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Features

Unionize Now?
When
EA_Spouse posted her now-famous open letter regarding working conditions
at Electronic Arts, it wasn't as if no one had ever complained before
about the quality-of-life issues plaguing the game development community.
But
she brought the discussions into the open, notes Rusty Rueff, EA's
executive vice president of human resources, and that, he says,
is a good thing. "Maybe I'm old-fashioned," he told Game Developer,
"but I think it's cathartic when people have a chance to get something
off their chest. And obviously, in our industry, how we work is
something that people need to talk about."
Indeed,
EA_Spouse says her goal was to break the ice, to get developers
talking. They are, however, talking about more than just convincing
management that conditions need to improve. There's now a buzz in
the industry about unionizing - and it's getting louder.
Many
industry observers see close parallels between the gripes of today's
game developers and those of workers in the movie industry in the
1930s and '40s, particularly in the animation segment. The difference
is that Hollywood unionized, and the game industry is still only
talking about it.
Who
Controls Hollywood?
"What
you saw in Hollywood's studio era was a lot of independent producers
who slowly consolidated into a few key players - we call them the
Five Majors - who gained a monopolistic control over distribution,"
describes Tara McPherson, chair of the University of Southern California
Cinema School, Critical Studies division.
"They
pretty much set the policy within the industry, decided what kind
of product would be made, the rates that would be paid, and whether
you'd have the opportunity to get your movie distributed to theaters,"
she says. "I see that being replayed pretty dramatically in
the game industry. In just the last few years, the number of small,
independent game production companies in Los Angeles alone has plummeted.
The possibility of distributing an independently-produced game without
connection to some bigger player is almost nil."
As
time went on, Hollywood workers found themselves powerless to bargain
with managers on the amount of pay they received and the hours they
worked, and turned to unions like the Screen Actors Guild and the
Writers Guild of America to represent them in negotiations. But
it was a slow transition, says McPherson, because white-collar workers,
like screen writers and editors - and game programmers and artists
- see themselves as different from factory workers and are often
reluctant to consider unionization.
"Oddly
enough, the Hollywood managers and studio executives made very much
the same arguments as the Electronic Arts executives are making
right now: that unions are for people who do dirty work and that
they result in a kind of group-think that destroys individual creativity
and the ability to negotiate your own wages," McPherson says.
"But I would argue that the Hollywood unions were absolutely
essential to the workers having decent jobs."
McPherson
believes the same is true of the game industry - that the big game
publishers aren't going to "benevolently change today's abysmal
work conditions without pressure. They will make small changes,
but not much else, if the threat of unionization seems real."
And
Microsoft Begat WashTech
Unions
are, in fact, eyeing the game development community, and the Seattle-based
Washington Alliance of Technology Workers makes no bones about it.
WashTech, as it is known, is a local of the Communications Workers
of America, having been formed seven years ago by contract workers
hired by Microsoft through temp agencies, who at the time comprised
more than 50 percent of the software giant's local workforce.
One
of those workers was Marcus Courtney, a contract test engineer,
now president of WashTech.
"You
could work for years without being converted to full-time employee
status," says Courtney, "which meant you'd never have
any job security or decent benefits. And, in the mid-'90s, Microsoft
was pretty much the only game in town for tech workers."
When
Microsoft lobbied for changes in overtime standards - employees
who made at least $27.63 per hour were ineligible for time-and-a-half
- it sparked a spontaneous email protest to the state government
and, ultimately, the launch of WashTech.
Now,
seven years later, Courtney claims that the big game companies are
trying to limit their employees' conversations about wages and working
conditions. He's reaching out to them via online forums and job
boards "to tell them the advantages of joining a union and
what we have to offer because not a lot of white-collar workers
understand the union process." He claims that while his is
the first union dedicated to representing high-tech employees, he
wouldn't be surprised if other unions, like the Screen Actors Guild,
the American Federation of Television and Radio Artists, and the
International Federation of Professional and Technical Engineers,
started making similar efforts.
Complications
and Consequences
But
there are those who argue that unions may not achieve the goals
of game developers, and one of those people is Adam Levin, an attorney
who practices labor law at the Los Angeles-based firm of Mitchell,
Silberberg, and Knupp. He most often represents employers in the
movie industry.
"While
there are perceived benefits to unionization, it's very important
for employees to recognize the tangible consequences of bringing
in a labor union," he warns. "They may include the rejection
of union proposals by employers, the possibility of strikes, increased
production costs that may lead to runaway production work - which
could mean layoffs - plus the expense of union dues and initiation
fees."
Levin
calls EA_Spouse's open letter to the industry a wakeup call to employers
to re-examine working conditions, particularly crunch times, "which
used to be sporadic and more recently have extended to a kind of
crunching throughout the year."
"It's
always my advice to employers that they should have an open door
with their employees to [let them air their] grievances and to always
try to address those grievances," he recommends. "The
wise manager will recognize that working out an amicable resolution
with employees is the preferred route to either litigation or unionization."
Levin
cautions that unionization frequently means increased labor costs,
which does no one any good. "If a publisher's labor costs go
up in such a way that it can no longer make a profit, it will have
great difficulties with its shareholders. If it needs to pass those
costs along to, say, Wal-Mart [as a retail channel] and, in turn,
to the consumer, I suggest that neither one will accept those increases.
As a result, game makers may end up going out of business or moving
work to Canada or Europe where unions are less of a factor, and
then there will certainly be layoffs. So everyone needs to be aware
that, with increased labor costs, which are inevitable when you
have a union, there are going to be consequences."
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