[HN Gopher] Kerbal Space Program 2 release disrupted by corporat...
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       Kerbal Space Program 2 release disrupted by corporate strife
        
       Author : tboerstad
       Score  : 269 points
       Date   : 2020-06-03 12:37 UTC (10 hours ago)
        
 (HTM) web link (www.bloomberg.com)
 (TXT) w3m dump (www.bloomberg.com)
        
       | [deleted]
        
       | speeder wrote:
       | Can someone show me a non paywall version of this? KSP is fairly
       | important to me. (I studied with KSP author, and told him when in
       | college, that a game like what he promised to create was
       | impossible. KSP was among other things, him proving me wrong)
        
         | gnulinux wrote:
         | I'm curious why did you think it was impossible?
        
           | Cthulhu_ wrote:
           | KSP takes some liberties with physics, simplifying things so
           | that e.g. the N-body does not apply (that is, your craft are
           | only affected by one body at once). Other challenges are the
           | scale and number precision. It doesn't get it exactly right
           | either, especially when you use the time accelleration,
           | things can go a bit... weird. See
           | https://wiki.kerbalspaceprogram.com/wiki/Deep_Space_Kraken
        
             | garaetjjte wrote:
             | KSP community implemented n-body physics:
             | https://github.com/mockingbirdnest/Principia
        
               | sq_ wrote:
               | > Principia is released on every new moon with whatever
               | features and bug fixes are ready at the time. This
               | ensures relatively timely improvements and bug fixes.
               | 
               | This may be the funniest/best way to say "we have a
               | roughly monthly release cadence" that I've ever seen.
        
               | afterburner wrote:
               | Any idea how well it works? Are there trade offs, or is
               | it all upside, physics-fidelity-wise?
        
               | cydonian_monk wrote:
               | It worked really well when I used it. It replaces a bunch
               | of the stock navigation tools, and takes a bit of
               | learning, but really seemed to be a good n-body
               | simulation engine. It's been well over a year since I
               | touched KSP though, so I can't speak for the current
               | versions of either Principia or the base game.
        
             | NikolaeVarius wrote:
             | We don't really know the scope of the original pitch, so
             | hard to make a determination of feasibility. But yes, a
             | fully modeled spacecraft simulator would have been
             | effectively impossible.
        
               | TeMPOraL wrote:
               | Goes to show that you don't need a _fully_ modeled
               | simulator, you need modeled _enough_ , and then to
               | iterate on it.
               | 
               | (And let the community do some of the hard work for you.
               | With appropriate mods, KSP can have a very realistic
               | aerodynamics model (that handles supersonic speeds as
               | well), and - as others mentioned - n-body physics
               | simulation.)
        
             | mrfredward wrote:
             | There may not be an analytic solution, but solving the
             | n-body problem numerically with newtonian physics isn't a
             | difficult thing to do...it's simple enough that it has been
             | used as a benchmark for doing computations:
             | https://benchmarksgame-
             | team.pages.debian.net/benchmarksgame/...
        
               | ben-schaaf wrote:
               | I'm sure they know this. The problem is that n-body
               | simulations don't scale well with simulation speed. In
               | KSP you can speed up time by up to 100,000x, which is
               | essential for gameplay. If you want the same accuracy for
               | n-body at that speed, you'll also need to do 100,000x the
               | calculations. Whereas with KSPs simplified model you can
               | calculate the position in orbit at arbitrary points in
               | time, making 100,000x just as computationally expensive
               | as 10x.
        
               | bkanber wrote:
               | I don't know which integrators they're using but an
               | algorithm like RKF45 should handle time acceleration with
               | adaptive step sizes no problem. As grandparent said,
               | n-body is very well-known.
               | 
               | Regardless, KSP's workaround of using SOIs is simple and
               | quite effective.
        
               | mrfredward wrote:
               | The top entry in my link above simulates 50 million years
               | in 6 seconds for an n=6 system. That's
               | 11,000,000,000,000X running on a normal PC.
        
               | outworlder wrote:
               | Why are we all arguing about this if there is already a
               | mod that implements N-body for KSP? It even positions
               | celestial objects according to the calculations, with
               | some changes because the stock system is unstable.
               | 
               | https://github.com/mockingbirdnest/Principia
        
               | e_y_ wrote:
               | From a gameplay perspective, there isn't much sense in a
               | full N-body simulation. Players only care about their
               | spacecraft, which is a restricted three-body problem
               | (small spacecraft, massive gravitational bodies) outside
               | of special cases like gravity tractors. And the
               | simplified two-body SOI worked pretty well in practice.
               | 
               | In any case, the bigger gameplay problem tends to be the
               | vehicle physics simulation, where you have hundreds+
               | parts interacting and not in the most stable fashion
               | especially above 2x time warp. That's the part that
               | seemed amazing when KSP first came out, moreso than the
               | orbital simulation (although the solar system exploration
               | clinched the overall experience).
        
               | perl4ever wrote:
               | I haven't played the game, and I don't know if it
               | _matters_ , but I would think that considering the
               | processing necessary for attractive graphics in today's
               | world, doing the physics right would have a cost too
               | small to practically measure.
               | 
               | I don't understand how something that could easily be
               | done on an 8 MHz computer in 1985 could strain a modern
               | machine. Especially if you look up a decent algorithm and
               | don't do the naive one.
               | 
               | Maybe there is some misunderstanding. Like, "n-body" to
               | me doesn't imply a detailed simulation of inhomogenities
               | in the celestial objects, like in real life they talk
               | about mascons and such when landing on the moon. I'm
               | assuming it's just that you calculate the forces of each
               | body on every other body. And while you can do better
               | than a simple N^2 calculation, if you have less than a
               | dozen what does it matter?
        
               | philwelch wrote:
               | From a gameplay perspective, I would love to put some
               | propellant depots at Lagrangian points.
        
