• onlinepersona@programming.dev
    link
    fedilink
    English
    arrow-up
    0
    ·
    8 months ago

    How hard is it for game devs to organize themselves and start companies that respect them? Worker-owned game studios. Is that hard? Are they unionizing?

    Can somebody in the know fill me in?

    CC BY-NC-SA 4.0

    • teawrecks@sopuli.xyz
      link
      fedilink
      arrow-up
      0
      ·
      8 months ago

      Ask ZA/UM how it’s going for them.

      The expected profit margin when you try to make a genuinely good passion project is razor thin, if it’s there at all. There are two kinds of games that make money: outliers and whale hunters. When we think of good games proving the games industry wrong, we’re thinking of outliers. The rest of the industry is whale hunters.

      In theory you could create some kind of game dev collective where a bunch of indie devs all work on their own thing under the same umbrella, and if any of them make it big, they all split the take to fund the group going forward. But you run into all the same logistical difficulties that normal communism runs into: what does leadership look like? how do you hold members accountable? what does contributing look like when development hell can look like not delivering anything for years, or forever? who pays the lawyers who have to figure that all out?

      Silicon valley often had “incubators” which are kind of a middle ground between collectivism and capitalism. An investor funds a shoe string budget to several start up ideas to create minimum viable products. If one looks promising they all switch to shipping that and they’re all part owners.

      I’m kinda surprised we don’t see more game dev incubators. Maybe indie outliers are just that rare.