Well generally the workers who make these games actually care about the game and want to make a good experience for the players. The execs however, only care about how much money they can make off of the product.
Having a union (assuming that the union is run well),
- ensures a better product for customers
- ensures better working conditions for workers
- ensures better pay and benefits from workers (at least in programming roles, the games industry is generally underpaid compared to developers in other industries)
- provides protections against undue firings and layoffs
I would be curious to know why you don't think a union would be good for these people.
Yeah, it is a valid comparison, and assuming the quality is close to par with a macbook, I think it would be worth the extra cost.
I'm someone who doesn't want to go through a new laptop every other year. I've got an M1 mac right now. I've owned it for 5 years and could easily see myself getting another 5 years of use out of it. Only problem is, the hard drive is small, I can't upgrade it. It only has 16 GB RAM, which is fine for now, but I can't upgrade it. One of the 2 USB C ports gave out on me. I can't repair it.
If I had a laptop that I could repair and upgrade that also ran Linux? I would absolutely pay $2k for it - as long as the quality is good - because I think I would save money in the long term by making a laptop like that last a long time.
I use thinkpad (T14s now, X1 Carbon and X220 in the past). The hard drive is just m.sata and very easy to upgrade. You really can't upgrade the disk on a Mac?
> why then switch to a mode that pays artists nothing at all? Do Bandcamp. Buy merch. Do something to support the artists.
I don't like this perspective because it puts the onus on the individual consumer. Many people who listen to music struggle to make ends meet. They do not have the extra money to afford buying albums off of bandcamp, yet they are contributing members of society and they deserve to be able to listen to music.
Meanwhile there are billions of dollars floating around in the music industry. Spotify absolutely has the spare cash to pay their artists more; they just choose not to.
As much as I love the idea of Gabe's "piracy is a service issue" philosophy, I think the real truth is likely that piracy is an issue of capitalism and wealth inequality.
Sure, why not? Current US music revenue is $6/mo per US taxpayer. For less than half the cost of Spotify you could 5x the income going to musicians if you skipped the middleman and magically just paid them directly. That doesn't seem like a bad deal.
No one 'deserves' to listen to music. It's not a right. It's a luxury that you can either afford or you can't. FM radio is still around for those people.
I'm someone who started programming when I was in middle school and went into this career field for the passion. But my passion was and is programming, not corporate office work.
In my career so far, I've spent most of my time troubleshooting AWS configs, combing through cloudwatch logs, and wringing requirements out of people, and a lot less of my time actually solving interesting problems.
The walls of my office are gray, as is the carpet, the desks, and the walls of the bullpens. There are awful fluorescent lights overhead, and my eyes are dry and tired. I am exhausted at the end of the day because of the sensory overload of people being on constant teams meetings all around me. They speak with their outside voices, like children.
So yes, I love software development, and maybe someday I will find a better job in this field that gives me the kind of challenging work and problem solving that I signed up for, but working outdoors? surrounded by the sounds of nature with the sun on my face? I'm sure there's a catch, but it sounds nice.
Yeah, the games industry is in a pretty big crisis right now, and I think change needs to happen both ways:
Consumers need to understand that keeping games at the same price for decades despite rising costs and inflation is not realistic. If they want the industry to thrive, they need to be ok with games being more expensive.
Meanwhile, developers need to stop making games so expensive. This is an entertainment industry / corpo problem, really. Companies have seen the big profits and decided that only the big profits will do, which means you need to make a big open world cinematic experience, which is expensive, and because it's expensive, they won't take risks on making anything actually interesting.
The only way gaming moves forward is if we make riskier games that cost less to produce, which is why indies are the ones making the good games these days.
This get brought up often, and it’s such a lazy example. Apple forces you to give them their cut (you have to pay for developer license even just to keep your own personal apps on your phone).
Valve's most anticompetitive rule is that steam keys you distribute outside steam shouldn't be sold for less than the price on steam. Would that Apple were the same.
I cannot get apps on my iPhone from anywhere else but the App Store. While they are dominant, Valve isn't locking anyone in even on their own hardware.
I don't know if the Starbucks example is quite the same as the band example. If anything, their focus on iced desserts shows that they know exactly what their audience wants and is paying for.
When I think about the band shirts, I think about this time an indie game dev youtuber did a full breakdown of their different revenue streams. They were a "full time indie gamedev", but the overwhelming majority of their income came from gamedev Udemy courses.
So really, they were an online course seller that used their gamedev youtube content to convince people to buy the courses.
The reality is that Starbucks is the world's biggest unregulated bank, with their claws in the real estate industry. Who got that way by selling the experience of hanging out in a convenient coffee shop.
Their business has run into trouble a couple of times because MBA types in the company lost sight of this, then focused on trying to sell drinks efficiently. Thereby diluting the brand and business.
If you've got 22 minutes, https://www.youtube.com/watch?v=Ym7YwFq8ZuM is a very informative walkthrough of the history and the business by the always funny youtuber, The Fat Electician. Highly recommended.
IMO, they, like many other companies, were doomed by the constant chase for growth. Once they had a large share of "have a milk-coffee drink in a nice lounge" market, growth slowed. But having a large market share, good margins and growth that is the same as population/gdp (+/-) is just not acceptable.
So they try to find a way to get more growth, even if it changes and perhaps kills what the business was.
Around 2000 the founder stepped away, and MBAs brought in automated machines. They were more efficient and consistent at making the drinks than the baristas, and business tanked. The founder came back in 2008, got rid of the machines, and brought the baristas back. Business took off again.
In the context of AI automation I keep coming back to "cute Starbucks barista" as the archetypal automation-proof job. Because the job isn't producing the beverage, but the little moment of human interaction. (Especially these days, when not much of it remains!)
Same goes with supermarket checkout. I noticed many people intentionally take the line where the human scans your stuff. They enjoy it!
Unfortunately many zoomers do not appear to have been informed of this fact, and will give you a worse experience, "humanity wise", than the self-check out machine!
When you treat your job as robotic, aside from making the experience worse for all involved, you are also competing with actual robots, i.e. competing on speed, price and consistency, which is not a great place for a human to be.
I'm assuming you're talking about those Clover machines. They were really, really good and well designed IIRC. Trying to automate the barista with them; well, that's where they messed up!
Well, not the original role. That was to bring some americanized version of European/Italian coffee culture to the US. Serving espresso based drinks in a comfortable public cafe style setting. It was very popular for a long time. Busy cafes full of people, selling lots of drinks, opening new shops, etc.
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