[HN Gopher] Blizzard cofounder launches new gaming endeavor Drea... ___________________________________________________________________ Blizzard cofounder launches new gaming endeavor Dreamhaven Author : raimue Score : 325 points Date : 2020-09-23 13:20 UTC (9 hours ago) (HTM) web link (venturebeat.com) (TXT) w3m dump (venturebeat.com) | rurounijones wrote: | The name "Dreamhaven" is very clever. | | * To players it sounds like a typical company stuido name. Quite | nice | | * To current and ex-blizzard staff it is a beacon call. "Come and | dream again here" | | * To Activision management it seems like a bit of an insult in | that Blizzard was no longer a place where you could dream. | | But maybe I am reading too much into it. | tus88 wrote: | Amy word on what the new games will be? | zemo wrote: | I hope they replicate the high level of product quality that | Blizzard was shipping from 1995 to 2012 but not the thing where | they're infamous in the game industry for underpaying people. | __s wrote: | Morhaime showed up to HomeStory Cup (StarCraft II tournament) in | 2019, & took part in their poker night: | https://www.twitch.tv/videos/511760157?t=9h20m7s | | It lets you see him relaxing as a pretty chill guy. He really | cares about creating good games | | One of the insightful remarks he made was that StarCraft was | easier to balance than WarCraft because it had so much more | asymmetry | chrisco255 wrote: | I hope at least one of these studios is working on an RTS. | 1123581321 wrote: | Do you happen to know roughly where he comes in, or where the | best parts are? I am scrubbing but it's so long! | __s wrote: | 9h20m7s. For the most part he's being a polite poker player | by keeping his mouth shut. Tells a small story at 11h05m30s | 1123581321 wrote: | Thank you! | lorthemar wrote: | I'm really glad to hear this. Morhaime, Bowder, and all deserve | to create games that they feel attached to. Just grab Samwise and | Metzen so we can go back to the 2000s :) | saberience wrote: | As an ex-Blizzard engineer (left last year shortly after the 2019 | layoffs) this makes so much sense to me. I saw Mike a few weeks | before he announced his resignation and it was so obvious to me | that he was super sad about leaving. Rumors were rife at the time | that he was being "forced out" by Activision and I think that | ended up being the case. | | Mike left Blizzard some months before the layoffs were announced | and the general conclusion was that Mike was told by Bobby Kotick | that he had to do the layoffs or leave Blizzard, and hence Mike | ended up resigning. | | His resignation email said all the same stuff like "Mike wanting | to spend more time with family" etc etc. But now it's fairly | clear that was all crap, he still wanted to run a games company, | he just wanted to be free from Activision and their general heavy | handed management and manipulation of Blizzard. | jayd16 wrote: | >he just wanted to be free from Activision and their general | heavy handed management and manipulation of Blizzard. | | I'm curious to hear some anecdotes about this. I've worked at | an Activision studio and the central management mostly stayed | out of the way. There were meetings and green lights and | deadlines but it seemed pretty normal. We didn't see a lot of | "corporate says X so change everything!" From my experience the | studios have a lot of autonomy and Blizzard is even more in | control of its own destiny. | foota wrote: | Maybe your studio looked more like activision wanted it to? | phaus wrote: | Its just too much of a coincidence to me that at the same | time they got acquired by a Bobby Kotick run company they | started churning out games that, while not completely | terrible, when compared to their older efforts were | uninspired, generic trash made by money hungry assholes. | | It never felt like something Blizzard would do, it felt like | exactly what Activision would do. Maybe too many of the key | people had left at that point. It happens to a lot of | companies when they get big. | swivelmaster wrote: | Blizzard's way of developing games isn't (or wasn't) the same | as any other Activision studio. Blizzard was always "find the | fun, take as long as you want, cancel a game if it's not top | tier quality." | | Most of Activision's portfolio is franchises with a set | amount of change per iteration. | | I can imagine this mismatch in style causing issues. | pvg wrote: | How big was the studio compared to Blizzard? Blizzard is an | Activision strategic asset, their name is on the door, etc. | It stands to reason the relationship might be quite different | compared even to something like 'important studio that does | important releases of an important franchise'. | Thaxll wrote: | I think Blizzard is expensive in terms of headcount. In 2012 | apparently they had 4700 employees. | Dirlewanger wrote: | The Blizzard of the past decade is nothing like the Blizzard | of the 90s/2000s. They're a husk of their former selves. | summerlight wrote: | Or it might be the case where your reporting lines were able | to do their job and keep you away from all the upper-level | politics? I also used to work on online game companies and | thought that we were given lots of autonomy like you until I | found our director and producer fiercely fighting back | against all the pressures coming from corporate and sales | guys in executive level meetings. Because of this experience, | I wouldn't take those autonomy for granted; Mike probably | also had done the same thing more than 10 years and given up | for some reasons. | munificent wrote: | _> Morhaime will act as CEO of Dreamhaven as a whole, which will | be based in Irvine, California. It marks his first major move in | the games industry