               | sq_ wrote:
               | KSP is already _heavily_ CPU-bound, so I wonder if part
               | of the reason they 've avoided implementing n-body in the
               | game is that it would crater framerates and simulation
               | speed.
        
           | speeder wrote:
           | The aerodynamics, he was then a flight simulator modder, and
           | said his dream was to make a game where you could use parts
           | to build an arbitrarily shaped airplane and it would
           | calculate automatically the aerodynamics, because the manual
           | setup of aerodynamics for flight simulator was really bad and
           | annoying.
           | 
           | Granted wasn't him that implemented airplane aerodynamics on
           | KSP (it was a modder of KSP, his mod being considered
           | "mandatory" with how much it changed the game physics)
        
             | shadowgovt wrote:
             | You had the right instinct---what he's describing is done
             | by X-Plane, but X-Plane started as an aerodynamics sim tool
             | that became a flight simulator, so they had to swallow the
             | hard-part elephant before getting to the game part of it.
             | 
             | (On the other hand, someone should note that maybe both our
             | instincts are flawed, because you could also see the
             | X-Plane story and say "Why can't he do it? It's been done
             | before!" ;) )
        
         | BitwiseFool wrote:
         | http://archive.is/IWOo5
        
           | StavrosK wrote:
           | That link redirects me to https://ungleich.ch/en-
           | us/cms/blog/2019/09/11/turn-off-doh-f..., which, what the
           | hell?
           | 
           | It also seems to be conflating me using CloudFlare's DNS with
           | me using DoH. Also, they're ironically removing my choice,
           | because I chose CloudFlare's DNS yet I can't see the content
           | because of that.
        
             | Operyl wrote:
             | Sounds about right given Archive.is has this feud going on
             | with Cloudflare.
             | 
             | https://jarv.is/notes/cloudflare-dns-archive-is-blocked/
        
               | StavrosK wrote:
               | I guess, but being against DoH just because the default
               | for that is Cloudflare is throwing the baby out with the
               | bathwater.
        
               | Operyl wrote:
               | Yeah, who even knows. I think it's all petty to be
               | honest.
        
               | StavrosK wrote:
               | I spoke with the creator of archive.is a while back, he
               | uses the location from DNS to protect archive.is against
               | some attacks, and the Cloudflare cache breaks things for
               | him because they return the cached result instead of a
               | live one.
               | 
               | It's an unfortunate situation, but it doesn't look like
               | an easy solution exists on either side.
        
               | Operyl wrote:
               | Cloudflare denied that though.
        
               | StavrosK wrote:
               | As far as I know, Cloudflare said they tried to work with
               | him, I don't know anything about denying caching.
        
               | Operyl wrote:
               | Cloudflare said they filtered EDNS subnet passthrough.
               | They did provide alternative location data, though. Given
               | that Cloudflare has _tons_ of data centers, in all parts
               | of the world, this granularity seems good enough for what
               | Archive.is required.
               | 
               | > EDNS IP subsets can be used to better geolocate
               | responses for services that use DNS-based load balancing.
               | However, 1.1.1.1 is delivered across Cloudflare's entire
               | network that today spans 180 cities. We publish the
               | geolocation information of the IPs that we query from.
               | That allows any network with less density than we have to
               | properly return DNS-targeted results. For a relatively
               | small operator like archive.is, there would be no loss in
               | geo load balancing fidelity relying on the location of
               | the Cloudflare PoP in lieu of EDNS IP subnets.
               | 
               | > We are working with the small number of networks with a
               | higher network/ISP density than Cloudflare (e.g.,
               | Netflix, Facebook, Google/YouTube) to come up with an
               | EDNS IP Subnet alternative that gets them the information
               | they need for geolocation targeting without risking user
               | privacy and security. Those conversations have been
               | productive and are ongoing. If archive.is has suggestions
               | along these lines, we'd be happy to consider them.
               | 
               | https://news.ycombinator.com/item?id=19828702
        
               | StavrosK wrote:
               | Yes, but his reply was that they cache DNS results, so
               | someone querying from France would get the cached result,
               | which might be in the US. Seems a bit counterintuitive,
               | but I'm just relaying what he told me.
        
               | Operyl wrote:
               | I haven't noticed that behavior. DNS caching doesn't
               | appear to propagate outside of a PoP, at least from my
               | testing.
        
         | akersten wrote:
         | They're sending the full article and just putting an overlay on
         | it, so reader mode or inspect element will clean it right up.
        
       | JoeAltmaier wrote:
       | No loyalty nor generosity in the game business. Everybody out for
       | a buck. Eat or be eaten. I think that summarizes it?
        
         | tree3 wrote:
         | Hmm? It sounds to me like there is a lot of generosity- Take
         | Two poaching a lot of engineers, offering them nice bonuses.
         | The employees are the ones winning in this story
        
           | 6gvONxR4sf7o wrote:
           | Not necessarily. The employees may have been stuck between a
           | rock and a hard place. If amazon sent your whole team
           | messages saying they'll hire you or crush you, taking the job
           | at amazon might be more like trying to keep your job.
           | Especially as others start to take the offer. The only thing
           | saying the bonuses were nice bonus was the "hey come join us"
           | email, and we all know what those are worth.
           | 
           | One of the people involved said he didn't take the offer
           | because he didn't think he'd get the same benefits. Since the
           | contract stuff was about royalties, it might be that joining
           | take-two meant trading royalties for salary/bonus, and as
           | interest grew in KSP2, that might be a shitty deal.
        
           | JoeAltmaier wrote:
           | Because it was cheaper than dealing with their current
           | employer. All about controlling costs. The bonus was
           | carefully calculated to balance the development costs versus
           | contract costs.
           | 
           | Those employees can expect precisely nothing once the game is
           | complete, unless coincidentally their new employer has
           | another project they can be immediately put to work on.
        
