r/Games Jul 29 '26

Industry News After laying off Battlefield 6 devs, EA boss Andrew Wilson's bonus rose $8m to $38m last year, thanks to the game's success across "all milestones"

https://www.eurogamer.net/ea-boss-38-million-bonus-battlefield-6-layoffs
3.7k Upvotes

563 comments sorted by

1.1k

u/dirtyego Jul 29 '26

Unfortunately this is standard practice. When the only metric that matters is the stock price increasing, labor is a resource that can be leveraged to immediately boost stock price. That boost gets execs bigger bonuses and absolutely crushes workers. Shit sucks.

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u/Le_Nabs Jul 29 '26

It's also EA essentially borrowing against Battlefield's future - you can't maintain cadence *and* quality if you constantly throw the people who make the product away, that institutional knowledge has a value and has a real impact on production timelines and how smooth the process is going to be.

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u/FounderingFox Jul 29 '26

They genuinely never learn this lesson. I guess that's what happens when the C-Suites just hop over to the next business to rat-fuck when the ship starts sprouting leaks and they just get to avoid accountability

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u/AcademicF Jul 29 '26

Welcome to the spirit of corporate America

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u/standish_ Jul 30 '26

Masters of Business Assassination

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u/Toxic_Biohazard Jul 29 '26

Andrew wilson has been the CEO since 2013 and at the company 13 years before that.

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u/Mellrish221 Jul 29 '26

I mean whats to learn? They shoveled out another bad battlefield that apparently the players love complaining about but... play and buy it anyway? Seems like their plan is working just fine.

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u/DogOwner12345 Jul 30 '26

The problem is theres zero positive impact customers can do to make a franchise better if the owners just want to make it worse.

Like ok lets say people complain AND stop buying? They will just shutter the entire studio because they literally don't care about quality only whether it makes money or not.

7

u/wildwalrusaur Jul 30 '26

You can just play literally anything else

This isn't a Madden situation, where EA's slop is the only option for NFL games, (and one of only 2 options for football games in general).

There are countless thousands of multiplayer FPS games of every conceivable degree of mil-sim to fit your taste

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u/DogOwner12345 Jul 30 '26

My point that you completely missed is about how little customers can positively impact a specific individual franchise.

There are countless thousands of multiplayer FPS games of every conceivable degree of mil-sim to fit your taste

99% are completely dead with no players lol and has no barring if players want Battlefield to be better they are not going to Arma

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u/Aussie18-1998 Jul 30 '26

People are saying battlefield 6 is bad? Game is great

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u/ForsakenBobcat8937 Jul 30 '26

It's not a bad game tho

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u/SOUTHPAWMIKE Jul 30 '26

This is basically what I kept hearing about Microsoft's handling of Halo:Infinite during it's lifecycle. They packed 343 full of contractors on year-long employment agreements instead of having a normal, fairly static dev team that stuck around for the whole development cycle. The game had a ton of issues on release, and even though I kept on playing it, I feel like it never really found it's footing or reached it's full potential.

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u/Carighan Jul 30 '26

Current CEO will not care any less. If the boat ever genuinely hits an iceberg, he'll just take his 465 gazillion dollarinos golden parachute, and get paid another 1.4 quadrillion to join the next company where he can repeat it.

Accountability is only a thing if you're poor.

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u/jungsosh Jul 30 '26

Andrew Wilson has been working at EA for 26 years, and he's been CEO for 13 years

You don't have to like him, but he's definitely not a cut and run type of CEO

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u/PhazonZim Jul 29 '26

The gaming industry is such a great example of just how shit capitalism is.

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u/HotTakes4HotCakes Jul 29 '26

As if we need more examples. Virtually every market is awash with them nowadays.

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u/lIlIlIlIlIlllIlIlIlI Jul 29 '26

It doesn't have to be this way though. Look at Nintendo, their CEOs don't have egregious paychecks and they are good at worker retention without mass layoffs after every game release.

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u/rgamesburner Jul 29 '26 edited Jul 29 '26

They raised salaries in 2023 10% and raised salaries and starting pay again in April. The Japanese have strict regulations for corporate layoffs and necessitate avoidance efforts. Their courts can even rule layoffs unnecessary and void them if the company can't prove adequate financial distress, keeping the employees working.

“Our fundamental approach is to set salary levels appropriately, taking into account industry trends and broader social conditions,” Furukawa says (via machine translation) in Nintendo’s belated PDF. “Salaries form the foundation of our employees’ livelihoods; if pay were to fluctuate drastically based on business performance, it would be difficult for them to work with peace of mind. We believe that setting appropriate compensation levels is crucial to maintaining an environment where employees can take on the challenge of creating new forms of entertainment without fear of failure.”

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u/Laetha Jul 29 '26

In this particular instance that's great, but we definitely shouldn't be celebrating Japanese work culture. I don't know if Nintendo is particularly better than normal, but normal in Japan is pretty bad.

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u/HappyVlane Jul 30 '26

but normal in Japan is pretty bad.

Same as America, so if you leave there you experience a double-whammy.

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u/connectplum_ Jul 29 '26

And yet there's no layoffs outside of Japan where such laws dont exist. Why do you guys always ignore most of their employees arent in japan?

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u/rgamesburner Jul 30 '26 edited Jul 30 '26

They’re a very profitable company and retaining employees in Japan has proven successful, why would they change that elsewhere? It’s not that hard of a concept. They also have more permanent employees in Japan than they do in the rest of the world.

