WEBVTT - Examining Instability in the Video Game Industry

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<v Speaker 1>You're listening to Bloomberg Business Week with Carol Messer and

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<v Speaker 1>Bloomberg Quick Takes Tim Stinovic on Bloomberg Radio. Gotta tell

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<v Speaker 1>you you love a book when some of the chapters

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<v Speaker 1>are big, huge problems, Uh, workaholics, also the case of

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<v Speaker 1>the Missing studio and bloody Socks. So let's get into

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<v Speaker 1>it because these are all in a new book. It's

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<v Speaker 1>called Press Reset. Ruin and Recovery in the Video Game Industry,

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<v Speaker 1>And you might remember I think it was over this

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<v Speaker 1>summer Bloomberg Business Week featured a cover story that was

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<v Speaker 1>all about the video game industry, the dark underbelly of

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<v Speaker 1>a business built on fund and that was also reported

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<v Speaker 1>by our own Bloomberg News technology writer Jason Tryer. He

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<v Speaker 1>too is author of this new book, Press Reset. He's

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<v Speaker 1>also author of the best selling book Blood, Sweat and Pixels,

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<v Speaker 1>And he joins us on the phone, good to have

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<v Speaker 1>you here. You're up in Westchester, So tell us about

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<v Speaker 1>this book because this is a little bit different from

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<v Speaker 1>your first book. Hi, Cal, thanks so much for having Yeah,

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<v Speaker 1>this is a little bit different. Um So with my

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<v Speaker 1>first book, I kind of broke down the question of

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<v Speaker 1>why are games so hard to make and I kind

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<v Speaker 1>of answered that through a bunch of case studies exploring

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<v Speaker 1>different games and telling their stories. With this book, I

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<v Speaker 1>wanted to tell more of a human story, tell the

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<v Speaker 1>story of people in the video game industry and the

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<v Speaker 1>hardships that they sometimes go through, and what that means

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<v Speaker 1>for them, what it does to them, um, what kind

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<v Speaker 1>of how it feels, how they recover afterwards. And through

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<v Speaker 1>that I explored the question of why is this games

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<v Speaker 1>industry which is making so much money, it made a

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<v Speaker 1>hundred eighty billion dollars last year, Why is it so

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<v Speaker 1>unstable for its workers? Why are workers whether they have

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<v Speaker 1>such a hard time keeping their jobs in this industry.

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<v Speaker 1>You write it's about heartbreak and tragedy, it's also about recovery.

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<v Speaker 1>I mean, there are several instances in the book where

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<v Speaker 1>you talk about you know, people who have worked together,

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<v Speaker 1>as you say, pulled all nighters, you know, working on games,

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<v Speaker 1>you know, hitting deadlines and so and so forth, only

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<v Speaker 1>to come in and just find out that they don't

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<v Speaker 1>have a job and they're not going to see these

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<v Speaker 1>people anymore. Yeah. And it's not only that their games

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<v Speaker 1>failed or that the company is in business trouble. Sometimes

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<v Speaker 1>it's a successful game. As in the case of Irrational Games,

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<v Speaker 1>which is one of the companies that the cover in

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<v Speaker 1>the book, they made a game called BioShock, which is

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<v Speaker 1>very popular, critically acclaimed. About a year after their most

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<v Speaker 1>recent game, BioShock Infinite, everybody came in to find that

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<v Speaker 1>the studio was shutting down. And yeah, it can be

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<v Speaker 1>really brutal. One of the worst parts I think, and

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<v Speaker 1>I talk about this quite a book, quite a bit

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<v Speaker 1>in Press Reset, is that, um, you are kind of

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<v Speaker 1>stuck wherever you are, and you might have to move

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<v Speaker 1>thousands of miles away to get a new job. In

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<v Speaker 1>a Rationals case, they were in Boston and there are

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<v Speaker 1>not a lot of other video game companies in Boston,

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<v Speaker 1>so a lot of the people who wanted to stay

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<v Speaker 1>and keep working in games have to move across the country,

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<v Speaker 1>up with their whole families. And it can be really

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<v Speaker 1>just burn people out. It's it feels unsustainable to me.