             | gamblor956 wrote:
             | That would have been the same result after the game was
             | finished either way, given that Star was only a contractor.
             | 
             | At least at Take Two the employees have the possibility of
             | working on other games.
        
       | Dayshine wrote:
       | > The LinkedIn message went on to say Take-Two was setting up a
       | new studio to keep working on the same game Star Theory had been
       | developing, a sequel to the cult classic Kerbal Space Program.
       | Take-Two was looking to hire all of Star Theory's development
       | staff to make that happen.
       | 
       | I'm amazed that the contract Star Theory had with Take-Two didn't
       | have a clause prohibiting Take-Two from poaching employees like
       | this.
       | 
       | Edit: A more general question: If I hire a consultancy company to
       | build something for me, would I normally be able to directly hire
       | the employees who did the work? That sounds like the worst
       | possible outcome for a consultancy, so surely contracts prohibit
       | it!?
       | 
       | Edit 2: Lots of people responding that anti-competes are always
       | bad, and I don't disagree, but this feels slightly different.
       | 
       | How about:
       | 
       | Is it ethical for a company to deliberately cause you to be made
       | redundant so they can hire you? (Emailing all employees of a
       | company make it fairly clear it was planned)
        
         | vl wrote:
         | Another interesting thing is how they managed to acquire assets
         | - somebody had to transfer source code, art, specs, etc.
         | 
         | Also, by this locally-optimized move they sacrificed ability to
         | work with other independents in the future, ie top independents
         | will less likely to work with them.
        
         | yellowapple wrote:
         | > A more general question: If I hire a consultancy company to
         | build something for me, would I normally be able to directly
         | hire the employees who did the work?
         | 
         | This is common in the enterprise software world, from what I've
         | seen.
        
         | WrtCdEvrydy wrote:
         | They walked away from the deal... no contract.
        
           | marcinzm wrote:
           | They had a previous contract for the work up to that point.
        
           | ceejayoz wrote:
           | They walked away from the acquisition deal, but this:
           | 
           | > the same game Star Theory had been developing
           | 
           | certainly means they had an earlier contract.
        
           | ashtonkem wrote:
           | No, they walked away from a buyout deal, they had a contract
           | with take two to develop KSP2.
        
             | Heliosmaster wrote:
             | From the article, it seems like the contract was ending,
             | and there were talks of a 6mo extension when everything
             | came apart.
        
               | ashtonkem wrote:
               | Non-solicit agreements often extend well beyond the terms
               | of work, a year or two seem to be common.
        
         | Cthulhu_ wrote:
         | They would, but the consultancy company would want you to buy
         | them out (it has happened with some of my colleagues), and
         | that's not going to be cheap.
         | 
         | There's also been at least one instance where people left the
         | company and were rehired by their client during the do-not-
         | compete timeout of a year; in practice, a do-not-compete clause
         | cannot be enforced in a court, and given that the client is
         | several orders of magnitude larger in terms of finances than
         | the consultancy company, a legal battle wouldn't pan out the
         | way they want it to.
         | 
         | So the guy took the job and the risk, and he still works there.
         | Probably earns a lot more as well.
        
           | ghaff wrote:
           | >in practice, a do-not-compete clause cannot be enforced in a
           | court
           | 
           | Depends. I've known consulting companies that have absolutely
           | enforced them--though the circumstances have usually been
           | around someone setting up their own shop rather than going to
           | a client.
           | 
           | The broader issue with non-competes is more chilling effect
           | than than actual enforcement. When I was with a small
           | consulting firm we wouldn't touch anyone who had an even
           | vaguely related non-compete. Just wasn't worth the risk or
           | even the effort/cost of getting a lawyer involved.
        
         | Havoc wrote:
         | Anti-poaching clauses are basically unenforceable. At most you
         | can add a clause that they may not approach your employees. If
         | the employee is willing to tell a white lie on who
         | approach/hinted at whom that's easily circumvented.
         | 
         | Cleanest version I've seen thus far is a financial penalty
         | built in that is probably not enforceable but is carefully
         | calibrated so that it's "fk it just pay it instead of making a
         | legal fuss about it & ruining a good commercial relationship on
         | top of it". Leaves everyone somewhat unhappy but nobody left
         | empty-handed. Both sides saw it as cost of doing business in a
         | way.
        
           | dragonwriter wrote:
           | > Anti-poaching clauses are basically unenforceable.
           | 
           | Not as part of a contract for work, otherwise, the entire
           | contract labor market that involves specific payment for
           | customers hiring workers off of the contact would die as
           | customers would just ignore the "unenforceable" restrictions
           | and hire desired employees without the contracted payment to
           | the intermediary firm.
           | 
           | Standalone anti-poaching agreements between competing firms
           | are generally unenforceable (and also potentially outright
           | illegal and actionable.)
        
             | tedivm wrote:
             | > the entire contract labor market that involves specific
             | payment for customers hiring workers off of the contact
             | would die as customers would just ignore the
             | "unenforceable" restrictions and hire desired employees
             | without the contracted payment to the intermediary firm.
             | 
             | I've seen this happen over and over again, and I've even
             | been in this situation myself. One of my first
             | subcontracting jobs ended with me being contracted directly
             | by the company I was was subcontracted to, and there was
             | literally nothing that anyone could do (or really even care
             | to do).
             | 
             | This doesn't mean the contract labor force is going to die
             | off- generally speaking people who hire contractors want
             | contractors, not employees, for a variety of reasons
             | (financial commitment, not having to manage the HR aspects
             | of the employee, knowing that you can let the contractors
             | go without having to notify the state of a lay off).
        
