Stop Killing Games : let’s preserve the fruits of our labour!

On a red and black background, to the left of the image the title STOP KILLING GAMES!! To the right, the initiative's logo (a raised hand holding a game pad that's deteriorating). At the bottom of the image, the STJV's logo.

With publishers pushing more and more towards “live service games” / Games as a Service (games with a strong online component that tend to drive recurring spending under various forms of monetization), more and more players have come to know the disappointment of seeing one of their games become unplayable, one way or another. We could even describe those products as “exploitation services (🇫🇷)“, though it’d be a bit on-the-nose.

This “evolution” is both saddening and damaging for the player experience. For a while, what used to disappear were mere multiplayer modes, which could of course be very appreciated, but remained an addition to the main game experience (one could think of Metal Gear Online, for example). More recently, there was a quick degradation of service for games where the multiplayer component is important (for example, service deterioriations on Call of Duty games when the game’s publisher is still raking in profits from content sales).

Now, more and more, even content that was meant for solo play and that barely, if at all, benefits from online features, ends up being affected by arbitrary end of service, with a recent example in The Crew, which acted as a trigger for many to recognize the tendency we just described.

This is the context in which the Stop Killing Games initiative was started, with the goal of ending such practices. STJV supports the initiative, both because we believe it is entirely feasible to meet its demands, and because those demands are reasonable expectations from players and in the interest of games preservation.

In particular, we invite any person living in the European Union to sign the petition to the European Commission in order to promote the initiative and request the EU to push it into law.

As for why we support this initiative, here is our reasoning:

The initiative’s demands are feasible

The initiative as described in the European petition proposes a simple rule: a project must have an “exit plan” when they shut down the services. Does your studio make a solo game without online components? Congratulations, you have nothing to do. Does the game actually include online content? There’s a myriad of possibilities to explore – many of which have already been experimented on other projects, sometimes even in games viewed as classics. Here are a few of them:

  • Keep the servers running if they’re not too costly (but we wouldn’t want to make a dent in EA’s CEO’s salary, poor soul!);
  • Plan for content that doesn’t require online connection to remain playable after the servers close (as Ubisoft promised they would for the follow-up games to The Crew);
  • Provide the necessary code to run one’s own server within the community, allowing those who want to keep playing online to do so on their own (see the appendix on City of Heroes below).

Those are only suggestions, and the initiative doesn’t aim at making any of those mandatory, but solely to require a solution to exist. On that topic, let’s dive into the disingenuous answer from Video Games Europe, the European lobby of video games publishers:

the industry ensures that players are given fair notice of the prospective changes in compliance with local consumer protection laws

How gracious of them to respect the law, well deserving of praise. Good news: the initiative aims at having laws changed to fix the problem, so publishers will have their work cut out for them!

Private servers are not always a viable alternative option

This is why no one is saying that private servers should be the only solution expected of studios.

In addition, many titles are designed from the ground-up to be online-only; in effect, these proposals would curtail developer choice by making these video games prohibitively expensive to create.

This is insanity. This argument, which was repeated by unscrupulous commentators, is at best ignorant and at worst a bald-faced lie: if the law changes, companies adapt. The industry is constantly following legal or technological evolutions, why would things be different here?

As such, the publishers’ stance is completely indefensible. The initative doesn’t make revolutionary demands, and if those C-suit execs had spent a modicum of time asking their dev teams, they’d probably have been told that nothing is impossible and that solutions are definitely out there.

The demands are logical and legitimate

First of all, let’s ponder on the fact that this phenomenon of abandonned games is singular. It’s a riff on planned obsolescence that’s particularly agressive, with a perfectly functional product being destroyed remotely by the company that made it. If there are paralles to be drawn with the world of consumer electronics, where for example smartphones run out of update coverage, at least the object itself is left functional.

Under the guise of a digital economy that would get rid of the most basic rules of commerce because it’s different, this is once again pure disdain from publishers towards the audience and their clientele. As game developers, we would love nothing more than for the games we made to remain playable, but due to penny-pinching measures or a lack of care, projects end up discarded even as players wanted to keep playing the game they paid for. How would one feel about a cinema studio sneaking into one’s home to burn the Blu-Rays of their movies?

