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Developers Want Fatter Paychecks

CodeBuster writes "The programmers, artists, and other creative professions that work in the games industry have taken a rather dim view on paying royalties to Hollywood voice-over actors, according to the article 'Coders Want Fatter Paychecks Too' written by Wired News. From the article: 'The video-game industry's geek workforce has something to say to Hollywood actors: Get in line for your share of the industry's profits.'"

111 comments

  1. Latest News by xilmaril · · Score: 5, Funny

    You think that's amazing? I'm in no way associated with the gaming industry, and I want more money too!

    I don't see a story here.

  2. On the off-chance that Wil Wheaton reads this by Dachannien · · Score: 4, Insightful

    "Yeah -- $275 an hour would be a huge amount if actors did that kind of work several times a week," said [Wil] Wheaton, "but the average, working-class actor is lucky to get four of those jobs a year."

    Dude, if you're unsatisfied with getting $2200 a year for doing eight hours of voice-over work in a year, maybe you need another job. Take some other acting gigs, drive a truck for UPS, learn a trade. Hell, flip burgers if you're that hard up for cash.

    Or, better yet, learn to program, learn to work on sound effects, learn to do 3-D art, learn to do game level design. Then get a real 60-hour-a-week job in the games industry and see how the other half lives. Maybe then you'll realize you should be asking the programmers, artists, etc. to go on strike.

    1. Re:On the off-chance that Wil Wheaton reads this by X0563511 · · Score: 1

      It takes 8 years of employment with UPS before you can drive the trucks. Makes you respect the deliverymen a little more, knowing that.

      --
      For large sets, this will be our guide even unto death, for the LORD will work for each type of data it is applied to...
    2. Re:On the off-chance that Wil Wheaton reads this by Jah-Wren+Ryel · · Score: 0

      Dude, if you're unsatisfied with getting $2200 a year for doing eight hours of voice-over work in a year, maybe you need another job. Take some other acting gigs, drive a truck for UPS, learn a trade. Hell, flip burgers if you're that hard up for cash.

      Funny, that's exactly what most actors do. They don't call it being a "struggling actor" for nothing.

      As for your advice to, "take some other acting gigs" -- you really don't understand how hollywood works do you?

      --
      When information is power, privacy is freedom.
    3. Re:On the off-chance that Wil Wheaton reads this by Dachannien · · Score: 1

      Funny, that's exactly what most actors do. They don't call it being a "struggling actor" for nothing.

      Then what's the problem? They can still make their living wage doing grunt work for 30 to 60 hours a week, just like the rest of us. Why should the games industry be forced to subsidize voice actors just because video/computer game voiceover opportunities are scarce?

      In fact, if there's a glut of voice actors compared to the jobs available, then they should be getting paid less, not more. The union is not only artificially propping up wages to levels far beyond what the supply and demand dictate, but now they're trying to inflate them even more to cater to the name-brand actors who are now invading the space and putting struggling actors out of work.

      you really don't understand how hollywood works do you?

      There is acting beyond Hollywood. If a person is truly dedicated to the art, they will pack up and go to where the work is, for meager pay, living out of their car as they drive from audition to audition if necessary, until they find work.

    4. Re:On the off-chance that Wil Wheaton reads this by Jah-Wren+Ryel · · Score: 0

      The union is not only artificially propping up wages to levels far beyond what the supply and demand dictate

      Ah, so your problem is with the union.
      Sounds like you are one of those people who thinks unions are bad, anti-free market creations.
      Too bad.

      --
      When information is power, privacy is freedom.
    5. Re:On the off-chance that Wil Wheaton reads this by Babbster · · Score: 2, Insightful
      Some unions go to far beyond protecting their workers into, essentially, extorting money from corporations. This is a perfect example. $275 per hour, whatever the profession, should be more than sufficient. If a voice actor doesn't get enough work to make that a living wage, I call that "tough shit." There are doctors who don't make that kind of money - forget about teachers, cops and fire fighters - and they pay through the nose and spend many years getting an education before they can even start making a living wage.

      Then there's the fact that even a very good voice actor has far less to do with the success of a game than the artists/designers involved. This is a far cry from live-action films, or even straight-up, non-interactive animation, where an actor can make or break a project.

      As an example, I just finished (and will play again soon) Jade Empire. I thought the voice work in that game was outstanding. Still, it's very possible that I won't hear even HALF of that outstanding work on my next trip through the game...why? Because it's the gameplay that's going to bring me back - the work of the designers, programmers and graphic artists - and not Armin Shimerman or Nathan Fillion. On the other hand, when I watch Deep Space Nine or Firefly those two actors will be absolutely essential to my enjoyment.

      In short, the unions could price themselves right out of the market. If they demand profit participation in video games, it will be far more cost effective to hire non-union voice actors at a higher wage to do an adequate job instead of hiring high-quality union actors with points to do a great job. The unions just don't have the leverage against the videogame industry that they do against the movie industry since a good game with bad voice acting is still going to sell.

    6. Re:On the off-chance that Wil Wheaton reads this by Jah-Wren+Ryel · · Score: 0

      In short, the unions could price themselves right out of the market.

      Then what are you bitching about?
      Either they price themselves out of the market or they don't.
      So far, they have not. You, in your ignorance of the way the business works, have the personal opinion that the voice actors are overpaid.
      Clearly, the market disagrees with you.

      --
      When information is power, privacy is freedom.
    7. Re:On the off-chance that Wil Wheaton reads this by Dachannien · · Score: 1

      Sounds like you are one of those people who thinks unions are bad, anti-free market creations.

      In nearly every case in today's United States, yes, unions only serve as a middleman which leeches money from both the worker and the employer. This occurs because after a union succeeds in insulating the worker from predatory employment practices, it then continues to exist in full force because it is run by career union officers whose entire income is derived from the success of the union. The union *should* scale back its efforts to match up with the actions of the employer, but instead it tries to inflate wages so that it can inflate dues and litigation rewards as well as to satisfy the worker who then votes to keep the union's officers in power (i.e., drawing a paycheck).

      In a labor market where the union can dominate and the final product has no external competition (such as screen acting or voice acting), this works great for the worker, since they can get their increased wages, and that cost gets passed along to the consumer of the product. But in low-margin industries, the inflated wages, while temporarily giving the worker a wage bonus, ultimately put the union-controlled business at a competitive disadvantage once wage inflation caused by the unions grips the entire economy. (See the U.S. steel industry.)

      My problem in this particular case is with AFTRA/SAG claiming that the workers being abused are the voice actors. This simply isn't the case. If AFTRA and SAG operated on principle, then instead of trying to shake down the game developers for cash for the voice actors, they would realize that the programmers, artists, and others working 60+ hours a week for months on end are the ones who need union protection, not necessarily to increase their wages, but to prevent the employers from pushing their workers to such extremes.

    8. Re:On the off-chance that Wil Wheaton reads this by b0r0din · · Score: 1

      "The unions just don't have the leverage against the videogame industry that they do against the movie industry since a good game with bad voice acting is still going to sell."

      Sorry, your argument is severely flawed.

      Unionized voice actors can do a lot to help or hinder a game. If you take into account the games that are big-budget, many of them are based on Hollywood movies that are released around the same time, ie Spiderman, the Matrix, Harry Potter, X-Men, Star Wars, etc. If they can't hire the original voice actors to fill some of these roles, the game just doesn't sound right. Not to mention voice actors from popular series' like Snake would just sound different. Sound is definitely an underrated component of games.

      Personally I'm less intrigued about voice actor unions, and more intrigued about what affect this might have on software unions, and if this game union could lead to a larger standardized union for software makers in general, even expanding to outside the gaming industry to all tech workers.

      Perhaps this could be the beginning of a final push to give software developers a true trade union?

    9. Re:On the off-chance that Wil Wheaton reads this by rustbear · · Score: 1
      Dude, if you're unsatisfied with getting $2200 a year for doing eight hours of voice-over work in a year, maybe you need another job. Take some other acting gigs, drive a truck for UPS, learn a trade. Hell, flip burgers if you're that hard up for cash.