         | privateprofile wrote:
         | >> I'm amazed that the contract Star Theory had with Take-Two
         | didn't have a clause prohibiting Take-Two from poaching
         | employees like this.
         | 
         | I'm amazed that people sign contracts accepting this kind of
         | restrictions to their lives.
         | 
         | That's (fortunately) illegal in the EU country I live in, as it
         | creates artificial barriers in the job "market", i.e. it is
         | illegal to limit people's access to work. Still, cartel
         | practices like not hiring from "friendly companies" abound.
         | 
         | >> If I hire a consultancy company to build something for me,
         | would I normally be able to directly hire the employees who did
         | the work?
         | 
         | I see contracts imposing restrictions like this all the time
         | where I live, and people sadly just nod and accept, but these
         | clauses never hold up in court as no company has a right to
         | decide where people can or can't work.
         | 
         | Having worked as a consultant, I'm repulsed by the idea that
         | I'd need my company's permission to leave and go work for a
         | client. Especially because the provision stinks of "cheaper
         | than actually investing in people retention". If the issue is
         | intellectual property transfer, that's what an NDA is for.
        
           | apercu wrote:
           | > I'm amazed that people sign contracts accepting this kind
           | of restrictions to their lives.
           | 
           | I'm amazed that there are people out there who think we have
           | a choice. I would not have my most important clients if I
           | refused to sign non-solicitation clauses.
        
           | marcinzm wrote:
           | >That's (fortunately) illegal in the EU country I live in, as
           | it creates artificial barriers in the job "market", i.e. it
           | is illegal to limit people's access to work. Still, cartel
           | practices like not hiring from "friendly companies" abound.
           | 
           | Interesting. I've heard of EU countries where leaving a job
           | requires giving 2+ months of notice or paying a large
           | financial penalty.
        
             | distances wrote:
             | Yes, it's usually three months in Germany. It's a bit on
             | the long side but I don't mind that much. I guess I've been
             | lucky to have only nice working environments so I've never
             | been in any particular hurry to leave.
        
           | CJefferson wrote:
           | No-one was stopping Star Theory employees from going to work
           | for Take-Two.
           | 
           | The problem was when Take-Two messaged every worker at the
           | company and said "We've just bankrupted the studio you work
           | for. Come work for us on the same product you were working on
           | before".
        
           | tzs wrote:
           | > I'm amazed that people sign contracts accepting this kind
           | of restrictions to their lives.
           | 
           | I believe he's talking about a contract between the
           | companies, not contracts with individual employees. That may
           | be different.
           | 
           | An employer making an employee sign a contract saying that
           | they won't work elsewhere without the employer's permission
           | has obvious problems, such as the vast (usually) difference
           | in bargaining power between an employer and an individual
           | employee, and it gives the employer massive control over the
           | employee's life.
           | 
           | I believe that those are the main reasons many jurisdictions
           | make such clauses unenforceable.
           | 
           | In the case of two companies making a deal that company A
           | will buy a service from company B and not hire away B's
           | employees, you are much less likely to have such a great
           | disparity in bargaining power. Unless it's a very small
           | industry, B's employees probably have many other job
           | opportunities in that industry besides A and other companies
           | B has worked for.
           | 
           | That suggests that there might not be such strong public
           | policy reasons for make such contract unenforceable,
           | especially if they have some time limit such as B's employees
           | can't be hired by A for a year after working on B's service
           | for A.
           | 
           | Almost every court case I can recall hearing of in this area
           | was either (1) contracts between companies and individual
           | employees, not between companies, or (2) arrangements between
           | competing companies to try to limit labor mobility to keep
           | salaries down, which raised antitrust issues.
        
           | Dayshine wrote:
           | > Having worked as a consultant, I'm repulsed by the idea
           | that I'd need my company's permission to leave and go work
           | for a client
           | 
           | For a large consultancy with many clients, I agree.
           | 
           | But when a significant portion of your employer's income is a
           | single client:
           | 
           | Are you comfortable with that single client of your employer
           | having a strong incentive to make your job redundant so they
           | can try to hire you under worse terms (as you suddenly lost
           | your job)?
           | 
           | You don't need your company's permission, you're unemployed.
           | 
           | I guess what I'm thinking is something more along the lines
           | of not hiring employees immediately after making them
           | redundant through your own actions?
        
             | privateprofile wrote:
             | >> Are you comfortable with that single client of your
             | employer having a strong incentive to make your job
             | redundant so they can try to hire you under worse terms (as
             | you suddenly lost your job)?
             | 
             | I understand what you mean, and that situation doesn't seem
             | desirable either, but I think that that is very uncommon
             | when compared to companies trying to retain/squeeze
             | employees using contracts with employment restrictions.
        
         | jon-wood wrote:
         | Most consultancies defend themselves from this sort of
         | behaviour in two directions. Firstly there'll be clauses in the
         | consulting contract stating that the client can't hire anyone
         | who's worked on their project for [n] months after completion
         | (sometimes with the caveat that they can, but there'll be a
         | recruitment fee due to the consultancy). Secondly employees of
         | the consultancy will have non-compete clauses in their
         | employment contracts stating much the same thing.
         | 
         | The interesting bit here is if Star Theory are going out of
         | business then any contracts will presumably become void because
         | one of the signatories has ceased to exist.
        
           | e_y_ wrote:
           | Companies closing their doors doesn't necessarily mean
           | ceasing to exist. Sometimes it ends up in a holding company
           | with one person (a lawyer) to close up any loose ends and
           | liquidate assets.
           | 
           | Although in Star Theory's case, their development contract
           | was coming to an end, so it's possible it had already expired
           | at that point. And the contract may have also had certain
           | required metrics like development progress and financial
           | health that would lead to it being terminated in cases where
           | the company was effectively defunct.
        
