largely forgotten exists.
GPU programming has to be one of the highest paying jobs in the game industry, and it can transition quite easily into other industries as well. Mostly because it’s not an entry-level position. On top of being a solid C++ developer, you need to understand the entire hardware stack and be able to optimize shaders at the instruction level while juggling things like occupancy, memory coalescing, and other low level performance concerns.
My experience of it, which is quite substantial both as dev and overseeing whole teams at it, is people do not pay for GPU programming, they do pay for integrating it into their framework, optimizing what the artists did already, and developing profiling tools, but the only part of that remotely competitive with ops related roles is "We didn't think we needed developers so our art team made an inefficient mess in Unreal and we're desperate to release the game on time and are throwing money around to make sure it actually runs on remotely normal hardware", after which they will sit around complaining about how expensive it was and the amount of damage that was done to their artistic vision in the process.
It's really the same in any creative industry. Employers exploit you through this combination of factors:
1. You love the area and are willing to take a cut to work in that area, particularly when the alternative is working on CRMs for a PBM;
2. Demand for these jobs still exceeds supply; and
3. The very top of this pyramid makes a shitload of money. If you get to like a Lead Engineer type position, you might be making points on unit sales. And for a big hit that can be big money; and
4. Historically, indie development wasn't a viable route to making a living but it suffers from the same distortions too. For every Notch or ConcernedApe, there are thousands of pepole who below the poverty line. Look at something as widely regarded (but niche) like Dwarf Fortress. They made bank (and deserved it) from the Steam release but they spent 10+ years making a couple of thousand of dollars a month between the two of them.
Just look at the music industry. There are artists and bands who are trying to make it, training for years and making $50 to play some local venue and they're just hoping to get noticed. In years gone by that was a record contract. Nowadays, there are alternate routes. Justin Bieber was a Youtube breakout.
Fun fact: the first artist to have a #1 single without a record contract was Lisa Loeb for Stay in the early 1990s because it was picked up for the sound track (those used to be a big deal) for Reality Bites.
There are more silos in the software engineering industry than you might expect as a "Big Tech" kind of engineer (assuming that's where you're speaking from). Gaming, embedded, audio, aviation, defense, automotive, medtech and pharmacy, deep enterprise, finance, etc.
Those silos maintain different processes and workflows, different company cultures, different skill specializations, etc and jumping around between them in mid-career or senior can be very challenging. So they tend to have their own org chart shapes and salary/benefit norms.
When a Big Tech company moves into or absorbs one of those silos, or emerges from one of those silos, it can shake up what the people within them get paid (and thereby have big knock-on effects for legacy employers), but otherwise it's just it's own little bubble in a lot of ways. People can share stories and ideas across the siloes in venues like HN, but many of the "what are you even talking about" reactions that happen on here often occur when people from these different silos stumble into what are sometimes deep differences in what they do and what their work experience is like.
my guess is: the ENGINEERING problems they solve are harder, but they're still just video games at the end of the day, compared to something that solves an actual business need.
The business need of the games industry is making money selling games and content and ads, just like the business need of Netflix or Spotify is making money via ads and subscriptions for music or movies or etc.
It's a consumer business much like any other. Just like most startups and major companies, they are not necessary for the world in the way utilities for example are.
The problem of videogames compared to startups and SV tech is that the long-term money potential is very limited at best, and rapidly becomes very brittle. Most startups pay bigger salaries for much easier work, because they burn the money investors are betting hoping the company will crack a new long-term market, not because they make money themselves. There's very little games market to crack, very little chance to turn your product into a long-lived platform to built on top of, meanwhile the upfront investment is huge.
Has it? A lot of 'big tech pay' is based on US salaries which are astronomical compared with all of Western Europe. And big game companies are lot more spread out globally. For example, in this case they're in the UK so how do their salaries compare with UK dev salaries?
Too many people are willing to do it for low pay and long hours because of their passion for it. Also most games are not guaranteed clients and thus profits like with large corporate software.
So I can comment on this as someone who has worked in video games for 15 years now, for 3 of the biggest publishers.
To start with, I've been at Ubisoft for 10 years - and the pay was famously abysmal. Like you could go and work at a supermarket and earn more, without joking. And every time I tried to argue about it the counter argument was
1) we pay low but you get to work on cool stuff
2) there is an infinite number of people interested in working here
3) if you don't like it, then leave
And you know what....as much as I absolutely hate to admit it, there was a nugget of truth to that. I was paid like shit, but I got to work on games which sold 30-40 million copies and were enjoyed by a lot of people. Nothing makes me happier than meeting people saying they played one of the games I worked on and they loved or they have fond memories of it. I don't think that justifies the poor pay, but all of my friends in IT were paid a lot more but worked on some software they hated and no one remembers it. I mean there are exceptions to this, but in general, I really enjoyed my time at Ubisoft, the problems were interesting and everyone who worked there really wanted to be there. Incredibly skilled and passionate people.
BUT I've since moved to one of the other largest publishers in video games and basically had the same position but doubled my salary. Then couple years later I moved to another big publisher and I got a crazy pay bump, basically in line with what people I know at "big tech" are being paid. And I took a step down from a tech lead to senior engineer to be here.
So I think some parts of the industry are definitely paying top money for people to work for them. When I was looking for jobs I had several offers from big companies in video games at similar pay too, so they weren't alone in this.
I think the industry has just changed from what it used to be. At least afaik programmers are being paid much better than they used to be. But that's just my personal experience.
This is great news, unions not only improve working conditions, but also improve the final product by not having underpaid stressed staff with high turn-over.
It's a good sign for the future product quality of any company to see workers unionise.
There are countless counter examples that are obvious. Teacher's unions (hard to fire teachers, poor quality). Transit unions (mandating 2 drivers per subway car, crazy benefits, etc). Auto industry fighting EVs.
Sorry, it just doesn't make any sense to make such a broad statement regarding this at all.
Teachers can be bad without union, and unionized EV manufacturing was never a problem. If you are playing at German auto unions. The lack of European sourced batteries is the problem, unions have nothing to do with that.
so there is no data or there are counter examples to the data? because you seem to have shifted to an entirely different assertion... Also to say the counter examples are countless is a pretty broad statement itself.
2 drivers per subway car sounds like (at least with old tech) a good thing for everyone's safety.
> Auto industry fighting EVs.
Sounds like this was more the companies themselves, but I don't have the details.
In my view unions are largely a good thing to balance out companies power, but I've also heard stories where they have become too strong. There's nuance to the matter, but I feel like at least the US could use much more and stronger unions.
Anecdotally, if increasing resources improved outcomes, California would have fantastic education results, as would every purely economic intervention in low-median-income school districts.
