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by jollybean 1370 days ago
Yeah this story has a problem.

An entire company 'quits' and just 're-does the thing' is almost assuredly theft of know-now and IP, but more than that theft of the operating modality.

It takes in incredible amount of work, risk, investment etc. to 'get something up and going' - with all of the parts working.

Any time you walk into a company you'll see what looks like 'things working' on some level, usually that took incredible trials and travails.

It's a bit like 'decent code' - it takes iterations, after which, it's 'obvious in hindsight'.

Every coder knows it's 'figuring it out' that's hard, whereas doing it a second time is easy.

Employees who tool 100% salary to start, without higher risk equity, and then wanted to 'trade after the fact' shouldn't be miffed - they just shouldn't have taken the job if what they wanted was equity.

It could entirely be the case of cockroach management giving horrible terms to everyone including underpayment etc. but these stories are often one-sided.

I'm working with a company right now that I've discovered has a seemingly 'simple' product. It took this young girl 4 years of struggle (and failure before) that, to get this thing where it is and establish all the sales relationships. I'm sure I could duplicate it quickly with minimal resources (I wouldn't do that to her), but it has dawned on me how much effort it takes to move things forward.

Here is the story, and it doesn't really speak to some kind of greedy action by 2015, the original game devs. More subtle than that. More like the original team, which was assembled by EA, liked working together, and were lured away by another studio as a team.

[1] https://www.mcvuk.com/business-news/publishing/the-medal-of-...

FYI the founders of 'Call of Duty' were eventually fired on bad terms again.

I would reserve judgment on these situations.

Especially in entertainment and creative things, there are a lot of personality issues.

2 comments

> It takes in incredible amount of work, risk, investment etc. to 'get something up and going' - with all of the parts working.

So.. it's fair if the people who did all the hard work ask for some form of participation? If all it takes to duplicate a product is money and the people with know-how, than the capital is a rather marginal contribution?

And I am deliberately talking about know-how, and not IP here. You cannot apply copyright to the knowledge of your employees.

It's fair for employees to ask, it's fair to be told know.

"You cannot apply copyright to the knowledge of your employees. "

? Absolutely you can, legally.

But the issues is just as much moral one.

The owners put it together and paid for the employees to make all sorts of mistakes etc..

It would be shameful if they did that.

All of that said I don't think that's the case.

I mean, you can call it IP theft, I can call it wage theft. The article quotes one of the devs as saying they had "unpaid milestones", which reads an awful lot like the "major publisher" he didn't want to name for legal reasons had violated the one term that mattered: the part where they pay for the game.

The lesson to take away here, for management, is that you can't get away with everything forever. Whether you view the actions of 2015 as IP theft or just desserts, the fact remains that it wouldn't have happened if the team had A) gotten paid and B) gotten the terms they asked for. I'd be demanding a better deal, too, if my publisher mysteriously forgot to pay for a milestone.

The lesson for 'management' is get better contracts and don't invest and develop people who will walk out with your stuff.

Item 'A' is a bit more reasonable, people not getting paid is bad.

But item 'B' is not. Sorry, you don't just get to ask for a better deal after the fact, because it finally worked out and now in 20/20 hindsight you want a cut.

But why not? Why shouldn't there be a process for renegotiating a contract? Especially in cases like this, where the employees are still producing things for the management--I would understand if you were renegotiating JUST on an existing product, because renegotiating on a deal that's already over makes the deal drag on unnecessarily, but these people were probably working on a new game while talking about renegotiating their contract. They weren't just talking about their compensation for the game they'd already finished; they were talking about compensation for every game they'd make in the future with that publisher.