The Stop Killing Games campaign also brought back talks about video games preservation. In France, the BnF legal deposit of video games (🇫🇷). However that’s not a perfect solution: what use is it to safeguard physical versions of games if the publisher can make them useless by cutting off access to the servers it needs to run? Dozens of people devote their time to safeguarding ancient games that run on equally old hardware, but the challenge today is to face this new wave of degradations. At the turn of the millennium, the favored tech for online play was using community servers, which means many of those games can still run today even if the publisher has no more involvement with them. A quarter of a century later, the demands are merely to return to those good practices!


Appendix: City of Heroes’ “exit strategy”


A strong example of what such legal efforts could facilitate can be found in City of Heroes Homecoming


City of Heroes, a popular MMORPG, went through the layoffs of its dev studio and subsequent closure of its servers in 2012, even though the game was profitable a little over a year after switching to a hybrid monetization scheme to fit the then burgeoning free to play model and new content to come had been announced.

On August 31st 2012, Paragon Studios (who had taken over after the departure of the game’s original creators Cryptic Studios) announced its closure and that servers for the game would shut down 3 months later, on November 30th 2012, by publisher order and without recourse.

Faced with this brutal decision from NCSoft (the publisher who also oversee ArenaNet, the studio behind the Guild Wars series), the community gathered to ask them to hand over the licence and exploitation rights, as well as the game and servers’ source code, to allow them to continue working on the game. The developers themselves supported this proposal, and we later learned that they were in talks with NCSoft to obtain independance and the rights to the game.

NCSoft stayed silent for many years, refusing to sign off on selling the licence to the developers at the last minute during an effort to revive the game in 2014, never answering any of the community or the press’ requests, and leaving the game and licence unused all this time.

On April 15th 2019, information surfaced about a « private » server that ran the game’s last known version existing for 6 years. 3 days later, the source code for the server leaked, and the community mobilized to create new instances, all while NCSoft went and threatened the servers’ creators with legal action.

The community ignored those threats, and among the servers that emerged, one of them, Homecoming, was able to not only restore the game’s content, but also add updates that the original studio wanted to implement but couldn’t deploy before the game’s closure.

On January 4th 2024, after nearly 5 years of threats and negotiations with NCSoft, the publisher ended up offering the City of Heroes Homecoming team an official (but limited) licence to run the game.

It took over 11 years between the game servers’ sunset and the validation of a « private » as official to play a game whose return the community never stopped hoping for.

This illustrates that it’s possible, provided the fan community is involved, to keep games requiring a complex infrastructure running, but more importantly, if legislation such as that championed by Stop Killing Games had existed back when the game got shuttered, this ordeal could have lasted months instead of 11 years.

Ubisoft’s former executives trial: behind excuses, accountability

[en] bluesky mastodon justice

Three former Ubisoft executives were on trial from June 2 to June 5. Serge Hascoët, Thomas “Tommy” François and Guillaume Patrux appeared before the judicial court of Bobigny, for charges of sexual and moral harassment, complicity in sexual and moral harassment, and attempted sexual assault.

The STJV joined this trial as a plaintiff to defend the rights of workers, and in support of the victims seeking justice and the Solidaires Informatique union.

We outline our position here, drawing on the closing arguments of Sophie Clocher, the lawyer representing the STJV at the trial.


First of all, let’s not forget that this trial is taking place in a reality where many victims stop long before the courtroom. How many victims of the actions committed at Ubisoft were absent from this trial? It’s impossible to give a figure, but it’s certainly very high. Due to a lack of resources, discouragement or because they are crushed by society, many people do not defend themselves, either in the workplace or in court.

There is widespread sexist discrimination in the form of sexual harassment in the industry. It was particularly telling to hear that, for the defendants, seeing a man rubbing up against another man was a problem, but that when it was with a woman they didn’t even realise the concern. The defendants themselves presented a complete patriarchal framework of domination.

The video games industry has always been, and still is, very hostile to women. In 2024, women will account for barely 20% of the industry in France, a figure that employers themselves admit is down sharply from 2022, and which is even lower in production studios. At Ubisoft, women disappear completely after the age of 40. The same applies to high-profile or executive positions: very few women are entrusted with the creative direction of a project, for example.

The “creative culture” excuse brandished by the defendants is absurd. What prevailed was rather a virilist and childish culture. A culture which, as Serge Hascoët himself admitted in court, was not encouraging creativity anyway! But the games were selling, so any questioning was swept aside, and still remains unanswered today. Serge Hascoët and his editorial department were seen as the source of Ubisoft’s success, in a way similar to a cargo cult: they were there at the right place at the right time, and the company made no attempt to understand the real ins and outs of video game production and success (or failure).