Teachers may be underpaid on a time/effort basis compared to other jobs, but paying them more doesn’t actually improve outcomes. I am no expert—not even a parent—but my understanding is that curriculum choice and implementation are really, really important. (Can’t say how important relative to, say, family situation.)
According to one news report I read, 50% of the public school teachers in California are actively ignoring the state’s recent switch back to a phonics-based language curriculum, and the union itself is anti-phonics. Is the union just representing the will of those 50% of law-defying teachers, or are the teachers inferring their behavior from a politicized union?
There are countless counter examples that are obvious. Teacher's unions (hard to fire teachers, poor quality). Transit unions (mandating 2 drivers per subway car, crazy benefits, etc). Auto industry fighting EVs.
Sorry, it just doesn't make any sense to make such a broad statement regarding this at all.
A union's job is to protect the union. Nothing else.
That is an entirely different argument that's not particularly germane to this topic. One can agree that unions, in the past, have helped workers, and also understand that they are not always in the best interest of the general public. It's complex, but possible!
No, that is not a “complex” position at all. On the contrary, it’s a fairly simple position where you take no strong stance but still want to claim the positive aspects from each side.
Are unions universally good? No, because humans are in the loop, and humans can do bad things.
Does that change the fact that the concept of a union is one of the greatest innovations in all of human history? No.
Can unions today help disparate human workers collectively improve their working conditions? Yes, because this is what unions were designed for, and I think is the key outcome the Rockstar folks are betting on.
For a recent example, read up on the Samsung union bargaining for company wide bonuses in the wake of the huge profits made off the surge in demand for memory.
"Are unions net benefit for the general public" and "whether reforming or abolishing the unions is the best course of action for the general public" are two separate questions. The unions could be beneficial (and still a reform could improve this benefit) or they could be harmful (but a reform could make them beneficial without abolishing them). The original claim was they are beneficial right now, in heir current form, but no actual proof had been provided.
Do you think Vox has ever written about how transit unions increase costs by mandating redundant workers and work against technology that could automate trains?
Do you think Box has ever written about how Detroit unions fought EVs and AVs and automation that could result in cheaper cars?
Not true at all. They protect the weakest employees at expense of the strongest and in game crunch at the end when the vision has materialized is good and makes the product better
The unionised Openreach in UK who are really the de facto layer 1 network provider telco build infrastructure to a staggeringly higher quality than most of the move fast startup alternatives.
Aviation unions force very high standards and represent a lot of the developments in safety and procedures.
Nuclear power is heavily unionised, resulting in a very stable and highly qualified workforce.
Unions in film and tv have done great work defending artists rights and protecting actors, writers, crew, and others from predatory behaviour by studios.
Fire fighter unions stand against unsafe demands and protect the crews in ways the individuals can’t, resulting in meaningful change. (I’m aware of UK but projecting and assuming this applies internationally)
It's a bit reversed, labor unions are cooperatives, not the other way around, as cooperatives are more flexible in arrangement than unions.
Don't disagree with the rest of the comment though.
EDIT: also, I wouldn't consider coops an anarchist victory over traditional private companies anymore than democracy over monarchy. The corporation > worker hierarchy is still there, even with the different share distribution. It's a good demonstration of an alternative and underappreciated corporate structure, tho.
> What’s an example of a unionized vs non unionized group producing the same thing where unionized is better?
Here's a layup: art. Remember the writer's union strike in 2007-2008? All of the shows whose writers were on strike that still went on were terrible.
Edit: also, the purpose of a union is not to "produce something better". The purpose of a union is to protect workers' rights. They generally serve their purpose very well.
Correlation != causation. There are a ton of differences between the US car industry and those in other countries, unionization is just one factor.
As a counter anecdote I’d point to Boeing’s non-union facilities, which have produced notably less reliable airplanes than their union locations ever did.
Hello, long-time automotive EE here… The absolute insanity I’ve seen from the UAW would make your fucking head spin right off. It took me a LONG time to accept it.
Ignore my first hand experience with your political ideology, it doesn’t bother me.
But, I’ll tell you I’ve been at on-site RVs and BBQs with dozens of on the clock workers. I know a guy making 80/hr to nap and watch TV in his RV for six of his eight hour shift, and this was not uncommon. I know him, because he is THE GUY that can get a vital operation checked out and no one else.
I’m not debating history or ideology. Just experience of a long time working adjacent to UAW.
When I go to on-site to Mexico it’s like an entirely different industry.
Don't forget all the guys that got caught by Rob Wolchek on a Fox investigative news report down on their break at the Jeep plant drinking beer and smoking pot in a park then hopping back in their Chrysler products to scamper back to the plant to build some more sloppy Jeeps... apparently a crooked enough arbitrator said that wasn't enough evidence and forced their jobs back.
The UAW does nothing good.
Looking at my 2018 Mexican-built Ford Fusion I've had no major defects. Looking at our 2020 UAW-built Ford Escape was nothing but quality issue after quality issue. When the trim literally falls off the windows, you know we've screwed the pooch. There were moments I genuinely wish I could have driven it back to Kentucky to go make some slovenly fuck repair what they didn't put on the thing right the first time. Quality is no longer "job 1".
> but also improve the final product by not having underpaid stressed staff with high turn-over.
We'll see. It's not like police unions are making life better for citizens.
Unions are there for one reason, the union members. This will most likely be good for the employees and good on them for acting in their best interest but it seems just as likely that a unionized rockstar is negative for the consumer in either increased pricea, extended timelines or minimum effort to meet exact requirements from employees.
The benefits that workers gain from unionizing come from somewhere.
I would happily pay extra money for GTA 6 if it goes to improving working conditions. It's only negative for the consumer if the consumer views life as a zero sum game.
I agree with you, but I think most people don't. People generally hate paying for software and the $60->$70 standard AAA game pricing got a lot of people (my well paid friends included) complaining. Even if it was very clearly said that it is the cost of a well paid and respected team behind the game, I think most people won't care.
Anti-unionists are here to tell us that consumers might possibly suffer. Higher prices and delays on a video game. Which has not seen a release in this series in half this century so far.
For all this consumer cares, great. Make it 20% more expensive. Make it 50% more expensive. A hundred. If that helps the greater union cause I can take more walks in the woods to pass the time instead.
Well, given that computer games are not essential goods, most people could survive perfectly well without these so-called luxuries. Or is it only fairly produced luxury goods that are considered a luxury, while exploitatively produced luxury goods are simply treated as the standard way people live?
I do a personal stock buy back which applies upward pressure to the stock price. I don't organize to suppress wages due to wanting to avoid the secondary effects of driving away good talent.