      Do you really think that actors only have to do one hour's work for that $275? How about the tens of auditions that actors go to, and fail to get, on their own time and money, just to get that one job? And what about preparation time?

      After you take all that into account, you'll find the rate of $275/hour dwindles down a lot...

    10. Re:On the off-chance that Wil Wheaton reads this by Anonymous Coward · · Score: 0

      Not really.

    11. Re:On the off-chance that Wil Wheaton reads this by Anonymous Coward · · Score: 0

      It takes 8 years of employment with UPS before you can drive the trucks. Makes you respect the deliverymen a little more, knowing that.

      Any respect they may have gained is lost immediately when I see those brown shortpants they have to wear.

    12. Re:On the off-chance that Wil Wheaton reads this by Jah-Wren+Ryel · · Score: 1

      My problem in this particular case is with AFTRA/SAG claiming that the workers being abused are the voice actors. This simply isn't the case. If AFTRA and SAG operated on principle, then instead of trying to shake down the game developers for cash for the voice actors, they would realize that the programmers, artists, and others working 60+ hours a week for months on end are the ones who need union protection, not necessarily to increase their wages, but to prevent the employers from pushing their workers to such extremes.

      That's not SAG's job - they represent theatrical performers.

      There are other unions in Hollywood that are more closely aligned with the type of work the software developers do. There is the writer's guild and IATSE which is the International Alliance of Theatrical Stage Employees, Moving Picture Technicians, Artists and Allied Crafts of the United States.

      --
      When information is power, privacy is freedom.
    13. Re:On the off-chance that Wil Wheaton reads this by Babbster · · Score: 1

      How is it that the market disagrees with me when the union hasn't even tallied the votes on a potential work stoppage in relation to videogame developers/publishers and nothing, so far, has changed? Did you RTFA? Or ANY FA?

    14. Re:On the off-chance that Wil Wheaton reads this by Babbster · · Score: 1
      I certainly can't disagree with the idea of a union for game programmers and the like considering the abuses that have been described recently.

      On the voice-acting topic, though, I think you're basing too much on the big licensed games. Actors who have their voice AND likeness used (Tobey Maguire in the Spider-Man videogame, for example) are already being paid a LOT more for their services - it wouldn't surprise me if they often DO get royalties based on sales. I would also agree that in those types of licensing situations it is indeed extremely valuable to get the original person to voice their character in the game.

      However, that situation is not the norm in the industry. Despite the fact that licensed properties often get a lot more ink than "original" (definitions, definitions) games, many more of the latter are released than the former. Talking again about the game I mentioned in my original post, Jade Empire has an "appearance" by John Cleese in it. Now, the character he plays bears no resemblance to him visually and the character itself isn't specifically related to anything he has done in the past. So, how much value should be attached to John Cleese's voice? On the one hand, it's John Cleese so he should be paid a premium over and above someone who has no name recognition. On the other hand, the character could be played by anyone (or, anyone with a credible English accent) and still work since the character is brand new.

      Hey, I'm just one gamer. I suppose if there IS a work stoppage and games are released without union talent, we'll find out just how important the [theoretically] higher quality voice acting is to videogames. In the meantime, though, maybe I'll look around to see if I can cash in on my decent non-union voice/acting talents as a scab. :)

    15. Re:On the off-chance that Wil Wheaton reads this by Jah-Wren+Ryel · · Score: 0

      You said, "$275 per hour, whatever the profession, should be more than sufficient."

      The article said: "Currently, the standard fee is $275 per hour for voice sessions;"

      I said, "Either they price themselves out of the market or they don't. So far, they have not."

      So... what exactly is your problem?

      --
      When information is power, privacy is freedom.
    16. Re:On the off-chance that Wil Wheaton reads this by Anonymous+Custard · · Score: 1

      I play World of Warcraft and love it but the game would totally suck if they hadn't hired Russell Crowe to say "Zug-Zug!"

  3. Creative people are hard to find, coders are not by Anonymous Coward · · Score: 0, Insightful

    Wait, so the most replacable assets involved in building a game want more money? Skilled actors are rare. Skilled coders are not.

    Programmers are easy to replace. People whose job requires creativity and who can do it successfully are a bit harder to come by.

    So, go ahead, coders. Hasten your job being shipped to India by unrealistically demaning more money.

  4. Re:So what? by QuantumG · · Score: 3, Insightful

    I hate to tell you this, but the vast majority of coders in the gaming industry are not replacable. The management would like to think they are though, and that's why we get so many poorly coded titles on the shelf.

    --
    How we know is more important than what we know.
  5. What are they asking for, then? by Makzu · · Score: 3, Interesting

    Are they asking for simply a larger paycheck? Or are they asking for a royalty-like system in which the extra checks they get depend on the game sales? The article was somewhat light on that point.

    If it were the second one, I think it would be a great idea. If a game is fun and sells well, the coders get an extra bit of green to take home.

    If it's the first one, well then that's OK too. I hope to break into the game industry once I'm done with college, and the more game programmers earn once I reach that point, the better (for me, anyway..)

    1. Re:What are they asking for, then? by Seumas · · Score: 2, Funny

      If I were their employers, I'd just have ADP (or whoever my payroll company is) issue checks that are physically larger by about 200%. :)

    2. Re:What are they asking for, then? by Anonymous Coward · · Score: 0

      Wow. You're so gonna get lynched for that one! ;)

    3. Re:What are they asking for, then? by Seumas · · Score: 1

      Or hired into management at EA.

    4. Re:What are they asking for, then? by Makzu · · Score: 1

      So if I cash that check at the bank, would they give it to me in big bills?

    5. Re:What are they asking for, then? by ZephyrXero · · Score: 1

      "Or hired into management at EA."

      An even worse fate...I'd wish working at EA on no one, not even the management positions b/c even though they might make more money, who wants to deal with all the guilt of screwing over both your employees and your customers? There are many things much more important than money, like self respect for example.

      --
      "A truly wise man realizes he knows nothing."
    6. Re:What are they asking for, then? by Seumas · · Score: 1

      If you knew where I worked, you'd realize that I gave up self-respect a long time ago. :D

  6. Re:So what? by Seumas · · Score: 1

    That's just not true. Most people in any software project - including games - are just code monkeys. Most of them are not the guys making the creative decisions. Most of the people involved in producing a videogame are NOT a Cliffy B or a Carmack or a Will Wright. Most of them have as much to do with the design and success of a game as the cashier at the local McDonald's has with the success of that food chain.

    Are skilled people important? Yes. But skilled and creative are not the same thing. And to suggest that there aren't other people who can write netcode just s well as you or make a menuing system for the game just as well as you is just silly.

    Anyone who thinks that they're so irreplacable in the industry should just demand more money and quit if they don't get it. If they're so irreplacable, they'll be wooed back with whatever their demand was. Otherwise, they'll be let go and replaced with someone who has as much skill and less ego who'll be glad to be involvd.

  7. Re:So what? by coaxial · · Score: 1

    I hate to tell you this, but the vast majority of coders in the gaming industry are not replacable. The management would like to think they are though, and that's why we get so many poorly coded titles on the shelf.

    Really? The reason why working standards are so low in the games industry is because developers are replaceable. Want to spend more time with your family? There's the door. We have 4 wide-eyed grads waiting outside to take your job. Everyone is replaceble.

  8. They Deserve It! by Cornflake917 · · Score: 5, Interesting

    I took a game development class last semester. I learned that programming games is HARD work. Say you're just doing the AI part of the game. Not only do you have to make enemies act semi-intelligently, and naturally, but you have to do it using only so much CPU and memory. In fact, this is true for just about any aspect of the game. To do be able to do this you have know your programming language like the back of your hand, and be effecient as hell. Killing bugs was a total pain in the ass too. Especially when some of the other coder's on my team created some shitty-ass code.