since stepping down as Blizzard president in | 2018 and leaving the company he helped create in 2019._ | | Sounds like the typical expiration date for a non-compete, so I | assume they've been planning to do this for some time. | | Let's hope it works out. In this era of constant consolidation, | I'm always happy to see new companies spring up. | TulliusCicero wrote: | It's in California, so non-competes were probably not the | issue. | justinlloyd wrote: | A "non-compete" in California is very enforceable. Though not | in the way that most people think of non-competes. "I will | pay you $X, at $Y per month to not do that thing for the next | $Z months. If you decide to do that thing before $Z months | have elapsed, the money dries up. Also, the amount of money | you receive each month increases with each passing month." | | I did a deal with my small company in 2008 where I sold IP. I | personally agreed not to go and recreate that IP for at least | 5 years, and for that, I would receive revenue share from the | current IP. | | I also did a deal with a different small company I created at | the tail end of 2016 whereby I received a cash payout with an | attached clause of being sued into oblivion should I a) | attempt to work with the client in some capacity for a period | of time or b) talk about client so as not to jeopardise the | in-place contracts. The company that acquired my company was | interested in the contracts that my company had with a | client, not the IP so much. | | Non-competes in California are very enforceable, but they | usually come with money attached and are not used to bludgeon | a Sandwich Artist from earning a living at the deli across | the road. | gamblor956 wrote: | In CA, non-competes are still valid against executives, | founders, and any employee with a material share of the | ownership of the company (for a multi-billion dollar publicly | traded company, a material share can be a fraction of a % of | the total value of the company). | jimbob45 wrote: | https://imgur.com/XwyReNw | | The above is a fairly interesting flowchart detailing where all | of the core employees moved on to after leaving Blizzard. Some | have met success, most have folded. | | To me, the only employee that ever mattered was Chris Metzen. He | was the one who developed the core of all of their stories and | personally approved every quest in WoW. If you're going to try to | get players to emotionally connect to characters and story arcs, | I would think that the writer would be the best place to figure | out how. | moomin wrote: | Disagree, the greatest story in the world won't save bad | mechanics. I mean, Dark Souls has a lore people obsess about, | but there's plenty of people with an emotional attachment to it | with absolutely no clue what's going on. | mattmanser wrote: | A good example is Elex. It's got a good world/story, fun | factions, it looks pretty good, exploration is interesting | and fun. But the combat is horrific. Balancing is terrible. | You'll find high level enemies right next to low level ones. | The actual gameplay is so bad. | | And you'll see it repeated over and over on the reviews on | the steam page. | | Some people claim it gets better if you stick with it, and I | did because I was playing it over a holiday. My experience | was they're wrong, it never gets better. | BossingAround wrote: | > If you're going to try to get players to emotionally connect | to characters and story arcs, I would think that the writer | would be the best place to figure out how. | | I was fairly attached to WoW while never paying much attention | to the superficial stories and quests. I did at first, but it | honestly wasn't great from what I remember (the first WoW), and | so I just focused on the gameplay and team work rather than the | story. | | Personally, I read books for the story, and play games for the | mechanics. | yazaddaruvala wrote: | I would just play WoW focusing on similar things to you and | then watch a youtube video for the lore :) | zacharycohn wrote: | The name text in that image is too small to read.. | fareesh wrote: | Open the image in a new tab then you can zoom-in as much as | you want. imgur is not showing the full zoomed in version | xenihn wrote: | How involved was he with Diablo 2? I don't know specifics, but | I was disappointed by everything in Diablo 3, including the | story, and I think that's due to the lack of the Blizzard North | people. | markbnine wrote: | Me thinks they used the Fantasy Place Name generator. . . | https://www.fantasynamegenerators.com/fantasy-town-names.php | onychomys wrote: | I just hope they don't hire a bunch of lawyers and go after | Dreamhaven Books in Minneapolis: http://dreamhavenbooks.com | bovermyer wrote: | Unrelated anecdote - the person that develops that site is part | of a community of generator website creators. | | We build all kinds of fun tools like that. | swarnie_ wrote: | Out of interest is the reddit username generator written by | someone in that community? | | (https://perchance.org/reddit-username) | | Its my go-to place when i need another 30-40 accounts. | debaserab2 wrote: | Why do you need 30-40 reddit accounts? | swarnie_ wrote: | I like messing about with bots and auto-posting. | | Lots of subreddits have restrictions based on karma and | account age. Mass creating in batches seemed the easiest | answer. | bovermyer wrote: | That generator, no. But the website it's made on, yes. | dmit wrote: | Do you have a webring? :) | bovermyer wrote: | No webring as of yet, but I do run a website that tries to | index the members: https://rpggen.dev | mk_chan wrote: | I love that website! I use it all the time to get some | inspiration for my hobby project names | Sawamara wrote: | I