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More Videogames Developers Consider Unionization - Some Spurred By Changes to Remote Work Policies (aftermath.site) 129

Developers for several top videogames have joined unions under the Communication Workers of America — including Call of Duty, Fallout, Overwatch, Diablo and World of Warcraft. Last month workers on the online game Magic: The Gathering Arena team announced their own CWA union.

The gaming news site Aftermath shares some interesting details: Owner Hasbro and Wizards of the Coast could have voluntarily agreed to the union, but instead the issue is going to an official vote with the National Labor Relations Board in June... [O]ne Arena developer shared on Bluesky that one of the reasons they were inspired to organize was because Wizards changed its remote work policy, requiring them to move across the country or to a more expensive state to remain employed. (Changes to remote work have been one of the big drivers of unionization and union action among video game developers.) If the union is successful, the company wouldn't be able to unilaterally change working conditions like remote work; it would have to negotiate with the union over the decision. There's no guarantee unionized employees would get what they want, but they'd have more of a say, and the opportunity to directly influence their work situation, than they would without a union.

More Videogames Developers Consider Unionization - Some Spurred By Changes to Remote Work Policies

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  • by Baron_Yam ( 643147 ) on Sunday May 24, 2026 @08:52AM (#66158226)

    For most roles in the process, WFH should be very desirable to an employer, so long as the employee signs an appropriate contract indicating that they're obligated to come to the office should their home setup be inadequate for supporting WFH, including mandatory local installations of whatever communications and collaboration tool you decide to employ.

    Maybe you require them to attend a certain number of in-person meetings or team building exercises (but not 3/week, I'm talking monthly or less).

    It saves on office space and related expenses. Throw up a suitable server farm and have employees remote in - all the horsepower, storage, and data security of a data center, it's potentially more secure than a cubicle farm.

    Forcing RTO is just a way to fire people without having to admit you replaced them with a lower quality but much less expensive AI.

    • >forcing rtoâ¦

      Is really about the real estate. Vacant space is a liability. Sometimes useful as such, sometimes not. In most orgs right now, not that many folks are actually doing the work. CSR, some front end developers. Most of the rest are shuffling papers and having meetings and âoenetworking.â Occupancy and real estate development are largely investment games.

      Weâ(TM)ve known at least since the 1950s that industries like insurance (not the same as utilizing the economics of r

  • by Hodr ( 219920 ) on Sunday May 24, 2026 @08:54AM (#66158230) Homepage

    I would be happy to be incorrect here, but I think this is doomed to fail in the near future. Historically developers have been willing to put up with a lot rather grueling work standards for the prestige of working on a major video game. While some of these measures, like "crunch time" have become high profile enough that pushback has reined in their use, there are still a lot more young developers that want to work in the industry than senior folks with the credentials to demand better treatment. Combined with a lot of major studios eyeing AI for the non-creative work of game development and I don't see where the devs have a strong foundation to negotiate from.

    • by Echoez ( 562950 )

      These are my thoughts as well. With the advent of AI (for developers, for designers, for graphics artists), there's a strong chance that there could be a surplus of labor relative to demand, and they won't have much leverage. In fact, since all of the production of a video game is necessarily digital, these jobs could just be pushed overseas.

      There's also a factor about competition: There have been a number of games over the past few years (Valheim, Vampire Survivors, Megabonk) made by just a few devel

    • by AmiMoJo ( 196126 )

      Proven ability from a list of game credits goes a long way in the industry. The job is more to do with knowing how to get stuff done effectively, and dealing with collaboration issues, than about raw talent.

      • The job is more to do with knowing how to get stuff done effectively, and dealing with collaboration issues, than about raw talent.

        This rings true to me regarding most jobs.

  • For unionization when you've already fired 1/3 of the entire industry. At a certain point you're running it so a bare bones staff that the threat of layoffs no longer really exists unless the company is just completely shutting down. And you can't really offshore anything that you haven't already offshored because at some point you need people to make art that resonates with the locals.
    • by ffkom ( 3519199 )

      you can't really offshore anything that you haven't already offshored because at some point you need people to make art that resonates with the locals.

      Well, it seems many western video game companies had no intention of "resonating with the locals", but instead became openly hostile towards their former customers (like the Ubisoft CEO telling his now former customers to "get used to not owning their games"). Which resulted in some epic flops from the west (like "Concord" etc.), while some far east productions (like "Black Myth Wukong" or "Crimson Desert") "resonated with the locals" enough to make them big successes. And that was not because those Asian c

  • ... some plumbing work done, Mario will show up with two apprentices. And sit in their truck for a few hours on a negotiated mandatory break.

  • If it includes salaries, that's where it'll trip up. The difference between mediocrity and excellence is so pronounced that it's almost impossible to agree. The best won't agree, and will move on if it is implemented in any of the usual tiered structures.

    You need to be able to pay for talent, and often that's antithetical to union philosophy.

    • You need to be able to pay for talent, and often that's antithetical to union philosophy.

      My father worked in the retail grocery industry in LA in the '50s and '60s. Always in union shops, and once he'd established himself the never worked for scale. He always negotiated a higher rate and his bosses will willing to negotiate because his reputation was that good. Eventually, he moved up into management, but he kept his union membership for the medical and pension benefits. I might add that as he was no
  • The corporation will abuse the hell out of you if you don't impose limits
    But the classic "union" is most likely a socialist scammer leader and his crones demanding money from you to "protect your rights".
    However, we're in the future, we have chats, we have anonymous chats. you can very well create a leaderless, peerless, mostly anonymous movement that coordinate actions to improve the working conditions.
    It's the ol "power corrupts" thing.

  • If they want corporations to respect them and assure greater stability and fair pay for themselves, they must unionize. Or, for even more stability, they must form worker-owned co-ops that do away with tenuous, ephemeral arrangement with corporations that will throw them away without blinking. Because AI layoffs aren't about AI, they're about copying what every other company is doing and wage suppression. Not for 90-100 years have so many skilled workers been so underpaid or idle. And we shouldn't forget no

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