Doesn't sound like the talent is very good if they are not so mission-driven to donate their wages to shareholders.
You want to surround yourself with peers who negotiate for as high pay as the market will bear? That sounds like a sacrifice of shareholder value for selfish cause. Just because workers have leverage doesn't mean they should use it against shareholders.
> It's not like police unions are making life better for citizens.
which is precisely why many union advocates argue that police should not have unions. the police exist as the physical arm of the capital class in direct opposition to the labor class. they are class traitors. police unions are not the same.
Notably, American police (the country that invented police unions) are a modern invention that largely exist as a output of slave catching and bounty hunting services.
The police union in my city, in a state that borders Canada and fought against slavery, was founded in 1915. I'm guessing they would be surprised to learn that they are a "modern invention" that was from "slave catching" (I guess they do time travel?) and "bounty hunting services". I'm not even sure how you can say something is both a "modern invention" and the "output of slave catching". There's nothing modern about them and being the "output of slave catching" makes them definitionally not "modern".
Police unions act just like every other union does: in the interests of their members.
Unions are illegal in lots of the world. Federal public sector unions weren't legal in the US until the 1960s. Did the fact that they were illegal in 1965 have any bearing on whether or not they should be allowed? Does the fact that something is illegal in the US have any bearing on whether or not Japan should allow it?
This is a just so story that is trivially and obviously false and I don’t understand why it continues to persist. Paid public police forces in the US appear as early as the 1600s in Boston. The first what we might consider modern police departments were formed in the urban hubs of 1800s America where immigration tensions and the general increases in crime you expect when putting a lot of unconnected people into a concentrated area were driving factors for changes to what laws were made and how they were enforced. And those were modeled off the London police forces, themselves guided in large part by Robert Peele’s principles of policing.
Slave patrols were a form of early organized policing, but only one of many and hardly the first. And certainly this isn’t to say that racial tensions didn’t drive various forms of law enforcement. But this idea that police in general and American Police in particular are some direct descendant of salve patrols or wouldn’t exist without the institution of slavery ignores so much of human history and the long history of organized forms of law enforcement that predates the American colonies.
> formed in the urban hubs of 1800s America where immigration tensions and the general increases in crime you expect when putting a lot of unconnected people into a concentrated area were driving factors for changes to what laws were made and how they were enforced
This is a dog whistle if I’ve ever seen one. I’m not going to let that slide and your citations are not supportive of the strength of your claim
I'd really like to know what kind of tangled logic it requires to believe that.
Regardless, police unions aren't the only example of unions who have worked against the benefit of everyone else but themselves. I only used them as an example because I didn't think anyone here would argue disagree that it's had negative outcomes.
What I didn't expect was to find someone arguing that a union wasn't a union. It doesn't matter if it's legal in other places, it's legal in the US. Just because Japan has made police _unions_ illegal doesn't make an US police _union_ not a union.
Don’t expect any sympathy from the general public or your customers when the 1 year late game devs are complaining about crunch, ultimately they’re gonna get dragged for this and the gaming community will cheer if they manage to remove the union individuals.
What is the career ladder like for game devs? In a union, the only way up is seniority or, in other words, the amount of money you've paid in dues over the years. A great developer isn't going to get rewarded with higher pay or a better role unless they've spent enough time/money as a union member.
This isn't a strict requirement of unions though, right? As a trivial example grad student unions have no real career ladder, though the union negotiates a minimum pay and amount of work for everyone.
I've never quite understood how unions in the US work or why they have the perception of them that they do. But rest assured, that is not what a union is elsewhere in the world.
That’s not true at all. Look at professional athletes. The starting pitchers in a baseball game are the best pitchers. Or consider WGA screenwriters in Hollywood. Their ability to make money doesn’t depend in seniority.
The typical carreer ladder for most people on a game dev team is basically to get fired when a game project ends and trying to get hired by another game company that's just starting a new project ;)
Maybe exaggerating a bit, but that's the reality in many game dev shops, especially when a game doesn't immediately sell in great numbers.
"...when a game project ends..." ...regardless of whether the game is successful or not. On the upside, you get freedom to create stuff like Concord and Highguard.
A) Allowed a bug in the code make all GTA5 Load times on every single copy on every platform take exponential times longer to load, for YEARS, unchecked or investigated, until some random kid FIXED IT by reverse engineering compiled code?
B) The bug was a simple and unneeded look up for SHOP items
C) The never rewarded the kid, with say a job or something worthwhile for him like 100k ( when they earn billions ). I mean even this decision ALONE is such terrible optics clearly mgmt were AFK.
D) They then came onto HN to argue with me in the comments about how " its not nice to say mgmt responsible should have been fired over this"
I mean Ive had my share of almost blinding incompetence, but the one that really bothers my crumpet, is when they come on here and start denying things.
Im for the union, Rockstar North made one of the greatest games of all time. It will probably result in an inferior product but crunch is unethical and always due to poor management. Ironically it was probably mgmts' own incompetent hiring policies that resulted in a union being formed.
PS - I got a bit heated and have edited this comment so its readable apologies.
PS - All of this can be verified in previous posts on HN regarding both the bug and replies
PS - And to whoever is downvoting me, feel free to reply and tell me what I am wrong about
This JSON-parsing problem is the least of Rockstars problems I think.
But I bet it happened like this:
- when the game was still in active development, it was maybe anticipated that the shop might have a couple dozen items, no problem even when the JSON parsing is extremely slow
- game is released, a separate maintenance team takes over, online mode is running for several years
- over time more and more items are added to the shop, and now maybe there are a thousands of items in that JSON file
- ...and when there's some 'accidental exponential' code in the JSON loader/parser the loading time gets worse and worse, what once was a few milliseconds is now minutes, but there was never a sudden regression after an update, just every week a little bit slower
- depending on the churn on the maintenance team, the current people on the team probably don't even notice an increase in loading time until they leave again for greener pastures, e.g. for them "it has always been that slow"
- management probably first read about the problem in the news ;) (which of course is a problem on its own - but as long as the money keeps flowing and the curves in Tableau go up and up, why should they even care... players apparently also endured it without bringing out the pitchforks)
Although this is possibly true, at any time the dev team could've gone: "loading is slow man, can we just profile it and see if there's anything obvious?". To someone with access to the source code and a debugger, that's probably less than 30 minutes of time to go from zero to hero.
I've done this kind of stuff many times, and something like a json array taking minutes to parse would likely be very very obvious when looking at a trace.
Thanks for your insight its appreciated. I know I come across mean but Im just reminding everyone of simple facts that atleast contributed to all these problems.