Ubisoft’s editorial department is nothing more than a magnifying glass on an industry-wide plague, a distortion of the norm where “the creatives” have every right, where insults are not insults (‘When I called someone an asshole or a loser, it wasn’t to say that they were an asshole or a loser” ventured Guillaume Patrux). One victim compared this department, unfortunately very accurately, to the series Severance: a form of dissociation weighed on the victims of these « creatives » who were more concerned with inventing new forms of bullying rather than contributing to the smooth running of the company. From this testimony, we also retain this chilling sentence: « I had the impression that the law stopped at Ubisoft’s doorstep ».

This trial clearly demonstrates a disregard for the law, particularly labour law, that has been asserted and upheld. « It’s the role of HR » as Serge Hascoët, 2nd in command at a multinational company with over 20,000 employees, choses to put it, while also claiming that his role is not that of a manager. If he didn’t know enough about the subject, he had ample opportunity to take an interest in it and to educate himself. The fact that he has chosen not to do so, like all employers, is revealing.

Ubisoft, the elephant in the courtroom

Although it’s lawyer was present, taking extensive notes throughout all 4 days of the hearing, Ubisoft was conspicuously absent from the dock. Until the explosion of testimonies in 2020, relayed by the press, there were no whistleblowing systems at Ubisoft, apart from the specific legal minimum for reporting corruption, laid down in the Sapin II law.

The testimonies clearly demonstrated the extent to which Ubisoft’s management was, at best, deliberately unaware of what was going on on the floor just below the CEO’s office. Yves Guillemot even had the opportunity to console a crying victim: how dare he continue to pretend he didn’t know?

Since 2020, the system specifically designed to deal with corruption has been extended to include reports of harassment but, despite regular requests from workers representatives, opacity continues to reign at Ubisoft, crushing workers as much as ever. Our article from 2021 is unfortunately still relevant: Harassment: Ubisoft chooses delaying tactics and communication campaigns instead of protecting employees – STJV

In the face of these “‘mind-boggling”’ facts, in the face of this “‘indescribable”’ case, as the plaintiffs’ lawyers so aptly described it, it seems crucial to us that everyone’s responsibilities be recognised: Ubisoft exposed its employees to danger. A workers representative was harassed, sidelined and driven out of the company. Many of the victims still have problems working in a company because of what they experienced at Ubisoft. We will not forget!

It still should be noted that, contrary to what their lawyers tried to argue, Ubisoft’s liability in no way removes the defendants’ personal responsibility. Nobody forced Serge Hascoët, Thomas “Tommy” François or Guillaume Patrux to insult, harass or assault their colleagues.

We hope that justice will be served.

To all the victims, to all the people who suffer in the workplace for whatever reason, we reiterate our unwavering support, and we invite you to contact us by any means: together, we have the power to put an end to these acts!

LGBTQIA + : Proud, unyielding, and out of patience

On a dark red background, a character representing the LGBTQIA+ community is holding a sword colored like the LGBTQIA+ flag. On top of it, a text box reads "Pride month, Unified solidarity defense".

Human rights regression in France and around the world

In France, while the population at large is becoming increasingly accepting of LGBTQIA+ people, the political system and the mainstream media are sinking into a hateful and lethal spiral of moral panic to justify their abject ideas and their cis-hetero-normative vision of society.

While the French Senate passed a bill (in French) restricting minors’ access to transition, Emmanuel Macron declared that it would be « grotesque to change sex at the city hall (in French) ». Half of LGBTQIA+ people say they have experienced general rejection (in French); a third declare they have been insulted; and more than one person out of 10 have been physically assaulted because of their identity, gender and/or sexual orientation [SOS Homophobie report].

LGBTQIAphobia kills. In 2024, out of the 186 cases of violent assaults reported by SOS Homophobie (in French) in France, 5 were murders, and these are only reported cases. These cases are most often combined with other forms of discrimination such as racism, ableism, classism, as well as stigmas and prejudice against sex-workers and people with HIV/AIDS.

The reactionary offensive is in full swing worldwide, with a critical anti-trans ruling, particularly against trans women, on access to gendered spaces in the UK and the annihilation of self-id under Trump in the USA. Being trans is still criminalised, and can lead to sentences up to and including the death penalty, in several countries. It is interesting to note that, while our rights are under attack, their assailants are posing as protectors to justify genocide, in particular Israel’s genocide of Palestinians, by portraying their victims as homophobes.