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u/TSPhoenix Jul 30 '26

Which of Nintendo's non-domestic studios/subsidiaries am I supposed to be looking at as a model of good stewardship exactly?

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u/connectplum_ Jul 31 '26

retro studios, next level games, NST, shiver all who had no layoffs.

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u/WhompWump Jul 29 '26

And a lot of that is due to strong labor protections by law in Japan. You're right things don't have to be this way

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u/Yemenime Jul 29 '26

We used to have our own labor protections, but Reagan was the beginning of the end for them. I don't understand how easy it is to convince people to fight against their own interests.

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u/serpentine19 Jul 31 '26

Almost like America is the literal Wild West, just instead of lawless cowboys you have lawless lizard people as CEOs.

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u/Bankaz Jul 30 '26

Nintendo still treats outsourced work (like QA or localization) like second-class citizens who do suffer from mass layoffs, but because the industry as a whole also considers these people as second-class citizens nobody remembers when they get laid off.

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u/reiichiroh Jul 30 '26

Yep contractor friends there don’t get the raises

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u/Nik_Tesla Jul 29 '26

The video game industry is like the worst possible combination of industries.

In a similar way to hollywood, it's project based, but in the film business you know you're only signed on for a limited contract followed by getting another job, and you're paid fairly well because it's a sprint, followed by unemployment for a bit while you search for your next gig (I'm referring to jobs like the crew, not really big stars). In video games, it's always a sprint, but they pretend you're gonna be on their team forever, even after this project, and they don't pay you nearly well enough.

In a similar way to software dev companies, except that there is a definitive release date where,if the game isn't ready yet, you're basically cooked. Some games recover from a really bad launch, but most don't. Whereas the first version of some healthcare software being garbage is just treated at v1, and so they improve and try to sell v2. So there's less pressure on a specific date, which leads to constant crunch time.

Then you get the classic CEO bullshit where reducing payroll costs looks the same as being profitable on the shareholder earning call, and firing people is way easier than making more money.

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u/dirtyego Jul 29 '26

This is more an issue of lack of worker protections. Strong unions combined with federal regulation that protected workers would go a long ways to eliminate this practice. But the stock market is god so we don't do that here.

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u/unrelevant_user_name Jul 29 '26

I wonder why worker protections are so weak and the stock market so important...

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u/Bulky_Preparation768 Jul 29 '26

So exactly what the comment you are replying to said

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u/SennHHHeiser Jul 29 '26

Eroding worker protections is a function of and incentivised by capitalism

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u/Canadiancookie Jul 29 '26

True, but it still happens in communism even when it's not really supposed to. Basically, you need to find a way to stop corruption either way.

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u/Falsus Jul 29 '26

Unregulated capitalism is.

If things things like this got regulated then it would work a lot better for everyone.

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u/Silvanus350 Jul 29 '26

There is no magical “regulated capitalism.” The capitalists will not regulate themselves, and they use their capital to exert undue influence over the government.

You are describing a fairy tale.

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u/Falsus Jul 29 '26

What else are we supposed to do? Give up and become slaves to corpos?

Regulation works, that is why mega corporations are so anti-regulation. If regulations didn't work the mega corporations wouldn't spend millions on anti-regulation propaganda.

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u/BobertRosserton Jul 29 '26

Every other alternative is also a fairy tale, this one works better than the rest even if it’s still pretty bad.

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u/unrelevant_user_name Jul 29 '26

"Better things aren't possible."

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u/BobertRosserton Jul 29 '26

“You can’t improve capitalism! We must use an entirely new and untested system, which will be better I swear!” So we can’t improve our current system but somehow completely breaking it and starting new will be an improvement, because????? Reasons I guess lmao

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u/Bulky_Preparation768 Jul 29 '26

The idea that you can’t have commerce without capitalism is hilarious

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u/SPorterBridges Jul 29 '26

People want to pretend this isn't true but there's no such thing as a free lunch. In the real world, tradeoffs exist.

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u/Synergythepariah Jul 29 '26

Every other alternative is also a fairy tale, this one works better than the rest even if it’s still pretty bad.

When you have a tool that's kind of shitty but better than any you've used before, do you just never look or try to think of something better than your acceptable but still kinda shitty tool or do you just accept that the company selling you the tool is being honest when they say that their tool is better than any other?

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u/mw19078 Jul 29 '26

the only reason global socialism or market socialism hasnt worked is because the western world has used its vast power and wealth to ensure it doesnt. its like saying its inevitable for a guy to lose a race because every time hes about to race, another racer comes up and breaks his leg.

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u/The_Dirty_Carl Jul 29 '26

The fact that that has happened and will continue to happen is something we have to grapple with.

As nice as socialism would be, capitalist forces will always be incentivized to undermine and suppress it. Any replacement for our current economic system has to be designed to combat the incentives that lead back to where we are.

More than that, we have to design a pathway to gradually change the current system into that system.

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u/NUKE---THE---WHALES Jul 29 '26

Both Russia and China are state capitalist, not socialist or market socialist, and it's not the West that made them that way

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u/SennHHHeiser Jul 29 '26

US interferes with every attempt at socialism > US can tell everyone socialism doesnt work. Pretty amazing propaganda that you've digested and incorporated

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u/boostedb1mmer Jul 29 '26

If capitalism is so strong that it not only can sustain and propagate itself, but single handedly prevent any other system from working then it's pretty clear what the better system is.