         | PragmaticPulp wrote:
         | > If I hire a consultancy company to build something for me,
         | would I normally be able to directly hire the employees who did
         | the work?
         | 
         | In my experience, this is one of the main points that legal
         | counsel argues with every contract.
         | 
         | If your company is being contracted to do work, your legal
         | counsel will want to add a non-solicitation clause to the
         | contract to prevent the other company from recruiting your
         | employees.
         | 
         | If your company is contracting with a smaller company to do
         | work for you, your legal counsel will want to strike any non-
         | solicit clauses so they have the option to hire people out of
         | that company later. If the other company is desperate enough
         | for the contract, they might allow this. Otherwise they'll
         | refuse the work.
        
         | RcouF1uZ4gsC wrote:
         | > I'm amazed that the contract Star Theory had with Take-Two
         | didn't have a clause prohibiting Take-Two from poaching
         | employees like this.
         | 
         | Please don't use the word "poached" to describe getting
         | employees to voluntarily join your company by offering better
         | compensation. Unlike animal poaching, employee poaching is
         | actually good for the employees being poached. In the name of
         | preventing "poaching" many Silicon Valley companies in the past
         | engaged in an illegal scheme to fix employee wages.
        
           | ceejayoz wrote:
           | I'm not sure you can necessarily call it _voluntary_ if the
           | offer comes paired with  "oh and we're bankrupting your
           | current employer".
        
           | marcinzm wrote:
           | >Unlike animal poaching, employee poaching is actually good
           | for the employees being poached.
           | 
           | That depends on their negotiation positions. "We're
           | effectively killing your employer, you can join us for 10%
           | less salary or take your luck on the job market." This
           | situation was more akin to a mass prisoner's dilemma than
           | standard poaching.
        
           | Dayshine wrote:
           | > to describe getting employees to voluntarily join your
           | company by offering better compensation
           | 
           | Huh? They withdrew the contract from their current employer,
           | making them redundant, _then_ offered them a job.
           | 
           | I'm not sure abusing your position of power as sole "client"
           | to bankrupt my employer to hire me counts as "offering better
           | compensation".
           | 
           | If not poaching, perhaps coercing, compelling, forcing?
        
           | munk-a wrote:
           | In this case the employees were faced with a decision to lose
           | their jobs working on KSP2 or take whatever Take-Two was
           | offering. I agree that normally "poaching" is word used by
           | some really slimly people who want to make sure labour
           | doesn't realize how much it is worth - so it'd be great if a
           | different term was used above. But in this case it might
           | actually be an accurately illustrative word for what actually
           | happened.
        
           | MattyMc wrote:
           | I don't think people are interpreting the term "poached" as
           | literally as you are. Losing an employee to a competitor is
           | bad for a company, especially bad for a small company, hence
           | the negative connotation.
        
             | GuiA wrote:
             | "Poaching" is terminology used by recruiters/executives
             | precisely to control the narrative, and justify the kind of
             | employee-hostile decisions that OP is referring to.
             | 
             | It makes sense to reconsider the use of that word given
             | that employers competing on wages and benefits does benefit
             | the employees.
        
               | Dayshine wrote:
               | Would you describe this as Poaching:
               | 
               | - Finding a small zoo
               | 
               | - Deliberately bankrupting them
               | 
               | - Buying their animals cheap and slaughtering them
               | 
               | In my mind Poaching equates to using illegal or unethical
               | means to hunt animals. Bankrupting a zoo to rid the
               | animals of their protection feels like that to me.
        
               | sk0g wrote:
               | It's used a lot in sports, where one team "poaches
               | exciting talent" from another, etc. so I don't see a
               | problem with it myself.
        
               | nogabebop23 wrote:
               | This is not true at all. Professional athletes are all
               | independent contractors with explicitly defined terms of
               | engagement and restrictions on changing employers. They
               | even call it "free agency". This is a different legal
               | beast than a standard employment agreement.
        
               | baseballdork wrote:
               | It is absolutely true that poaching is a common term in
               | sports[1].
               | 
               | [1]
               | https://bleacherreport.com/articles/2023482-5-milwaukee-
               | buck...
        
               | TheCraiggers wrote:
               | You're making a lot of assumptions that this is a win for
               | the employees. Besides the fact that the employees in
               | question were quite literally being given the choice of
               | "come work for us or lose your job", there's things like
               | the quote below from TFA:
               | 
               | 'Patrick Meade, a senior engineer at Star Theory, said he
               | turned down the job offer from Take-Two. He declined to
               | discuss the events in detail but said he didn't want to
               | work for a big company where he wouldn't have the same
               | degree of influence or financial benefits if the game
               | were a hit. "I was at a small studio, where the work I
               | did had a massive impact on our success," Meade said.
               | "When I see myself at any large corporation, that is
               | fundamentally not true."'
               | 
               | It's not all about wages. (But even if it were, notice
               | that he chose not to take the offer because of the lesser
               | profit sharing. So it's not just a net win, even for
               | those that did take the offer.)
        
             | msh wrote:
             | Well poaching is a illegal act, none of the behavior above
             | is illegal.
        
               | rowawey wrote:
               | You're erroneously conflating two different uses of the
               | same word. It means both things, but control-freak SJWs
               | don't get to sanitize every meaning of every word.
        
             | rowawey wrote:
             | This is such a stupid assertion and attempt to control
             | others. The world isn't going to sanitize every terminology
             | word because you say so. Get a grip.
        
       | shmerl wrote:
       | Take Two decided to outdo EA in destroying studios.
       | 
       | Wasn't original Kerbal Space Program made by Squad? I'm glad they
       | released it for Linux. I doubt Take Two will do the same.
        
         | staz wrote:
         | Squad totally abused the original dev see the other comments in
         | the thread. Take Two have some Linux games (mainly Civ,
         | Borderland and X-Com)
        
       | WrtCdEvrydy wrote:
       | If these are the people that dicked over the original team on
       | bonuses and are now getting karma... then good riddance.
        
