Comment Game Studio, Movie Studio-- Same Practices (Score 2) 28
Your set designer for a major blockbuster makes an hourly wage. At the end of production, that wage ends. Unionized workers have been able to negotiate "residuals" so that when their work gets reused (re-runs, streaming, etc.), they get another paycheck. The higher-demand movie stars can negotiate "points" or portions of gross or net revenue.
It should be the same for game development. Even if we suspend our disdain for the studio itself, who's the equivalent of the movie star who gets "gross points" (a share of revenue before expenses) or even just "net points" (a share of profits)? Wouldn't the star be the designers, voice actors, etc. all working together?
Here's my proposal for the gaming industry--
1. Studio contracts with an organization to pay defined revenue share to trust (X% of all sales, subscriptions to, and microtransactions within...).
2. A trust account created for the project.
3. Points assigned to eligible contributors.
4. Studio remits revenue with reports.
5. Trust audits and allocates funds per points.
6. Payments distributed to contributors on schedule.
It doesn't have to be a LOT of money, but someone who contributes to a dozen blockbuster games throughout a career SHOULD get something beyond a wage-- especially when employment in the industry is known to be unstable/unreliable.