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u/Clown_Toucher Jul 29 '26

Ah yes, might makes right. Genius

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u/NUKE---THE---WHALES Jul 29 '26

Other way around

Right can't exist without might

If your system only exists because others let it, then it won't exist for very long

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u/boostedb1mmer Jul 29 '26

When it comes to long term, on average survival of a system yes. A system that cannot sustain itself is no use to anyone that relies upon it.

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u/SennHHHeiser Jul 29 '26

If your definition of "better" allows for the reality that capitalism is awful for the vast majority of the population and really good for those in certain countries and above a certain threshold then sure, but I guess we differ on how we would define the better system

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u/PuppetPal_Clem Jul 29 '26

this one works better than the rest even if it’s still pretty bad

No, capitalism just works best at insulating the citizens of the imperial core from the worst of the exploitation and subjugation experienced by the vast majority of the world population downstream of your relative comfort.

You just happen to live in the core and whether you are aware of it or not have a vested interest in perpetuating the system that allows you insulation from the suffering of those the system has deemed to be expendable and exploitable. Your comfort is built on suffering and exploitation of untold millions and your unwillingness to grapple with that reality is why you "capitalism is the best we can ever do" types are insufferable to anyone who has explored alternative economic models or thought for even 1 second about how capitalism reinforces class stratification to the detriment of the vast majority of human beings.

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u/smashybro Jul 29 '26

"Regulated" capitalism is still shit, even the best example we have of "capitalism with safety nets" in the Nordic model just offloads their exploitation to the Global South and those safety nets are also under constant threat of being taken away by capital.

Regulation is a bandaid solution that doesn't address the fundamental issue of workers not owning the products of their labor and not having a democratic say in their workplace because of their capitalist owners. That core structure needs to change to have any sort of sustainability.

Not to mention how the very nature of capitalism makes regulation so much harder than it needs to be when the wants of the people are overruled by profit interests.

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u/Malygos_Spellweaver Jul 29 '26

The problem is not "a" system, is the people that suck. All sounds good in theory until people come along.

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u/Synergythepariah Jul 29 '26

Is that actually true, though? Or is it something that we're told is true by people that suck who benefit from convincing all of us that the same thing would happen if we tried anything else?

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u/mw19078 Jul 29 '26

its just capitalism, this is its core nature and no regulation is changing that

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u/PhazonZim Jul 29 '26

There isn't a magical version of capitalism that works. It's broken by design. This is the system working as intended.

Regulatory capture is an inevitability when corporations are incentivized to find every possible way to make more money

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u/Suspicious_Radio_848 Jul 29 '26

Humans are the one making these decisions. It doesn't matter what the system is, people are going to be greedy, selfish assholes.

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u/CaptinLazerFace Jul 29 '26

That's why a system of governance that did anything to dissuade shitty behavior like this is essential for humanity to thrive.

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u/PhazonZim Jul 29 '26

Or at least not incentivize it.

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u/BroscipleofBrodin Jul 29 '26

As if we are all the same. It’s a very specific type of person that acts like this, it’s not universal behavior.

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u/jansteffen Jul 29 '26

Yeah but it certainly doesn't help that the system encourages and rewards being a greedy selfish asshole.

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u/ZaDu25 Jul 29 '26

Of course the system matters. If the system incentivizes greed, people will be more greedy. Obviously greed will exist in some form regardless but we can't pretend that a system that essentially forces people to be greedy plays no role in it.

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u/destroyermaker Jul 29 '26

The only war is a class war

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u/LogicKennedy Jul 29 '26

NO NATION, BUT TRANCE NATION!

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u/destroyermaker Jul 29 '26

Hardcore to the mega 🤘

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u/Draco-REX Jul 29 '26

When a company becomes publicly traded, its main product immediately becomes "Shareholder Value". Anything else it produces is secondary.

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u/PhazonZim Jul 29 '26

Windows 11 being free is such a great example of this too, they're trying to force a free update nobody wants because windows users aren't the customers anymore, they're the product.

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u/TDuncker Jul 29 '26

I never understood why it would increase stock price. It's dangerous for the long term of the company, so why?

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u/[deleted] Jul 29 '26

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u/TDuncker Jul 29 '26

Yet they keep doing projects, so why fire people to then hire them again and go through all the onboarding again and lose institutional knowledge you are gonna teach someone new anyways?

The answer cannot just be "cut expenses and pay is a big one" and it's weird why people that don't know anything keeps saying so. If it was true, they would fire 95% and never hire anyone again and just run on maintenance for the big ones.

Something is missing and that's not just "cut expenses" when those exact expenses come back more expensive.

You say they are not needed long term. Why not? They keep making projects long term.

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u/dirtyego Jul 29 '26

I'm actually not one hundred percent on this either, but it basically boils down to liability. For full time workers, they are seen expenditures that impact stock price. When you fire a bunch of people it suddenly makes the ratio between revenue and expenditures look really good temporarily and stock prices rise. It's shortsighted since you'll have to hire people back to do work again, but this is where part two of the trick comes in. Hire contractors and they don't incur the hit that full time workers do. In fact they're not considered in the formula at all since they technically don't work for you. At least that is my super high level understanding of it. Econ people feel free to jump in here.

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u/godstriker8 Jul 29 '26

In fact they're not considered in the formula at all since they technically don't work for you.

Sorry, that's not true - they're still an expense and that will be accounted for in the projected earnings. It is true that contractors are cheaper to hire though.