In the midst of all this, Pride month will once again be an opportunity for companies, governments, mass murderers and more generally for the entire apparatus of capitalist domination, to wash their hands. When your hands are red with blood, rubbing them for a few seconds appears to be enough to turn them pink.

What about video games?

While some reactionary groups, inspired in one way or another by the ‘gamergate’, find video games too ‘woke’, call for boycotts of games they imagine to be affected by the spectre of ‘DEI’ and harass workers in the sector, the reality couldn’t be further from their conspiracy theories.

Indeed, LGBTQIA+ people have never been that much the butt of the capitalist machine: our stories and our lives, when they are not borne solely on our shoulders, are widely mistreated by ignorant or even downright ill-intentioned creative managers, when they are not simply abandoned after we leave companies that sideline us back to the closet as soon as we raise our voice.

Schools, whose aim is to mass-produce docile workers, accustom students to the flood of violence (in French) they will be subjected to in the workplace.

Companies such as Don’t Nod, Quantic Dream, Ubisoft, Blizzard… display a rainbow logo 30 days a year, but structurally foster and protect LGBTQIAphobic behaviour (in French), something many workers can testify to.

Employers are not our allies in this fight for our rights and if they do sometimes give us a voice, it’s only so that they can benefit from it.

The situation is not any better for players. The lack of moderation in multiplayer spaces leaves room for widespread violence and communities have to organise on their own to provide safer gaming spaces. The creative directors’ stubbornness in depicting our sufferings more than our joys, which is all they know about our lives while they are the ones putting us through it, paints a very bleak picture in many of our games.

Let’s puff out our chests and roll up our sleeves

The only viable response to the ongoing attacks against us is unwavering class solidarity, everywhere, at all times. LGBTQIA+ people are also workers; therefore, the liberation of workers cannot be achieved without the liberation of LGBTQIA+ people. Unions have a duty to be a refuge and a place of resistance to carry our struggles forward collectively.

We do our part all year round. If you are a victim or witness of LGBTQIAphobic violence, contact your union sections or get in touch via . We stand up for everyone, members and non-members alike.

We also call for everyone to take part in all forms of social movements, not just LGBTQIA+ ones. If oppressions converge, then so must the struggles: anti-racism, anti-ableism, anti-fascism and feminism are all necessary for our collective liberation.

Over the course of June, we will be highlighting various organisations and campaigns fighting for our liberation, and we invite you to join them. We will also be providing accounts and analyses to shed light on what the video games industry really inflict to LGBTQIA+ people when the veneer cracks.

Our demands are the logical outcome of these actions and we will continue to fight to ensure that they are met within companies:

  • ending the use of fixed-term contracts to tackle the lack of job security for marginalised people;
  • requiring companies to introduce public pay scales to put an end to pay discrimination, which disproportionately affects minorities;
  • ensuring full reimbursement of all medical consultations and procedures by company health insurers, including transition procedures for transgender people;
  • using a person’s preferred name at work when they request it, without asking any questions or requiring any supporting documents;
  • requiring mandatory and identical parental leave, including adoption leave, for all couples;
  • integrating staff and unions representatives into the processes handling reports of discrimination or violence in the workplace, so that the workers’ voices can be heard;
  • involving all workers in the decision-making and creative processes, which should be fully transparent, so that each and every one of them can be consulted and have an influence on the company’s choices.

These demands will not be met simply by appealing to the goodwill of our oppressors, but won with solidarity, collective action, strikes and a balance of power.

On a dark red background, various characters representing the LGBTQIA+ community are holding swords colored like the LGBTQIA+ flag. On top of it, a text box reads, in French "Pride month, defense through unity and solidarity". At the bottom, a QR code linking to the STJV's website, the STJV logo, and links to its social networks accounts.

Glossary

(1) cis-hetero-normative : pertaining to a heterosexual and cisgender-only view of society and opposing LGBTQIA+ rights
(2) gamergate : far right movement stemming from the 2010’s advocating for the removal of women, racialized or LGBTQIA+ people in video games as well as in the companies that make them
(3) DEI : Diversity, Equality and Inclusion, name given to the different programs aiming to improve diversity and inclusion in companies and in the games being made

Looking back on the fight against layoffs at Don’t Nod’s

Don't Nod fight against layoffs Report

The fight at Don’t Nod is drawing to a close. Our hearts are aching to see our colleagues leave, but we wanted to bring these months of intense struggle to a close with an analysis of what we have learnt for the future.