have respect for Dustin Bowder's vision with regards to Diablo | III, however disastrous it proved to be with the game's hardcore | fans. It misunderstood what the franchise was about and | fundamentally went against some of its core "values", but at the | end of the day, pre-nerf Diablo III at Inferno was one of the | most heavy skill-based kite-based arpg to date. You had to be | there. | bpicolo wrote: | > pre-nerf Diablo III at Inferno was one of the most heavy | skill-based kite-based arpg to date | | Fun content, but anywhere past Act 2 was dramatically | overtuned. Ultimately you don't want the only reasonable path | to be cheese strats. | bob1029 wrote: | To me this hints at the core of why small/niche games will | always have a place. Diablo 3 and any other mass-consumption | AAA title is going to have to compromise some of the edginess | to gain wider acceptance. I personally thought the D3 launch | experience into the first few months was incredible. That said, | I can see how it upset some of the fan base for various | reasons. | | Overwatch is another example where you can see this battle | unfold. There are now 2 completely separate competitive ranked | queue options with different rule sets in order to bridge this | gap in gameplay expectations. I personally prefer the | unconstrained queue where more dynamic teamwork is required, | but a lot of players prefer the role queue where they can | expect certain meta styles. I think both are perfectly valid | ways to play the game, and this approach might be a good | example of ways we might be able to handle these varying | expectations in a more general way. | echohack5 wrote: | I believe you mean Jay Wilson? Dustin Browder's involvement | with Diablo 3 was only from a Strike Team perspective. Browder | is more known for his work on Starcraft 2. | VRay wrote: | Man, I hope so | | Diablo 3's hardest difficulty at launch was a nightmare. You | had to move around with Ninja Gaiden/Dark Souls-level | precision in a game engine that just was _not_ designed to | give you that much precise control | | So often I'd be trying to run out of something, accidentally | click a monster instead of a patch of open ground, and my guy | would stop to turn around and shoot. It was horrible | | Not only was it un-fun to play, it actively made me feel bad. | "Hey, game's over, you're just not good enough to play any | more Diablo. Get out." | vsareto wrote: | > You had to move around with Ninja Gaiden/Dark Souls-level | precision in a game engine that just was _not_ designed to | give you that much precise control | | This is the direction Path of Exile has gone and frankly it | sucks. It more closely resembles bullet-hell games than old | school Diablo 2. | jug wrote: | Interesting! I think Morhaime retained a lot of the "Blizzard | spirit" that many feel has been lost in recent years. In a sense, | Morhaime leaving Blizzard felt like the transition to the new | "Activision-Blizzard" model was now finally complete. Something | more than Morhaime alone left Blizzard that day and it felt | terrible to watch Blizzcon and not really see a happy man. | | It was apparently Morhaime who gave us Diablo 3 fans the scraps | of the cancelled second expansion as free content update as pure | fan service. Without these and the concepts they introduced, | Diablo 3 would have lacked major end game features essential for | its longevity like Greater Rifts and Kanai's Cube. He truly | understood the importance of gamer relations and from others it | sounds like he has a big gaming heart. | [deleted] | jagger27 wrote: | Those are some pretty big names. The gaming industry has shown | over and over how smaller companies fight toe-to-toe with giant | companies if they produce games that people actually want to | play. I wish them the best. Everyone loves an underdog. | hobofan wrote: | Announcements of new companies like this are also the reason | why I'm not as negative as some other people about the Bethesda | acquisition. In the short term it might cause some more | consolidation, but the whole gaming market is still growing and | new independent studios are opening up, which counteracts the | consolidation to some degree. | dyingkneepad wrote: | The problem with the Bethesda thing is that I won't get to | play Doom Reboot 3 on PS5. I don't care about Xbox, heck I | can't even differentiate the new model from the older one due | to the confusing names. | asou wrote: | If you have a decent gaming PC Microsoft will still take | care of you. | mewse-hn wrote: | As a veteran WoW player now playing classic, I hope this play | works out. There was a ~40 min youtube video released a couple | months ago that details the many ways contemporary Blizzard has | lost their soul: | | https://www.youtube.com/watch?v=1G6oRuu9tLg | | The short version is Blizzard is a shell of their former glory, | and they are making decisions based on cash and appeasement of | the Chinese govt. Most of you probably remember the Diablo: | Immortal reception (Chinese mobile game presented as a keynote at | the American, PC-playing blizzcon fan convention). | | I deeply hope Morhaime is able to recapture the lightning in a | bottle that existed at old Blizzard, and this doesn't end up as | another Hellgate: London fiasco. | Snild wrote: | I loved Hellgate: London. The game definitely lacked polish | (ran out of money, I assume), but the general gameplay feel was | great. | jug wrote: | I agree and the timing was pretty poor for that game. Windows | Vista was JUST out the door and the graphics card drivers | were downright terrible at the time, often crashing. Reason | being Vista used a completely new driver model (WDDM). | | I recall HGL also had some unfortunate memory leak