    That's another thing: people skills. If you can't work well in a team, then forget game development. You have to be in constant communication with the artists and other programmers if you want the game to come together at all.

    I really enjoyed programming for games. But when we had to turn in our game...the game wasn't working the way I wanted it too, and I really stressed out. I got sick the next day...don't know if it's entirely due to the stress but I'm sure it had to do something with it.

    After taking that class, I realized that alot of these developers are incredibly smart and creative. It's easy to judge games when you're just playing them. But after taking that cass, I learned to appreciate what these guys can do.

    1. Re:They Deserve It! by Cornflake917 · · Score: 1

      It doesn't matter how difficult your job is. All that matters is how in demand you are.

      So someone who works his/her ass off their entire life to get an engineering degree doesn't DESERVE more money/recognition than some dumb,hot blonde that gives a few blow-jobs to the right people? What kind of fucked up, fascist world do you want us living in anyways? I seriously hope you're being sarcastic.

      Everyone wants to design games. Game designers are everywhere. How "hard" it is has no meaning in the equation.

      Everyone wants to design games? Bullshit. A lot of people go into college wanting to design games. But once they realize what they have to do, they go into MIS...I see it all the time.

    2. Re:They Deserve It! by Anonymous Coward · · Score: 0

      You sound like a refugee from AM talkradio.

      For every popular bigtitted singer, there's 10000 you've never heard of. Much like how an average programmer like Paul Allen can be the world's second richest man by just having the right buddy in high school, instead of slaving away on COBOL programs his entire life.

    3. Re:They Deserve It! by Seumas · · Score: 2, Interesting

      You're confusing DESERVE with DESIRE.

      You don't deserve more money just because something is harder than something else. You also don't deserve money just because you think what you do has a greater moral or societal value.

      Your job is part of the capitalist system and in that system you are not paid on a scale of ethics, morality, decency or difficulty. You are paid on a scale of supply and demand. Just like your company earns more money if they provide a better product that is in high demand - you are paid more if you're a great employee who provides a service that is high in demand.

      Are people in the techindustry being somewhat screwed over in general and being treated more like burger flippers than skilled knowledge-based professionals? Certainly. But saying that we're underpaid for what we do as an industry is a lot different than saying "because I make videogames, instead of making mailservers or umbrellas - I deserve to be treated more like a movie star or rock star".

      And the fact is that Britney Spears is more valuable than you or I. Every super-model you can name is more valuable than you or I. There is a greater demand for hot women in advertisements and on magazines than there is for guys who can use Maya or POVRay. Period.

    4. Re:They Deserve It! by ZephyrXero · · Score: 2, Interesting

      You need to go work retail for a couple years (maybe fast food too)...deal with corporate bosses, then maybe you'll have some insight into how the world should be rather than what your TV has programmed you to believe. Every thing you have said on the page is worthless and you are a complete asshole. Have fun in hell...

      --
      "A truly wise man realizes he knows nothing."
    5. Re:They Deserve It! by Anonymous Coward · · Score: 0

      Wow. The truth really bothers you, huh? Too bad for you - but I'm sure you and the rest of your hippie-commie friends will keep fighting the good fight. Some day more than a few hundredths of a percent of the world will care, I just know it, so keep it up!

    6. Re:They Deserve It! by ZephyrXero · · Score: 3, Insightful

      "Wow. The truth really bothers you, huh? Too bad for you - but I'm sure you and the rest of your hippie-commie friends will keep fighting the good fight. Some day more than a few hundredths of a percent of the world will care, I just know it, so keep it up!"

      How the world is and how the world should be are two very different things. People like you only take the current shit in hopes that one day you'll be the one doing the shitting. Caring about your fellow human beings is not a bad thing...

      --
      "A truly wise man realizes he knows nothing."
  9. Re:So what? by Cornflake917 · · Score: 1, Flamebait

    Who in the FUCK would want Vin Diesel to do voice acting? I'd rather hire a code monkey to do it instead! Hell, I'd rather get some code monkey to ACT in a movie instead of that baldie.

  10. Re:So what? by ghmh · · Score: 1

    Really? The reason why working standards are so low in the games industry is because developers are replaceable. Want to spend more time with your family? There's the door. We have 4 wide-eyed grads waiting outside to take your job. Everyone is replaceble.

    But that's exactly the point the previous poster was making. If the developer choosing the door produces a high level of quality code, then it doesn't matter how many grads there are waiting in the line - the end-product will suffer for it.

    Of course, management is generally blind to this sort of concept.....

  11. Re:So what? by the_skywise · · Score: 3, Insightful

    And that would be true... if the actors were PERFORMING and carrying the story which, for the most part, they're not.

    The REAL performers in games are the ones built by the Programmers and the game designers... not the actors.

  12. Re:So what? by Seumas · · Score: 1

    Dont make me PACIFY you.

  13. Phatter lewt, lol! by Anonymous Coward · · Score: 2, Funny

    Omg, I'm like level 60 in C Programming, and level 48 in Java Programming! I finished all the quests, and killed the boss, but this lewt aint phat enough for my twinked items, lol!

    I want phatter lewt!

    1. Re:Phatter lewt, lol! by The+boojum · · Score: 1

      Yeah, but C programming's nerfed. You should put some skill points into getting C++ so you can get into the newer dungeons. The grind to get it up enough can be a pain, but real wiz^H^H^H mage oughta be able to handle it fairly easily.

    2. Re:Phatter lewt, lol! by Anonymous Coward · · Score: 0

      OMFGawdz0rs! J00 haxx0r3d teh lewt! Pr3p@re 2B pwn3d!!!1!11!one!1exclamationmark!11!1

  14. Re:So what? by Seumas · · Score: 1

    Yes, but the gamer doesn't know if JIM wrote the game or BOB wrote the game. But they know if Christopher Walken is doing the voice of a character or some off-the-street nobody is trying to do the voice of a Christopher Walken character.

  15. Startup Startup Startup by blueZhift · · Score: 4, Interesting

    Sadly, as others have posted already, most coders can be easily replaced by local or, increasingly, overseas workers. The creative jobs are a bit more secure. But for the ultimate in security (and reward and risk!), start your own company! People in the games industry who really want a piece of the profits are best served by getting their buddies together and forming their own companies. This has been done before, and I think remains one of the best options for those wanting a bigger piece of the profits that come from their hard work. Granted, noncompete clauses and nda issues may need to be resolved, but an entrepreneural path is the surest way to sink or swim based on your own hard work.

    Outside of starting a company, forming a union is the only other alternative. But even with massive overseas outsourcing and a general erosion of wages in the IT industry (at least at the coding level), unionization simply has not been embraced in the tech fields.

  16. Re:So what? by NanoGator · · Score: 1

    "Dont make me PACIFY you."

    Oh, shut the duck up.

    --
    "Derp de derp."
  17. Re:So what? by Dachannien · · Score: 1

    However, there are NOT 10 Jim Careys. There are NOT 10 Vin Diesels. There are NOT 10 Elijah Woods. THEY can not be replaced, except by really poor voice actors.

    A real voice actor would like to take issue with your comment.

  18. Seumas is wrong by mrshowtime · · Score: 2, Insightful

    I think Seumas has overestimated the number of "code-monkeys" out there that have the talent to make "videogames." Sure an Pakistani programmer could probably make a good spreadsheet/database program, but would he be able to make a good videogame, let alone a commercial videogame? Not it a million years.

    Hollywood is has finally woken up and realized that the videogame industry is almost as big as them, and will surpass them very soon and they want to apply their flawed, old, outdated, business model to the game industry and it simply won't stick.

    So the fuck what if we can't use Wil Wheaton's awesome voice over talent anymore? There are a million and one more talents actors out there that would kill for any opportunity to make a buck and get noticed.

    Patrick Stewart is in the new morrowind game, and that's great, but there are a lot of talented actors out there from the stage and screen who could have filled the same shoes. I am not knocking voice over actors; they truly have talent, but they should not be compensated more than the poor bastards working 60 hour weeks to make the game in the first place.