I have nothing to do with Rockstar and wish them well, Im just saying that if I were management during these situations I would have quit or made a public apology. Its just what I feel I would have done. Regardless of the salary. I mean if one is mgmt they should take responsibility.
But maybe in late stage capitalism that is both an abhorrent and illogical idea.
A comment from a new account with Negative inference statements.
This is the kind of weird ass replies I just said appeared last time.
PS - You are editing your comment which is fine, but in turn I have to reply. If it is not reflective of reality feel free to add to the discussion and explain what is false. Also ironically your statement doesnt add to the discussion by elaborating on any part of it. This is exactly the kind of behaviour that doesnt help anyone learn any lessons. its just random insults.
Your avoidance of answering my question provides me with more than enough knowledge about your capabilities regarding engaging in this topic in a thoughtful, intelligent manner.
I’m wondering if that’s simply a rational thing available to do as opposed to an actual opinion about collective representation whether thats bargaining or something else
“hey, here’s this regulatory overhead you can completely avoid by merely being present, unless people interested in the regulatory overhead are more persistent. just don't fire them though”
Any and all discussions about unions on HN sadly just shows how the supposedly smart people can be extremely misinformed and propagandized. Not even really worth engaging in the discussions when it seems like any compassion has been beaten out of the (mostly USA-based, which explains a lot) audience here.
Happy for the devs, more power to them! For the sake of workers everywhere, I hope the US also catches up one day in empathy and rational thinking, when it comes to labor laws and rights.
On Thursday, the Independent Workers’ Union of Great Britain (IWGB) and Rockstar staff members announced the Rockstar Game Workers Union. This union will be part of the IWGB. The reveal came in the form of an informative video which delves into their motives and what we should be looking out for in the future.
Yeah, same. I'd rather wait for a better game made by happier devs. The studio is just notorious for crunch and failing to adhere to release dates, so i was just stating the obvious
That’s a lot of demands, what next? Competitive salary?! /sarcasm
I hope more people will start fighting together for better work conditions. Company owners have money and lawyers so workers must unite to fight them back. I’m saying this as employer.
We've all tried methodologies to counter this problem and create a continuous, sustainable pace. Unfortunately there's something deep in human nature that prevents us spreading that effort out evenly from day one.
I do understand there are certain periods where games _should_ release to make more sales, and for most games that's probably true. But this is GTA VI, they can miss the launch window by a month and it'd probably hardly impact their sales.
https://news.gallup.com/poll/694472/labor-union-approval-rel...
https://www.pewresearch.org/short-reads/2025/08/27/majoritie...
https://www.epi.org/blog/americans-favor-labor-unions-over-b...
First off let me get on my high horse and say the engineering in video gaming is generally more complex than the engineering I've done working in big tech. You need a lot more creativity and ingenuity to solve the unusual problems you run into in gaming.
From there, as others have said, it's a simple supply and demand issue. Nowadays I am a university professor, nearly every student who comes in wants to pursue one of the three fields: cybersecurity, video gaming, or recently ML/AI.
This shouldn't come as a surprise, they want to work on the things that influenced them and shaped their experiences so far. There's an absolute over supply of students who want to make video games.
Gaming, like most of entertainment, is a passion-driven industry. You trade good salary for your name in the credits. You trade nights, hobbies, marriages, and your health for this opportunity. That is unless you reach that lofty 1% of developers who are too valuable to be fired.
Not all areas of gaming are like this. Gambling, like working on slot/pachinko machines, pays very well and has pretty realistic work-life balance. However every student I've talked to about this has universally said "no I don't want to make slot machines. I only want to work on GTA/Stardew Valley/Hollow Knight/Fortnite."
There's seriously no shortage of starry-eyed students who are willing to accept minimum wage to solve SDE3 level problems. I was one of them once.
It comes in the form not so much in dropouts, but in bad course feedback and bad professor reviews.
"The professor made the class unfun."
"The professor said she's made games but clearly has never done that before with how she taught the class"
I'm a woman so, unsurprisingly, I experience a fair amount of misogyny from students in the class who have never made a game nor have they worked in industry but believe they know how it works.
(And in indie it's way worse, it's more like 1% making it one year)
From there, I wound up at a community college running a bachelor's level degree. They hired me because I was the only candidate with NSF experience. They proceeded to fire their grant manager and have me manage the whole grant without extra pay.
Actually used to hire people for exactly what you want to do: be an adjunct for night classes in tech.
If you want to go that route you need to make friends with the Dean and the head of program. It's rare that we hire someone from the general application process, because most people who work in tech do not make good instructors.
Working class person being exceptional at low latency game development, will unlikely get a chance in finance and earning 10x for very much the same level of competence, because their accent might not be good enough and parents don't frequent members' clubs.
I'd agree with all of this from what I've seen though. The problems that some of my buddies solved straight out of college, while very different than 'hard problems' at bigcorp, are... hard.
One buddy ended up moving to the worst of both worlds... backend infra for a large video game and ended up getting video game salary for bigcorp distributed systems problems.
It may not pay the rent or put food on the table, but seeing your name in the credits of a movie your friends watched or a game they played is a perk that has real value. Writing a technical book rarely pays the bills either but it's the same story of getting to see your name on the shelf, and maaaybe it leads to getting on a conference panel or something at some point but really you're doing a lot of labour for far below minimum wage just to be able to say you did (as I did for Apress when I was 20 years old... and it landed me an internship at Google, so there you go).
In fact since we are on hackernews that is kind of thing people wanting to be entrepreneurs do. Work at recognizable big tech company for a few years. Leave to be a founder of a startup. Investors ... well that guy came from google they must know what they are doing etc (the irony is they probably have less of the skills to start a company going that path).
FAANG used to be the _dream_. Change the world. Work on groundbreaking tech. Solve harder problems than anywhere else. Get Paid incredibly well.
Then I guess a generation focused exclusively on that last part flooded the zone. I still believe that The Great Resignation of 2021 did more harm to our industry than COVID or any interest rate or VC changes.
It polluted the brains of most of the people in our industry from a missionary mindset to a mercenary, and it decimated big company's established cultural memory all to prop up a bunch of unicorns who will probably all slowly die over the next decade.
So now half of the people can't get a job, and the half that can are miserable. This was true BEFORE AI.
~~Ultimately the goal is the same: make more money. So I disagree the motivation is "very different" its just a lot harder now to do a startup.~~
You kept editing your comment so disregard the above. I misread it the first time and then it changed. I left my response thats makes no sense now.
I also hope it doesn't sound like I don't care for these developers who are being taken advantage of. They should be compensated fairly for their work.
EDIT I should add why I think it is a great point especially since I make recruiting software. The greatest increases in salary for most people is done by switching companies or jobs. If you don't want to leave the company because you really like what you do it would skew it so that salaries are lower.