issues. | | In general I think that game was largely hamstrung by | performance issues for one reason or another. | | The idea of a FPS Action RPG like that wa as simple as it was | brilliant. I've wondered why it hadn't been done before and | still hasn't quite been done again. Games like Dark Souls | exist but I don't think they're quite the same. Rumor is | Diablo IV was going to go there but Blizzard later changed | their mind, rather opting for a traditional isometric view. I | think they lose a lot of immersion doing that. Imagine | sneaking through damp, dark cellars and have demons lurk | around the corners, and everything built upon a solid | itemization system and replayability with randomized maps. | md5person wrote: | > "https://www.youtube.com/watch?v=1G6oRuu9tLg" | | Content aside - I feel like this video is terribly edited, | scripted and produced. It's impossible to follow - thanks to | all the shallow jokes, weird cuts and messy presentation. | Almost like it's intentionally made for people without an | attention span... | dgellow wrote: | A _37 minutes_ video for people without an attention span? | RubberMullet wrote: | Watch this video instead: | | https://www.youtube.com/watch?v=bPFtUiTncy8 | | Seth Schiesel, an NYT vet and old school WoW player | interviews Morhaime during April of this year. | dang wrote: | Url changed from https://www.ign.com/articles/mike-morhaime-new- | company-blizz..., which points to this. | | There's also https://www.washingtonpost.com/video- | games/2020/09/23/mike-m.... | duxup wrote: | Hopefully this works out. | | We see a lot of "core member of great thing founds own thing" and | you really want to see them succeed but having an organization | succeed takes a a lot of people with lots of different skills. | I'm not convinced that any given jumble of highly talented folks | actually produce something if we somehow ran a but of iterations | of "jumble of highly talented folks". | | I've heard plenty of stories of such folks going their own way to | be stopped by basic business type problems like project | management, just managing people, maintaining focus, raising | money and keeping investors happy, etc. | plorkyeran wrote: | Mike Morhaime was the president of blizzard for quite a while. | He should be very familiar with the management side of things. | username90 wrote: | He founded Blizzard, he can probably do it again. I think he is | the last of the early Blizzard people to go off on his own, so | we'll see if the success was a fluke or if there is something | special about him. | duxup wrote: | I really hope so. It just takes a lot of pieces to really | make a thing. | dang wrote: | Another original source on this appears to be | https://www.washingtonpost.com/video-games/2020/09/23/mike-m.... | manas1 wrote: | sdcsvx | Danieru wrote: | In the interest of driving conversation away from nostalgia-ism | let's talk about the economics of a high-tier game career. | | Morhaime has now left the company he helped found, and one he | sold off eons ago. Now stepping into a new vessel he gets to sell | a bit less equity this time around and bring along the cream of | his leadership team. No doubt he funded the initial paperwork out | of his own pocket, but soon accepted one of the flood of | investment offers. | | It is an old play book yet no one talks about it when the play | succeeds. Remember that falling out Martin O'Donnell had with | Bungie? Did you notice how Martin moved on to found his own | studio, one which successfully shipped a non-trivial game? Now | not only does he get all the creative control he wanted, but even | all of the financial upside. | | Video games are so successful even those people getting pushed | out of the "golden castle" have the skills and connections to | build their own castle. No doubt this would change if games were | not such a quick growing industry, but we've maintained that | growth for a couple decades now. | | This I think leads back to a fan favorite topic: unionization in | games. For the opposite reason one might think: those successful | enough to be "too important too lose" for studios are more likely | setup new studios before they ever spend their political capital | on unionization. This leaves the suits, who by definition are | incapable of setting a studio, and the "bulk of the creative | team". | | Hollywood could unionize because no matter how famous no star | alone is capable of walking out the door to make a new studio. | Thus the stars and more importantly directors saw the studios as | overlords, not future peers. Games does not have that, and it is | a core problem the games unionization movement needs to figure | out a solution to. | rmah wrote: | Well... first, the "studio system" where actors were tied to a | single studio by contract hasn't held sway for half a century. | Talent (stars and especially directors) have been founding | their own studios off and on for a century now. | | Examples: United Artists was started in 1919 by W.D. Griffith, | Charlie Chaplin, Mary Pickford and Douglas Fairbanks. Or | Mercury Theater, founded by Orson Wells and Houseman. | Dreamworks, founded by Spielberg (and Katzenberg and Geffen). | And there are dozens of production companies owned by actors | and directors. Many of these firms eventually get acquired by | major studios. | | While it may be easier to find success with an indie game than | an indie film, I don't see why one is easier than the other | assuming the team has the appropriate skillset. The parallels | between film making and game making are quite substantial, IMO. | Both the business and process. | toby wrote: | From Wikipedia: "Many high-profile actors refused to join SAG | initially. This changed when the producers