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<v Speaker 1>I feel like it's a company that goes bankrupt, right

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<v Speaker 1>and then all of a sudden, everybody's in there, the

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<v Speaker 1>vultures like, I want the desks, I want this. But

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<v Speaker 1>I mean, you talk about when a company goes down

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<v Speaker 1>one of these video game company goes down, then all

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<v Speaker 1>of a sudden, recruiters fly and right to kind of

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<v Speaker 1>take the workers. So they are in demand, but as

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<v Speaker 1>you said, they often have to be uprooted and move

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<v Speaker 1>their families, maybe across the country. Yeah, it's funny. I

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<v Speaker 1>saw a stat just the other day that was essentially

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<v Speaker 1>it was a list of job posting for the video

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<v Speaker 1>game industry, and there were like a couple of hundred

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<v Speaker 1>jobs here and there for junior level people, and then

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<v Speaker 1>it was like thousands of senior level Apple like applicated

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<v Speaker 1>job listings for senior level positions. And the reason that

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<v Speaker 1>is is because the game's industry has this dearth of

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<v Speaker 1>people who have five ten years of experience because so

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<v Speaker 1>many of them burned out. So yes, these recruiters are

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<v Speaker 1>seizing in and hoping against some of that talent, some

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<v Speaker 1>of that experience. But a lot of those people might

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<v Speaker 1>not want to move. I mean, in a rational case,

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<v Speaker 1>a lot of the people who were in Boston. Um,

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<v Speaker 1>maybe if they're in their twenties, they can move across

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<v Speaker 1>the country and get these jobs they're kind of free.

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<v Speaker 1>But if they're in their thirties, they have families, don't

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<v Speaker 1>want to pull their kids out of school, so a

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<v Speaker 1>lot of them just left the industry entirely went to

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<v Speaker 1>to other tech companies in the area, UM finance company, banks,

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<v Speaker 1>stuff like that, and that we are seeing uh way

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<v Speaker 1>too much in this industry. Well, we all got a

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<v Speaker 1>tease of your book thanks to Business Week magazine where

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<v Speaker 1>there was an excerpt in there, and that's where the

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<v Speaker 1>Bloody Socks chapter, which is specifically about Kurt Chilling of

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<v Speaker 1>the Red Sox UM just give us a little little tease,

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<v Speaker 1>and and folks can go to Bloomberg dot com or

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<v Speaker 1>on the Bloomberg or buy your book to read the

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<v Speaker 1>whole story, because I feel like that chapter alone could

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<v Speaker 1>be a Netflix series or a movie because it's just fascinating,

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<v Speaker 1>very successful baseball player, but it didn't turn out so

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<v Speaker 1>well when it comes to video games ultimately. Yeah, yeah, man,

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<v Speaker 1>thank you for the kind words. And yeah, so Kurt Chilling,

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<v Speaker 1>formerly of the Red Sox UM these days best known

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<v Speaker 1>as kind of uh provocateur, right wing provocateur um. But yeah,

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<v Speaker 1>he career that he was going to start this game

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<v Speaker 1>studio and he very much like came from the baseball life,

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<v Speaker 1>was very much like I'm going to treat all my

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<v Speaker 1>employees like all starts. I'm going to buy them the

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<v Speaker 1>best of the best, get them on these perks and

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<v Speaker 1>the best health benefits, which on its on the on

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<v Speaker 1>the face of things, is pretty great by that. But

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<v Speaker 1>he wound up running the company completely out of money.

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<v Speaker 1>They wound up taking a giant low and that was

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<v Speaker 1>guaranteed by the state of Rhode Island for seventy five

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<v Speaker 1>million dollars in exchanged for moving to Rhode Island and

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<v Speaker 1>getting a bunch of jobs. They're in Providence. Um, and

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<v Speaker 1>wound up burning through that in a year. Uh. Suddenly,

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<v Speaker 1>one day everybody gets into words. They think they have

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<v Speaker 1>been made in the shade that they're here at this

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<v Speaker 1>company where they are treated like the best of the best.

