[HN Gopher] Kerbal Space Program 2 release disrupted by corporat... ___________________________________________________________________ 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. ___________________________________________________________________ (page generated 2020-06-03 23:00 UTC)