made an agreement | amongst themselves not to bid competitively for talent." | | Tech companies have tried this in the past, now this would | typically be met with an antitrust suit rather than creating a | guild. Not sure which is preferable. | gamblor956 wrote: | With an antitrust suit: grievances are addressed years after | the fact, if at all, with little meaningful compensation for | the aggrieved employees. | | With a guild/union: grievances are addressed immediately or | before they occur (depending on the structure of work | contracts), minimizing the economic suffering to employees. | | Generally, from the perspective of employees, guilds/unions | are better. | | EDIT: a "guild" is a union for independent contractors. | smogcutter wrote: | For a similar reason, it seems to me that unionizing is the | answer for uber/lyft drivers to get protections they want | without being tied down as permanent employees. | | The list of reasons unionizing drivers would be difficult | to impossible is long and obvious, but the outcome would | surely be better than some hamfisted state law. | | Also, right now uber is framing the issue as drivers vs the | state. A union push would make it uber vs the drivers, much | harder to spin. | gamblor956 wrote: | Technically, non-wage workers (i.e., independent | contractors), would form a guild rather than a union. | walshemj wrote: | Are sure about that you can call your self a guild or the | BMA but you are a union. | naravara wrote: | > The list of reasons unionizing drivers would be | difficult to impossible is long and obvious, but the | outcome would surely be better than some hamfisted state | law. | | The state could mandate sectoral representation for all | the drivers, functionally requiring unionization. That | way the nitty gritty details are still just contract | negotiations between the union and the gig economy | companies, but there isn't too much space for overly | broad or stifling regulatory requirements (from the State | anyway, between the lawyers on all sides of the issue is | a different story). | thisalreadyiss wrote: | Well, the physical engineering world already has an alternative | to unionization: contracting firms. | | The best mechanical, electrical, and chemical engineers in the | world work for big engineering firms (and make mega bucks). | | We have a few relatively small contracting firms in software | right now, but there is no reason why we could not have large | Software Engineering firms that can handle entire design and | engineering for any game studio far better and more efficiently | than the studios could ever do themselves. | | For example, if the top 1000 game designers and developers | started their own firm, then I imagine every studio would be | forced to use them at whatever price for competitive reasons. | | Are you a VC? Invest in that. Insta-monopoly. Top talent | (especially in bulk) is very much the most difficult thing to | replicate in any market. | asdasfasdfasdf wrote: | oy, if I had a dollar for every creative team that got left | behind... I'd start my own studio. | brundolf wrote: | You're missing a big factor: money. It takes significant | capital to start your own studio. In games, _only_ the founders | are making real cash, and only if they 're actually successful | the first time around. Programmers make significantly less than | they do in other fields, for example. | | And then in terms of reputation, _very few_ people in games - | usually designers - are household names. I 'm talking maybe a | dozen or two people in the entire industry (vs hundreds in | film). And I would assume that it's very hard to get outside | investment without that star power. | | Finally, games is an enormously crowded space. Thanks in part | to the massive influx of indies, improvement in tools, etc | there's an insane amount of oversaturation on platforms like | Steam. This means that thousands of high-quality games go | completely unnoticed and die a quiet death. Unless you have | that star power to get people paying attention in the first | place, or you win the social media lottery and go viral, you're | probably toast. | | So yes, the market is huge and growing, but despite that it | remains a really brutal industry to be in. Big studios know | this, and they take full advantage of it, knowing that their | employees would likely have it even worse if they left. | asou wrote: | >This means that thousands of high-quality games go | completely unnoticed and die a quiet death. Unless you have | that star power to get people paying attention in the first | place, or you win the social media lottery and go viral, | you're probably toast. | | Even star power isn't enough persay | | https://www.playstationlifestyle.net/2020/09/17/disintegrati. | .. | | Games can take thousands of people to make, from coding to | marketing. Maybe one or two will be able to start a new | company with any success. I do really like John Romero's | smaller projects though. | | Not everything needs to be a AAA game | fxtentacle wrote: | They must have seriously screwed up marketing. I loved | Halo, Portal, Titanfall. I liked those games on Facebook. I | read the usual game magazine websites. I watch SciFi let's | plays on YouTube. This game looks like I'll very much enjoy | it, yet I had literally never heard of it until you | mentioned it. | | How come with all this data collection and targeted | advertisement, I never saw an ad for this? Google and | Facebook should know that I'm interested in a Halo-like new | game. | pvg wrote: | Like the article mentioned, it had terrible reviews. It's | a game in which the 'new and fun hybrid gameplay' | ambition doesn't match the reality. They didn't screw up | the marketing (lots