A Formal Thread about Activision/Blizzard

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Gergar12

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The tech companies continue to target their gaming divisions. For all we know, the next great game could have been from a defunct Microsoft Studio.
 

Agema

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"If you can't do it, buy someone who can, absorb their knowledge and regurgitate the people" got Microsoft to their position in the tech market. However, gaming doesn't work very well that way.
Sure, but Microsoft doesn't really care about gaming or gamers. As long as the money flows in, Microsoft is fine.

So for instance buy Activision, strip out the really useful stuff - good revenue generators (think something like Candy Crush, which will just reliably rake in many millions a year), staff, IP - to keep the money rolling in, leave the rest to die.

Over the course of ten years, Activision might disappear, and Microsoft's gaming output might have shrunk to pre-Activision levels. But it doesn't really matter, because other companies will have swollen to fill Activision's place, and Microsoft can just buy one or more of them.
 
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BrawlMan

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Microsoft can just buy one or more of them.
And most smaller and indie companies want nothing to do with them after seeing the results. MS can never buy Nintendo, and Japanese companies want nothing to do with them, aside from putting their games on all consoles and PCs. Even then, the smaller or more niche Japanese games either stick with Sony, Nintendo, Steam, or all three leaving XBOX in the dust or only getting a port years after the fact.
 

Agema

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And most smaller and indie companies want nothing to do with them after seeing the results.
That's not how it works, though.

Imagine you're running a mid-size studio with 100-200 employees. Every game may be your last: one failure, and you're telling all those employees they are fired. Even worse, maybe you need a few million to get your next game out in good condition so it will sell, and it's looking hard to get finance. You're looking for security, and Microsoft says "Hey, here's our millions."

Imagine a studio founder/owner - that studio is your life's investment. Studio goes bust, you've lost almost everything. Microsoft arrives and says "Hey, here's our millions." Even if Microsoft shuts down the studio and fires you tomorrow, your future is secure. Your kids will definitely be able to afford university. Hey, you could use some of the money to set up a new studio.

Imagine you're a developer with massive dreams of a blockbuster, but you need resources. You can't get enough backing, whether Kickstarter or venture capital or whatever else for your ambition. Then Microsoft says "Hey, here's our millions."

Or imagine a large company, developer or publisher. This is probably going to be owned by professional shareholders. They think just like Microsoft, it's all about the money. If they think the company is worth millions and Microsoft says "Hey, here's our more millions", they sell.

Thus in many cases it doesn't really matter how much they hate and fear Microsoft. They will sell.
 

BrawlMan

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That's not how it works, though.
I am more than aware of that. Any studio that's not affiliated when microsoft doesn't have to be bought out by them. Yes, it depends on the shareholders or if the companies publicly or privately owned, but every place is different. Microsoft can't exactly just force their way in on people who don't want it or dont want anything to do with them.

Thus in many cases it doesn't really matter how much they hate and fear Microsoft. They will sell.
Then the people below who can't make the financial decisions should probably make their own decision and leave before things get worse or they get replaced for something dumb ai stuff. The people in charge can always sell to somebody else that's not Microsoft. More than likely, most of them that is. Microsoft can't buy everything they want. No matter how much they try. Especially to the bigger boys who are already financially, successful or main base of operations aren't in the states.

I appreciate the explanations, but these sound like nothing more than excuses with some of your reasoning, or you're just gonna assume that's always going to be the case.
 
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Satinavian

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I am more than aware of that. Any studio that's not affiliated when microsoft doesn't have to be bought out by them. Yes, it depends on the shareholders or if the companies publicly or privately owned, but every place is different. Microsoft can't exactly just force their way in on people who don't want it or dont want anything to do with them.
Sometimes i feel that a lot of those studio-buy outs are just basically the founders wanting to quit or start something new anyway. And then selling the studio seems better than shutting it down. They get money for it and those employes who don't want to quit have something to stay a bit longer.
However if that is true, it would explain a lot of the "studio suddenly fail after being bought" stuff.
Then the people below who can't make the financial decisions should probably make their own decision and leave before things get worse or they get replaced for something dumb ai stuff. The people in charge can always sell to somebody else that's not Microsoft. More than likely, most of them that is. Microsoft can't buy everything they want. No matter how much they try. Especially to the bigger boys who are already financially, successful or main base of operations aren't in the states.
Sure, they don't have to go Microsoft. There is also Tencent, Embracergroup, EA and (until recently) Ubisoft.

The times of pandemic level investor money are over.
 
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Agema

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Sometimes i feel that a lot of those studio-buy outs are just basically the founders wanting to quit or start something new anyway. And then selling the studio seems better than shutting it down. They get money for it and those employes who don't want to quit have something to stay a bit longer.
However if that is true, it would explain a lot of the "studio suddenly fail after being bought" stuff.
All things work well because the team is good. The wrong individuals go and if there's no-one with the right stuff to replace them, or the team is disrupted in other ways by reorganisations or churn, it can start to break down.

In some cases, the studio is bought out and the new owner sort of "plunders" it: some staff are fired for efficiency savings, some are reassigned to other divisions and projects that the parent company wants. Then, perhaps, plenty more leave voluntarily just because the churn and losses damage morale. So the studio is still there with some of the original staff, but really it's now just a brand and its IP. The team who came together to make great games is gone.
 