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<v Speaker 1>They get into work one day and they are not paid.

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<v Speaker 1>Their paychecks have not process because it turns up the

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<v Speaker 1>company ran completely out of money. Um. None of them

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<v Speaker 1>got severance, none of them got those final paychecks that

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<v Speaker 1>were all robbed essentially of weeks of work, and all

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<v Speaker 1>were stuck in Rhode Island where there are no other

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<v Speaker 1>game companies. It's a similar story, so Jason, Chapter nine,

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<v Speaker 1>Human Costs, Human Solutions, and you and you write. Ask

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<v Speaker 1>any veteran video game developer their least favorite thing about

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<v Speaker 1>the industry, and you'll probably get a different version of

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<v Speaker 1>the same answer. It treats people poorly. It choose them

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<v Speaker 1>up and then spits them back out, leaving nothing but

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<v Speaker 1>grizzle and bones behind. So why do they do it?

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<v Speaker 1>Because people go back, right? Or do they go back

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<v Speaker 1>to the industry? I mean they do write they like it. Well,

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<v Speaker 1>it's pretty much a young persons industry. And um, there's

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<v Speaker 1>a great there's a great quote in the book from

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<v Speaker 1>a guy named Zack Mumbox who has been a long

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<v Speaker 1>time at e A, and at one point later in

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<v Speaker 1>his career, he said, I was looking around in the

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<v Speaker 1>office and when I had started in two thousand, I

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<v Speaker 1>was in my twenties and everyone else was in their twenties.

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<v Speaker 1>Now I'm looking around my thirties and everyone else is

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<v Speaker 1>in their twenties, and I'm like, where is everyone who

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<v Speaker 1>came up with me? And the answer is that the

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<v Speaker 1>video industry, while it's certainly fun, I mean it's fun

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<v Speaker 1>to work on games, and it can be really interesting

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<v Speaker 1>and challenging and creatively satisfying. Um, all these these terrible factors,

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<v Speaker 1>including the volatility that I cover in press reset um,

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<v Speaker 1>just lead to a whole lot of burnout. UM. And

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<v Speaker 1>I'm not sure how many of those people are going back.

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<v Speaker 1>I think a lot of people just feel like games

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<v Speaker 1>does not treat them. Games of the games industry does

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<v Speaker 1>not treat them. Like. Is there any model that just

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<v Speaker 1>seems to work above and beyond other models or is

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<v Speaker 1>this just yeah, like, what are the companies that maybe

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<v Speaker 1>have done it right? Yeah? Well, there are a couple

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<v Speaker 1>of things, and I explore in the chapter you mentioned,

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<v Speaker 1>I explore some of the potential answers to these questions

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<v Speaker 1>and solutions to these problems that I bring up here. Um.

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<v Speaker 1>One is the big one is unionization, which has not

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<v Speaker 1>happened in the North American video game industry at all. UM.

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<v Speaker 1>And you look at, uh, the video games kind of

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<v Speaker 1>sister industry in Hollywood, and one of the reasons that

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<v Speaker 1>people are able to maintain careers in in that field

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<v Speaker 1>just because they're unionized and so they have protections in place,

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<v Speaker 1>and they might pounce around from gig to gigs, but

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<v Speaker 1>they know they'll get paid for every overtime hour, and

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<v Speaker 1>they know they're going to get a certain minimum salary

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<v Speaker 1>and they know they're going to get benefits and health care. UM.

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<v Speaker 1>So that's a big thing. And I think that could

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<v Speaker 1>offer some protections and give workers would be the table

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<v Speaker 1>in the video game industry UM to a level that

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<v Speaker 1>they haven't seen before. The other thing and this is it.

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<v Speaker 1>It's wild timing. You were talking about zoom before and

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<v Speaker 1>how a year ago we had no idea what it is. UM.

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<v Speaker 1>I actually think that remote work is one of the

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<v Speaker 1>big solutions to the to the video game industry's woes.