of 'iterative' or 'persistent' | shooters have become massive hits almost organically), | they screwed up the game. | | I don't think the premise upthread - that there are | zillions of high quality games that nobody notices is | really true. Yes, it's a crowded market but it's also | absolutely mobbed with people looking for the next big or | interesting thing - to play, to stream, to make a catchy | review of, etc. | [deleted] | echelon wrote: | What can fix this? | | If everyone adopts the same game engines and assets become | cheap and easy to produce, could there be a renaissance of | small gaming studios that are sustainable and pay competitive | wages? | | What's the blocker? Why aren't things better? | manfredo wrote: | There's no way to "fix" the laws of supply and demand. | Making games is a lot of people's dream jobs. People are | willing to take a pay cut and worker longer hours to have a | job in the game development industry. Same reason why you | have aspiring actors working tables to make ends meet. | RadiateMate wrote: | Platforms like Steam giving 20% to everyone. | WarChortle wrote: | Actors make their own production studios all the time. | | That's why Hollywood unionized the way it did. A specific | studio couldn't unionize because they would just get dissolved | and reformed under a new LLC. | | No actor or famous game designer is capable of creating a AAA | movie/game by themselves. They need a lot of people to work on | it. | | The only difference is Hollywood the entire pool of workers | unionized they have no choice but to hire a union worker. | | Game designers/programmers need to follow the same formula. The | two industries have exactly the same problem, Hollywood workers | have been around long enough to figure out the solution. | chrisseaton wrote: | > A specific studio couldn't unionize because they would just | get dissolved and reformed under a new LLC. | | If your workers are members of a union... how does closing | the company and starting a new one help? They're still in the | union. | username90 wrote: | US unions are tied to a company so shutting the company | shuts the union. There are some old exceptions like in the | movie industry that were grandfathered in but you can't | create new such unions. | walshemj wrote: | Are you sure? which law is that? | | The CWA is/has tried recruiting in tech | username90 wrote: | Outlawed might be a bad word, but there are no | protections for them and things like sympathy strikes are | illegal. | | > The CWA is/has tried recruiting in tech | | I don't see a way for individuals to join, just how to | get them to help you organize a company union. | | https://cwa-union.org/join-union | | Compare to Swedens engineering union which you just have | to fill in this form for and then you are a member: | | https://www.sverigesingenjorer.se/ansokan/ | claudeganon wrote: | Yes, the NRLA and Taft-Hartley acts were structured to | prevent the growth of unions and sector-wide labor | organizing by stating that unions can only be formed on | the basis of company-level votes. | speeder wrote: | That was exactly his point. | | In USA (I dunno where you are from), sometimes the union is | company-specific, as in: the union forms inside the company | and has only that company workers and has some say on the | company management. | | In Holywood that didn't work, because movies often have a | one-off company created just for them (it still works this | way). | | So the actors and whatnot created non-company unions, so | this way they get what you just said (ie: company | dissolves, but employees are still in a union, since the | union wasn't tied to a company). | germinalphrase wrote: | As a former member of Local 600 - saying "the entire pool of | workers unionized" is inaccurate. A significant number of | feature films are produced ever year with non-union crews. | They may or may not know what they're doing, but they exist. | I worked on them prior to joining the Cinematographer's Guild | (you have to start somewhere). | | Also of note, the various film industry unions were largely | created back in the day when unionization was generally more | popular in society. They have remained strong - like | steelworkers - because the protections are worth joining, | apprenticeship and training is available/valuable, and the | working conditions are often potentially hazardous. People | Don't realize, but industry workers get injured/die every | year on movie sets (though it is better than it used to be). | phaus wrote: | >People Don't realize, but industry workers get injured/die | every year on movie sets (though it is better than it used | to be). | | Is this largely due to construction projects like sets and | the use of heavy equipment, or is it more from stunts or | something else I haven't considered? | | Also, since you're an insider, when they build sets and | props and stuff, do they still have to follow OSHA | requirements and get safety inspections and stuff? | sprafa wrote: | Fatigue, carrying heavy equipment (film lights, rain | equipment, set construction all involve you know, huge | amounts of physical stuff being moved), equipment failure | during a FX such as an explosion or a car crash. | | Deaths and permanent injury were actually horrifyingly | common from what I know of very early film industry. | Unionisation, at least of stuntmen, has probably saved a | couple of hundred lives, both literally and in avoiding | permanent injury. | | Simple exhaustion can do it. There was a famous case | about a woman who got hit by some kind of railcar being | used in production a few years ago. She died. There was a | documentary made about it called "who needs sleep". | Conditions can be really really difficult