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BrawlMan

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There is also Tencent, Embracergroup, EA and (until recently) Ubisoft.
Great news: they don't have to go to those either. Tencent is going through a lawsuit and getting sued by Sony. Embracergroup fucked up too hard and lost a lot of money, because Saudi Arabia deal didn't go through. Ubisoft is burning and shifting at the same time, most smaller or mid sized studios have no interest in them either. Plus, there is that whole being possibly bought out by Tencent. So no ones wants to deal with that. EA has that partnering program with indie studios, but those aren't buyouts. Most indie and smaller devs don't want to be bought by them either, and EA pretty much doesn't buy much stuff out anymore. All they care about are sports games or Battlefield when doing things in-house. So it's at least kept at partnership, and that's it.
 

Agema

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Obsidian, Bethesda
I'm going to defend Obsidian here. Sure, the big releases you might think of like Avowed and Outer Worlds demonstrate modest value added, but they have also recently created Pentiment and Grounded, so there's still life in them yet.
 

BrawlMan

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Actual good news for once:

Raven Software Workers Secure First Contract at Microsoft

August 4, 2025

Middleton, Wis. – Today, workers at Raven Software, a video game studio and subsidiary under Microsoft/Activision Blizzard, unanimously voted to ratify their first union contract between Game Workers Alliance-CWA (GWA-CWA) members and Microsoft. The contract builds on the recent organizing momentum by Microsoft video game workers organizing with CWA to raise standards across the video game industry, coming on the heels of ZeniMax Workers United-CWA members securing a contract with the tech giant in June.
After nearly three years of bargaining, the collective-bargaining agreement ensures lasting protections in the workplace, including:
  • A guaranteed 10-percent wage increase over two years with additional raises through merit and promotions, after going 18 months without wage increases and 45 months without promotions;
  • The elimination of crunch time, with seven days’ notice required for mandatory overtime, no excessive overtime on back-to-back weeks, flexible scheduling of overtime, and no mandatory overtime of any duration for the majority of weeks in a quarter;
  • Bridging of time worked as a temporary or contract employee, defined job descriptions and a fair promotions process, expanded disability accommodations, and layoff protections including severance, recall rights, generous COBRA subsidies, and career transition services.
“After more than three years of organizing and bargaining, seeing it finally pay off feels incredible,” said Erin Hall, QA tester at Raven Software and member of the bargaining committee. “From day one, we made it a priority to include every voice in the room, and the contract we came out with reflects what we need—better pay, real career paths, and protection from burnout. It’s a contract that actually values the work QA does. I’m proud of what we accomplished, and I hope it shows other game workers that organizing works—and it’s worth it.”
“Going from organizing to sitting across the table from one of the largest tech corporations in the world was a huge learning curve, but we never lost sight of why we were there,” said Autumn Prazuch, QA tester at Raven Software and bargaining committee member. “We fought hard for raises and job structures that will finally make QA a sustainable career path, and we were able to negotiate limitations on mandatory crunch. Ratifying this contract is a win for game workers everywhere who are ready to take the first step toward a better future.”
“This contract between CWA members and Microsoft is proof that when video game workers organize, they can win lasting changes in the workplace,” said CWA District 4 Vice President Linda L. Hinton. “By reaching an agreement with Microsoft that puts limits on excessive sustained overtime, also known as crunch, these members are tackling one of the most exploitative practices in the industry and setting new standards for quality assurance testers and video game workers overall. We are pleased to welcome these members into the CWA District 4 family.”
In January 2022, GWA-CWA became the first unit within Activision Blizzard to form a union, shortly before Microsoft announced plans to acquire the company. Since its founding in 1990, Raven Software has become one of the most exclusive video game companies. The studio, which was acquired by Activision Blizzard in 1997, is responsible for the Call of Duty series, which the Raven QA team predominantly works on.
 
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BrawlMan

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How long until half of their workforce gets "laid off", I wonder.
There is this part here in the rules and regulations:

Bridging of time worked as a temporary or contract employee, defined job descriptions and a fair promotions process, expanded disability accommodations, and layoff protections including severance, recall rights, generous COBRA subsidies, and career transition services.
 

Agema

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There is this part here in the rules and regulations:
There'll be a loophole somewhere: there always is.

For instance, one might notice the current kerfuffle around Subnautica 2. The studio that made its predecessor and now it, Unknown Worlds, is owned by Krafton. Krafton recently fired three of Unknown Worlds's founders/executives, allegedly for some sort of incompetence (not taking leadership and getting their new game done). The ousted execs are suing with a rather different story.

What's interesting is that the studio was due a $250 million bonus for their success. Apparently, this was to be split 90% for the leaders, and 10% for the rest of the staff. Except if those leaders have been fired, they won't be paid a bonus any more, saving Krafton $225 million. And therein lies the loophole to that contractual obligation.

Of course, we have no idea who's in the right here, and as is often the case, there may be some truth on both sides. But...
 

BrawlMan

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There'll be a loophole somewhere: there always is.

For instance, one might notice the current kerfuffle around Subnautica 2. The studio that made its predecessor and now it, Unknown Worlds, is owned by Krafton. Krafton recently fired three of Unknown Worlds's founders/executives, allegedly for some sort of incompetence (not taking leadership and getting their new game done). The ousted execs are suing with a rather different story.

What's interesting is that the studio was due a $250 million bonus for their success. Apparently, this was to be split 90% for the leaders, and 10% for the rest of the staff. Except if those leaders have been fired, they won't be paid a bonus any more, saving Krafton $225 million. And therein lies the loophole to that contractual obligation.

Of course, we have no idea who's in the right here, and as is often the case, there may be some truth on both sides. But...
We will cross that bridge if it ever happens. Hopefully, the people at Raven have back ups for the back up plans in place. As for Krafton, if they even think of fucking over Tango Games, then they will have to deal with me.