    In five years I can only assume that this arguement will be moot as games by then will have budgets on the line with movies anyway.

    --
    "Jeremy, you need to get to an internet cafe and cut and paste some appropriate sentiments about me from the world wide
    1. Re:Seumas is wrong by sesshomaru · · Score: 1
      There's another problem here. The star system may work for movies, but nobody cares who is doing the voice over work for video games.(This mostly goes for cartoons, as well.) Nobody should put "Starring the voice of Vin Diesel on a video game" and expect it to sell better because of it. In fact... voice acting can be cut out of good video games entirely, and no one will care.

      Don't get me wrong, games that rely heavily on cinemas can be enhanced by good voice acting, but it seriously has nothing to do with sales.

      So, if this is successful, I expect to see a lot less use of voice in games, period.

      You need to have developers, artists, and musical score people to make a video game... but actors are irrelevant. (In fact, there are plenty of games that I think would be improved by the elimination of voices, even when the voices are done by actual famous people.. they usually get to be annoying!) So, while developers are replacable, actors are expendable. Just put in some voice like sound effects and subtitles... people mostly skip cinemas anyway.

      --
      "MIT betrayed all of its basic principles."
    2. Re:Seumas is wrong by Anonymous Coward · · Score: 0

      " games by then will have budgets on the line with movies anyway."

      And they'll probably have the same depth of creativity.

    3. Re:Seumas is wrong by Planesdragon · · Score: 1

      Hollywood is has finally woken up and realized that the videogame industry is almost as big as them...

      When you ignore DVD and Television, and judge size only by dollars.

      I am not knocking voice over actors; they truly have talent, but they should not be compensated more than the poor bastards working 60 hour weeks to make the game in the first place.

      Go read TFA. Voice actors want standard voice-actor industry rates--and coders want the same residual piece of the pie.

  19. Re:So what? by Anonymous Coward · · Score: 0
    take porches to work
    You aren't very bright, are you?
  20. Re:So what? by NanoGator · · Score: 0
    "The REAL performers in games are the ones built by the Programmers and the game designers... not the actors."

    Actually, the animators and mocap actors are making the performance. The voice talent brings the characters to life. Don't believe me? Play GTA3 then play either Vice City or San Andreas. Tommy Vercetti didn't have a voice in GTA3. When they gave him one in Vice City, it made the game more interesting. It was taken to an even greater extent in San Andreas. (let's not forget the sound tracks to all three games, here.)

    "Hey, these police uniforms are just the right size. Bit tight in the crotch, though."

    "Oh yeah, yeah! Mine too. Mine too..."

    I don't know why you guys are being so hard nosed against the actors here. I know your not playing these games with the sound off. I can't believe this attitude that these guys should find a new line of work. Never mind that we all cried and boo-hoo'd when Futurama departed. For some reason, when they entertain us in games, it's suddenly different.
    --
    "Derp de derp."
  21. Re:So what? by Seumas · · Score: 1

    But is he a really poor voice actor?

    Most games don't hire talented voice actors. They hire crappy, uninspired voice actors and you end up with cardboard-quality videogames.

  22. Re:So what? by Seumas · · Score: 1

    Don't make me deck you.

  23. Re:So what? by the_skywise · · Score: 3, Interesting

    I'm not being hard nosed against the actors here. I don't know why you're being so hard nosed against the programmers, the artists and the game designers.

    Don't believe me?

    Monkey Island had no voice actors.
    Super Mario Brothers had no voice actors.
    ICO had no voice actors.
    Origin did voice work in house with the regular staff. When Wing Commander 4 was done with union work (because the union came in and shut production down until it became a union job) All the inhouse staff that did voicework received cease and desist notices that they were forbidden from doing future voice work until they joined the union.

    But I suppose all those games were designed and built by off the shelf coders that do kewl and elite IMAP modules and artists who learned photoshop in their mom's basement.

    I'm not denying voice actors fair compensation for game work.. BUT GET IN FRIGGIN' LINE!

  24. Re:So what? by NanoGator · · Score: 1

    "I don't know why you're being so hard nosed against the programmers, the artists and the game designers."

    I don't know, either, since I never suggested anything ill about them.

    --
    "Derp de derp."
  25. Top devs, incorporate for better rates by Anonymous Coward · · Score: 0

    > YOU are replaceable. There are a million code monkeys and always one willing to work for less than you

    There are a million CRAP code monkeys, yes ... that's because 95% of coders are crap, and those are certainly replaceable. But the real experts in any software discipline (not just gaming) are actually few and far between --- that much is blatantly obvious to anyone who's ever had the sad duty of doing technical recruitment interviews. Maybe it's the fault of the educational system, or maybe too many programmers are self-taught and don't even realize that they're not particularly good, or maybe it's just natural that really good people are rare, who knows, but it's certainly the case.

    My advice to all true-blue experts is to go freelance, ie. become a computer contractor. If your CV is impressive in both education and experience, and if you talk sensibly and professionally and show that you are highly informed at the interview, you will almost always get the job because you are actually as rare as hen's teeth.

    And because you are not competing against run of the mill coders, your rate will be different too, inevitably higher because you will be one of the lynch pins of the project. And you probably won't get outsourced either when lesser skilled positions are, if the company has even a shred of sanity left.

    The downside? Fewer perks, and you'll have to buy your own insurance, but so what, you can afford it on higher rates. And you won't have permanent employment, but who the hell wants to work all the year round anyway? :-)

    It's worth ending with another line from the parent:

    > Remember, you ARE NOT A PERFORMER.

    Ah, but when you're a top expert, you ARE a performer, and far less replaceable than a voiceover actor. :-)

    1. Re:Top devs, incorporate for better rates by Seumas · · Score: 2, Insightful

      Yes, but that's what I was pointing out. Most people involved with Game Development are not John Carmack or Cliffy B. MOST are just John-Doe-Code-Monkey. They're just implementing and testing what they've been told based on someone else's guidelines, rules and dreams.

      Are Will Right and Peter Moulineaux the ones doing most of the coding in their games? I seriously doubt it. They're leading it. They're designing it. They're watching it hawkishly every step of the way. But some code-monkey is putting code-to-paper to make shit happen. And guess what - they're not making Peter or Will's salary. Not at all.

      Your logic soliifies the logic I already described. It's all about supply and demand. Joe-Coder isn't worth shit and is typically replaceable. But the cream of the crop is obviously not as replacable and demand better treatment and more money. Guess what? THEY GET IT. If Will or Peter are working in a cube,it's because they _want_ to. Most of whatever they do is because they _want_ to. They are not joe-coder.

  26. Re:Creative people are hard to find, coders are no by SetupWeasel · · Score: 2, Insightful

    Have you played any video games? "Talented," "skilled," and "creative" are not how I would describe video game voice actors. I would describe them as "unnecessary." In fact, I'd rather my games didn't have them, because they suck for the most part. Skilled coders, on the other hand, ARE necessary.

    If they were such great voice actors, they could get a gig in any number of animated movies or shows. The fact that they aren't and have settled for such "meager" paychecks means that they are at the bottom of the voice actor barrel.

    I'm willing to bet that real talent like Sean Connery makes a little more for his services.

    Don't get me wrong, I'm all for unions, and I guess they should ask for whatever they can get. However, when you are a less than necessary resource, don't be surprised when your jobs are taken. Now if the coders left in the middle of development on a $20 million project, the company may have no other choice than to cave-in.

    For $275/hour I would offer my services to the game industry. I do a great impersonation of Cartman singing Nelly's "Hot in Here." Something to think about.

    Sorry Wil Weaton, you peaked at "Stand by Me," and even then you were overshadowed by Corey Feldman, River Phoenix, and a heavy Jerry O'Connell. Jerry freaking O'Connell. Sometimes the truth hurts.