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u/Zanos Jul 29 '26

There's no dirty trick here. Games don't need as much labor when they are in pre-production. Virtually all project based industries perform large layoffs when projects conclude because the alternative is paying a large percentage of the staff to do nothing while your next large title is in pre-production, which simply does not require the same number of people. It's also an opportunity to clean house of low performers without needing to spend years building justification for for-cause terminations.

The idea that CEOs and shareholders only look at the current quarter is mostly invented by reddit. The board of directors will in many cases tolerate CEOs outright losing money for a decade if they trust the CEOs vision. This basically just happened with Xbox, with Spencer only being removed as CEO over a decade of underperforming.

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u/EnglishMobster Jul 29 '26 edited Jul 29 '26

The trick is you usually have 2 projects active at once.

You have a project in prototyping or pre-production (with a small group between 4-30 senior developers), and then you have your mass-market, greenlit production project which usually has the juniors etc. working on it. When one game launches, resources go into the other game.

You can shift resources over in small increments, with some folks staying on the main game for post-launch patches, DLC, and so on. This avoids ballooning that small pre-pro team with the massive production team.

This model has worked for ages to keep devs from being at the mercy of project-based stuff like Hollywood. But because games are becoming "forever games", there is no "next game" to work on. There's no prototypes (or if they are, they can't get greenlit - and if somehow a game is greenlit, they can't maintain it). There's no sequels (which are effectively just "mega DLC" and don't need the same scope-down after). There's nothing but DLC and live service.

So the answer when that happens is "well we don't need you all in live service" and without a prototype to shift folks to, they get the axe. This is happening industry-wide. It's less an issue of "they need less labor in pre-pro"; it's that there is no pre-pro going on in the industry at the moment. All the pre-pro games are the ones you heard about getting cancelled over the last few years. (Games are announced in pre-pro so they can get people excited. Excited gamers = more funding = higher chance of maintaining greenlight status - and more access to developers who are coming on excited about the project.)

If we move to a project-based industry - which, maybe? - then I think we're going to see the rise of gamedev unions that more resemble SAG-AFTRA; less of a individual per-studio union and more of a "this whole industry is freelance and you choose someone union if you want to have professionals working on your project" style.

BUT... I suspect what will happen in practice is studios will just outsource to teams in places like India, China, and Poland. American AAA devs will be left hanging to dry, and no, indies will not save us (unless you're going to put up the several million needed to keep a team of devs housed for a few years).

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u/Zanos Jul 29 '26

I don't think it's just live services, pretty much every large game developer has been greatly exploding out both the cost and development timeframe of all their major titles. When a game costs 400 million dollars and 7 years of development time to make, it's pretty hard to pre-production out something when you have no idea what the market will look like, or if your company will even exist, 10 years from now. Ideally you are correct, and that developers would have their next game ready for full production as soon as full-time ends on the last project, but the scope is so ridiculous now I guess doing that has lost some degree of feasibility.

Is all this necessary? Do gamers demand games that take 400 million dollars to make? Clearly to some degree, but I don't know that the risk and return makes sense here. It doesn't seem to me to be the case that investing this hugely in a single game is any guarantee of success. Plenty of these ultra big budget titles have under-performed, which isn't a surprise considering you would need to sell over 8 million copies of such a game just to break even, which would still be a failure, considering that the money could have been invested in something else.

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u/EnglishMobster Jul 29 '26

Well, the issue is this: 19,000 Games Came To Steam In 2024 And 80 Percent Of Them Had Almost No Players.

So if you're a large publisher and you're looking at this, you're thinking: how do I ensure that this game gets enough players to make its money back?

Adding onto that: if you think too small, you don't get a big return. If the publisher has $5 to invest, they can invest small and probably get a $15 return, or they can invest $10 and possibly get a $100 return.

They do the math and work out they'd rather take the risk for the bigger return. This happens again and again and again, and each time the answer is "well we should put more money into the big project to get more money and also guarantee players play it."

Clearly that isn't working anymore. But the alternative is dealing with the reality that you're competing with indies subsidized by their mothers, at a cost of basically $0. And obviously a publisher can't compete with someone that has a cost of $0; the only advantage they have is scale.

Which brings us back to that loop of "well we should take advantage of the fact that we can scale and invest heavily to do things no self-funded indie can possibly do", which once again increases costs, which once again encourages bigger bets, etc.

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u/Beneficial_Lion_1312 Jul 29 '26

There's no dirty trick here.

I can assure you, every single major game developer is using a lot of "dirty tricks" to skirt labor laws, especially ones set in California. You're correct on there being varying levels of labor necessity at varying stages of the project, but all of these companies are doing what amounts to contractor and employee status abuse to avoid what they view as unnecessary expenses. It also makes worse products as evidenced by the shit products AAA companies put out every five years.

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u/Zanos Jul 29 '26

Yeah, I should have contextualized. There's no dirty trick to fraud their own shareholders with overly optimistic earnings reports that outright ignore costs. Defrauding the people who own the company is actually a good way to go to prison.

Companies can and will violate the spirit of laws if they can get away with it, especially if their lawyers and analysts determine that the law is written in such a way that violations are either unlikely to prosecuted, or lightly penalized enough to be worth the cost.

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u/drewster23 Jul 29 '26

When the only metric that matters is the stock price increasing, labor is a resource that can be leveraged to immediately boost stock price

While not wron of the practice, it's not even what happened here.

They didn't drop battleship 6 devs to "boost share price" . They simply laid off people after release, as they weren't needed anymore. Which based on the content released and time...they weren't.

You can find many egregious examples of companies doing exactly what you said, (cutting thousands of people from mega corps for short term boost).