sometimes, | because a stars time Immensely valuable, while crew time | is cheaper. So a star is ie 10k p hour While keeping crew | around awake for 12/16 hours a day to shoot when they're | finished makeup / shooting another scene somewhere else | is often more economical to keep the crew awake for too | long. You have to finish "the day" since the star is | payed per diem, afaik. I don't work in Hollywood but film | and commercials. | germinalphrase wrote: | Q1: all of the above. Moving vehicles and equipment. | Stunts/practical effects/etc. High power lighting and | electrical cords strung everywhere. Tripping hazards. | Falling hazards. Oh, and as a rule, never get in the | helicopter. | | Q2: I don't know. I imagine it depends on how much is | being built and how controlled the environment would be. | | Edit: I should also stress the impact of sleep | deprivation on accidents and mistakes. Filmmaking hours | are often pegged at 12+ as a standard day, and a well | financed production won't bat an eye at paying the | penalties to push a crew. | walshemj wrote: | I was talking with some one in Prospect/BECTU (IATSE) and | she mentioned her first job was on Coronation Street | helping the older actors onto set and making sure they | didn't trip over any thing. | | I was/am on the same committe (SOC) | username90 wrote: | > They have remained strong - like steelworkers - because | the protections are worth joining | | Do you think they would join if they weren't forced to | join? If so why should they be forced to join? This kind of | arrangement is illegal in Europe so it isn't required to | get high union participation. | germinalphrase wrote: | They aren't forced to join. | | I'm going to be a bit handwavy here: | | generally - crew members do not work for a specific | company, so the problem of a "Union only" job is perhaps | somewhat different. Crew members are all functionally | contractors for that one specific production. There are | no long term contractual obligations. After that | production is over, they have to hunt around for their | next gig which reinforces the relationship based job | economy of Hollywood labor. | | When a production is kicking, off department heads will | be hired (for instance, a Director is Photography) and | they will hire the crew members below them in the | hierarchy. Many department heads will have their regular | group of people they call, and it can be difficult to | break into the network. Most people who join a union have | experience, training, references, etc which help build | those connections. | | Again, non-union film production happens all the time. | The benefits of joining one of the unions are positive | enough that most people do, but You don't have to be in | Local 600 to shoot a movie. | conjectures wrote: | Interesting, the gig thing probably promotes | unionization, because the membership actually carries | some signaling value to the hiring org. | germinalphrase wrote: | I believe that is to be true. | aspaceman wrote: | Yes, running a "union gig" or "non-union gig" is a | concern of the directors and producers. Union means | higher level of talent and skill, but increased costs and | bureaucratic pains. Non-union means young, fresh talent | (with on average less skill), so they work linger and | cheaper. | username90 wrote: | They are forced to join if they want to work on the same | production set as union members. That kind of forcing is | illegal in Europe. | aspaceman wrote: | Again, you're speaking from ignorance alone here. | | This is only required in some cases. In a "union shoot" | as it were. These are rare in comparison to non-union | films. Every actor has many examples of non-union films | they participate in. | | Usually big stars work in non-union roles and films to | give younger professionals an opportunity. The star | provides marketing power for a smaller Non-union | production. Then people can join the union as well. | username90 wrote: | > Every actor has many examples of non-union films they | participate in. | | Actors aren't allowed to participate in non-union films. | They sometimes do anyway but the contract says they | can't. | | > SAG-AFTRA members cannot accept an acting role in any | studio, independent, low-budget, pilot, experimental, | non-profit, interactive, educational, student, or ANY | production, unless that producer has signed a Contract or | Letter of Agreement with SAG-AFTRA. | | > Members who are found in violation of these rules are | subject to serious fines and discipline by a panel of | union peers. | | https://www.sagaftra.org/what-happens-if-i-accept-non- | union-... | germinalphrase wrote: | That is one of many unions. Not all have such a | restriction. | germinalphrase wrote: | This may be role dependent. There are non-union laborers | all over a union production. | walshemj wrote: | Not Shure pre entry closed shop is illegal in all | European countries. | username90 wrote: | It is a part of EU law, so at least the EU countries. | cjsawyer wrote: | One difference is that film requires in-person work while | games can be made 100% remotely. Globally unionizing isn't | the same as unionizing a town. I don't see it happening. | stale2002 wrote: | > Game designers/programmers need to follow the same formula. | | Thats basically impossible though. Because, at some point, | programmers from other industries, will just enter the | market. | | What, are you going to try and unionize the entire tech | industry? Because I'm not going to go along with that (I will | defect, every step of the way, if people try to push me into | that arrangement). | | And if you don't unionize all of tech, then programmers from | outside the industry will be able to compete for those