  27. Re:So what? by SetupWeasel · · Score: 2, Insightful

    Exactly how are the freaking voice actors irreplaceable? They are worse than replaceable. They are unnecessary.

    Video games do not need voice actors, and most are better without them.

  28. I second that! by Anonymous Coward · · Score: 0

    Why do 99% of computing staff want to be a slave working for someone else as a permanent employee, a small cog in a corporate machine? It's something that I've never really understood.

    Make your own company (it only costs a few hundred bucks a year), and offer your development services through a contract agency. If you're good, the rates are far better, and there's plenty of work.

  29. Re:So what? by Dachannien · · Score: 2, Insightful

    But is he a really poor voice actor?

    http://www.imdb.com/name/nm0921942/

    You evidently didn't listen to the interview. His point is that people like Jim Carrey, Vin Diesel, and Elijah Wood *are* really poor voice actors, only hired for their name recognition.

    Not every brand-name screen actor does crappy work at voice acting, mind you - Billy Crystal and Eddie Murphy were cited by West in the interview as having real talent. But by and large, quality work isn't the concern when Hollywood hires voice actors, and that trend seems to be infecting the game community as well.

    Ever play System Shock 2 or the Thief series? Fantastic voice acting (mostly) in those games, and none of those people did voice acting as a career. In fact, many of them were just people on the development team.

    Ever watch recent anime titles (the ones on Cartoon Network's Adult Swim are the best example here)? Dubs have gone from superbly crappy (as they were in the late 80s and early 90s) to, quite simply, superb. None of these new, talented people are brand-name actors that would be recognized outside the cartoon voice-over community (and sometimes, they have to use stage names to take non-union jobs), but they also do great work in video/computer games.

    Everybody making the high-up money decisions seems to think that having a star-studded GTA-esque voice cast is important. But people have been doing talented voice-over work for years. It's only now that the brand-name actors are moving in on their turf that AFTRA/SAG wants to get involved, and not to protect the talented voice actors who are heard-yet-unheard-of.

  30. Re:So what? by Anonymous Coward · · Score: 0

    I make games for a living, and sure - I'd like more money for what I do. I knew when I got into the industry, however, what the hours were like and what the pay was like. The only thing that I had an honest misconception about was the royalty issue. I had thought that tons of hard work would result in good royalty checks but after 4 1/2 years in the industry I think I've recieved a grand total of $500 in royalties. Not the end of the world, but I don't think that you're getting the issue here.

    I've seen alot of arguments from the voice actors who are seeking the extra money that "...the average, working-class actor is lucky to get four of those ($275/hr) jobs a year." Um... so because you decided to go into a field that pays either poorly or erratically, I'm supposed to give up a portion of whatever money I _might_ recieve from the project I worked on for two years so that you can be "compensated" for your day's worth of work? I'm sorry - if you don't like what you do for a living pays GET A NEW JOB. I got into this industry knowing that there was a chance I would strike it rich, but that the odds of it happening were slim. YOU'RE IN THE SAME BOAT. If you don't like it, do something else.

    I agree - there aren't 10 Jim Careys or Vin Diesels, etc. But I know for a fact that top notch stars like that DON'T make the $275/hr minimum that the Voice Actors Guild is worked up about. I worked on Men of Valor for 2015, and one of the voice actors on the project was Sean Astin. He made around $50k for about eight hours of work. That's a HELL of a lot more than the minimum - and it's just me but I'd say that $6250/hr is fairly adequate compensation for that kind of work. What bothers me - and all of the coders, etc. that have been making noise about wanting more money - is that not only do the voice actors get paid anywhere from 5-10 times as much per hour as the developers do, but now they want royalties (residuals) from the game for the four or eight hours they put in on it when the developers who typically put years of 50-60+ hour weeks into the project won't see a dime in royalties.

    Of course the developers aren't (usually) stars. But your close comparison between game development and Hollywood isn't very accurate. Set developers, grips, etc. - the support staff in a film - create the atmosphere that the actors and director use to tell their story. They're an essential part of the process, but without the actors and director you have no movie. That's why actors are stars and fameous and all of that.

    Without the coders, designers, and artists that physically make the game - create it from the code that drives the game engine to the textures and models that make it look good to actually designing and implementing the gameplay that is the heart of the game: game developers _are_ what makes a game. I've certainly never purchased a game because so-and-so actor did a voice on it, but I _have_ purchased many games because specific developers created them. Like actors in Hollywood, game developers are what bring a game to life and give it character. And that's not a quality you can merely export.

  31. Re:So what? by ZephyrXero · · Score: 1

    I don't know where you get your info, but not all programmers are created equal. Even if 75% of the coders on a game are just replaceable code monkeys...the lead programmer(s) are not. There's a reason they're put in charge of more code, and generally the design of that code. Programming is a problem solving skill, and not everyone is good as each other when it comes to that. The graphics guys are even less replaceable. If you want your games to have real charm and character...you'll want very talented artists designing, modelling, texturing and animating your main characters. Sure, items and backdrops can be delegated to more "replaceable" artists, but what are you going to see more often throughout whole game?

    My point is these guys are artists and performers too. To be a good animator you have to have a good sense of your own motions. It's not something just anyone can pick up and master. The voice actors however are more replaceable b/c if they all go on strike you can just go to your local college theater dept. and find some kids willing to work harder and for less than these big stars and whatnot.

    What needs to happen is for everyone to get paid less actually. Here's my reasoning... If everyone gets paid less, there is less of an investment cost. Since the producers have put less money into the project they deserve less. Now you take the profits and split them 50/50. Half goes back to the investors + their investment costs, then the other half gets divied up between all the developers based on how important their work was and how much they did. In the long run the developers can possibly make much more money than they were by being paid less up front. It's a risk, but so is life...

    --
    "A truly wise man realizes he knows nothing."
  32. Re:So what? by ZephyrXero · · Score: 1

    If that's true then I should have no idea who Stephen Speilberg or George Lucas are...but I do. The people behind the scenes are just as important, if not more, than the actors on screen whether or not the audience knows who they are or not. Actor's celebrity is a created thing by the media... whoever they focus on can become one. Same goes for games...

    --
    "A truly wise man realizes he knows nothing."
  33. Game developers: Form a union already by HalfFlat · · Score: 3, Insightful

    If it weren't for this 'we're better than workers who have to form a union' attitude amongst programmers and other technical workers, there'd already be a union for people in the game industry, and this sort of problem would have already been resolved.

    Right now programmers and artists are being exploited in industry. They are working severe overtime without compensation. It is structual, in the sense that those responsible for managing and renumerating these employees know and plan for this unpaid overtime. Any copyright on created art or code is transfered without any particular compensation, for use of the company in perpetuity. People are literally being worked sick, and most receive a relative pittance in return, when compared with the profits of publishers.

    Very occasionally there may be a royalty component offered to employees, but this is often not paid, or comes after the publisher skims off the top and is horribly meagre.

    These people can be abused so easily because there is pride involved. People take pride in their work: they want to be associated with something with quality, that people will enjoy. There is also the belief that working for in the industry is an intrinsically cool thing to do. Employers and publishers then turn around and exploit that pride and belief.

    What is the shame in forming a union? Do you think people started unions because it might be a fun lark on weekends? The current situation will remain until there is a force present to reverse it. And that force isn't about to come from the Tooth Fairy.

    1. Re:Game developers: Form a union already by xenocide2 · · Score: 1

      How exactly do you form a union? Get a bunch of employees together, organize and refuse to work until conditions are met, including the recognition of a union? That works okay when you can't be easily replaced by a bajillion other people who really really want to do the same thing. There's game creation classes in my local community college now. It's grunt work, but they're young and willing to work for lower wages. You already picked up on it when you said that there's an amount of pride there, on the other side of the coin, there's an amount of envy as well.

      No shame, but even less possibilities for one. Agents of change came and went, and went by the name of "Gathering of Developers." I think you know how the story turned out.