         | marcinzm wrote:
         | The original developer (Squad) was bought by Take-Two who then
         | contracted Star Theory to develop KSP2. Take-Two then screwed
         | over Star Theory.
         | 
         | Or in other words, same people who dicked over the original
         | team, now dicked over another team, and probably have enough
         | content done to still make a financial killing in the process.
         | Given the pandemic I suspect they'll hire on the rest of the
         | Star Theory team at a steep discount as well.
        
           | Cthulhu_ wrote:
           | I heard Squad screwed over the developers of KSP as well,
           | their wages were low compared to how successful the game was.
        
             | mhh__ wrote:
             | https://www.reddit.com/r/gaming/comments/55xv60/kerbal_spac
             | e... (thread with some sources)
             | 
             | Squad were paying the original developers next to nothing
             | for working full time on KSP
        
       | bdowling wrote:
       | From the article:
       | 
       | > The contract with Take-Two was the studio's only source of
       | revenue at the time. Without it, the independent studio was in
       | serious trouble.
       | 
       | > The [founders] had been in discussions about selling their
       | company to Take-Two but were dissatisfied with the terms, they
       | explained.
       | 
       | > Take-Two hired more than a third of Star Theory's staff,
       | including the studio head and creative director.
       | 
       | > By March . . . Star Theory closed its doors.
       | 
       | So, a small game studio played chicken with Take-Two, a $15
       | billion juggernaut, and lost. Take-Two picked up the pieces.
        
         | codezero wrote:
         | Said a different way, a small studio tried to stand up for its
         | developers, so they would be rewarded for their hard work, and
         | they got strong armed by an industry goliath so they could keep
         | all the profits.
        
       | beckingz wrote:
       | Given how badly Star Theory performed on planetary annihilation,
       | I have minimal sympathy for the company.
       | 
       | Still, the hardball tactics by Take-Two is sad to see.
        
         | ThrowawayR2 wrote:
         | Oh it's _them_? Wow, hadn 't heard that Uber Entertainment had
         | changed their name.
         | 
         | (Planetary Annihilation was not a bad game; it just wasn't the
         | Total Annihilation / Supreme Commander sequel that people were
         | expecting.)
        
           | beckingz wrote:
           | It wasn't a bad game. Definitely.
           | 
           | That said, they over promised and under delivered on the
           | original, and then had a stand alone expansion (Planetary
           | Annihilation: Titans) that finally filled most of the
           | promises.
           | 
           | I recall that at first they did a bad job of supporting
           | players who had pre-ordered, but eventually walked it back
           | and gave kickstarter supporters the expansion for free and
           | early purchasers large discounts.
        
       | PragmaticPulp wrote:
       | It looks like Take-Two studios didn't want to pay the the premium
       | of having another studio do the work, so they switched to
       | recruiting the employees directly instead. And it worked.
       | 
       | > The LinkedIn message went on to say Take-Two was setting up a
       | new studio to keep working on the same game Star Theory had been
       | developing, a sequel to the cult classic Kerbal Space Program.
       | Take-Two was looking to hire all of Star Theory's development
       | staff to make that happen. "We are offering a compensation
       | package that includes a cash sign-on bonus, an excellent salary,
       | bonus eligibility and other benefits," Cook wrote.
       | 
       | I won't go so far as to condone Take-Two's actions, but I don't
       | see this entirely as a negative for the employees involved if
       | (and it's a big if) Take-Two chose to pay the employees extra
       | compensation and bonuses instead of giving the money to a
       | middleman.
       | 
       | As someone who went through an acqui-hire only to see our
       | founders walk away with millions while the employees' salaries
       | remained unchanged, I wouldn't be opposed companies directing
       | those acqui-hire funds to hiring bonuses given directly to the
       | employees.
        
         | whatsmyusername wrote:
         | _shrug_ It made me completely lose interest in KSP2 almost
         | instantly.
        
           | nvr219 wrote:
           | The core fan base of KSP is super passionate and if the game
           | is good they'll play it regardless of the studio name.
        
             | willis936 wrote:
             | Passion is goodwill.
             | 
             | Goodwill is profits on the table.
             | 
             | With this new studio they are not beholden to prior
             | promises of not having microtransactions.
        
             | edw wrote:
             | Passion can cut more than one way. It's quite possible that
             | the poster you replied to is, as you said, super passionate
             | _and_ is turned off by Take Two's hardball tactics to the
             | point that they don't purchase the game when it's released.
        
         | foobiekr wrote:
         | That is a failed acquihire. The whole point of an acquihire
         | from the acquirer's point of view is that while business-unit-
         | specific OPEX budget is used for salaries, bonuses and other
         | overhead, retention packages and equity arrangements are
         | generally covered by the central budget. Otherwise you would
         | just hire people directly, possibly using special packages.
         | 
         | What an acquihire gets you, as an executive, is that people you
         | otherwise wouldn't be able to hire, because you can pay above
         | market without wrecking your budget. These people are either
         | vesting out equity or they are on explicit retention packages,
         | but from a budget standpoint _they aren't on you_.
         | 
         | Another way to think about it is that this buys you the time
         | necessary to, using the normal levers available to you, get
         | employees to the point where a set of overlapping RSU grants
         | are vesting quarterly, thereby both avoiding a steep
         | compensation cliff and getting the total compensation to where
         | it needs to be in a way you could not do on day one.
        
           | afterburner wrote:
           | Aren't acquihires really about the IP?
        
             | goseeastarwar wrote:
             | No, they're soft landings for talented people in failing
             | businesses.
        
               | m463 wrote:
               | There are very few soft landings in the Kerbal Space
               | Program.
        
             | dpeck wrote:
             | No, then it would be an acquisition.
        
             | foobiekr wrote:
             | IP, if it can be re-used, is considered a bonus at best. In
             | practice, the IP you want is in the experience of the
             | people you're getting, not their random patent portfolio or
             | source code.
        
