• grinning_serpent@lemmy.world
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    13 hours ago

    This is pretty much impossible. I don’t think y’all realize how much space those corporations control.

    It’s like trying to boycott Nestle.

      • Kjell@lemmy.world
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        10 hours ago

        A better option is to buy games that is not included on this type of lists.

        • FlyingCircus@lemmy.world
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          6 hours ago

          The artist has already been payed by the time the game hits the shelf, sales only go to the people on top.

        • ClamDrinker@lemmy.world
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          5 hours ago

          Your two statements have nothing to do with each other. Artists don’t get paid for the amount of copies sold, that’s executives and shareholders. Unless you’re talking about an indie company with shared ownership, which the companies in the post decidedly are not. Artists just care about their game being played and enjoyed, something the scummy practices of these suits actively prevents.

          • grinning_serpent@lemmy.world
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            2 hours ago

            Lots of creators get bonuses or royalties based on sales.

            My bigger point is that piracy is bullshit. Either pay the price asked because you want that game or movie so bad, or say the cost is too high and walk away entirely.

            Pirating something you’re too much of a skinflint to buy is super immature “I want to have my cake and eat it too” mentality. People too spineless to make even a miniscule sacrifice for their beliefs.

            • ClamDrinker@lemmy.world
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              1 hour ago

              Not lots sadly. There are certainly some that have a big enough public profile to demand a share, but those are few and far between, and are often doing pretty well for themselves already. To 99% of the people in the industry the response to “I want to get a cut of the game’s profits” is “you can find another place to work then.”

              I don’t entirely disagree with your bigger point. At some point you have to just step away from companies that are set on abusing you. But I don’t agree that it’s immature or skinflinty. That seems to be a rather uncharitable take perhaps lacking in understanding and perspective of why people pirate. There are pirates that take for the sake of it, but that’s not mostly the case. Piracy is trackable to a certain degree, and so it is feedback that people want to give you money, but are protesting your decisions. As has been said, piracy is a service problem. People tend to have no problem parting with their money in a fair exchange, and so they often don’t, even if they could.

              Wanting to be treated fairly and not taking abuse is the opposite of immature in my opinion, how much it costs doesn’t even factor into it. Some fights you fight on principle. Too many people accept being taken advantage of in this world, making it worse for everyone else. And without those people piracy would also have been unneeded, because these companies often opt to not fix their issues and instead enshittify harder to squeeze more out of the people that keep paying.

              There’s also a huge psychological aspect to it. Pirates often still bond with friends over games and those friends can end up buying, and pirates often still contribute to fan communities. Both of these are hard to let go of. They also happen to still help the original game stay relevant despite pirating, so yes, quitting entirely is more effective of a boycott. But also not being able to sell the experience to someone that has already experienced it is also more permanent, and allows that person to remain in their respective communities. Piracy just hits the sweet spot between quitting and no longer directly supporting, which is why people often end up there. And for creators that have to live under the thumb of executives that sabotage their success with hostile business practices, they would much rather you be there than somewhere else, while they try to improve the situation from the inside.

          • nightlily@leminal.space
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            4 hours ago

            Most AAA studios have bonus programs in place for sales up to around a year after release - to theoretically make up for the extremely poor baseline salaries. Artists do in fact get paid for the amount of copies sold.

            • ClamDrinker@lemmy.world
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              2 hours ago

              A bonus is not the same as a percentage cut of sales. Yes, bonuses exist and they can correlate with the success of a game in the best case, but they can (and also often) completely do not, plenty of stories of people getting laid off even if the game does well. These companies are so big they do not hold onto their staff as valuable assets, but as replaceable cogs. And it’s also why a lot of artists work on a contract basis and just don’t get any bonus to begin with.

              And ‘to make up for extremely poor baseline salaries’… That’s not a thing as far as I know, and if it is where you are, it shouldn’t be a thing. It would be the game industry equivalent of tipping culture. Steal from workers ahead of time so you can punish them if the suits’ stupid business decisions don’t work out, awesome.

              EDIT: Perhaps you’re referring to the fact that artists get paid badly at all, in which case, sure. But those bonuses aren’t to make up for that.

    • yoriaiko@lemmy.blahaj.zone
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      13 hours ago

      May depends on place, but I believe most of globe is fairly easy to avoid nestle, even with cheaper alternatives.

      For games, until following most famous games, theres lot of alternatives to aaaa games, that are often way clearer of bugs on release date, often cheaper, and don’t require 5090 to work on medium details in 1080p. Few games like gta-clone, sims-like or diablo-like may be unique on their own, it would be even hard to ignore them in social/popculture aspect, so many gonna compare everything to few biggest. Still it is about paying them lot, preorders or throwing monies at worthless dlc day1 horse armors… We can ez avoid lot of that.