Why it’s important

Our starting point was a layoff plan in which the employer intended to fire 69 people, i‧e. almost a third of the workforce, without compensation (other than the legal minimum). The plan contained a breakdown of job categories so precise that it targeted around thirty people individually.

Through mobilisation, through strike action, we succeeded in imposing a framework and conditions that mitigate, not sufficiently but greatly, the violence of this layoff plan.

We would like to highlight a few specific points in these departure conditions.

Voluntary departures

During the negotiations on the terms of this layoffs plan, we secured 23 voluntary redundancies for job categories not threatened by the plan, in order to save as many colleagues from being fired.

We are pleased to announce that these departures have saved 23 workers from being forcefully fired.

Instead of the 69 layoffs initially planned, there were 46 voluntary departures and 1 layoff. We have almost reached our ‘0 forced departures’ objective.

In addition, 8 people were offered a new position, which a handful refused, leading to their dismissal with the same severance pay.

Cadre severance pay for everyone

We demanded and obtained the application of the method for calculating Cadre redundancy payments to everyone. It is financially advantageous for employees and echoes a general demand of the STJV: all video game production jobs should be covered by the Cadre status.

This is not just a symbolic measure, but an acknowledgement of our trades, our expertise and the autonomy we are required to exercise. It also represents a concrete improvement in our working conditions.

Companies must requalify the status of all employees still on ETAM status as Cadre, as was recently negotiated at Amplitude.

Strike pay

Don’t Nod has agreed to our demands and has paid the strikers’ wages for all the days of our indefinite strike. In so doing, the company recognises that this week-long strike is its full and entire responsibility: to defend our rights, to obtain negotiations and then this agreement, we had no choice but to mobilise by striking.

While this measure may seem unusual in our sector, it is in fact commonplace in end-of-conflict agreements. A precedent has now been set in the Video Games industry too.

Conclusion

Anne Devouassoux, President of the employers lobby SNJV, recently explained before the French Parliament that the agreement reached was, in the SNJV’s view, a proof of social dialogue.

Duly noted! This victory proves that progress can only be achieved through a show of strength, and even the president of the SNJV acknowledges this. The fight belongs to all workers, let’s seize it to win together.

Summary of the strike fund’s usage

Thanks to the 17,000 euros donated to the Don’t Nod strike fund, we were able to use 15,300 euros to pay off the 4 days of strike action in November/December 2024, at 100 euros per day per worker The rest will now go into the STJV’s general fund for future strikes.

State of the video game industry: bosses remain unable to provide answers, even before the National Assembly

On March 12 at the National Assembly, the french lower house, the Committee on Cultural Affairs and Education, chaired by MP Fatiha Keloua-Hachi, and the Committee on Economic Affairs, chaired by MP Aurélie Trouvé, held hearings with representatives of the SNJV and SELL, the industry’s business lobbies, and the CNC, the french public body in charge of allocating public subsidies for video games, among other things. The purpose of this audit was to understand the crisis that the ultra-lucrative video game industry in France is apparently going through, and the economic and cultural implications. The hearing can be viewed here, in French: Link to the French National Assembly’s website

The video game industry in France was worth more than 6.1 billion euros in 2023 (according to the SELL), is an industry that has been growing steadily for decades, and represents more than 10,000 jobs threatened by the carelessness of our executives. The STJV and Solidaire Informatique met with the committee chairs before the hearing, which gave us an opportunity to discuss what video game workers experience on a daily basis, the structural and management causes of the current social crisis, our demands and the international video game strike that took place on February 13 and mobilised 1 in 5 workers in the video game industry in France.

The employers’ representatives played out their false arguments at the hearing, arguments so tired that we predicted them almost word for word to the MPs. From the supposed youth of the industry to the allegedly ‘tough’ competition (in what cultural market isn’t it tough?), we could have made a bingo of the language used by these robotic industry salesmen. They were also quick to admit their incompetence, seeking refuge behind a so-called ‘post-covid correction’ that everyone was capable of anticipating, and invoking the fantasised ‘complexity’ of video game production.

