Rockstar Employee Shares Account of the Company's Union-Busting Efforts
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A former Rockstar Games employee shares allegations of the company's union-busting efforts, sparking a heated discussion on labor practices and the gaming industry's treatment of employees.
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They make so much money, why can't they play nice and treat their employees like human beings?
I don't recall reports of Valve (Steam, also super profitable) stooping. Is Rockstar a genetic relative of GAFA, because this is more like what I've come to expect from Amazon.
Meta is also in the news today for making 10% of its revenue from scams, as well as for having codified policy that scammers representing at least 0.15% of their revenue must be protected from any moderation.
Business thrives on illegality.
At least under liberal capitalism I have the option of not buying games and of making my own.
Firings reduce expenses, the equation above explains the rest. Of course, that's only in the short term, but that's what exec bonuses are given out on!
https://www.macrotrends.net/stocks/charts/COST/costco/revenu...
While simultaneously growing profit margin:
https://www.macrotrends.net/stocks/charts/COST/costco/profit...
Hence growing annual net income from $2.3B to $8B in the last 10 years.
Do they have a benevolent dictator? Is this a temporary glitch that will be "corrected" when profits aren't looking as good? Are they a monopoly?
I'm genuinely curious.
They also did have benevolent dictators who spent decades building up good will, but supposedly the new bosses as of a few years ago are not so benevolent anymore.
Rockstar, and owner Take-Two (largely owned by institutional investors--well known for their historical championing of workers rights and fondness of unions), both seem to have your typical corporate hierarchies, where executives are fairly and correctly compensated for being more productive than over 200 software engineers combined.
Executives make more money because they are the only ones with the power to set wages. Workers do not have the power to set wages.
Their 10-Ks show they lost a lot of money.
https://www.macrotrends.net/stocks/charts/TTWO/take-two-inte...
2025 $-4.479B
2024 $-3.744B
2023 $-1.125B
The meager earnings in years previous to that are beyond wiped out. In fact, expect a lot more squeeze if you work at Take Two or a lot more rent seeking if you are a customer, because based on the stock price movement, the market is expecting a lot more net income.
Edit: looks like they set a ton of money on fire by overpaying for Zynga a few years ago. Customers and employees are going to be paying for that bad decision for a long time.
Managing to lose money on those kinds of profits is arguably further evidence that leadership there is overpaid.
Because they want to make great games. It's sad but we've never figure out how to replicate the creative output that crunch and stress triggers. I don't understand it and frankly I couldn't stand it so I left the industry but I won't pretend that we have a solution too the problem.
There's a big difference between people putting extra effort due to real external factors (e.g. company running out of money) and artificial pressure while executives enjoy their yachts.
This is a myth and plenty of amazing games were made without treating people like trash.
That's not how human nature works. Greed doesn't lead to idealism or altruism, it invariably leads to entitlement and more greed. The rich are never satisfied with hundreds of billions, they insist upon trillions.
Because they can.
In the gaming industry the biggest studios get away with running sweat shops because there's endless hordes of brilliant engineers and artists who had always dreamed to make videogames and need a huge name on the CV to move to better places.
https://actionnetwork.org/fundraising/support-rockstar-worke...
On another note, heard on Bloomberg today that they've been working on GTA 6 for 10 years at this point. Considering the size of their development teams it's possible that more manhours may have gone into this single title than all video games that were made until the PS1 era combined.
It’s incredible to think about what else has happened during these past 10 years of development. Or think about other decade long stretches and what was accomplished.
Not cutting short what the undertaking of this is, just that the scale of this project spanning a decade is fascinating.
For all intents and purposes it's "functioning" for me. You can search for a game, hit buy, put in your credit card number, then download/play it. I've seen some spurious arguments about how it lacks a cart or reviews, but it's a stretch to claim the lack of them makes them non "functioning". I never bulk buy games, and for reviews I can go to steam or metacritic.
To be fair most online storefronts don't have that. Amazon/walmart at best have "categories", which epic also has. Even online content portals like spotify don't have tags, preferring something like "more like this".
> but it's baffling that no other store gives at least the same amount of those features to you. Even though they could.
The better question is why storefronts don't directly compete on price. We see with airlines that consumers are willing to put up with hellish conditions to save a few percent on airfare. Those features are definitely nice, it's just unclear how they can avoid the free-rider problem if there are competing storefronts.
The way I see it, it depends how you see who is who's customer. Is the gamer the customer of the store, or are they the customer of the developer/publisher who put out the game, and in turn is the developer/publisher the customer of the store. The store cut is the price to buy their services, and they can shop around to find different offerings at different prices, just as gamers might be able to shop around and decide what (platform features) matters to them with the options available.