jobs. | ChuckMcM wrote: | As others have pointed out this is a very old design pattern. | | In tech, it is this: | | Stage 1: Graduate college and get hired by a growing company. | Observe all you can about what works and what doesn't while | networking with the best people. Ideally a public company so | that you can participate in its growth through equity ownership | (stock options, employee purchase plans, Etc.) | | Stage 2: Found (or join as founder) startup composed of good | engineers you know, that is funded by VC money. Build it up to | an exit to get a bigger slice of the pie given your greater | equity. | | Stage 3: Found a new company where it is primarily funded by | your founders and not VC. Build that company up to an exit and | you and your friends collect the big bucks as you still own | most of the equity. | | At this point you're independently wealthy and can do what ever | you want with your life[1] | | It has been the "silicon valley dream" for a lot of people over | the last 30 years. And since each stage is typically 4 - 6 | years that is really a 15 to 20 year plan. | | Doesn't work for everyone though, and I have observed that | people who are on this trajectory and recognize they are | unlikely to reach orbit (so to speak), can get pretty vicious. | You have a relatively short window to decide if the current | stage is going to meet your goals for that stage or not, and if | a stage doesn't provide the necessary lift, you probably only | get one additional shot at making it work. As a result this | path also leads to a place of depression for some. | | [1] Assuming along the way you've learned to manage your wealth | in a sustainable fashion. | kochthesecond wrote: | This is such an understatement it feels like the equivalent | to <<buy low, sell high>> | M5x7wI3CmbEem10 wrote: | advice for networking in stage 1? | ChuckMcM wrote: | Get to know people. Talk to them at lunch time, or offer to | help on their project when they are stuck, and ask for help | on your project when your stuck. | | The latter is especially helpful for differentiating | between people who talk a good game and actually know what | they are talking about. | | Practice not assuming anything about someone based on their | appearances. Learn to listen uncritically so that you can | hear the insights they bring to the table. I know some | folks who are genius level smart and have a horrible time | trying to express themselves. I've often suspected it was | because they think about things so differently that it is | hard for them to translate how they think about something | into concepts "normal" people understand. | markus_zhang wrote: | Nicely summarized. | hinkley wrote: | In games there are also production companies, and the studio | might stay intact for years but produce their own games, as a | stage 1.5 or alternate Stage 2. Most of the musicians who | side with the recording industry have followed a similar | pattern. They build their own studio (different definition of | studio) to greatly increase their slice of the pie. | stingraycharles wrote: | > Doesn't work for everyone though | | I'd say that there is an extremely small portion of people | that are able to complete Stage 2. "Doesn't work for | everyone" seems like an understatement. | | Stage 3 is probably easier to do once you completed stage 2, | but still is very difficult. | | Really, how many people can you count that would have | successfully pulled this off? 100 maybe? | ChuckMcM wrote: | My guess would be a few thousand in the Bay Area. | Crunchbase could probably give you a better number by doing | a bit of data mining on their database to find former Sun, | Yahoo, Amazon, Facebook, Tesla, Apple, and Google employees | who have gone on to create startups and exited those | startups. Those companies alone have minted > 10,000 multi- | millionaires who were simply employees at the company | either prior to an IPO or prior to a large run up in value | (like Apple). | | Of people I know who have stepped off at stage 2, they | pocket enough wealth that they no longer have to work to | maintain a moderate lifestyle, and then move to a place | that interests them and work on other pursuits. | thisalreadyiss wrote: | I think 90% failure rate at every stage is honest. I mean | even stage 1 I am sure has an ever-increasing number of | people that "want to learn to code" or go through an online | bootcamp, watch a youtube series on javascript, etc. and | never code professionally a day in their lives. | yread wrote: | Let's hope it turns out as well as Dan Vavra's founding | Warhorse and making Kingdom Come: Deliverance after making | Mafia. | objclxt wrote: | > Hollywood could unionize because no matter how famous no star | alone is capable of walking out the door to make a new studio. | | I don't think that's quite true: United Artists was founded | specifically by stars that walked out of the door, hence its | name. | | And today lots of stars have their own production companies, | and the studio simply acts as the distributor. They handle | getting the movie into cinemas, but otherwise don't have a | financial stake. | | Some examples that come to mind: | | * Will Ferrell: Gary Sanchez Productions * Tom Cruise: | Cruise/Wagner * Adam Sandler: Happy Madison * Brad Pitt: Plan B | * Shonda Rhimes: Shondaland | | Both Shondaland and Happy Madison aren't beholden to regular | studios at all, they simply have multi-picture deals with the | highest bidder (in both cases, Netflix). | Thaxll wrote: | Even with big names backing those studios, it's pretty hard to | release good games from scratch and to last. | [deleted] ___________________________________________________________________ (page generated 2020-09-23 23:00 UTC)