In line with their role as lobbyists, the employers’ representatives cited the crédit d’impôts jeu vidéo (CIJV), or video games tax credit, at least 10 times during the hearing as a solution to virtually all the industry’s problems. Instead of addressing the systemic problems, which workers have been denouncing for years, they keep asking for more and more public money to bankroll corporate incompetence.

Despite the considerable amounts paid out, there is no real control over this funding, how it is used or whether companies comply with its criteria. And employers don’t want any: according to Anne Devouassoux, “we must not impose any constraints on companies”. One never knows, perhaps that would improve working conditions, which is what the employer lobbies fear? Also, as the CNC was able to point out, and which is a union demand, video games should not finance public subsidies for video games… Video game bosses like to take money from the cinema industry, but refuse to pay the slightest penny to finance the CNC.

It’s all well and good to repeat over and over to trade unions, MPs, investors, judges… that bosses “are aware” of the problems, of the importance of workers, of job insecurity and gender issues. But behind all the talk, where are the actions?

Although these issues come up regularly in companies and despite the predictable questions from MPs, the employers’ representatives :

  • provided no solutions to the problems at schools or to the excesses of private education. All they did was talk about a fantasised ‘French excellence’, far removed from the reality experienced by students, and without a word for them.
  • provided no concrete answers to the omnipresent problems of sexism and the lack of parity in schools and in the industry.
  • provided no answers to the demands on careers and employment, or to the mobilisation of workers.

Given their inability to address the slightest problem, whether with employee representatives or MPs, it makes sense to ask whether bosses serve any purpose at all. Any worker in the video game industry can easily see in their company that they do indeed only exist to pocket large paychecks and get in the way of productions.

We deplore the lack of workers’ representatives at this hearing. Indeed, unlike their bosses, workers actually make the games and therefore have concrete answers to bring to the problems of our industry. We hope to be able to participate directly in discussions in the future, so as not to leave the floor to the video game bosses.

The Syndicat des Travailleurs et Travailleuses du Jeu Vidéo & Solidaires Informatique

March 8, 2025: feminist srike for the rights of women and gender minorities

March 8 2025

March 8th is the international day for womens and gender minorities rights. It’s a celebration of historical and ongoing fights of feminist struggles. In video game, where sexual and gender based violence thrive, these fights are necessary.

Everywhere, the far right is gaining power to impose its project of reinforcing patriarchal, racist and capitalist dominations. Everywhere, it’s attacking our rights: reproductive rights, women’s rights, queer people rights, POC rights, children’s rights, workers’ rights, health and education public services. The sudden rise of fascist ideas and their constant normalisation in the public discourse directly threatens our lives.

In the United States, the Trump administration is destroying trans people rights and creating concentration camps for the undocumented immigrants. In Italy, the Meloni government removes parental recognition for lesbian couples. In Argentina, the Miley government shuts off the undersecretary’s office to the protection against gender violence. In Afghanistan, women are made prisoners in windowless rooms. In Sudan, rape is deployed as a weapon of war. In Palestine, Israel is perpetuating a genocide against the entire population. In Germany, the vast majority of men vote for a nazi party.

The video game industry is not foreign to the constant progression of the far right in the world. Players are radicalised through gamergate that tries to come back by, harrassing players, streamers or workers, in particular when they’re trans women. Our bosses don’t say anything against far right ideas, sometimes even support them!

Our bosses and companies play a crucial role in promoting and normalising fascist ideas, by protecting perpetuators of sexual and gender based violences, discriminating against and exploiting women and queer people. We, video game workers, are concerned and we won’t let this happen.

Video game workers demands are simple, and it’s mind-boggling to even have to formulate them:

  • companies management must truly listen to workers, thus take seriously their representatives and respect the negociations ;
  • tangible data and information collecting processes must be implemented, in order to then give them to workers representatives ;
  • this second item must come with publicly providing statistical and non-personal data, in particular for salary grid implementation ;
  • to prevent workers being silenced, real warning, reporting and internal investigation processes must be created and include workers’ representatives

In summary, to be clear: we demand our managers and company leaders to stop pretending to care about marginalised people only to use them as a stepping stone for the their company image, their career, or to maximise profits.

As we stated loud and clear in an assessment about our industry and our role, the fight against gender oppressions will go through unions. This statement comes from the fact that our rights are conquered only by fighting.

