[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]
        
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