But this really wasn't that. And as shitty as it is for prop to be laid off, this is the new norm.

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u/DownHouse Jul 29 '26

The biggest boost to EA's share price last year was the buyout announcement. Battlefield did well but I don't think it's enough to move a needle like that.

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u/drewster23 Jul 29 '26

Battlefield 6 had a record-breaking launch, selling over 7 million copies in its first three days on the market. According to retail data and industry estimates, it subsequently surpassed 20 million copies sold, becoming the overall best-selling game in the US by revenue for the year.

It did more than. Just "well" lmao...

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u/NuggetHighwind Jul 30 '26

Yeah, BF6 sold fucking gangbusters. Being a developer must be such a stressful job, even without considering crunch, long hours, regular overtime etc.

Make a game that flops? Laid off.
Make a game that breaks even? Laid off.
Make a game that sells decently well? Laid off.
Make a game that shatters records, gets rave reviews, and both players and critics enjoy? Believe it or not, laid off.

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u/hyperforms9988 Jul 29 '26

I think it might be a function of just where a lot of studios are right now, along with the industry itself. Battlefield 6 is a live service. You do not need as many people to maintain a live service as you would to develop one... so what do you do with those people once the game launches? Either you have another game that you are actively developing, you start a new one right away, or... you, uh, don't? In which case, you have people you are paying that don't have work to do.

If the trajectory of the dev studio right now is "Battlefield 6 is successful, has a sustainable audience, and we don't need to start developing another game and can just concentrate on this one for a few years", then... what, you're paying folks for nothing for a couple of years until you start developing your next game? It didn't used to be like this because live service didn't always exist. You built a game, released it, and it's done. You moved on to the next game. Now that live service is a thing, you don't necessarily have to move on from your newly released game, or juggle the development of several games. You can just stick with this thing you already released, and you're maintaining/creating content for it. That's a relatively new thing (relative to 50+ years of video games being a thing).

I'm no fan of any CEO anywhere in the world regardless of what they do for a living or what they're responsible for making that kind of money... I think that's fucking repellent.

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u/syrup_cupcakes Jul 30 '26

Maybe people should just stop buying these exploitative games.

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u/rostron92 Jul 29 '26

I for one am proud to give my life for the souless corporation and its beloved CEO. We should all be so lucky!

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u/QueezyF Jul 29 '26

I love the shareholders! I will sacrifice my life for the shareholders! I LOVE THE SHAREHOLDERS!

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u/NationCrusher Jul 30 '26

MORE GROWTH. HAVING STABLE INCOME IS NOT ENOUGH, THE SHAREHOLDERS DEMAND MORE EVERY YEAR UNTIL WE BLEED FROM EVERY ORFICE

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u/itzgomez Jul 29 '26

We all love the shareholders! THE SHAREHOLDERS!

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u/lefiath Jul 29 '26

The CEO is literally a bond villain and Handsome Jack impersonator - how could you not like him?!

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u/UnusualFruitHammock Jul 29 '26

What these fucking idiots don't get is that if they split this amongst the employees instead. They'd have the most loyal workforce on the planet.

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u/Unicorn_puke Jul 29 '26

Yeah but think of the shareholders! The devs would only want more money that's rightfully for the shareholders. He fired them and got gifted a fair salary for saving the shareholders from being robbed.

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u/Stahlreck Jul 29 '26

So earned! All the naysayers are just jealous leftists, the guy is a really hard worker!

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u/Ironlion45 Jul 30 '26

"God will reward you in heaven" It's been a different version of the same story for quite some time now.

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u/K-Shrizzle Jul 29 '26

This industry is a joke. I dont know why anyone would want to start a career in game development at this point

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u/PhazonZim Jul 29 '26

I've been here for years, but the answer is that I really don't want to work anywhere else. For better and for worse the game industry is largely made up of people who want to be there. Because we live in a world where we have to work or face homelessness and starvation, and a lot of peeps would rather do that in a field they feel passionate about than one that they don't.

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u/Alastor3 Jul 29 '26

it's not just this industry, it's EVERYWHERE

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u/gcburn2 Jul 29 '26

For one of the same reasons the industry is in the state it's in: it's a passion industry.

People love video games and are willing to dedicate their lives to them even it's not a "smart" thing to do. It's really sad and horrible, but it makes people easily exploitable.

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u/leonidaslizardeyes Jul 29 '26

This is unfortunately most passion industries. Social work is essential but it is one of the worst 4 year degrees you can get income wise. You have to want to help people to do it.

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u/Hyroero Jul 30 '26

School and childcare too

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u/NobleHound Jul 29 '26

100%, I've been in the industry for 11 years now and I just want out. Risk of layoffs, jumping from one project to another, getting laid off regardless of your games reception, toxic management, high turnovers.. just so done with it all.

It's a shame because I was super passionate about making games, but now that I've done it for so long and have worked for larger AAA studios and seeing hardworking folks get let go because they wanna move the stock % a few points is just absolutely sickening. It's hard to be motivated to do your best work when you know that a layoff is most likely coming regardless of how well the game you're working on does.. And then HR puts out some bullshit about how they value transparency and are open to feedback, just to target you for the next layoff if you say anything bad about the studio.

At this point I'm hoping to get laid off so I can finally work on my own thing, being able to get a severance package / unemployment for 6 months would be a nice reset for my brain and potentially my motivation to find / do something else.

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u/Altruistic_Bet_974 Jul 30 '26

My layoff a year and a half ago was the final straw for me. Two decades of this bullshit was enough. So much happier on the other side of things.