Margins.
Game development doesn’t pay more because game development companies can’t afford to pay more.
Sure, an individual game dev company may make a lot due to the hit driven nature of the field, but the totality of the market simply makes less money per developer than big tech does.
In order for that to change, the market has to increase in size by appealing to a more casual audience, or existing gamers have to pay more. Not something I think most gamers would like. And these are the people who the workforce of game developers form from.
To really drive this point home, the gaming community recently lost their minds when it became clear that this generation of video games were going to retail for ~$90 per game. Never mind that even in the early 90’s an average game might retail for $40 and what we would call a AAA game could reach as high as $70. In 2025 gamers declared that $90 was highway robbery. But go look at the credits for an early 90s video game. That $40-90 per unit in the early 90s might need to cover the salaries of 23 people (the size of the credits list for Super Mario World on the SNES). Now $90 has to cover 435 people (the credit list for Super Mario Wonder on the switch). Sure we’re selling a lot more copies now, and (some of) the manufacturing costs are lower. But that’s a nearly 20x increase in personnel for a mere 2x increase in (non inflation adjusted) price.
29.8%: Retailer's margin
15.1%: Publisher's margin
14.8%: VAT
That's... 92.8%.
Developer's royalty: 4.6%
"Yikes" -me, just now
The fun part of all this is that when union demands start forcing the industry in the opposite direction - higher cost, higher prices, smaller market. In a sane world, we would connect this, but in this world, we will just blame management. The union will forever have an invincible PR shield no matter how crazy the demand.
My point about revenue was that games are pulling in more money than film and TV and we all know they cost less to make, and film and TV has good pay so therefore the games industry can afford similar rates, if not more.
There are 20,000 games released per year that split all that revenue, minus the cost of building those games.
> People want big tech on their resume because it makes them look qualified.
I think I said that?
> People with top qualifications work at big tech because of pay.
Actually I am not sure if that is true. I think top qualification people work at these places because of other reasons than just money. I'm talking Carmack working at Facebook for example is because of more possibilities and less the pay. Like FB is we have this really smart team for you and this tech for you and you can make your own products etc.
After all there is academia and that mostly pays shit and plenty of qualified people there.
> If low quality engineers worked in big tech, it wouldn't be a coveted qualification.
And I think that is probably happening more now. The 10x developer was kind of a myth. More people for less money these days particularly with AI is becoming more of the norm.
There are a large number of people that are passionate about games. Moreso than say, ERP software.
And this holds true relative to demand (gaming is ~$300B/year globally).
---
Additionally, most software engineering is not FAANG. That is the upper end of it.
I believe its game developers are more easily exploited is because typically they really want to work in the game industry.
How is the existence of a monopsony necessary or even related to a passion tax existing? Suppose the market were a fully free market with tons of software companies on one side and tons of developers on the other. It would fly in the face of reason, and fairness in my eyes, if all developers were paid the same but some got to work on fun stuff like games and others worked on the scheduling software for the scheduling software for the warehouse robot repairs. So a passion tax seems like something that should exist and not really be decried.
To put it the other way, work that is distasteful in some way, should also pay more, but this is missing the point.
I think the point of the unionization is that the monopsony of a small number of AAA game studios gives them excessive market power to reduce compensation and especially to reduce working conditions.
A union can acquiesce to the passion tax and say that top developers at a AAA should make $150k/year (a bit low), while simultaneously saying that that developer should be able to see their children on nights and weekends. The project management that leads to "perma-crunch" is something that ought to be resolved on the employer's side, not by the employees.
Now rather than being a relatively underpaid worker in an industry you're passionate about, you don't have the opportunity to work there.
https://en.wikipedia.org/wiki/Activision_Blizzard_worker_org...
Regarding your hypothetical, two points. First, Hollywood unions did essentially go down the path you imagine. The solution there was to create a less arbitrary system that allowed actors to work their way into the union and get a degree of income stability and protection from (previously horrendous) employer abuse.
"The supply of jobs won't magically increase (it would likely decrease with higher wages)"
You should look into the economics of these game studios a bit more. The unit economics are not like those of producing bricks which an essentially linear (capital, labor) -> bricks production function. The distributive effects between the employers, workers, and consumers would be very difficult to model. You can't really figure out the marginal contribution of the factors of production. To use a Hollywood analogy: Do we know how much less one of George Clooney's films would net if a different actor were cast instead of him? If we can't be sure, can we know what his marginal contribution was?
> The solution there was to create a less arbitrary system that allowed actors to work their way into the union and get a degree of income stability and protection from (previously horrendous) employer abuse
Less arbitrary sounds good, but you need discretion. A lot of unionized jobs rely or pretty arbitrary rules, like how long the person had worked there. Why should someone doing the same job as me get paid more just because he was there longer? That seems more arbitrary to me than my manager's opinion of my work. You end up having an underclass of younger employees and all the benefits accruing to people that have been there longer. This could sink an entire industry or company as they would be stuck with more expensive labor they can't get rid of while a new company can just hire younger people at the bottom of the scale for the same work
> You should look into the economics of these game studios a bit more. The unit economics are not like those of producing bricks which an essentially linear (capital, labor) -> bricks production function. The distributive effects between the employers, workers, and consumers would be very difficult to model. You can't really figure out the marginal contribution of the factors of production. To use a Hollywood analogy: Do we know how much less one of George Clooney's films would net if a different actor were cast instead of him? If we can't be sure, can we know what his marginal contribution was?
I agree, but that's exactly why you don't want some union to do it that doesn't have the insights. The Hollywood analogy is exactly right, how much would George Clooney films net if they used a different actor. Movie studios have a direct incentive to find out. They can pay someone a lot less and if its comparable, they would. But the idea that a union can have a matrix that can capture George Clooney's worth and pay (how long have you been an actor for?) is unrealistic.
Would the company not conduct interviews and pick out whoever seems like the best candidates?
This just brings game development in line with other code monkeys. Top studios will pay top dollars, Indie studios will pay what they can, often almost nothing.
And I see nothing wrong with that, do you?
I had to look it up as well. I assumed it was a play on words about Microsoft, Nintendo, and Sony (the three big video game console players).
Monopoly is a single seller.
Monopsony is a single buyer.
Not many people get into computers because they dream about staring at a console to figure out why the kubernetes cluster is misbehaving again (though some do).
Like another commenter said, it's the "passion tax": The more interesting a job, the more people seek it. The more people competing for a job, the lower the pay.
>there's a large pool of juniors/interns that will accept these low wages just because they want to be a part of something popular.