That said, Epic is indirectly competing "on price" by paying publishers and developers for their store exclusivity, for free giveaways and even for just using Unreal Engine. But it's the price for developers, not customers. Tim Sweeney said multiple times that he thought supporting developers was more important than customers, and that customers would follow developers. I don't know how whether it worked though.
- Tiktok was not first. Before it was vine and youtube.
- Google was not first. Before it was yahoo and altavista.
Plenty of todays big companies were not the first in their area.
Every online gaming platform other than Steam and GOG sucks. And in fact GOG competes very well with Steam precisely because it offers something Steam doesn't, which is DRM-free games. Steam didn't just beat the Epic Games Store and Origin and Games For Windows Live because it came first, it's just a better platform and the others offer nothing outside of exclusives which they paid for.
And for companies that shoehorn really bad launchers as an extra layer on steam like EA, you are doing the work of the devil himself
11 percent. That is the charge back rate in gaming. The "overall" stat for all transactions is something like 3 percent.
Card processing isnt free. There are fees, and supporting card processing still has more humans in the loop than one needs. Never mind all the technology that comes with running the dam platform.
Is 30 percent a lot. It sure is. Valve isnt a charity, this is how they chose to make money.
Meanwhile, AWS has a 30+ percent margin and I dont see CTO's lining up to run hardware...
1. source?
2. How does that justify a 30% rate, when presumably it's clawed back from developers?
>Card processing isnt free. There are fees, and supporting card processing still has more humans in the loop than one needs. Never mind all the technology that comes with running the dam platform.
Again, nowhere near 30% though
>Meanwhile, AWS has a 30+ percent margin and I dont see CTO's lining up to run hardware...
30% margins on renting hardware is totally different than a 30% tax on transactions, and it's disingenuous to imply they're comparable. At the very least amazon needs to spend the other 70% on running servers and investing in datacenters, whereas valve doesn't. It's studios that are actually doing the development. Valve just is charging 30% on top of that. To take an extreme example, compare the 2-3% fees charged by visa vs the ~15% gross margins that car companies make. Even though that's 5x higher, I doubt many are outraged about car companies' profiteering.
For some reason, people in tech live under the illusion that everything nontangible should be literally free
Strawman.
Apple is a firm technical gatekeeper to their ecosystem. Steam is not at all analogous to that for PCs.
edit: after some additional search tweaking this is most likely in reference to Wolfire v. Valve, which is now a class-action suit.[0] The argument seems to be that Valve is engaging in anticompetitive behavior by disallowing developers from reselling Steam keys for their games for lower prices on other platforms, not selling the games themselves on other platforms. So this may or may not be what the parent post was referencing.
[0] https://www.gamesindustry.biz/wolfire-and-dark-catts-antitru...
Changes get wiped because (as you mentioned) it's an a/b partition; when you switch partitions you lose the changes.
You can actually enable an overlay for root changes, but this causes other issues - you get to choose if you want to track packages you've installed, or packages that are in the base system. It's either in the overlay and you keep your changes but not the base system changes, or it's in the base system and you lose track of changes made in your overlay. - updates to the base system of packages that have been uninstalled in the overlay can cause inconsistencies like orphaned files (the new system update includes extra files from this package that haven't been removed by your uninstall. Hopefully some other package doesn't take this as a sign that an optional dependency library is fully installed, the linked subdependencies might be missing) - updates to the base system can be overridden in specific files that were modified in your overlay, causing packages to become non-functional - imagine rebuilding a library 4.5 to add a feature (or updating to v 4.7), then the base system updates that library to 4.8. All other software now expects version 4.8, but instead your overlay is providing 4.5. better hope it's only a minor patch update and not an update providing a feature, or worse, a major breaking update.
Gamescope is even fully open-source, so you could remove the steam deck UI, and still run any game with the same performance benefits of not running it inside KDE. Of course also, you could flash a new OS on the device itself if you wanted to entirely remove Valve’s presence.
How can user have an optional one-stop-shop that is sustainable for the long-term while not being “evil”.
Definitely not comparable to Apple, which is forcing all iPhone users to use their own app store.
Until people stop buying games from these places nothing will change.
Yes, they are loot box whores but so is everyone else.
Steam is a community, social media, and a store. The community is what they built and that community is extremely loyal. That community is also what developers are paying for.
In Gaben, we trust. I have 20 years of experience saying Gabe won't fuck me over to increase EBIDA by .5%. Are they perfect? No, but they are lightyears better than most of their competitors except GOG in terms of putting consumers first.
I keep giving Valve my money because they keep giving me good value for that money and a trustworthy environment to spend that money in. I have no loyalty. I also buy games from Humble Bundle and GOG.