           | babesh wrote:
           | It's only failed from the perspective of the acquirer and the
           | employees. The founders made off. Sometimes it can still be
           | considered a gain by the acquirer if it prevents a competitor
           | from acquiring said talent.
        
         | IMTDb wrote:
         | > As someone who went through an acqui-hire only to see our
         | founders walk away with millions while the employees' salaries
         | remained unchanged
         | 
         | I have always understood acqui-hire as "Big company sees a team
         | of talented devs with good cost structure (aka: manageable
         | salaries) so they pay a one time flat fee to get that team
         | working on their problems"
         | 
         | At no point have I ever expected developers salaries to change
         | during an aqui-hire. They might get a boost _after_ the aqui-
         | hire if they have trouble retaining the devs for whatever
         | reason. But usually the whole point of an aqui hire is the
         | relative low salaries of the employees compared to their
         | performance.
        
           | marcosdumay wrote:
           | > compared to their performance
           | 
           | That one part is key. Acqui-hires are justified because the
           | teams display high performance, not low cost. If the truth is
           | that they happen for the second reason, expect a lot of
           | fighting back against it once the word gets out.
        
             | philipov wrote:
             | > _the teams display high performance, not low cost_
             | 
             | Performance is relative to cost; you can't have one without
             | the other. Trying to spin it as being only about
             | performance is an attempt to deceive the labor.
        
               | marcosdumay wrote:
               | If it helps, add "abnormally" before "low" and "high".
               | 
               | As of now, I don't have any certainty that there is any
               | mass deceiving going on. Creating a team with very high
               | performance is not easy, and it makes sense to reward it.
               | But if there is deceiving, it is of one of the worst
               | possible kinds.
        
           | dathanb82 wrote:
           | Frequently acquihires are about opportunity, not cost. I've
           | seen acquihires at salaries above what the company would
           | offer to organically recruited employees, because the company
           | is just desperate to recruit. Paying higher salaries can be
           | less costly (once you factor in recruiter salaries, cost of
           | interviews, and opportunity cost of all the time those open
           | positions sit unfilled) than hiring through normal channels.
           | 
           | I guess it's still fundamentally about cost, but not
           | necessarily first-order costs as you describe.
        
           | dnautics wrote:
           | it's also not necessarily low salaries, but also possibly
           | performance density. You can get a team of developers that
           | have had the chaff whittled out under more of a boilerroom
           | condition that the administrative structure of a larger
           | company can't do (harder to get rid of unproductive
           | programmers, e.g.)
        
           | Murkin wrote:
           | One of the most important points (from the acquirer's point
           | of view) is retention.
           | 
           | Most aquihires I know lead to an increase in salary and a
           | retention bonus (a pool was set as part of the aquihire
           | negotiations).
           | 
           | Since payout is tied to % employees who stay on for X years,
           | both sides care deeply to keep them on board
        
           | WJW wrote:
           | This would imply that the very event of being in a team that
           | is acqui-hired should communicate that you are more effective
           | than the norm compared to your cost and that you can
           | therefore either negotiate higher pay at the acquiring
           | company or you could bring to status to the table in salary
           | negotiations for a new job.
           | 
           | FWIW, I don't think acqui-hiring is only about getting a team
           | that is relatively cheap for their output. Regular hiring
           | processes are also not cheap and by buying an entire company
           | you can "hire" several devs in one shot (and at a lower risk)
           | where it might otherwise take much more time to find that
           | much extra capacity.
        
             | structural wrote:
             | You also get the benefit of hiring several devs that
             | already trust one another and have experience working
             | together without stepping on each other's toes. That's
             | where you can look at the product they have already
             | developed and for what effort, and with some diligence,
             | hire the teams that aren't dysfunctional. Or at least
             | that's the idea.
        
               | IggleSniggle wrote:
               | Exactly. You're not just hiring the individuals, you're
               | hiring the established working relationships they have
               | with each other.
        
         | _chris_ wrote:
         | > _The game had been set to come out this year [me: March
         | 2020], but the company said last month it was delaying the
         | release until the fall of 2021._
         | 
         | Is delaying the release by over a year and a half a win? I
         | wonder how much in royalties/costs they're really saving.
        
           | gear54rus wrote:
           | What infuriates me is that how can you not see that you need
           | another YEAR right up until a few months remain wtf. Why not
           | announce it sooner.
        
             | BorisTheBrave wrote:
             | I suspect once you realize the release date is gonna be
             | missed no matter what, you might as well go for a year and
             | uncut all those extra things that were sacrificed in an
             | attempt to make the original reelase date.
        
             | lrem wrote:
             | One example: you might miss the fact that your company will
             | be torn apart by your dominant business partner.
        
         | ashtonkem wrote:
         | Also, for a lot of those devs a successful launch of KSP2 is
         | going to be a career booster; they don't want to walk away from
         | it.
        
           | Cthulhu_ wrote:
           | But if they worked for Star Theory they would likely benefit
           | a lot more than if they worked for Take Two directly (I
           | believe the article touches on that).
        
             | ashtonkem wrote:
             | For sure, but the former is off the table. So they've got
             | to decide which is more valuable to them: finishing KSP2,
             | or the extra comp they could get somewhere else.
        
             | diggan wrote:
             | Guess that depends on your definition of "benefit". As one
             | developer (from the article) puts it:
             | 
             | > he didn't want to work for a big company where he
             | wouldn't have the same degree of influence or financial
             | benefits if the game were a hit. "I was at a small studio,
             | where the work I did had a massive impact on our success,"
        
               | gamblor956 wrote:
               | As a developer, he would never have had a stake in the
               | financial outcome of KSP2's sales.
               | 
               | Didn't he bother to look into the history of the first
               | KSP? The owners made bank (and are still making bank) and
               | many of the developers didn't even make the equivalent of
               | the US minimum wage for their work.
        