That's an unbelievably bad _and_ disrespectful take. They accept these low wages because it's their only way in the industry, and because the industry has made sure to keep a steady supply of fresh meat to burn out. "because they want to be a part of something popular" doesn't work when the vast majority work on unknown games in content factories for the first ten years of their careers.
Is it really “disrespectful” to make an observation of how the world is even if it maybe isn’t how it should be? That fact of the matter is no one “needs” to accept these wages. Software development in general and game development in particular are labor fields of choice. Being a software developer can pay you better in so many different parts of the field, even today long after the dot com boom. People are choosing to accept these bad offers because they value working in this part of the industry more than they value the higher wages they can get elsewhere. Just like plenty of us choose not to make FAANG levels of money because we value our work life balance, or our specific living locations or our principles and beliefs over the money that those companies are throwing at people.
We can talk about how these bad offers are knowingly abusive or artificially suppressed and still acknowledge that people are making informed choices to accept those offers.
Also VC doesn't seem to be all that interested in investing into game dev companies, I guess because it's such an extreme hit-and-miss business (e.g. even when a game-dev company lands a massive hit, the next attempt may be a massive flop and sink the whole company).
> Ostensibly they are doing remarkable similar engineering problem solving
The engineering problems have been mostly outsourced to Unity and Epic Games (e.g. Unreal Engine)
And Unity always ruled supreme for AA and mobile games.
Recent notable example is Crimson Desert, they spent years building their own engine for this game and IMO they raised the bar when it comes to creating a huge realistic world.
Others that come to my mind are Decima and RE Engine.
While the company is extremely proud of its proprietary engine, I was told it causes severe internal politics. The studio is heavily biased toward the engineers who built the engine. Another huge downside is the lack of documentation—you can't just Google your bugs. (Granted, this was the situation two years ago).
The CEO is famously known in Korea for prioritizing developers while devaluing writers and planners. However, even within that developer-first environment, the proprietary engine has birthed a clear internal hierarchy among the programmers
id Software, the new Doom series uses highly performant engine (as if there was some legacy there for that).
That's how most studios work.
Not in a sense that it's so good so you don't want to leave, but that other companies are leery of hiring people with the gamedev experience.
Make what you will out of that remark.
Most games are expensive to make and most of them fail. Way more than normal software which doesn't have ultra-high marketing costs or diverse staffing needs (Art, QA, game design, etc).
And Advertising (FAANG) is insanely profitable, while doing software in other difficult fields (firmware in automotive or embedded, etc) may be technically challenging, but the margin is is only like 6-10% max
I think flipping the question like this gets at the heart of the true answer.
The question is not why video game pay has lagged, but why tech pay has jumped ahead.
The question is why the gulf, rather than why the lag. Why is big tech pay so high?
When you compare it to other trades and industries video game dev pay is much more “normal”
“Writing react components” “deploying a database” “debugging the Android build” are not dream jobs and you can do it at hundreds of companies
You can't ride on a single game for long, and if the next one goes badly half the company will get fired. Not true of the bigger studios, but of course not everybody works in those.
I have friends who work in gaming, and it's a regular thing for studios to form with a great game, go bust a year or three later, and then a new studio get formed with largely similar staff.
Developers move between the same companies around and around again. The lack of stability is a real problem, especially with increasing use of "AI".
IIUC, the majority of FAANG is people who are there, first and foremost, for the paycheck. (And then maybe they get interested in the work, especially if it seems like progress towards a promotion for more money, or because it gave them skills or resume keywords that they can then use to get more money elsewhere. It's the money/career that's interesting first -- craft and product are only a consequence of wanting the money.)
I don't really buy the supply/demand argument everyone else is saying here. The end product just doesn't provide value to people's lives. The amount of effort you'd need to put in to provide value to someone's life through a video game is way higher than the effort you'd need to put into a productivity tool.
In fact, more often than not, video games provide negative value to people's lives. They're usually a waste of time at best. And at worst, addictive and carpal tunnel inducing.
I'll concede an email app doesn't produce that kind of wide-ranging effect on humans.
So bringing this back to the "why don't game devs make boatloads of money like FAANG" it's because the vast majority of roles are being a scripter at Game Freak or Rockstar or whatever. I'm sure the engineers at Valve or Roblox or Epic Games are being treated very well because those companies actually provide value to people's lives.
Roblox to a lesser extent, but you get my point. I'd rather have my kid play Roblox where he might learn Lua scripting, than Pokemon which is just a complete dead end. Just look at what happened to Byuu and Hax. Or hell, even endrift with that weird unnecessary drama with Analogue. Many such cases. Not sure if you get those references. But the stories surrounding those people are why I stay far away from Nintendo stuff. And gaming in general.
Tangible example: Walmart labs had to quadruple the salaries once it realized they could not attract any scientists or top tier engineers.
https://www.visualcapitalist.com/video-game-industry-revenue...
For example, GPU shader programming is something people will practically fight over doing because it's so non obviously utterly addictive.
I would say dev roles in tech in general that lack an operational component also lag in pay, and much of gamedev is pure dev in a sense the wider tech industry has since largely forgotten exists.
On the art side it's even more extreme.
1. You love the area and are willing to take a cut to work in that area, particularly when the alternative is working on CRMs for a PBM;
2. Demand for these jobs still exceeds supply; and
3. The very top of this pyramid makes a shitload of money. If you get to like a Lead Engineer type position, you might be making points on unit sales. And for a big hit that can be big money; and
4. Historically, indie development wasn't a viable route to making a living but it suffers from the same distortions too. For every Notch or ConcernedApe, there are thousands of pepole who below the poverty line. Look at something as widely regarded (but niche) like Dwarf Fortress. They made bank (and deserved it) from the Steam release but they spent 10+ years making a couple of thousand of dollars a month between the two of them.
Just look at the music industry. There are artists and bands who are trying to make it, training for years and making $50 to play some local venue and they're just hoping to get noticed. In years gone by that was a record contract. Nowadays, there are alternate routes. Justin Bieber was a Youtube breakout.
Fun fact: the first artist to have a #1 single without a record contract was Lisa Loeb for Stay in the early 1990s because it was picked up for the sound track (those used to be a big deal) for Reality Bites.
Those silos maintain different processes and workflows, different company cultures, different skill specializations, etc and jumping around between them in mid-career or senior can be very challenging. So they tend to have their own org chart shapes and salary/benefit norms.
When a Big Tech company moves into or absorbs one of those silos, or emerges from one of those silos, it can shake up what the people within them get paid (and thereby have big knock-on effects for legacy employers), but otherwise it's just it's own little bubble in a lot of ways. People can share stories and ideas across the siloes in venues like HN, but many of the "what are you even talking about" reactions that happen on here often occur when people from these different silos stumble into what are sometimes deep differences in what they do and what their work experience is like.