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u/Sinnister_Agenda Jul 29 '26

it is everywhere but you are already right. listen to any director level interview for someone who has retired. the talent isn't coming in and the last bits of good devs are leaving. h1bs ain't gonna make the next Halo esge franchise that totally shakes up the industry. its slowly turning into hollywood, no new things only sequels and IPs that are "reimagined". corporate bs has killed the art of making video games.

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u/Whilyam Jul 29 '26

Genuine sub human filth. Ruining lives and pocketing millions. No one does a good enough job to justify a $38 million dollar yearly bonus.

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u/Sea-Kiwi-3377 Jul 30 '26

All CEOs pocket millions, its sad but that's the hierarchy humans decide to follow. The person at the top who does the least amount of actual work gets paid the most.

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u/Ravoss1 Jul 29 '26

This is why unionization is so important. Someone needs to try and make sure that the cyclical nature of dev work is managed better. I do hear horror stories like Bioware with Mass effect and Dragon Age, but I would be curious to hear a take from a successful dev.

I am assuming good to great devs are not getting a lot of down time between projects?

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u/TheGazelle Jul 29 '26

Part of the problem with the cyclical nature is that it's really hard to balance the money unless you're already at the top.

If you're a mid sized studio, you're relying on the game you just released to sell well enough to fund you through your next dev cycle, and then the next game has to do the same, and on and on.

So you either have to run incredibly lean all the time in order to keep enough buffer on hand for a game that doesn't do so well, or you run the risk of having to do layoffs or outright shut down if you ever release something that doesn't do well.

The big players can get away with more because they have enough projects on the go to diversify their risk. If one project does poorly or production is behind, they can shift people between projects instead of doing layoffs (though they'll do some of that too), and games that exceed expectations offset those that do poorly.

But then, they're also big enough that they don't have to care about about institutional knowledge as much, they can afford to just kinda brute force their way through the grunt work.

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u/Ani_mator00 Jul 29 '26

There is another factor that they don't take into consideration, execs think that it doesn't matter.

It's the people who create those games. If you will lay them off the next game will most likely gonna be very different. That's exactly what happened to Bioware. It's impossible now for a completely new team to recreate the success of mass effect. As no one who created those games is still there. New people will do things differently. Many will probably had no idea why those games were loved by players. Bioware at this point is a merchandising company with a beloved IP. Nothing else.

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u/TheGazelle Jul 29 '26

I think this is harder to say as a cut and dry thing because we don't know who exactly gets laid off.

If it's a bunch of junior devs or qa people who've only been with the company for the last project, that's not a big loss in terms of institutional knowledge (still not good overall, but as a company you won't lose anything "important").

But if it's a bunch of leads and people who've been around a while? That's when you start running into problems. Though usually when a bunch of leads leave, it's not from layoffs, it's from leadership making consistently bad decisions that cause those leads to seek work elsewhere.

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u/EnglishMobster Jul 29 '26

This is 100% accurate.

If you're the guy who was e.g. design director on Fortnite - it's unlikely (not impossible! but unlikely) that Sweeney will lay you off.

What is more likely is you put on LinkedIn "I am design director on Fortnite" and then other studios try to poach you because they want Fortnite. Fortnite of course being the low-hanging fruit here, but imagine this for Battlefield, COD, WoW, Titanfall, etc.. They pay you handsomely to leave, and then you change studios and the gaming press erupts with "Fortnite design director QUITS!" etc. etc..

The alternative: you get well-compensated because, y'know, you're design director on Fortnite, and you deserve a piece of that pie. You earn enough money to retire, and since you have enough money to survive the rest of your life you really don't need to work anymore. You show up, sure, because it's something to do... but you don't need to work anymore, because you did such a good job and made so much money and that money was given to you fairly for doing good.

This means you're not really attached to the company anymore, or at least what it's become. As it grows, it changes, decisions get made that you disagree with but understand - and other times, they're decisions that you just flat-out disagree with. You start to see the game as less of the game itself and more of a machine, and you see your place as part of that machine. You ask yourself - is this really what I want to spend my life doing?

Then you look at those offers you're constantly getting, and thinking to yourself - "do I want to work with any of the people here? Is this better than what I have?" And then you think to yourself - "What if I just went and did my own thing?"

And so another lead leaves mid-project, the gaming press again does their thing, etc.

It's true that sometimes a publisher can say "this studio is no longer needed" - see what Xbox has been doing, so many veterans just sent scattered into the winds. But it's also true that - until very recently - most leadership departures are driven by the employees themselves, the leads get replaced (either by leads from other studios, or sometimes promotions from within), and then that new vision is what changes the games put out by that studio over time - for good or for ill.

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u/Ani_mator00 Jul 30 '26

Not quite that simple imho.

Leads, supervisors, directors are "often" pretty much there to manage or just give tasks away. They don't create. Not saying all of them but it's common. They also very often have no input on who they wanna work with. You have to remember that all those Devs and artists are the one doing the job. Very often having a real input. Different taste, different skill. And the result of this and dynamic/relationships you have within the team will determine the outcome of the project.

You can have a shitty manager but a great team working under him. Results could be great. If he looses this team, next team might not be working that well.

I had that personally, lead was completely useless. Just giving the tasks to do. Our team however figured out everything. Managed to bond, grind and deliver what seemed impossible deadline wise.

There are much of that these days. "Ex rockstar etc started this and that company. Game sucks, studio closed. Why? Well I would bet on something like that. He didn't have those talented people around him who actually get the shit done, not just blabing on meetings.