Unions are fighting spaces for women and marginalised people rights, whether it’s by creating choosen diversity spaces, by assisting victims of sexual and gender based violence in the workplace or in study areas, by forcing company managers to give back power to the workers, by enforcing equal pay, by assuring stable careers to precarious peoples, or even by undermining abusers authority and powers and of those who protect them.

Against the far right and macronism extreme economic liberalism , we demand dignified life for everyone, through the feminist strike!

Consequently, the Syndicat des Travailleurs et Travailleuses du Jeu Vidéo call for a strike in video game on saturday, the 8th of march 2025. We call for video game workers, unemployed people, retired people and students to mobilise in their companies and to join the mobilisations that will take place everywhere in France that day.

We remind that this call covers STJV purview in the private sector, and thus concerns everyone employed by a publisher, distributor, video game creator or services provider, regardless of their position or status, and regardless of the company’s domain of activoty (games, consoles, mobile, serious games, VR/AR, game engines, marketing services, streaming, derivative products, esport, online content creation, etc.), and all teachers and professors working in private schools with video game related curriculum or courses. As it’s a national strike call, no process is necessary to be on strike: it’s enough to not come to work.

Struggle pays: a deal was found at Don’t Nod

On a grey and black background, with a thin red line surrounding the text, at the bottom left, 3 characters from Don't Nod games in revendicative postures, and to the bottom right, the STJV's logo. Title Struggle pays off! Agreement reached at DON'T NOD: Fewer job cuts Broader scope for voluntary redundancies Far better severance Full compensation for strike days

Since November 2024, workers at Don’t Nod have been fighting to save their jobs and mitigate the social disaster in the form of a layoffs plan that studio management put forward.

We maintain that this plan is a desperate move by management to address their own decisions that ended up putting the studio in a difficult situation. Workers are paying the price for management’s shortcomings, and are held hostage by company heads who only offered a choice between a devastating layoffs plan (PSE) or an even darker future, since it was out of the question for Don’t Nod’s bosses to look inwards.

The social movement reached a climax with a renewable strike followed by around a hundred workers from January 13th to 17th. Our colleagues’ resolve to hold their heads high and to stick to demands that ensured they were respected in the process forced management to actually take negotiations seriously and reach an agreement that we will describe here.

Terms of the agreement

Management’s initial offer

Initially, the plan was to cut 69 jobs within the company, among a list of professional categories.

People within those categories could get reassigned, or choose a voluntary redundancy from the company by presenting a « robust » professional project (having a new job in sight, creating or taking over a company, getting training in a new matter).

Those remaining would’ve then been ranked according to criteria that would determine who would be fired, if the total was not yet reached.

Anyone losing their job would’ve been compensated by the legal minimum, that is the Indemnité Conventionnelle de Licenciement (ICL) – the collective bargain-imposed minimum firing compensation as defined in the SYNTEC collective agreement:

  • For people classified as ETAM (technicians):
    • up to 10 years of seniority: ¼ of gross monthly salary per year of seniority within the company
    • over 10 years of seniority: ⅓ of gross monthly salary per year of seniority within the company
  • For people classified as « cadres » (untranslatable notion, sorry):
    • up to 2 years of seniority: ¼ of gross monthly salary per year of seniority within the company
    • over 2 years of seniority: ⅓ of gross monthly salary per year of seniority within the company

Those who would choose a voluntary redundancy would get a premium of 1500 €.

What we obtained

In accordance with our colleagues who fought for their rights, the STJV union negotiation group was able to wring out the following:

Widened scope for voluntary redundancies

The ability to request a voluntary reundancy will be open to more professional categories, some of which are not targeted for jobs cuts.

This could save up to 23 jobs, by letting those who wish to leave go even if they were not intended to, avoiding in return a forced job cut.

What’s more, the number of jobs being cut has been reduced from 69 to 49, since there were numerous resignations since management announced the PSE, and thanks also to adjustments to management’s plan following some of the CSE’s (workers council) observations when it was informed.

Less indignant terms to leave the company

Anyone who loses their job, ETAM or cadre, will benefit from an ICL that will use the more favorable conditions normally reserved to cadres.

It will be completed by an extra-legal compensation paid by Don’t Nod. The bonus for choosing a voluntary redundacy is removed to improve this extra-legal compensation. We focused on protecting those in the most precarious situations and who may have the harder time finding a new job, and they would also be the least likely to choose voluntary redundacy.