It's a consumer business much like any other. Just like most startups and major companies, they are not necessary for the world in the way utilities for example are.
The problem of videogames compared to startups and SV tech is that the long-term money potential is very limited at best, and rapidly becomes very brittle. Most startups pay bigger salaries for much easier work, because they burn the money investors are betting hoping the company will crack a new long-term market, not because they make money themselves. There's very little games market to crack, very little chance to turn your product into a long-lived platform to built on top of, meanwhile the upfront investment is huge.
To start with, I've been at Ubisoft for 10 years - and the pay was famously abysmal. Like you could go and work at a supermarket and earn more, without joking. And every time I tried to argue about it the counter argument was
1) we pay low but you get to work on cool stuff
2) there is an infinite number of people interested in working here
3) if you don't like it, then leave
And you know what....as much as I absolutely hate to admit it, there was a nugget of truth to that. I was paid like shit, but I got to work on games which sold 30-40 million copies and were enjoyed by a lot of people. Nothing makes me happier than meeting people saying they played one of the games I worked on and they loved or they have fond memories of it. I don't think that justifies the poor pay, but all of my friends in IT were paid a lot more but worked on some software they hated and no one remembers it. I mean there are exceptions to this, but in general, I really enjoyed my time at Ubisoft, the problems were interesting and everyone who worked there really wanted to be there. Incredibly skilled and passionate people.
BUT I've since moved to one of the other largest publishers in video games and basically had the same position but doubled my salary. Then couple years later I moved to another big publisher and I got a crazy pay bump, basically in line with what people I know at "big tech" are being paid. And I took a step down from a tech lead to senior engineer to be here.
So I think some parts of the industry are definitely paying top money for people to work for them. When I was looking for jobs I had several offers from big companies in video games at similar pay too, so they weren't alone in this.
I think the industry has just changed from what it used to be. At least afaik programmers are being paid much better than they used to be. But that's just my personal experience.
https://www.ae.dk/debatindlaeg/2023-05-staerke-fagforeninger...
Sorry, it just doesn't make any sense to make such a broad statement regarding this at all.
Certainly you can quantify this poor quality and show it's due to unions and not, say, lack of resources?
> Transit unions (mandating 2 drivers per subway car, crazy benefits, etc)
2 drivers per subway car sounds like (at least with old tech) a good thing for everyone's safety.
> Auto industry fighting EVs.
Sounds like this was more the companies themselves, but I don't have the details.
In my view unions are largely a good thing to balance out companies power, but I've also heard stories where they have become too strong. There's nuance to the matter, but I feel like at least the US could use much more and stronger unions.
Teachers may be underpaid on a time/effort basis compared to other jobs, but paying them more doesn’t actually improve outcomes. I am no expert—not even a parent—but my understanding is that curriculum choice and implementation are really, really important. (Can’t say how important relative to, say, family situation.)
According to one news report I read, 50% of the public school teachers in California are actively ignoring the state’s recent switch back to a phonics-based language curriculum, and the union itself is anti-phonics. Is the union just representing the will of those 50% of law-defying teachers, or are the teachers inferring their behavior from a politicized union?
Sorry, it just doesn't make any sense to make such a broad statement regarding this at all.
A union's job is to protect the union. Nothing else.
Are unions universally good? No, because humans are in the loop, and humans can do bad things.
Does that change the fact that the concept of a union is one of the greatest innovations in all of human history? No.
Can unions today help disparate human workers collectively improve their working conditions? Yes, because this is what unions were designed for, and I think is the key outcome the Rockstar folks are betting on.
For a recent example, read up on the Samsung union bargaining for company wide bonuses in the wake of the huge profits made off the surge in demand for memory.
https://laborcenter.berkeley.edu/union-effect-in-california-...
https://www.epi.org/publication/unions-decline-inequality-ri...
https://werd.io/unions-work/
https://www.bloomberg.com/opinion/articles/2018-06-13/unions...
https://www.vox.com/policy-and-politics/2019/8/19/20727283/u...
Do you think Box has ever written about how Detroit unions fought EVs and AVs and automation that could result in cheaper cars?
Why do you think that is?
What’s an example of a unionized vs non unionized group producing the same thing where unionized is better?
Aviation unions force very high standards and represent a lot of the developments in safety and procedures.
Nuclear power is heavily unionised, resulting in a very stable and highly qualified workforce.
Unions in film and tv have done great work defending artists rights and protecting actors, writers, crew, and others from predatory behaviour by studios.
Fire fighter unions stand against unsafe demands and protect the crews in ways the individuals can’t, resulting in meaningful change. (I’m aware of UK but projecting and assuming this applies internationally)
I could go on…
If that were self evident how come there has never been a company that started with employees unionized? To get this supposed benefit
Mondragon is a extremely large well structured cooperative that did exactly this and is a hallmark of success for anarchist cooperatives worldwide
Don't disagree with the rest of the comment though.
EDIT: also, I wouldn't consider coops an anarchist victory over traditional private companies anymore than democracy over monarchy. The corporation > worker hierarchy is still there, even with the different share distribution. It's a good demonstration of an alternative and underappreciated corporate structure, tho.
Boeing joined the chat.
and it's crap compared to Romanian or Polish which are not unionised (I think)
Here's a layup: art. Remember the writer's union strike in 2007-2008? All of the shows whose writers were on strike that still went on were terrible.
Edit: also, the purpose of a union is not to "produce something better". The purpose of a union is to protect workers' rights. They generally serve their purpose very well.
https://en.wikipedia.org/wiki/Confederation_of_Japan_Automob...
In fact part of the SCAP mandates after World War II two during the MacArthur occupation was specifically to form powerful unions in Japan
https://uaw.org/we-keep-toyota-running-workers-at-critical-t...
Seems hard to compare since there is no comparison in Japan that is not unionized
But given that China is now winning my original point stands
As a counter anecdote I’d point to Boeing’s non-union facilities, which have produced notably less reliable airplanes than their union locations ever did.
Ignore my first hand experience with your political ideology, it doesn’t bother me.
But, I’ll tell you I’ve been at on-site RVs and BBQs with dozens of on the clock workers. I know a guy making 80/hr to nap and watch TV in his RV for six of his eight hour shift, and this was not uncommon. I know him, because he is THE GUY that can get a vital operation checked out and no one else.
I’m not debating history or ideology. Just experience of a long time working adjacent to UAW.
When I go to on-site to Mexico it’s like an entirely different industry.
The UAW does nothing good.