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<v Speaker 1>And I said that because, like I mentioned earlier, UM,

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<v Speaker 1>the worst part about being caught in a layoffers to

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<v Speaker 1>be a shutdown is knowing that you might have to

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<v Speaker 1>move thousands of miles away, you might have to support

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<v Speaker 1>your family. That's ultimately drives a lot of people out

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<v Speaker 1>of gaming. And a solution to that might be if hey, okay,

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<v Speaker 1>I just got laid off, but I can just log

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<v Speaker 1>into my computer and my home office and potentially get

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<v Speaker 1>a job anywhere without having to move. That I think

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<v Speaker 1>would keep a lot of people who left the industry

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<v Speaker 1>from running out because they wanted to worry about moving

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<v Speaker 1>to a new city every time they had to switch shops,

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<v Speaker 1>so coming a game changer. Give me an idea too.

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<v Speaker 1>You said it tends to be a lot of younger individuals.

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<v Speaker 1>I remember doing a story on a video game company

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<v Speaker 1>years ago out on the on the West coast. Uh.

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<v Speaker 1>In conjunction with it, give a Stanford that either had

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<v Speaker 1>a program you know, that was just specifically geared to

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<v Speaker 1>UM teaching people to kind of how to be in

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<v Speaker 1>the video ame industry. What do they get paid typically? Yeah,

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<v Speaker 1>I mean it varies drastically. Like if you're on if

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<v Speaker 1>you're in San Francisco, I you're an engineer, you could

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<v Speaker 1>be making over six figures. It could be making a

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<v Speaker 1>hundred fifty or something like that. But then again you

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<v Speaker 1>look around and she's footing Google and you could be

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<v Speaker 1>making double then double that. So it's it's uh, it's

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<v Speaker 1>all relative, right, Um. Yeah, I mean it can really

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<v Speaker 1>drastically differ depending on your discipline, depending on your years

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<v Speaker 1>of experience, depending on whether you're at a big company

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<v Speaker 1>or smart company. Um. But in general, the people on

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<v Speaker 1>the bottom of the poneum pole, the q A, which

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<v Speaker 1>is quality assurance, the testers in the video game industry.

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<v Speaker 1>They're the people who were paid to find how the

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<v Speaker 1>bugs and games. Um, they're making around usually close to

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<v Speaker 1>a minimum wage, maybe not exactly that, but um twenty

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<v Speaker 1>dollars an hour or something like eighteen twenty dollars an hour, um.

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<v Speaker 1>And then you can kind of get bumped up over

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<v Speaker 1>that as you become if you're if you're a junior designer,

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<v Speaker 1>maybe you're making I don't know, forty fifty thousand a year,

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<v Speaker 1>and then you kind of go up from there. It is,

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<v Speaker 1>by no means a well paying industry. It's not. It's

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<v Speaker 1>not banking or tech or anything like that unless you

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<v Speaker 1>are at the very top, unless you're well. You do

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<v Speaker 1>have a chapter called Workaholics, and you talked about some

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<v Speaker 1>of the different individuals that you talked to. I mean

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<v Speaker 1>a lot of industries, there's a lot of workaholics. I've

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<v Speaker 1>been in the media industry for a long time and

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<v Speaker 1>you work a lot. It's just the way it goes.

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<v Speaker 1>What's different though, about being a workaholic in the video

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<v Speaker 1>game industry. Yeah, I think it's a very different. I've

0:10:39.720 --> 0:10:42.720
<v Speaker 1>been in media for yeah, you know it, and yeah

0:10:42.920 --> 0:10:44.800
<v Speaker 1>I've been there. I've been there for sure. Um, I

0:10:44.800 --> 0:10:47.160
<v Speaker 1>think there's there's there's a lot of differences. But one

0:10:47.200 --> 0:10:49.280
<v Speaker 1>of the key ones for me at least is that

0:10:49.559 --> 0:10:51.920
<v Speaker 1>when I'm working late on a story um or when

0:10:51.960 --> 0:10:53.760
<v Speaker 1>I'm working late to cover in a band or something

0:10:53.840 --> 0:10:56.080
<v Speaker 1>like that, I may do it for a week. I

0:10:56.120 --> 0:10:58.280
<v Speaker 1>might do put in an extra weekend here and there.