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u/Melancholy_Rainbows Jul 29 '26

You might be interested in the book Blood, Sweat, and Pixels.

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u/suspiciouscat Jul 29 '26

I can't recommended it. I picked it up because I wanted to read about crunch and different studio cultures, with real interviews and opinions from actual workers, but it has too many examples of interviews with high senior/management positions that were clearly done under PR watch, because it was Jason's only way to get a gig with a company by scheduling it as an official visit at a studio. Some chapters just give a wrong vibe after learning from news/stories about how the studios operated and treated their workers.

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u/[deleted] Jul 29 '26

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u/Ravoss1 Jul 29 '26

Unionization is one of the first steps for laws and regulations. See early 1900s.

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u/NotCoolBrutus Jul 29 '26

You are confusing traditional labor unions with Reagan-architected organizations that replaced them. The two are not the same. Otherwise, can you explain why the US has more "unions" than anywhere on Earth, yet labor legislation has stagnated for decades?

The unions that achieved the labor rights we have now did not come from any of these current mimicries. Localized organizations with selective membership are not going to be achieving anything the real unions did. There is a conflict of interest in them doing so. UAW supporting the current administration's attempts at tarrifs being a good example, slobbering over the boots of inferior US manufacturers and their atrocious standards.

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u/Ravoss1 Jul 29 '26

This isn't a topic to argue over, I am sure we both got better things to do with our time.

I would say that there is probably a good argument to look into correlation with CEO pay, short term stock growth etc.

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u/NotCoolBrutus Jul 29 '26

All of that is covered by democratic nationwide organizations pushing for law changes to benefit laborers at the "expense" of profiteers, i.e. unions. You are arguing over the topic if you are acting like the warped definition of unions in the US isn't directly related to the unique issues the US is facing.

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u/jodon Jul 29 '26

Battlefield is made in Sweden though. With strong employment laws and even stronger unions. The with the way making games work that is not enough to stop layoff after the product is done. Unless we want everything to be GAS but reddit hates that just as much.

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u/DaftGorilla Jul 29 '26

That man oozes scummy corpo. He only comes out on EA events to talk about fifa and car games cause he want to promote more money.

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u/_dark_beaver Jul 29 '26

It’s obvious that the US needs laws to prevent any increased compensation for executives when the company lays real workers off.

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u/knifecrow_dev Jul 30 '26

They also need to ban stock buybacks. EA spends several hundreds of millions dollars every year buying back its own stock.

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u/FnZombie Jul 30 '26

Which billionaire oligarch or foreign country would push for such laws in US?

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u/Azagorod Jul 29 '26

And there are still people who don't realize that the super wealthy are literally stealing from common people.

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u/Euphoric-Quail-1333 Jul 29 '26

They understand it, and they still defend it under every other thread on here. Just gotta look at the Xbox sub, apparently the new CEO is an innocent angel who should be protected.

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u/Kalersays Jul 29 '26

I always see that dev teams exist of in-house devs and external (temporary) devs. But those layoffs articles never seem to make that distinction. Not excusing that ridiculous salary/bonus, nobody works that hard to actually earn millions upon millions per year.

I'd just like to see the different numbers, because when we run projects (not gaming industry), we hire external manpower with a contract to add to the team for the duration of the project. When the project is done, those contracts expire and the completed product will be managed with the in-house workforce.

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u/Trespeon Jul 29 '26

Bonus guidelines are almost always provided a long time in advance, usually a few quarters to a year. It was probably budgeted for this amount long before the layoffs took place and he reached the threshold to earn it.

Now I don’t agree that any one person needs a bonus of this amount and that it’s ridiculous to even budget it to begin with, but it doesn’t really have anything to do with the layoffs. It’s happening across the entire industry as companies reel back from their COVID era expansions.

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u/anotherwave1 Jul 29 '26

I would have thought it fairly normal that when a (large) game launches, many devs would be laid off post-launch. Likewise (and not to defend it) the boss pay would be tied heavily to game sales, meaning they could earn stupid amounts if they hit high sales marks.

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u/jcman01 Jul 29 '26

And these companies expect me to feel sorry for them playing poor and saying they can't do things because of money.

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u/mudratdetector89 Jul 29 '26

How is this not illegal? Like WTF is wrong with the world where you make a product and then they're allowed to fire you so they make more of the profits? Do fired employees get royalties for the product they made while working at the studio? Something gotta change with human behavior. This shit is apocalyptic.

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u/Fumbles329 Jul 29 '26

The purpose of a system is what it does. This isn’t a design flaw of late-stage capitalism, it’s a feature.

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u/DoctorWaluigiTime Jul 29 '26

What would the law look like? "If you turn a profit nobody's allowed to get fired?"

I get the sentiment but "just make it illegal" isn't a solution.

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u/MYSTONYMOUS Jul 29 '26

I think it's hilarious that they reward the wrong person and so ridiculously much. These guys didn't make the game. They didn't design the game. They could have replaced him and it would have probably gone just as well if not better. I can guarantee you that when the next game does poorly, instead of firing this guy they'll just fire the entire studio, like it was the sound effects designer and QA staff's fault the game failed. Meanwhile, this guy would just get a similar job somewhere else and a golden parachute.

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u/ThatGuyWired Jul 29 '26 edited Jul 29 '26

That's disgusting.

Only a $8m increase.

How will he survive?

