Every union I've been a part of has been more of a pain than its worth, or has tried to keep individuals from become any more successful that others. I don't understand the obsession with them on HN.
Rockstar employee shares account of the company's union-busting efforts
271–280 of 383 posts
Re: Rockstar employee shares account of the company's union-busting efforts
#272Earlier quoted context omitted.
I'm happier to pay Valve's 30% than Apple's. With Valve you could always switch to Itch or something if you didn't want to pay, but with Apple you have no alternative. Valve gives you access to a huge player base and lots of useful marketing tools and such.
Ok! Happier is a fine place to be. They are both still too high. Not everything has to be binary -- I can think Valve is offering some utility and also think that Valve is charging too much for that utility. The fact that Gabe has a billion dollars worth of yachts probably suggests that maybe, just maaaaaybe, that 30% could be lower and Steam could still provide you the same level of marketing support and player base…
That is not a good argument though. Try building your own distribution and take some of those billions.
Re: Rockstar employee shares account of the company's union-busting efforts
#273Earlier quoted context omitted.
What power do they have too much of?
Besides a complete stranglehold on labor markets in a number of industries where the government is required to use union labor for infrastructure projects and they limit the number of laborers to drive up price. Or how about the Plumbers union that forced the city of Chicago to continue installing lead pipes until the federal government had to force them to stop. Beyond that, the power to promote good workers or make…
Most of your post was complete non-sense but this last line really does take the cake.
Re: Rockstar employee shares account of the company's union-busting efforts
#274Earlier quoted context omitted.
I'm happier to pay Valve's 30% than Apple's. With Valve you could always switch to Itch or something if you didn't want to pay, but with Apple you have no alternative. Valve gives you access to a huge player base and lots of useful marketing tools and such.
You are happy now and will probably be for as long as Gabe Newell is in charge of Valve. (He's 63, by the way; not quite elderly but not young either.) After he retires, well, Valve, as the dominant gatekeeper for PC gaming, has a lot of opportunities for cranking up monetization that investors would just love to get their hands on.
That's actually a very easy choice to make.
Re: Rockstar employee shares account of the company's union-busting efforts
#275Earlier quoted context omitted.
> They are both still too high. You don't get to decide that. Apple's price is not set by free market competition, Valve's is.
Valve's price is still very strongly predicated on network effects which make it very hard to avoid.
There are even games you can buy on one service and play multiplayer with people who buy it on steam! I chose to buy MSFS2020 through steam for example because the steam platform is dramatically better than the absurd way the Windows Store does anything, but we fly in the same skies!
There's no lock in or exclusivity. You can literally buy the same exact executable from multiple places, and the only change is the feature the store program supports. Buying a game through the Epic Store for example won't let you use steam input, but you can even then play it on the steam deck with some effort! I think you can even use Proton on executables you don't get through steam!
A dev can even make it so that, if you buy their game on steam, you do not have to have steam running or installed to play it. They have that freedom. They also have the freedom to mark a version of the game such that steam allows you to access that old version forever
If you are a dev who releases a game on steam, you can mint a bulk quantity of steam keys and sell or distribute those outside of steam!. Probably if you abused it, Valve would tighten it up or ban you, but why would you bite the hand that feeds you? It's how, for example, Humble Bundle initially worked.
That's right, you don't even need to buy your game from Valve to use all their features! A substantial portion of my library paid money to Amazon instead, through humble bundle.
People use Steam because it has 20 years of established trustworthiness in an industry otherwise made up entirely of assholes who hate you.
Meanwhile, in the place that Steam does poorly: Old games, GOG has much more of the market.
People actually are willing to pay for trust and care. Steam has repeatedly and regularly improved how their storefront displays information and informs consumers, because their primary problem is discoverability and wading through the mountains of games from people desperate to collect some of the money waterfall that Valve enables.