Looking at my 2018 Mexican-built Ford Fusion I've had no major defects. Looking at our 2020 UAW-built Ford Escape was nothing but quality issue after quality issue. When the trim literally falls off the windows, you know we've screwed the pooch. There were moments I genuinely wish I could have driven it back to Kentucky to go make some slovenly fuck repair what they didn't put on the thing right the first time. Quality is no longer "job 1".
We'll see. It's not like police unions are making life better for citizens.
Unions are there for one reason, the union members. This will most likely be good for the employees and good on them for acting in their best interest but it seems just as likely that a unionized rockstar is negative for the consumer in either increased pricea, extended timelines or minimum effort to meet exact requirements from employees.
The benefits that workers gain from unionizing come from somewhere.
The police aren't allowed to join a union
For all this consumer cares, great. Make it 20% more expensive. Make it 50% more expensive. A hundred. If that helps the greater union cause I can take more walks in the woods to pass the time instead.
You want to surround yourself with peers who negotiate for as high pay as the market will bear? That sounds like a sacrifice of shareholder value for selfish cause. Just because workers have leverage doesn't mean they should use it against shareholders.
which is precisely why many union advocates argue that police should not have unions. the police exist as the physical arm of the capital class in direct opposition to the labor class. they are class traitors. police unions are not the same.
https://theconversation.com/why-police-unions-are-not-part-o...
Notably, American police (the country that invented police unions) are a modern invention that largely exist as a output of slave catching and bounty hunting services.
Police unions act just like every other union does: in the interests of their members.
Unions are illegal in lots of the world. Federal public sector unions weren't legal in the US until the 1960s. Did the fact that they were illegal in 1965 have any bearing on whether or not they should be allowed? Does the fact that something is illegal in the US have any bearing on whether or not Japan should allow it?
Slave patrols were a form of early organized policing, but only one of many and hardly the first. And certainly this isn’t to say that racial tensions didn’t drive various forms of law enforcement. But this idea that police in general and American Police in particular are some direct descendant of salve patrols or wouldn’t exist without the institution of slavery ignores so much of human history and the long history of organized forms of law enforcement that predates the American colonies.
https://www.britannica.com/topic/police/Due-process-and-indi...
https://www.snopes.com/fact-check/the-origins-of-policing-in...
https://en.wikipedia.org/wiki/Police
This is a dog whistle if I’ve ever seen one. I’m not going to let that slide and your citations are not supportive of the strength of your claim
I'd really like to know what kind of tangled logic it requires to believe that.
Regardless, police unions aren't the only example of unions who have worked against the benefit of everyone else but themselves. I only used them as an example because I didn't think anyone here would argue disagree that it's had negative outcomes.
What I didn't expect was to find someone arguing that a union wasn't a union. It doesn't matter if it's legal in other places, it's legal in the US. Just because Japan has made police _unions_ illegal doesn't make an US police _union_ not a union.
That’s the industry you’re in unfortunately.
This isn't a strict requirement of unions though, right? As a trivial example grad student unions have no real career ladder, though the union negotiates a minimum pay and amount of work for everyone.
That’s not true at all. Look at professional athletes. The starting pitchers in a baseball game are the best pitchers. Or consider WGA screenwriters in Hollywood. Their ability to make money doesn’t depend in seniority.
Maybe exaggerating a bit, but that's the reality in many game dev shops, especially when a game doesn't immediately sell in great numbers.
A) Allowed a bug in the code make all GTA5 Load times on every single copy on every platform take exponential times longer to load, for YEARS, unchecked or investigated, until some random kid FIXED IT by reverse engineering compiled code?
B) The bug was a simple and unneeded look up for SHOP items
C) The never rewarded the kid, with say a job or something worthwhile for him like 100k ( when they earn billions ). I mean even this decision ALONE is such terrible optics clearly mgmt were AFK.
D) They then came onto HN to argue with me in the comments about how " its not nice to say mgmt responsible should have been fired over this"
I mean Ive had my share of almost blinding incompetence, but the one that really bothers my crumpet, is when they come on here and start denying things.
Im for the union, Rockstar North made one of the greatest games of all time. It will probably result in an inferior product but crunch is unethical and always due to poor management. Ironically it was probably mgmts' own incompetent hiring policies that resulted in a union being formed.
PS - I got a bit heated and have edited this comment so its readable apologies.
PS - All of this can be verified in previous posts on HN regarding both the bug and replies
PS - And to whoever is downvoting me, feel free to reply and tell me what I am wrong about
But I bet it happened like this:
- when the game was still in active development, it was maybe anticipated that the shop might have a couple dozen items, no problem even when the JSON parsing is extremely slow
- game is released, a separate maintenance team takes over, online mode is running for several years
- over time more and more items are added to the shop, and now maybe there are a thousands of items in that JSON file
- ...and when there's some 'accidental exponential' code in the JSON loader/parser the loading time gets worse and worse, what once was a few milliseconds is now minutes, but there was never a sudden regression after an update, just every week a little bit slower
- depending on the churn on the maintenance team, the current people on the team probably don't even notice an increase in loading time until they leave again for greener pastures, e.g. for them "it has always been that slow"
- management probably first read about the problem in the news ;) (which of course is a problem on its own - but as long as the money keeps flowing and the curves in Tableau go up and up, why should they even care... players apparently also endured it without bringing out the pitchforks)
I've done this kind of stuff many times, and something like a json array taking minutes to parse would likely be very very obvious when looking at a trace.
I have nothing to do with Rockstar and wish them well, Im just saying that if I were management during these situations I would have quit or made a public apology. Its just what I feel I would have done. Regardless of the salary. I mean if one is mgmt they should take responsibility.
But maybe in late stage capitalism that is both an abhorrent and illogical idea.
Didn't think so.
This simplistic view of "management" is detrimental to a productive conversation and doesn't reflect reality.
This is the kind of weird ass replies I just said appeared last time.
PS - You are editing your comment which is fine, but in turn I have to reply. If it is not reflective of reality feel free to add to the discussion and explain what is false. Also ironically your statement doesnt add to the discussion by elaborating on any part of it. This is exactly the kind of behaviour that doesnt help anyone learn any lessons. its just random insults.
“employer seen as blocking union effort”
I’m wondering if that’s simply a rational thing available to do as opposed to an actual opinion about collective representation whether thats bargaining or something else
“hey, here’s this regulatory overhead you can completely avoid by merely being present, unless people interested in the regulatory overhead are more persistent. just don't fire them though”
Happy for the devs, more power to them! For the sake of workers everywhere, I hope the US also catches up one day in empathy and rational thinking, when it comes to labor laws and rights.
(ah s** here we go again by the way).
lol no.