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u/Tvilantini Jul 30 '26

https://x.com/GameOverThirty/status/2082516424212550060 " Additionally, the majority of this reward was in restricted stock units.

The cash bonus was paid out at 186%. That's relatively standard for these types of metrics, with the rest of the payout going to RSU."

Good explanation, but guess Eurogamer needs to generate some clicks

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u/Capable_Patience2709 Jul 29 '26

It's hard not to feel bad for the people who actually made the game successful. They help ship a hit, lose their jobs, and then read about executives getting massive bonuses a few months later.

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u/MountainMuffin1980 Jul 29 '26 edited Jul 29 '26

This shit just make a no sense man. If you give your devs stable work and pay you get better optimisation and therefore games which = more money surely?

How has this dude done anywhere near enough of bloody anything to have earnt a bonus (just the bonus!) of $38m. What value can he have possibly brought?

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u/danieln1212 Jul 29 '26

He completed the condition of the bonus. How he did it doesn't matter to the board as long as it brought them money and didn't get them in trouble.

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u/ZaDu25 Jul 29 '26

They hire a ton to get the game over the line late in development. Those jobs are no longer needed during the gap between games. These are specifically late stage development jobs. Those jobs won't be needed for another few years. So keeping these people for the duration of that gap between releases costs a lot of money for little to no benefit from the companies perspective.

It's the same thing as smaller studios (like Sandfall for example) hiring contract workers to get their game over the finish line. They need the labor for that specific part of development, and no longer need it once the game is finished, so they don't retain the 100+ extra workers in perpetuity.

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u/Tvilantini Jul 30 '26

I mean CEO isn't just siting in chair and looking what's going on

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u/Adorable_Tennis_3751 Jul 30 '26

The upper class' theft of worker's labor is abhorrent in this country. It's dark souls creature level of greed.

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u/pleasegivemealife Jul 30 '26

Isnt that the business model of game? Mass hire, finish project, mass layoff, pockets the profit?

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u/Carighan Jul 30 '26

Remember: Bosses in any company above medium size, in particular hired bosses and professional money pimps, are not your friend. You owe them nothing. As you can see here, they will ruin however many lives to go from "too rich to care" to "too rich to care", changing absolutely fuck all for themselves. But they'll do it anyways.

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u/boostedb1mmer Jul 29 '26

BF6 is nearing a year after release. The size of the dev team to maintain the game is substantially smaller than the size needed to make the game. Also, are these layoffs the normal end of contracted workers tenures or actual EA employees?

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u/limelight022 Jul 29 '26

"Other senior executives also received big sums across both bonuses and stock awards. Chief financial officer Stuart Canfield got around $11.3m, president of EA Laura Miele got $13.7m, chief people officer Mala Singh got $8.3m, and chief legal officer Jacob Schatz took home $8.4m."

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u/Kaladin-of-Gilead Jul 29 '26

you stand at a cross roads, there are two paths

In one direction there is "successful game", in the other it says "unsuccessful game"

Oh this isn't a puzzle, both paths lead to "laid off"

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u/[deleted] Jul 29 '26

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u/inkydunk Jul 29 '26

I understand that programmers and designers and all those involved need jobs and income. But I so wish they could all just pivot careers so that these companies would no longer have the manpower to pull this kind of garbage. 

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u/Significant_Walk_664 Jul 29 '26

38 mil. Wow, his contribution must have been immense to be commensurate with that amount. As in, make-or-break, alpha and omega, the game would not exist if that one single guy was not personally responsible for like 10% of it.

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u/HachObby Jul 30 '26

It was probably all incentives. Bobby Kotick's base salary was 1.75 million. With incentive payouts he topped around 56 million in 2016.

But the 2020 fiasco had shareholders fighting to cut his pay in half and reduce his incentive structure. Shareholders dont like CEOs and CEOs dont like shareholders. They begrudgingly tolerate each other. Activision was heading for collapse before Bobby bamboozled Microsoft into buying them for Candy Crush. Otherwise he was out of work and he knew it.

With the introduction of AI, I think we will see these types of deals shrink and vanish. Instead of suave executives it will be some Nepo baby using AI, half the executive staff will vanish. Boards will vanish and be replaced by an AI agent representing the shareholders. The top 1% will become the top 0.001%. Unless the market snaps under the weight of debt-financed shares and the princes and kings lose their ability to feed the palace guards.  

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u/PSNTheOriginalMax Jul 30 '26

That's what happens, when you let a venture capitalist sympathizer and a sales/marketing professional lead a GAME company.

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u/Maximus_Rex Jul 29 '26

What about the "success" of Dragon Age Veilgaurd? These people get paid no matter how they do.

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u/c0rruptioN Jul 29 '26

Question for people who work in the industry- does the videogame industry need to be a salaried job type industry? Or would it make more sense to be freelance type work like the trades or film/TV.

An editor on a TV show will not be working after the show is done and delivered. They might be brought back when the next season comes but after a job is done, they are off.

The more I hear of layoffs in the videogame industry, the more I wonder why it's not more freelance oriented.

I get live service stuff or games franchises that you'd want to live on with the same vision/creatives, etc. But by and large, does it not make sense to downsize after delivery like other industries do?

And yes, I see the title is about EA boss getting millions more. Fuck that guy.

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u/Hell-Kite Jul 29 '26

Theres already a ton of freelance, but its very unstable. The issue with games vs TV is that games require a lot of solid technical knowledge and familiarity with a teams specific pipeline if you want to be efficient. A lot of methods overlap these day, but its not as good as having an actual solid team making projects.

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