I'm not excited about the prospect of losing my 4000 games but the literal only options available for consumers right now are "Pay money and get a game that we can take away at any time, fuck you over, do all sorts of bad things, and we demonstrably hate you", or "Pay money to get a game and a refund period and a bunch of features and maybe when Gabe dies we will do that other thing"
There is no alternative. GOG is run by the same people who released CyberPunk2077 as a bug ridden mess to please upper management, so they even have evidence of already straddling that line right now.
1.0 was 5/10 (quit after a few days) 1.5 was 7/10 (finished) Phantom Liberty was a 9/10 (finished)
It took 2 full years of additional development for 2077 to be in the amazing state it is in now.
It's a terrible incentive for the industry and why I still refuse to buy No Man's Sky.
It's essentially the concept of early access but lying about not being early access.
GOG is also amazing.
They had to be sued to get them to offer refunds
They had to be sued to get them to remove forced arbitration clause
They also take an absurd cut of developer income and saddle devs with costs that they don't always want. (Selling on Steam? Valve takes 30% and forces you to moderate the forums on your listing page that you cannot opt out of.)
They also have an internal culture that's been fairly regularly criticized as being pretty uncomfortable for women and minorities.
Valve has done some cool stuff, but let's not lionize them too much. They are probably better than an average company, for sure, but it's important to remember that they are also sketchy in some very gross ways as well.
Happier is a fine place to be. They are both still too high. Not everything has to be binary -- I can think Valve is offering some utility and also think that Valve is charging too much for that utility.
The fact that Gabe has a billion dollars worth of yachts probably suggests that maybe, just maaaaaybe, that 30% could be lower and Steam could still provide you the same level of marketing support and player base.
You don't get to decide that. Apple's price is not set by free market competition, Valve's is.
https://9to5mac.com/2025/05/19/apple-may-lower-app-store-com...
https://www.apple.com/newsroom/2020/11/apple-announces-app-s...
Heck, I've not bought games because they were not on Steam or required another launcher. Ubisoft and Rockstar are so bad that I held off on buying some games I really wanted to play; they're just that awful. EA's Origin was also pretty bad last time I checked.
I guess it's an actually hard problem to make a somewhat decent launcher in big companies with too many PMs playing turfwars, but still, almost everyone except Valve is shitting the bed so hard that as a consumer I'd happily pay quite the markup if it would allow me to avoid other launchers. They're that bad.
It's especially backwards when you consider that those AAA games put far more strain on Steams infrastructure with their >150GB install sizes.
There are even games you can buy on one service and play multiplayer with people who buy it on steam! I chose to buy MSFS2020 through steam for example because the steam platform is dramatically better than the absurd way the Windows Store does anything, but we fly in the same skies!
There's no lock in or exclusivity. You can literally buy the same exact executable from multiple places, and the only change is the feature the store program supports. Buying a game through the Epic Store for example won't let you use steam input, but you can even then play it on the steam deck with some effort! I think you can even use Proton on executables you don't get through steam!
A dev can even make it so that, if you buy their game on steam, you do not have to have steam running or installed to play it. They have that freedom. They also have the freedom to mark a version of the game such that steam allows you to access that old version forever
If you are a dev who releases a game on steam, you can mint a bulk quantity of steam keys and sell or distribute those outside of steam!. Probably if you abused it, Valve would tighten it up or ban you, but why would you bite the hand that feeds you? It's how, for example, Humble Bundle initially worked.
That's right, you don't even need to buy your game from Valve to use all their features! A substantial portion of my library paid money to Amazon instead, through humble bundle.
People use Steam because it has 20 years of established trustworthiness in an industry otherwise made up entirely of assholes who hate you.
Meanwhile, in the place that Steam does poorly: Old games, GOG has much more of the market.
People actually are willing to pay for trust and care. Steam has repeatedly and regularly improved how their storefront displays information and informs consumers, because their primary problem is discoverability and wading through the mountains of games from people desperate to collect some of the money waterfall that Valve enables.
When you put a game on Steam, the contract ensures that anyone who purchases it cannot lose access without it being Valve's decision. Developers or publishers who do stupid things or pull games five years down the line cannot prevent you from playing a game you buy on steam if it isn't dependent on some server somewhere. None of the other storefronts have ANYTHING like this, mostly because they are run by the exact companies who WANT to be able to prevent you from ever playing an old game again, so they can sell the same thing to you in a new box.
Compare that to Apple's 30%, which similarly has lots of features their platform enables including unlocking significant consumer spending, but they do not give you any alternative. If you want even a single dollar from someone on an iPhone, you HAVE to pay apple 30%, and at least for a while they wanted that even to cover netflix subscriptions for example.