      --
      I Browse at +4 Flamebait

      Open Source Sysadmin

    2. Re:Game developers: Form a union already by bluGill · · Score: 1

      Over the years unions have earned a reputation for corruption by being corrupt. Unions insist on pay based only on years of service. Never mind that old Joe never was a good programmer, he has been around longer than me so he gets more. In fact Joe can goof off all day, the union won't allow him to be fired. (they will, but it is very difficult)

      There are labor laws in place that did not exist back when unions started. Conditions are bad in many game development jobs, but they are because workers don't care. People would rather work 80 hours/week for very little and write games, than get paid a little more and work 40 hours/week, to write business applications. However if the game devs would just leave after 40 hours the company would find that there are laws that prevent anything from happening. (though of course they can make it unpleasant until you leave)

      The CEO of our company tried to get us to work more hours, we just laughed, and continued to work just over 40/week. He has learned to settle for quality code in a reasonable amount of time. Only the game industry can afford the junk code that results in endless hours of hacking out code. (Games tend to be one offs, with no maintenance after the sale)

      The game industry has more programmers than they need trying to get in. So it is no surprise that they can get away with a lot. In the rest of programming it is not that way. (At least not in any of the jobs I've ever had)

    3. Re:Game developers: Form a union already by Anonymous Coward · · Score: 0

      Union... good god no.

      I'm posting anon, since I don't want to get a boot up my ass.

      I've been working in games for about 8 years. I make a good pay - over 100k. I also make good money off the options - haven't sold any since I started... I figure good for 900k in today's market. I own two houses.

      Do we work long hours? Yes. Is it hard on the family life? Yes. Am I treated badly? Well, at times - yes. Will I have to work after next year? No. I'm done. I can actually retire.

      Not terribly bad for 29, no?

      Union? Fark no. I made my way up by what I've done and who I am. Not by mytime in or what union ass I've kissed.

      Frankly - if you can't handle it, go work in the banking industry - I hear they like people that want to leave at 5pm.

    4. Re:Game developers: Form a union already by Dachannien · · Score: 1

      Probably part of the problem is that unions tend to develop into their own beast, taking from the average worker without returning a whole lot. When working conditions are unfair to the worker, then yes, there's a need for the union, but once the union has solved the problem, it doesn't scale itself back to allow itself to serve the needs of the workers and nothing more. That's because invariably you end up with career officers in the unions (union execs whose sole source of income is union dues and lawsuit settlements), and they have negative motivation at that point to do what's best for the worker.

    5. Re:Game developers: Form a union already by rossifer · · Score: 1

      those responsible for managing and renumerating these employees know and plan for this unpaid overtime.

      The biggest problem with overtime is that it doesn't yield the benefits that employers think it will. Creative employees simply can not work much more than forty hours per week and actually get more done. At least not more quality work. You can do a lot more than usual during a crunch, but you can't already be worn down, and afterwards, you have to recover your stamina with some actual rest.

      A union is a response to a complete failure of management to maintain a productive relationship with their employees. The confrontational relationship of union-company discussion permanently harms both groups and it's almost impossible to restore whatever dialog might have been there before. A union may be the only control on management run amok, but it is an awfully big gun and should only be used once individual negotiation has completely failed.

      Also, many employers believe that their developers are cogs who can be replaced fairly quickly. The strike to prove them wrong would be very costly and risky to the developers involved. Most developers don't have the kind of savings needed to weather a strike, and the unions wouldn't have any funds to support it either.

      Color me skeptical. Programmer unions aren't going to happen any time soon. At least not among companies I want to work for. And that's the point, isn't it?

      Regards,
      Ross

    6. Re:Game developers: Form a union already by That's+Unpossible! · · Score: 1, Insightful

      there'd already be a union for people in the game industry, and this sort of problem would have already been resolved.

      As long as you care to ignore the other problems the union would cause.

      Right now programmers and artists are being exploited in industry.

      Boohoo. I picture a sign with a starving programmer on it, "Can you spare 10 cents a day to adopt this hungry game developer?"

      They are working severe overtime without compensation.

      Quit and get a new job.

      Any copyright on created art or code is transfered without any particular compensation, for use of the company in perpetuity.

      This goes for almost every job out there, computer related or not. They are called "works for hire."

      People are literally being worked sick, and most receive a relative pittance in return, when compared with the profits of publishers.

      Find a better employer. Working for someone doesn't give you the right to dictate how you are paid. You do that before you start, when you are hammering out your contract or rules for employment. If you don't like that the publishers make way more than you, quit your job and start publishing.

      What is the shame in forming a union?

      Because it means you've given up on the American way, the capitalist way, and are instead resigned to being dragged along with the lowest common denominator.

      The current situation will remain until there is a force present to reverse it. And that force isn't about to come from the Tooth Fairy.

      Here's another way: everyone that's pissed off, quit working for your scummy video game employer, and find a different job. You'll notice one of two things: (a) Most of the videogame developers don't hate it as much as you imply, and nothing changes, or (b) Many do quit and the publishers are forced to change their ways.

      No unions required. Unions are what unskilled laborers use to legally enforce a mob mentality. It drags the highest workers down tot he lowest levels, because it takes away any incentive to do better than just enough. You may notice this is similar to socialism, where there is no incentive to produce more or work harder.

      So if you want this kind of landscape in the software world, by all means, form a union. I won't join it, though, I've got too much common sense and pride.

      --
      Ironically, the word ironically is often used incorrectly.
  34. Re:So what? by Seumas · · Score: 1

    Um... I'm pretty sure the reason, say, Elijah Wood is hired for his voice acting is that he's voice acting the the character that looks and sounds like him in the game that is from the movie he starred in where he looked like and sounded like himself. So, yes, if you want an authentic LOTR (movie-based) game experience, he's more or less irreplaceable.

    The fact of the matter is this - people need to stop bitching about what the make. I work in the tech industry and I'm so fucking tired of hearing a bunch of god damned coders who thought they were going to be millionnaires playing videogames all day found out life isn't quite like that. Guess what?! There are a lot of other people in the tech industry who thought the world was always going to be high-pay, constant demand for talent, countless perks and fame and fortune. You know what? Shit changed and now they realize they're just bit-flippers and that they're not going to be uber-rich. That's just life.

    Just because your button-mashing contributes to a game doesn't make you any more of a rock star or a movie star or anything than the guy whos button-mashing contributes to a boring desktop application.

    You're both doing the same job but only one of you has the shitty attitude.

  35. Re:So what? by Seumas · · Score: 1

    Here's the deal. Voice actors are worth whatever their employer says they're worth. Not what YOU say they're worth. And coders are worth what their employer says they're worth. Not what they say they're work. Anything else is just a bunch of spoiled brats whining and crying because someone else got the shiny red ball. Oh, boo hoo.