When you put a game on Steam, the contract ensures that anyone who purchases it cannot lose access without it being Valve's decision. Developers or publishers who do stupid things or pull games five years down the line cannot prevent you from playing a game you buy on steam if it isn't dependent on some server somewhere. None of the other storefronts have ANYTHING like this, mostly because they are run by the exact companies who WANT to be able to prevent you from ever playing an old game again, so they can sell the same thing to you in a new box.
Compare that to Apple's 30%, which similarly has lots of features their platform enables including unlocking significant consumer spending, but they do not give you any alternative. If you want even a single dollar from someone on an iPhone, you HAVE to pay apple 30%, and at least for a while they wanted that even to cover netflix subscriptions for example.
If you as a developer do not want to pay valve 30%, you are free to do like Notch did for Minecraft and distribute it yourself, and you are free to run into the same problem it had where my friend was unable to purchase minecraft for decades because his bank refused to send money to the Scandinavian bank involved, whereas even a literal child without a debit card can use birthday money to buy a steam gift card and purchase your game with no adult involvement. (maybe that's not a good thing for society, but it's great for game dev business).
Valve does not have a moat other than simply consumer trust. Minecraft sold a hundred million copies through a dude's website. There has literally never been a moat in computer game distribution. An entire industry of British children existed writing games and selling them in local stores. A moat has never been possible, because Valve cannot make your computer not run other software.
Re: Rockstar employee shares account of the company's union-busting efforts
#276Well, there goes GTA 6. Better for my wallet, I guess. Don't want to finance some thugs.
I think the offline gameplay of GTA is becoming dated. Playing GTAV just felt like cut scene, then chores, cut scene, then chores, rinse, repeat. To be fair, I don't understand the purpose of GTA online but it was wildly popular.
GTA V is dated. It's 12+ years old.
Re: Rockstar employee shares account of the company's union-busting efforts
#277Earlier quoted context omitted.
Additional allegations of discrimination: https://discriminationandsexualharassmentlawyers.com/valve-c... Allegations of unpaid labor: https://web.archive.org/web/20160209211205/https://www.reddi...
Did the plaintiff win that suit? (A quick Google didn't find the outcome.) As for the second, I'm confused as to why anyone would provide unpaid labor to a large, profitable corporation.
Re: Rockstar employee shares account of the company's union-busting efforts
#278Earlier quoted context omitted.
The difference is that the company had to risk manufacturing cartridges, distributing them, etc. If the game didn't sell, you ended up with lots of money lost. Steam is much much easier for Valve. I am not saying it has a value, but 30% seems a lot. Of course, in the end that 30% we end up paying it ourselves.
No, when you asked Nintendo to manufacture you a run of cartridges, you paid for them whether they sold or not. You took that risk. Nintendo took zero risks per game , they took the risk in the physical hardware. Legacy game distribution also never took the risk. Retailers were able to return unsold inventory. There were court cases about this when companies tried to go around Nintendo's cartridge building services t…
Re: Rockstar employee shares account of the company's union-busting efforts
#279Wouldn't have happened under Dan Houser. R* made too much money for its own good. On another note, heard on Bloomberg today that they've been working on GTA 6 for 10 years at this point. Considering the size of their development teams it's possible that more manhours may have gone into this single title than all video games that were made until the PS1 era combined.
It’s incredible to think about what else has happened during these past 10 years of development. Or think about other decade long stretches and what was accomplished.
Not cutting short what the undertaking of this is, just that the scale of this project spanning a decade is fascinating.
Re: Rockstar employee shares account of the company's union-busting efforts
#280Earlier quoted context omitted.
> They also have an internal culture that's been fairly regularly criticized as being pretty uncomfortable for women and minorities. Source?
A couple sources: https://www.youtube.com/watch?v=s9aCwCKgkLo https://medium.com/dunia-media/the-nightmare-of-valves-self-...
It seems like the flat management structure allowed an ad-hoc hierarchy of cliques to form in the office anyway, pitting entrenched teams of old-timers against new hires, but implicitly. When you think of the lack of support for TF2 over the years, this is illuminating.
It's astounding that Valve/Steam are still as successful as they are in spite of this culture.