               | simias wrote:
               | The way I read what he said he seems more interested by
               | having his work matter and influence the final game than
               | immediate monetary reward.
               | 
               | Given what I keep hearing about the working conditions in
               | the videogame industry it seems like most videogame devs
               | are in it because they like making games and want the
               | reward of telling people "see this cool game everybody
               | plays? Well I made (some) of that!". Otherwise with their
               | skillset they'd probably have no trouble finding work in
               | an other branch of the software industry that'd have
               | better compensation and working conditions, if a lot less
               | cool to explain during parties.
        
               | Jare wrote:
               | I would think that this engineer's ideas of how things
               | were going to change were mistaken. I don't know the
               | insides of this case, but generally, the impact you have
               | on the game you work on depends on three things:
               | 
               | - the trust and empowerment that project leads give non-
               | lead staff
               | 
               | - the amount of non-lead stuff with a voice
               | 
               | - the ability of said leads to have a say in how the
               | project is run
               | 
               | In this case, the leads remained, the project owner (the
               | publisher) remained, and doesn't sound like the staff
               | increased much if at all; so I really doubt things would
               | change much in that sense. Given what happened, someone
               | thought that something in the studio/project had to
               | change, but I just doubt it would be the presence of
               | staff's voice.
        
       | everyone wrote:
       | Damn. I was really looking forward to that game. I love KSP but
       | the original is so janky with memory leaks / slowdown / physics
       | craziness, the bigger the mission you try, the less fun it is.
       | The same game but with its own custom-made engine learning from
       | the previous game would have been great.
       | 
       | Anyway no way I can buy it now and support that.. Also even if I
       | just pirate it, its probably gonna turn out shite anyway now with
       | giant publisher running everything.
        
       | neuralzen wrote:
       | One of my family members worked for Star Theory during this time,
       | and turned down job offers from Take Two in favor of loyalty, but
       | it ended up biting them in the ass unfortunately. They did end up
       | with a great job elsewhere, but still sad to hear this all went
       | down. A reminder to look out for your own interests, even if you
       | like the people you work for, or at least balance them because no
       | one else likely will.
        
       | z3t4 wrote:
       | The game has gone worse since the original developers left. More
       | and more bugs that ruins game-play. I guess the game still sells
       | good though.
        
       | rendall wrote:
       | It was a sleazy thing to do, at least as Bloomberg describes it,
       | but this time it won the day.
       | 
       | ... I'm not sure that Take Two wins the war, though. Now other
       | development companies will be more wary about working with them.
        
       | samkater wrote:
       | Can somebody with knowledge about how those contracts are set up
       | comment on what happens to the IP developed by Star Theory? I
       | understand they were contracted to build KSP2, but when "the
       | project was pulled" by Take Two who owns the development to date?
       | Does Take Two/Infinity need to start from scratch (with the
       | benefit of many of the original developers) or do they
       | essentially get to go forward with whatever the latest
       | development version was available?
        
         | beervirus wrote:
         | It'll depend on their contract. But if Take Two doesn't get the
         | existing codebase, it's hard to see how this move makes any
         | sense.
        
         | [deleted]
        
         | saberdancer wrote:
         | Usually when you are contracted to develop something custom,
         | you do not own the IP but rather the company that you are
         | building it for. I doubt this is any different here.
         | 
         | There are possibilities that it is arranged differently, for
         | example if the IP you are developing can be used multiple times
         | the company that ordered the IP may want to offer you the
         | rights to distribute and use it further, for a discount, but it
         | is very unlikely a game would make sense for this.
        
           | samkater wrote:
           | That makes sense.
           | 
           | It would seem one way to protect the contracted company would
           | be the right to withhold releasing the source code until the
           | terms of the contract were met. You may not want to fight
           | that legal battle, but at least it would give the smaller guy
           | some leverage. As it sounds from the article, Star Theory
           | Games doesn't have anything to fight back with.
        
           | shkkmo wrote:
           | > Usually when you are contracted to develop something
           | custom, you do not own the IP but rather the company that you
           | are building it for.
           | 
           | While it can get messy, generally the IP belongs to the
           | original creators unless otherwise stipulated by contract.
           | Most likely, Star Theory gained ownership of the IP created
           | by their employees via employment contracts. The contract
           | between Take Two and Star Theory would then stipulate the
           | conditions underwhich Star Theory gives that IP to Take Two.
           | 
           | How and when that IP gets assigned should be a part of any
           | such contract negotiations and not something you should gloss
           | over or sign blindly.
        
       | spiritplumber wrote:
       | I wonder how Felipe feels like about it. I helped a little with
       | the wheels way back when (and sent the dev team a rover when they
       | finished!)
        
       | neonate wrote:
       | https://archive.md/IWOo5
        
       | cwhiz wrote:
       | Important to note that Take Two is a huge, publicly traded,
       | corporation with a market cap of nearly $15 billion. They owned
       | 2K Games, Rockstar, and others.
       | 
       | The tactics described in this article would be extremely shady
       | from one small business to another... but a massive corporation
       | swooping in and basically ruining another company? Wow.
        
         | modwest wrote:
         | I can't read the article. Did everyone except the developers
         | get laid off? Or did Take Two hire literally everyone from the
         | smaller co?
         | 
         | edit: Ah I see they hired only about 1/3 of the staff.
        
           | gimmeThaBeet wrote:
           | > Brian Roundy, a spokesman for Private Division, said the
           | company contacted "every member of the development team" at
           | Star Theory with an invitation to join the new studio, called
           | Intercept Games. "More than half of the team is now at
           | Intercept Games,"
           | 
           | Granted it's from the mouth of T2, but it sounds like the
           | offer was at least more universal, and they would have
           | preferred or at least been amenable to absorbing the whole
           | team.
        
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