  36. Re:So what? by Gawdzilla · · Score: 4, Insightful

    I make games for a living, and sure - I'd like more money for what I do. I knew when I got into the industry, however, what the hours were like and what the pay was like. The only thing that I had an honest misconception about was the royalty issue. I had thought that tons of hard work would result in good royalty checks but after 4 1/2 years in the industry I think I've recieved a grand total of $500 in royalties. Not the end of the world, but I don't think that you're getting the issue here. I've seen alot of arguments from the voice actors who are seeking the extra money that "...the average, working-class actor is lucky to get four of those ($275/hr) jobs a year." Um... so because you decided to go into a field that pays either poorly or erratically, I'm supposed to give up a portion of whatever money I _might_ recieve from the project I worked on for two years so that you can be "compensated" for your day's worth of work? I'm sorry - if you don't like what you do for a living pays GET A NEW JOB. I agree - there aren't 10 Jim Careys or Vin Diesels, etc. But I know for a fact that top notch stars like that DON'T make the $275/hr minimum that the Voice Actors Guild is worked up about. I worked on Men of Valor for 2015, and one of the voice actors on the project was Sean Astin. He made around $50k for about eight hours of work. That's a HELL of a lot more than the minimum - and it's just me but I'd say that $6250/hr is fairly adequate compensation for that kind of work. What bothers me - and all of the coders, etc. that have been making noise about wanting more money - is that not only do the voice actors get paid anywhere from 5-10 times as much per hour as the developers do, but now they want royalties (residuals) from the game for the four or eight hours they put in on it when the developers who typically put years of 50-60+ hour weeks into the project won't see a dime in royalties. Of course the developers aren't (usually) stars. But your close comparison between game development and Hollywood isn't very accurate. Set developers, grips, etc. - the support staff in a film - create the atmosphere that the actors and director use to tell their story. They're an essential part of the process, but without the actors and director you have no movie. That's why actors are stars and fameous and all of that. Without the coders, designers, and artists that physically make the game - create it from the code that drives the game engine to the textures and models that make it look good to actually designing and implementing the gameplay that is the heart of the game: game developers _are_ what makes a game. I've certainly never purchased a game because so-and-so actor did a voice on it, but I _have_ purchased many games because specific developers created them. Like actors in Hollywood, game developers are what bring a game to life and give it character. And that's not a quality you can merely export. ADDENDUM: Hrm. Never posted before - didn't know you needed an account to get this to show up. There's a duplicate under anyonmyous coward, but I wanted my comments to show up.

  37. Actors are replacable. by bluGill · · Score: 2, Insightful

    Sure there are not 10 Jim Careys, but there are millions of people who have moved to Hollywood over the years looking for their break, only to discover talent is not enough. Most of them have moved back home broke a few years latter. Of course there are many millions more who only thought they had talent, who have moved away too.

    Once in a while someone makes it. However there is enough compitition that until you are big enough that they write scripts with you in mind, odds are against you getting into any movie you are qualified for. The person who beats you out may not be any more talented, and may be less - it is who you know and who you sleep with, just like every other job (careful, just like any other job offering to sleep with the boss may get you in, may be a non factor, or it may ruin your chances, depending on the boss's ethics)

    If you must have Jim Careys' voice, then you have to have him. Be prepared to pay for it. (though you can often get a sound alike that is close enough) Most games do not need any particular voice. There are millions trying to get into acting, so you can choose any of the talented ones, and pay them little for a lot of work. Just like there are millions of developers trying to get into game programing, so they pay them little for a lot of work. (That is why I don't work in game programming)

    Supply and demand applies to actors just as much as anyone else. Until you have a unique name that people know, and thus you are a supply of one, there are millions more waiting at the door.

    The union needs to be very careful, because if things get too expensive companies will decide that the professional isn't worth it. They will pick some of the more talented staff (many already do this just because it is easier to pull someone from his desk when you want to make a change, than to call the actor back) and record their own. Maybe not as good, but good enough.

  38. Re:So what? by MoogMan · · Score: 2, Funny

    There are NOT 10 Vin Diesels. There are NOT 10 Elijah Woods.

    Thank buggery for that!

  39. Re:So what? by derrickh · · Score: 1

    The producers of 'The Iron Giant' say hi.

    D

  40. The three job classes... by Taulin · · Score: 2, Insightful

    There are many MANY professions that are overworked and underpaid, but since we are on the subject of programmers, I will concentrate on us. I have worked for many companies, in the US and in Tokyo. Everything breaks down into Employer, Employee and Contractor. Employer gets the profits. Employees get a paycheck. Contractors generally get a bigger paycheck. The farce is that people believe that Employees have better job security than Contractors, but job security doesn't exist anymore. Game companies are Contractors. Almost all are bought out or hired by Employers like EA, who get the profits, and are let go when the job is done. Others that are independent have been going under waiting for the next big contract, or license. Unfortunately, game companies are NOT treated like contractors, and paid like Employees. This is the problem, especially since large groups of people work on the same project, and finish at the same time, versus a 'normal' working job, in which projects are scattered about, ending at different times. Because of all of this, I understand the complaints of game programmers. Even though I would love to work for a game company, I understand they work long hours, and get paid crap, so I choose not to work for one.

  41. In other news . . . by Leroy_Brown242 · · Score: 1

    Water is wet.
    Fire burns.
    and everyone, everywhere, wants more money.

  42. Re:So what? by GamblerZG · · Score: 1

    YOU are replaceable.
    Performers are very, very replaceable. In fact they often can be replaced by mere mortals of other professions.

    Examples:
    Victoria voiceover in Thief 2.
    Videos for C&C.
    Hamalaya (98% of "actors" there vere simply tibetian people).
    Pi.
    The list could go on forever.

  43. Re:So what? by Anonymous Coward · · Score: 0
    Rock

    Tree

    You never had your car.

  44. Re:So what? by Blackwulf · · Score: 1
    When Wing Commander 4 was done with union work (because the union came in and shut production down until it became a union job) All the inhouse staff that did voicework received cease and desist notices that they were forbidden from doing future voice work until they joined the union.
    I am legitemately curious about reading more on this certain event, as I'd never heard of it before. Googling for it didn't work...Do you possibly have a link or a place I can Google (better than "wing commander actor union") to read more about it? Thanks...
  45. Re:So what? by unitron · · Score: 1
    take porches to work

    You aren't very bright, are you?

    Well, apparently those guys are making much better money than those of us who leave our porches at home attached to the house, so maybe we aren't as bright as we think ourselves to be.

    --

    I see even classic Slashdot is now pretty much unusable on dial up anymore.

  46. Ironic by BlightThePower · · Score: 1

    The CEO of our company tried to get us to work more hours, we just laughed, and continued to work just over 40/week.

    You got your way as a result of collective action. You already have a de facto union. Thats all trades unionism is. Lucky you, but some people aren't in that position. Some companies run things to deliberately isolate and divide employees so that situation could never happen (c.f. Walmart). The problem arises when the boss hints he's looking to "free up" a dozen or so positions. All it takes is a few worried family men to comply and thats that. What are you going to do then?

    --
    Plays violent online games as: Nerfherder76
  47. Simple solution by unitron · · Score: 1
    Just do like Hollywood and the record biz. Anybody wants royalties, just give them a percentage of the net profits.

    And pay (out of the gross) your most creative people to do your accounting.

    --

    I see even classic Slashdot is now pretty much unusable on dial up anymore.

  48. Re:So what? by QuantumG · · Score: 1

    Actually, you're wrong. If any employer says programmers aint worth jack and fires them willy nilly, the product they produce will be crap and then we won't buy it. Therefore, we determine the value of programmers. Same with voice actors.

    --
    How we know is more important than what we know.
  49. Re:So what? by Anonymous Coward · · Score: 0
    Why should some guy who writes netcode for a videogame be paid any more or differently than some guy who writes the IMAP module for a mailserver or QAs an application server or is the product manager for some sort of enterprise collaboration software? They're doing essentially the same game.


    As a game programmer, i can only say YES! Give me plz the same amount of money like programmers in other area do get. Or 1000$ less per month than those - that would still be an improvement. Or paid overhours - gosh(!) that would be great. Maybe it's different here in Europa, but i think you don't realize that you get a lot less money as gameprogrammer than in most other programming jobs.
  50. Re:So what? by coaxial · · Score: 1

    Look, a buisness doesn't come crashing down with the loss of a single individual. Sure there's differences in individual abilities, but in the end these don't really matter as each individual contributes only a small amount to the entire whole. The ream is bigger than any individual.

    The idea of a single indespensible uber-coder is a myth. (Conviently, everyone thinks of themselves as that uber-coder.) It always has been, and it always will be.

  51. Get Out While You Can by analog_line · · Score: 2, Insightful

    If I worked in the game industry, I'd be looking elsewhere really damn fast. There is no reason to believe that Indian or Chinese coders can't write quality game software just as rarely as American, British, or Aussie coders do, and they can produce the buggy, barely playable crap far cheaper.

