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Developers will probably just move development to Asia or Eastern Europe. At the end of the day, unionized devs will be at a substantial competitive disadvantage against ones that are willing to put in more work.

We all say we'll happily pay more for the same product. But those words often aren't backed up by actions.



"Unionized" is not the same as "not willing to put in more work". It's more about "not willing to put up with more bullshit".

Developers who actually sleep and spend weekends with their families produce a better product than those who just accept dead marches. If managers are aware that they can not get away with those shenanigans it's possible that we'll actually get better games.


> "Unionized" is not the same as "not willing to put in more work". It's more about "not willing to put up with more bullshit".

The point is, though, many people are willing to put up with that "bullshit" (which, judging by what you say later, mostly revolves around working hours contrary to what you write in this first paragraph). As much as we try to convince ourselves that crunch time and long hours don't work, plenty of studios demonstrate that is does. RDR2 is probably one of the best games of 2018 and it relied on crunch time. At the end of the day, a studio that can't demand crunch time is going to be at a disadvantage compared to those that can.

In an ideal world we'd all have well paying jobs in fields we love that offer good work life balance. But we don't live in the ideal world, we live in the real one. And many game developers are willing to make the sacrifice of long working hours.


It's not work if you are just looking at your monitor like a zombie. That's just heating the chair with your butt. So yes, bullshit. If a manager doesn't realize that, he should be fired.


You didn't address the more important point: Managers can get away with it by moving production to cheaper places. It's already happening anyway.

What a lot of people don't realize is that unions can also cause wage suppression when they decide that more members working is better than fewer members working at higher pay.


Managers can also get fired when they plan unrealistic goals or keep changing signposts instead of forcing the devs to solve their problems. Unions can make that happen.


Game developers already heavily use outsourcers and freelancers, many of whom based in South America, Eastern Europe, and Southeast Asia. The biggest games will have hundreds of contributors from internal support studios in places like Romania in addition to external partners.

I expect this trend to continue along the lines sketched out by the film industry: smaller core teams with specialized support studios/groups brought onto projects as needed and heavy use of contractors to scale staffing at different points of the project. This works in Hollywood in large part due to the union protections afforded to that temporary workforce, from actors to camera operators to screen writers.

As it stands now, video game development looks a lot like the (film) VFX industry and I think both are in an untenable place for long term sustainability. Something needs to change and I think organizations like SAG are a model for that.


If developers could cut costs by outsourcing, they'd do it whether the workers unionized or not.


Many already are. Unionizing would likely accelerate that shift.


Also, if developers could simply increase prices, they would, regardless of what their labor costs were.


They are doing it. Outsourcing has a cost unto itself though, just like unionizing has a cost.


And the game quality would suffer.

General software development gets moved overseas and comes back all the time.

Software development is hard. Pushing it to a cheaper third party usually increases costs a lot in the long term due to the increase is development complexity and generally a decrease in worker skill.

A strong union can also prevent companies from moving some jobs overseas.


> And the game quality would suffer

The Witcher 3 was a pretty good game (Polish developers) - many would call that an understatement. The Uncharted series since 2 or 3 relied heavily on outsourced development (especially for art assets). Arma 3 was developed by Czech devs. These countries probably produce lower budget games on average, and don't have lots of existing infrastructure to leverage. But that makes what they have accomplished all the more impressive given what they were working with.

What makes you so confident in the class that developers in countries with lower costs of living are worse than ones in wealthy countries? Do you think that Polish or Bulgarian developers are on average worse than American ones, and it so do you have something to back up that claim?


There's also, I dunno, all of the Japanese games that people love. Chinese companies are also starting to increase and market overseas, and some of those games are high quality. South Korea too. Asia is a powerhouse for entertainment software, even if we might argue they have a long way to go for business/enterprise/SaaS software.


Japan has been a powerhouse for games since the 1980s. Have people forgotten about the NES?


Witcher 3 or Arma were not outsourced. They were developed in house (in Poland and Czech Republic respectively).


Moving development doesn't necessarily entail outsourcing. Publishers can contract foreign developers for the whole game. Blizzard is already doing this with Diablo Immoral, handing development off to NetEase


> General software development gets moved overseas and comes back all the time.

General software development also isn't unionized. As soon is it is, moving overseas becomes vastly more attractive.

> Software development is hard. Pushing it to a cheaper third party usually increases costs a lot in the long term due to the increase is development complexity and generally a decrease in worker skill.

What's actually harder about outsourcing is management and quality control. The developers in cheaper countries aren't somehow inherently worse.

Many publishers have studios around the world, working on entire games by themselves. Why keep funding an expensive studio in the US that's getting unionized? That better be high caliber, which most studios aren't.

> A strong union can also prevent companies from moving some jobs overseas.

Maybe in a big monolithic company, but that's not how game publishers operate.




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