If there are any VA's or developers that use the site and read this please speak up and clarify anything that I might have said which is incorrect, misinformed, or if there is something that hasn't been said which might help others better understand what is going on. My understanding of all this is based on what has been put up on SAG-AFTRA's site, the publishers now defunct site, and the twitter commentary by VA's, all of which has been very scattered so the issue itself isn't very clear to those looking at it from the outside. I wrote all this over several hours with breaks in between so hopefully everything remains coherent for anyone who reads it.
To start things off here is a link to a comparison of what was last asked for and what was last offered by both parties. The spreadsheet is from a writer at Desctructoid that received copies of the last session of changes made before the strike began, both of which can be found here and here. At the time, Destructoid was the only outlet I came across that had published the documents or covered it for more than a few articles in a way that wasn't just addressing the press releases at the time. Most other outlets just gave the cursory explanation and that was about it.
I paid fairly close attention to this when it began in October to see what the level of discourse was and came away with the distinct feeling that the negotiations will go nowhere until SAG-AFTRA can get the developers in the studios they are striking with on their side. They just don't have the leverage they think they do otherwise. The general feeling I got from VA's is that they'd love for developers to unionize, but they should do it themselves and that it's not SAG-AFTRA's place or problem. This in turn is why there has been little to no support from the development community. If SAG-AFTRA uses their experience and history of running a union to their advantage they could very well use what seemingly little momentum they have in tandem with that of the developers themselves to force the hand of the Publishers. The one knock against this that I've seen is that any developers that would strike would find themselves out of a job and replaced with the ever increasing horde of fresh faces looking to break into the industry (of whom I am one of those fresh faces). As it stands it's generally considered risky to bring up talk of unionization or striking because of the fear that it could harm the future of ones career. This path would undoubtedly be a long and difficult one, but it is the only one I can see being successful. As it is the IGDA is already in a position to be the institution in the industry to handle the formation and facilitation of union activities so that may be where it all needs to start. As it is there are many other practices and parts of the industry that would benefit the individual developers if a union were to be formed, primarily crunch and post release layoffs come to mind. The difficulty is also in how spread out the industry is, even with hubs like the bay area, LA, Seattle etc. SAG-AFTRA has it much easier when it comes to mobilizing it's members because the film and VA recording parts are almost entirely focused in the LA area.
I do have some nit-picky things to say about the VA's who have been speaking out on twitter. The first of which is stop conflating the Publishers with whom they are striking against with the developers. I've seen the two words used interchangeably and they aren't the same. This is part of what has led to the hostility or lack of interest on the parts of developers who feel like they are being attacked for something they have no role in deciding internally. Another is the hard-line commitment to post release compensation as a means to combat job insecurity, particularly pointing out that it's how things are done in the film industry. You aren't working in the film industry, your working in games so that precedent has no historical meaning and isn't an argument that holds any water to those with whom your negotiating. The last problem is expressed very well by friend of the site Dave Lang in this tweet. Anyone who has done freelance work or operates a client based business in any industry that isn't unionized knows that it's up to you to keep the train rolling and your career path viable.
I also wan't to address a few things others have said in this thread.
I'm not insinuating that voice actors get paid too much or that they don't deserve what they get paid, but my belief is If you make more money than the average citizen, you shouldn't be allowed to be in a union; you are worth something over and above the rest and you should be able to ask for reasonable things commensurate with your value.
Anyone but the top performers aren't able to negotiate for much more other than the time and terms of how the work is done for a particular job because they lack the leverage. Most VA's have to stick to the payment terms of the union contract or risk losing the gig. That's why the negotiations happened and the strike began. They need to agree upon a minimum baseline that benefits everyone not just the group that does the hiring.
I really don't know much about the voice acting world. From my production experience, I know actors generally get paid well, it's more about getting the gig. Again, I have no clue about this subject. But we know about Team Bondi, Rockstar, Konami so I think working conditions need be examined across the board in the industry.
Great compensation is only a luxury of the sought after talent for key roles (Nolan North, Jennifer Hale, etc..) those who voice the ambient dialogue or secondary roles often only get paid the contract minimum. The number that was thrown around a lot is $500 per day of recording. People who ignored that the work isn't a full time job extrapolated that out to mean that VA's are wealthy and or get paid too much. Knowing that it isn't a full time position where you get work 5 days a week puts that number into perspective. Then you have to factor in union dues which covers assistance finding more work, training, healthcare etc. On the whole people who work freelance typically get paid what seems like a lot for a job, but that is to ensure you can take care of expenses during the time when you don't have a gig as well. I do agree that the industry as a whole needs to step up and stand up for itself against the many self-destructive practices it employees.
If you want residuals, negotiate that into your contract. I don't see any reason why game companies should have to pay that as a blanket policy no matter who they hire. Also, the "I had to cancel my commercial shoot" line is hot garbage. Schedule your gigs so that it makes sense. If they aren't flexible then you might have to choose one over the other. Sorry, that's life. If voice acting is rough on you, make sure you're compensated accordingly. Again, write that into your contracts. No one is putting a gun to your head forcing you to be a voice actor for games.
That's why they're striking, the VA's were negotiating their contract and it's done collectively because they're a union. The only talent that has the ability to try and negotiate as an individual are those who are highly sought after. Everyone else has to start with the union negotiated contract and hope the can get anything else. You can't apply directly the negotiation expectations you might have in any other line of work because the nature of the work is a huge factor in determining how and what can be negotiated.
Didn't we go through this same thing last year ? Or was it two years ago ? From what you're saying it seems to be a repeat of the same arguments made then. So, yes, they probably deserve better working conditions/more money for what they do, but what they're asking is so far beyond any realistic solution that it makes negotiations pointless. To me it just seems like a poor negotiation strategy to ask for too much over and over and hope they'll eventually cave (especially considering how little leverage they have). I would think they'd be much better off approaching it with a baby-step mindset.
Your probably recalling their announcement of intent to strike if an agreement couldn't be reached. What is happening as of October 21st, 2016 is the actual strike. The perception of too much or what is enough will have two different views depending on who is asking for what from whom, so what is viewed as realistic or unrealistic will also change. What they are asking for isn't unreasonable, rather how it is being asked for and the reason's behind it are.
@tesla: I wonder what game could be the first to be delayed or affected by this. Because you're right, from a consumer point of view its business as usual.
The strike only affects games that went into production starting February 15th 2015, so anything that comes out in the next year will likely have been affected. Here and here are lists of projects that SAG-AFTRA provided for their union members to know what is affected and what is not respectively. Most of them are still code-names, but games like Mass Effect Andromeda (listed as Mass Effect 4) aren't.
There's a strike?
I had no idea and for this reason the people striking might want to think over how much they are really needed. I read up about them wanting more importance placed on them but while I may gripe when a voice actor is replaced, I'm never going to buy a game based on the voice actors.
I'm glad you said this because early on in the strike VA's took to twitter to get fans invested in the strike as a means of leverage and that has all but failed to do anything. On top of that many of the more well known VA's had asked their fans to make collages or share the names of the characters they loved. Many of those characters were for tv shows, and few were for games. This I feel is just a byproduct of the poor communication the surrounds the whole thing.
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