If you as a developer do not want to pay valve 30%, you are free to do like Notch did for Minecraft and distribute it yourself, and you are free to run into the same problem it had where my friend was unable to purchase minecraft for decades because his bank refused to send money to the Scandinavian bank involved, whereas even a literal child without a debit card can use birthday money to buy a steam gift card and purchase your game with no adult involvement. (maybe that's not a good thing for society, but it's great for game dev business).
Valve does not have a moat other than simply consumer trust. Minecraft sold a hundred million copies through a dude's website. There has literally never been a moat in computer game distribution. An entire industry of British children existed writing games and selling them in local stores. A moat has never been possible, because Valve cannot make your computer not run other software.
That is not a good argument though. Try building your own distribution and take some of those billions.
You are welcome to start your own progressive game market place for PC. Go undercut him and charge 5% fees. You literally just need to dump game files on a CDN right? How hard can it be? /s
I do find it odd that this account is new and the type of posts it leaves. Seems almost like an LLM...
The sales you will miss are what steam brings to the table
So does Apple. Despite this, they are both engaged in rent-seeking (https://en.wikipedia.org/wiki/Rent-seeking), which has a harmful effect on everyone but them.
Imagine if roads weren't public, but were built by a single private company. You have a business that moves goods by truck. You can use the private company's roads, but only if you pay 30% of the profit of your goods to the company that owns the roads. It only takes 2% of the profit to maintain the roads; the other 28% is profit (rent) for the road-owning company.
You could choose not to use the roads. But then the only way to deliver the goods is by parachute (which may be possible, but isn't practical). So you use the roads. But this means you have to jack up your prices to make any profit for yourself. Competing is much harder (tighter margins), and your customers are paying more than necessary. Everyone's life is harder, except for the road company.
Would the PC video game market be bigger or smaller without steam?
While I hate always connected DRM, and lamented the death of physical media when steam got huge (and also refused to get a steam account for years for that reason), we would have multiple shitty stores if steam didn't exist, I think.
Look at epic and all the other distributors. Their stores are terrible and that's with the inherent competition of going against steam. Imagine if they were the only game in town. . .
This doesn't match with the definition of rent-seeking at all, as described in your wikipedia link:
> Rent-seeking is the act of growing one's existing wealth by manipulating public policy or economic conditions without creating new wealth.
To my knowledge, Valve has not manipulated public policy or economic conditions to maintain Steam's dominance. Steam hasn't pushed for legislation to prevent competitors, it hasn't prevented developers from selling their games on other platforms, and it doesn't even prevent you from installing non-Steam games on Valve's own proprietary hardware and operating system.
That's actually a very easy choice to make.
I think they're being sued over delisting someone for this last I checked, even if their public policy might not interpret their MFN that way
Source?
https://www.youtube.com/watch?v=s9aCwCKgkLo
https://medium.com/dunia-media/the-nightmare-of-valves-self-...
Additionally, when I actually look into the alleged statistics of claims that "Valve is primarily white and male", the numbers ... don't actually look that bad? We shouldn't expect any company to fit national demographics exactly.
Allegations of unpaid labor: https://web.archive.org/web/20160209211205/https://www.reddi...
As for the second, I'm confused as to why anyone would provide unpaid labor to a large, profitable corporation.
And yes, while it was mostly "unpaid", during my time there (2016-2020), we had a year-end rally every year which the "fastest" teams to complete translations would receive Steam wallet codes for their effort. I received up to $350 the first year of rally.
The next year they gave us Artifact keys...
and then the one Valve employee managing the server left Valve, and STS was slowly being replaced by Crowdin
they essentially killed crowdsourcing starting with Artifact. We (the STS members) had no access to new strings, then came Underlords, the new client... Only TF2 translations are crowdsourced to this day. The rest are done by their external teams.
This controversy is known and there are a few translators on Steam/Valve that came from the community, but nowadays it is mostly outsourced, and they do a terrible job (they replaced gamers with people who can't even bother to download the game to check the context a string is applied to).
It seems like the flat management structure allowed an ad-hoc hierarchy of cliques to form in the office anyway, pitting entrenched teams of old-timers against new hires, but implicitly. When you think of the lack of support for TF2 over the years, this is illuminating.
It's astounding that Valve/Steam are still as successful as they are in spite of this culture.
The medium link says nothing about women and minorities specifically. It's a critique of flat management structures in general.
https://www.latimes.com/archives/blogs/company-town-blog/sto...
Steam is much much easier for Valve.
I am not saying it has a value, but 30% seems a lot.
Of course, in the end that 30% we end up paying it ourselves.
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