    Complaining that you want more money is only going to make the slide to outsourcing that much faster. You chose to work in this industry, you knew all the bullshit that game companies do to their employees. The kind of ridiculous hours for comparatively crap pay that you would be forced to do. You knew all of it and you signed on the dotted line because you were blinded by the fantasy of making games being the coolest thing ever. Why in the world should I feel sympathy for you?

  52. Re:So what? by Lonewolf666 · · Score: 2, Insightful

    Most people in any software project - including games - are just code monkeys. Most of them are not the guys making the creative decisions.
    In many cases, this is exactly the reason why software sucks. Because management refuses to listen even IF the developers know what they are talking about. Which leaves the developers with exactly two options:
    1) Find another job
    2) Knuckle under and implement the stupid decisions from above
    Of course, if this goes on for long enough, the company may find itself outmaneuvered by another, smarter company. Which will leave both managers and code monkeys out of work.

    --
    C - the footgun of programming languages
  53. Love people are hard to find, money people are not by Anonymous Coward · · Score: 0

    "Programmers are easy to replace. People whose job requires creativity and who can do it successfully are a bit harder to come by."

    The irony of this story is that it counters the "it's all about doing it for the love" argument, and "you're a bad person if you do it for the money".

    Guess when push comes to shove and reality sets in, it is "all about the money"!

  54. Mod parent up by Lonewolf666 · · Score: 1

    Considering the money a sucessful consultant brings home, turning contractor is indeed quite tempting.
    An important disadvantage, however, is that you have to be your own marketing department all of the time. This is not easy for everybody, and for me this is the main reason I have not jumped ship yet.

    --
    C - the footgun of programming languages
  55. Re:So what? by some+guy+I+know · · Score: 1
    But they know if Christopher Walken is doing the voice of a character or some off-the-street nobody is trying to do the voice of a Christopher Walken character.
    I would prefer an off-the-street actor.
    Why?
    Because when I am in a game, I don't want to be distracted by such things as "Hey, that sounds like Christopher Walken!".
    That's true to some extent even in movies.
    For example, when I first saw Patrick Stewart in X-Men, I thought "Captain Picard", and it took me out of the movie.
    (Fortunately, Patrick Stewart is a good enough actor that the distraction was short-lived.)

    A counter-example was the voice of the Joker in the animated Batman series.
    Even though I knew that Mark Hamill did the voice, I didn't think "Luke Skywalker" when I heard it because it was so different, i.e., it didn't sounce like Mark Hamill/Luke Skywalker.

    What matters is that the voice fits the character, and that it not sound like the actor doing the voice.
    So, Christopher Walken, if you are going to ... do a voice for a character, please don't ... make it sound like ... your normal voice.
    Thank you.
    --
    Those who sacrifice security to condemn liberty deserve to repeat history or something. - Benjamin Santayana
  56. Yes, I did use "Preview", several times, AAMOF by Anonymous Coward · · Score: 0

    "sounce" --> "sound"

  57. Game Programmers Are Replaceable? by Anonymous Coward · · Score: 0

    Look, I've worked for companies like Origin and Digital Anvil, multimedia outfits, and even "normal" companies like IBM, and anyone who thinks that game programmers are easily replaceable -- that aside from a few John Carmack-types, the rest of us are just chaff -- well, I'm sorry, but you're deluded.

    Carmack produces maybe one game every couple of years, and even then he's not the sole programmer on the title. So what about the team who did "Halo 2"? I doubt many of you could name any one of the programmers/engineers off the top of your head. Could they have been easily replaced with outsourced labor? And not just them, but all the artists, writers, and designers who also worked on the title? Or how about the programming team that did "Wipeout Pure"? Or "Deus Ex"?

    Not every programmer is a rock star who gets profiles printed up in mainstream magazines, but that doesn't mean there's not some great talent out there that doesn't go by the name Carmack, Cliffy B, or Will Wright. And as someone who has had to hire for programming positions, they are a damn sight hard to find, so let's not minimize their contributions to games, even if they might not be a household name.

    And sure, good voice talent is important to the overall gaming experience, but the idea that an actor who worked on a title for a handful of hours is more deserving of profit sharing than the people who actually _made the game_ by investing years worth of effort is patently ludicrous. Get a sense of perspective.

  58. Re:Creative people are hard to find, coders are no by AvantLegion · · Score: 1
    >> Skilled actors are rare. Skilled coders are not.

    Skilled developers who can code a game into something FUN are.

    You don't get that from offshoring to India.

  59. Re:So what? by Anonymous Coward · · Score: 0

    You make some excellent points sir.

    But please use paragraphs next time, makes it easier to read.

  60. Economics by Datasage · · Score: 1

    Only getting 4 jobs a year? Hasnt it occured to you will that there might be reasons for that? Or did you sleep through economics 101.

    Its simply supply and demand. There is way to much supply but the rate charged for the service limits the demand.

    This is union protectionism. The union wont adapt to market forces so instead they want to extrot more money for the companies that can still afford them.

    Unions are good up to a point. That point doesnt include bullying non-union voice actors into a union or extorting thier clients because they dont want to accept market forces.

    --
    In America we are imprisoned by our fear of them.
  61. Re:So what? by Gawdzilla · · Score: 1

    Agh. Yeah - I know. I orignally just posted under anon. because I didn't have a /. account but I didn't realize that my comment wouldn't show up that way. I registered an account and cut/pasted my previous post but somehow lost the formatting. Sorry about that - I should have done the preview thing, but figured it would keep the original formatting.

  62. Oh, and be rich to start with, that helps. by larsoncc · · Score: 1

    Not to sound TOO sarcastic, but part of the problem with the game industry right now is that it takes millions of dollars to start a game company.

    Increasingly, this just isn't an option.

    Further, most folks coming from "working" backgrounds have seen the effects of unions on industries like the Automotive industry. The companies simply move production to another country, unions be damned.

    The problems in the game industry would be far better addressed through the creation and use of common assets, such as "stock textures" or "stock level wireframes". There needs to be a technological "field leveling" technology as well. The camcorder or other cheap cameras are good examples in film - they allowed students to create low-budget films (and drastically changed the accessibility of the pornography industry, making it a huge money maker).

    Eh, it's just a guess, but from what I see, it's similar to publishing. Before the Web, you couldn't just make a magazine (and expect millions of people to read it). It took tons of money, distribution channels, etc etc etc. It was a huge risk. Now it's a bit different, lots more variety.

    1. Re:Oh, and be rich to start with, that helps. by Anonymous Coward · · Score: 0

      Look at Introversion software.

      Four guys; bedroom coders.

      For them it isn't a lucrative business, but it's enough to live off of.

  63. The most famous acting in a PC game. by kurtis_mayfield · · Score: 1

    There are two names who stick out with me when I think of actors in games.. not anyone you would have ever heard of. The first was David Warner (Jon Irenicus in Baldurs Gate II) The second was Kane from Command & Conquer. You know what he was? He was a programmer or some other worker bee that made the game. Get a clue actors, you do not have the monopoly on your craft.

  64. Probably not... by the_skywise · · Score: 1

    I was working there when this happened. So this is a personal account from my own recollection. I don't remember any press about it at the time. WC4 had a film shoot with all the actors on real sets (as opposed to the green screen of WC3) in Hollywood. The union found out and got the studio hands to walk off and unionize (or shut down the production in some way until union workers could be invovled... I wasn't involved in the particulars). That turned WC4 into a "union" production and, as such, the entire work was protected. Voiceover work was done back in Austin by the regular playtesters, programmers, artists, designers; etc. Whomever wanted to do it and then got listed in the credits. Afterwards, the union sent letters to those who did the voiceovers basically stating they had gotten a "freebie" for doing voiceover work on a union project and that if they ever wanted to do that again, they'd have to join the union.

  65. Re:Creative people are hard to find, coders are no by Anonymous Coward · · Score: 0

    Clearly you've never played Kotor 2 which not only features Kelly Hu, but also British stage actress Sara Kestelman.

  66. Re:Creative people are hard to find, coders are no by Anonymous Coward · · Score: 0

    And they're obnoxious as hell.