🤷♂️I’ve made multiple million-dollar titles and haven’t gotten more than a paycheck from them. I really don’t think VAs should get much if any in the way of residuals. Engineers, artists, and designers should get a huge portion of the profits. Giving VAs even a 1% residual is a slap in the face of the rest of the team who build those games. Not to mention the whole team of LA Noire was laid off later that year.
Someone else made an interesting point how a lot of people don’t get residuals. That residuals don’t make sense for some jobs. For a VA in the background of a small indie games, do you think it’s okay for them to require residuals for their work? This lawsuit focuses on large AAA studios but it will set a dangerous precedent. There any many actors who have to find loop holes to build smaller movie projects. “We technically paid ourselves then invested it into the movie” sort of thing.
That said giving everyone residuals is better than giving no one residuals.
I will just say I think everyone involved in a project should be paid a fraction of the proceeds roughly in proportion to the work and sweat they contribute
Absolutely agree. But I think if we are going to start doing that we’ll have to start with the designers, engineers, and artists. Not the voice actors that spend weeks on the project and never think about it again.
What people might not catch is that this isn’t artists, designers or engineers. It’s voice actors only. I’m all for people getting what they deserve but as I see voice actors in the games industry demand profit sharing and more rights, I’m reminded that those who actually make the games don’t get that. They have overtime without pay.
Voice actors are among “those who actually make the games.” Voice acting in particular also is strenuous work that can and does cause physical injury when workers are compelled to work long hours doing rough voices and so on. People end up having to have surgery on their vocal cords.
We don’t need to devalue voice actors to value other game industry workers. The only difference is the voice actors organized first, probably because of the injury risk, and when you form a union you have to define a group that you can reach and coordinate. It shouldn’t be an us vs them among works.
Don’t forget mocap. A lot of actors are doing mocap for games now, which also potentially results in injury.
This also includes stunt workers (who do the more intensive motion capture work) and stunt coordinators, many of whom are in the Screen Actors Guild already.
Oh, great, trade unions. That never caused any issues for worker’s unity. If you can’t organise everyone, from tech lead to cleaning staff, in the same industrial union you’re playing right into the capitalists’ divide and conquer game.
Not so. It makes sense to organise in trade unions. The heads of those unions are on the same side most of the time, as it would be in this case, and they can easily coordinate their actions. But in some cases the interests of one trade have no bearing on another, or are even in opposition, in which case it would be somewhere between difficult and impossible to organise a balloted action across the entire union. Thus nullifying the strength of the union and playing right into the capitalist’s hands.
So instead of coming to terms with your fellow workers you rather have them fight capitalists by themselves? Leave them to the scraps the bosses deem sufficient while you’re wheeling away a wagonload of concessions won through your unique bargaining power?
You’re limiting the strength of worker’s. If train conductors don’t strike for train toilet cleaners noone will.
And any opposition between worker’s interests is negligible compared to that between workers and capital, who have no interests in common at all.
They need to unionize too. Also count actors are included in the "actually make the games" group. Everyone should be paid well, don't drag a group trying to fix that down because the rest aren't doing anything.
I’m reminded that those who actually make the games don’t get that. They have overtime without pay.
Yes, capitalism fucks everyone every day unless you fight for what you deserve, usually for decades, and even then only getting half of it. It's surprising that keeping this in mind requires reminders.
I think they asked for that in the last strike, but I haven't seen it mentioned in this one. And some speculated it was only included for something they could drop in the eventual resolution as a form of compromise.
The Bayonetta lady was asking for profits and took to Twitter to boycott the game when she didn’t get what she wanted. Claiming that she made those games what they are.
I never said it was about this strike directly but instead overall how VAs have been pushing to get more than those on the front line of game creation.
I know most if not all of the cast of Critical Role (who are voice actors for many video games) are members. Ashley Johnson is the voice of Ellie for TLoU, so if they’re working on TLoU3, they’ll likely have to delay it.
It doesn’t, unfortunately. Programmers, animators, concept artists, designers, each need to unionize in order to leverage collective action grants at the bargaining table. With last week’s decision by the NLRB though, it’s certain to be easier than ever to get unionized. Still, the amount of coordination it gets to even petition the NLRB to have your union recognized is no small feat. Just now it’ll be that much more difficult to bust a union election
It all depends on where you work and what lines you personally draw in the sand. Some novice game developers will not draw a line in the sand near release and management will work them to death. Stress causality is the term for when people don’t quit, don’t say anything, and just stop showing up for work. If you work at a studio where crunch is normalized then usually there is a stress causality normalization too.
Thanks for sharing ! Looks like the usual “small white male feeling powerful because he’s the boss” bullshit more than a problem specific to the gaming industry.
Anyway, unionizing should protect them better from these kind of abuse, which is good :)
That is usually what big publishers do… Look at EA and Activision.
It really sucks. But at the end of the day the studios that do get acquired do know of this risk… Only big studios such as Rockstar are safe from this.
Oh, I know. But there's nothing wrong with EA and Activision that can't be fixed with a bit of old-fashioned (Teddy) Roosevelt-era antitrust prosecution.
Yeah maybe but have this happend tho? I would think people in this situation would rather go about their day instead of working for someone that clearly doesn’t want them.
Oh that’s surprising, sad to hear. But at least, as others wrote for understandable reasons. I loved shadow tactics. It felt like such an alive little world and had a surprisingly enjoyable story and good characters. And then Desperados 3 continued to deliver on that. Hope the people find good positions elsewhere or manage to build something on their own.
I’m 20 hours in, and all I see is a massively buggy, broken shit-show. Vanishing npcs while talking, vanishing items, menus that stop coming up, interactions that stop functioning, npcs that go hostile for no reason and can’t be fixed with a reload, characters/quests that permanently break for no reason, team mates that drop-off the map or into the scenery at the start of battle and they can’t get out or get healed when something downs them. And so, so, so much more.
I really, really want to love this game. But I do not, and I regret wasting the $60, as well as my incredibly limited free time.
Yea, maybe you’re just unlucky but I’ve been running it on my ancient mid-tier 2017 pc and it runs amazingly on high. No major bugs except with throwing weapons.
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