Consider some of the negative affects of unions when working alongside low and high performers in technology: - Protection for under performers alongside high performers. Difficult or darn near impossible to terminate employment. Ability to enforce performance evaluation and plans could be killed by the union. Common in teacher unions. - Without being able to measure performance, pay may be solely based on tenure, no…
Filmmaking, especially in Hollywood, has a long tradition of strong unions. As all your statements are invalid in terms of Hollywood, I don't see why they should be valid for the game industry.
Game Workers Unite
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Re: Game Workers Unite
#22Re: Game Workers Unite
#23Earlier quoted context omitted.
That, sir, is just FUD. The dangerous type. Unions protect workers from being exploited and abused. If you're not happy with how some employee performs, you can still fire him in place. But be ready to prove it. No more firing people on a whim just because. If game industry isn't sustainable without exploitation, then we need it to adapt, and not the other way around.
> But be ready to prove it. How do you prove that an employee took two weeks to find a bug that should have taken one day to find? How do you prove that writing a domain-specific language was a bad decision compared to defining a complex XML schema? How do you prove that an engineer is bad at explaining technical concepts?
Re: Game Workers Unite
#24 Game Workers Unite is a broad-reaching organization
that seeks to connect pro-union activists,
exploited workers, and allies across borders
and across ideologies in the name of
building a unionized game industry.
Even compatible with the libertarian ideology :p ?Re: Game Workers Unite
#25Consider some of the negative affects of unions when working alongside low and high performers in technology: - Protection for under performers alongside high performers. Difficult or darn near impossible to terminate employment. Ability to enforce performance evaluation and plans could be killed by the union. Common in teacher unions. - Without being able to measure performance, pay may be solely based on tenure, no…
That, sir, is just FUD. The dangerous type. Unions protect workers from being exploited and abused. If you're not happy with how some employee performs, you can still fire him in place. But be ready to prove it. No more firing people on a whim just because. If game industry isn't sustainable without exploitation, then we need it to adapt, and not the other way around.
Re: Game Workers Unite
#26Earlier quoted context omitted.
Filmmaking, especially in Hollywood, has a long tradition of strong unions. As all your statements are invalid in terms of Hollywood, I don't see why they should be valid for the game industry.
I think the way film making unions are organized is something to look into but my impression is that the problem space is more familiar when you look at what industrial worker unions deal with. That is: careers under a single employer instead of gigs where you go from employer to employer and have to basically get re-hired.
Re: Game Workers Unite
#27Earlier quoted context omitted.
That, sir, is just FUD. The dangerous type. Unions protect workers from being exploited and abused. If you're not happy with how some employee performs, you can still fire him in place. But be ready to prove it. No more firing people on a whim just because. If game industry isn't sustainable without exploitation, then we need it to adapt, and not the other way around.
> But be ready to prove it. How do you prove that an employee took two weeks to find a bug that should have taken one day to find? How do you prove that writing a domain-specific language was a bad decision compared to defining a complex XML schema? How do you prove that an engineer is bad at explaining technical concepts?
Re: Game Workers Unite
#28Earlier quoted context omitted.
Workers in the game industry are not only devs. There are also artists, testers, IT techs, marketers. I'm not sure the biggest issue is about the salary, but the (unpaid) overtime, precarity, sudden lay-offs, etc.
Okay, let's call it compensation. That is a good umbrella term that includes salary, overtime and benefits. The compensation for game workers sucks compared to their counterparts in other software fields. This is probably because it is sexier to be a game dev than, say, working at Salesforce. It is a good idea for game industry workers to form a union or guild.
it is sexier to be a game dev than, say, working at Salesforce.
So what should we do, besides educate people about the reality of working in this industry (which is not really the point of an union) ?Re: Game Workers Unite
#29Consider some of the negative affects of unions when working alongside low and high performers in technology: - Protection for under performers alongside high performers. Difficult or darn near impossible to terminate employment. Ability to enforce performance evaluation and plans could be killed by the union. Common in teacher unions. - Without being able to measure performance, pay may be solely based on tenure, no…
Unions are reactionary organizations. They tend to create and enforce rules around how things work now . Unions don't like it if new technology lets two workers do the work of forty.
There is always version lock in at some point, and NO workers like change if it's going to cause them to lose their livelihood. This has nothing to do with unions.
Why do you care more about protecting artificial constructs like companies at the expense of power given to people building the products?
Re: Game Workers Unite
#30Why only game workers? Why not software workers/codewriters in general? I'd prefer something closer to SAG than the auto workers union personally.
But to offer a different answer to “why just games” - this particular effort is newsworthy right now because it was organized to be promoted heavily at GDC, which I believe just ended.