0:10:58.720 --> 0:11:03.160
<v Speaker 1>Um engagementvelopment. It's often so prolonged and sustained that it

0:11:03.160 --> 0:11:05.640
<v Speaker 1>could be months and months of just like not seeing

0:11:05.640 --> 0:11:08.440
<v Speaker 1>your family working six days a week, working twelve hours

0:11:08.440 --> 0:11:10.520
<v Speaker 1>a day. And that's often what we see. And those

0:11:10.559 --> 0:11:12.240
<v Speaker 1>are some of the stories that I've covered over the

0:11:12.240 --> 0:11:15.080
<v Speaker 1>course of of writing about the video game industry is

0:11:15.120 --> 0:11:19.199
<v Speaker 1>that it's doesn't seem to end. And I think I

0:11:19.240 --> 0:11:22.120
<v Speaker 1>don't think you'll find many people out there who would

0:11:22.160 --> 0:11:24.360
<v Speaker 1>object to like a couple of weeks of overtime here

0:11:24.360 --> 0:11:26.480
<v Speaker 1>and there. It's just when it goes on and on

0:11:26.640 --> 0:11:29.400
<v Speaker 1>for months on end. Um, even if you have a

0:11:29.400 --> 0:11:31.920
<v Speaker 1>deadline in sight. It can just see how I can

0:11:32.000 --> 0:11:34.160
<v Speaker 1>really just eat away at your personal life and your

0:11:34.200 --> 0:11:37.280
<v Speaker 1>mental health. Hey, just got about fifty seconds left here.

0:11:37.360 --> 0:11:40.800
<v Speaker 1>What surprised you in doing this book? Yeah, the thing

0:11:40.880 --> 0:11:43.360
<v Speaker 1>that surprised me most is just hearing the same story

0:11:43.480 --> 0:11:46.959
<v Speaker 1>over and over again. Hey, Jason, I'm I'm burning out

0:11:46.960 --> 0:11:48.800
<v Speaker 1>of the video and I'm leaving the video of new industry.

0:11:48.800 --> 0:11:51.160
<v Speaker 1>I'm going someplace that treats me better or like, yeah,

0:11:51.240 --> 0:11:53.400
<v Speaker 1>I went through a layoffs. Every single game developer you

0:11:53.520 --> 0:11:56.480
<v Speaker 1>talk to, it's it's harder to find someone who hasn't

0:11:56.520 --> 0:11:58.760
<v Speaker 1>been through a layoff, and it has defend someone who has.

0:11:58.880 --> 0:12:00.760
<v Speaker 1>And that's to mean it's really sad, and it's just

0:12:01.120 --> 0:12:03.199
<v Speaker 1>I think one of the reasons that I wanted to

0:12:03.240 --> 0:12:06.000
<v Speaker 1>publish this book is to kind of bring put a

0:12:06.000 --> 0:12:08.080
<v Speaker 1>spotlight on this stuff and and bring it to more

0:12:08.240 --> 0:12:11.640
<v Speaker 1>people's attention. And yeah, I hope people people, I hope

0:12:11.640 --> 0:12:14.800
<v Speaker 1>it resonates with people. Well, it's a great read and

0:12:15.240 --> 0:12:17.600
<v Speaker 1>really fun to talk with you about it. Jason, thank

0:12:17.640 --> 0:12:19.920
<v Speaker 1>you so much. Good luck with it. Jason Schryer, he's

0:12:19.920 --> 0:12:23.280
<v Speaker 1>Bloomberg News technology reporter. As we said, his new book

0:12:23.520 --> 0:12:26.280
<v Speaker 1>is Press, Reset, Ruin and Recovery in the Video Game

0:12:26.400 --> 0:12:30.240
<v Speaker 1>Industry and again also author of the bestseller Blood, Sweat,

0:12:30.280 --> 0:12:32.840
<v Speaker 1>and Pixels and you can check out more at Bloomberg

0:12:32.880 --> 0:12:35.560
<v Speaker 1>dot com also at business Week dot com.