As a result, anyone who leaves the company, voluntarily or not, will be compensated by whichever formula yields the highest number:

  • ICL (cadre) + 13 000€
  • 2× ICL (cadre)

Payment of the strike

No day of strike that was followed between January 13th and January 17th will be cut from one’s salary.

The strike fund we set up will pay for the earlier strike days from November and December, and any remaining funds will be transferred to the STJV’s national strike fund, as announced during its creation.

Conclusion

We want to thank and congratulate our colleagues for their part in this historic and successful mobilization. Their support and their solidarity were outstanding.

This victory would not have been reached without the titanic work of the CSE (that was elected under the STJV’s banner) and the Don’t Nod STJV union section, over 4 months.

And crucially, we send warm thanks to all of those who supported us and who filled the coffers of the strike fund.

Collective action gets results, it is our best weapon.

Of course, this PSE leaves a bitter taste, and the struggle will continue for both our remaining colleagues’ working conditions as well as for the uncertain future that those who will be laid off will have to face.

It is not, and it will never be satisfactory to see people be fired. We hope that this struggle will be a stepping stone on which to weigh and from which to start, if any company out there did not get the memo.

Hurrah to strikers, and hurrah to strikes!

To whom it may concern

We said that about Don’t Nod, we also said it about the industry as a whole: this circus is done. Our efforts to raise awareness and to identify and denounce the gross violations of labour law in the games industry are bearing fruits, and the strike on February 13th proved that clearly.

We will keep supporting the workers in all of the sector’s companies to reach similar victories, and even bigger ones yet.

Video game industry general strike : what demands ?

Demands

The STJV has called for a general strike in the video game industry in France on February 13, 2025. After a first article explaining why we are calling for a strike, here is an article to provide details and arguments for each of our demands.

Demand 1: protecting jobs and making decision-makers accountable

Preservation of jobs, the cancellation of layoffs and the accountability of decision-makers who must first make sacrifices themselves when their companies face difficulties.

Layoffs have no justification

We know that it is not possible to avoid all of the current layoffs, but we assert that all of them are illegitimate: either because they could have been avoided, or because they are simply not necessary.

All layoffs can be avoided with proper planning and management. Layoffs are often just a tool for lazy bosses who don’t really want to manage their business. Workers are not variables to be used for financial adjustment.

Also, the necessity for layoffs has yet to be proven by companies. Yet they remain opaque about their finances, their partnerships… It is precisely this lack of transparency that, to this day, makes it impossible to justify most layoffs.

In some companies, we are dealing with managers who have wrongly concluded that layoffs are necessary, merely because they don’t even know how to work out their own financial projections.

Many bosses could fight against publishers and the groups they belong to to prevent layoffs in their companies, but they would rather fire workers and destroy their lives in the process than risk a disagreement with their employer friends.

Why do layoffs never affect bosses?

Every time companies bring up layoffs, the possibiliy of laying off bosses and directors, to lower the wages, to cancel their bonuses or advantages is “strangely” always absent from the conversation.

We have already seen bosses earning half a million euros per year telling workers they should be happy to not be on the minimum wage, and that it is necessary to fire the poorest workers. If it really is so necessary to tighten our belts, then bosses should sacrifice themselves at last!

This is all the more true given that publishers and groups have money, and bosses also have assets (luxury cars, boats, townhouses, mansions, summer houses…). Why should vulnerable workers lose their jobs to allow these bosses and shareholders to maintain their obscene lifestyles? They should put that money into saving jobs. Let them take responsibility and not brush off problems at the expense of workers. Let them finally be accountable.

Fatalism only benefits bosses

It’s not right that workers should have to pay for the mistakes made by the people who took stupid decisions without even asking for their opinion. Without being overly optimistic, being fatalistic about layoffs only benefits companies, which can then continue to increase their profits at our expense without encountering any opposition. The less we defend ourselves against layoffs, the more companies will fire workers without justification.

Demand 2: transparency about company finances and profit sharing

Companies’ full transparency about their financial situation and economic health, so that workers can plan their future, and profit sharing with workers.

We need to know what happened to our surplus value

The intentional vagueness surrounding companies’ finances and economic health and perpetuated by employers is preventing workers from planning for the future. Without knowing the state of a project’s finances, how can we guarantee our economic security and protect ourselves and our families?

Workers must have the right to check that the economic management of their company is sound, that there is no embezzlement, and that it will actually be possible to finish the ongoing productions and keep their jobs afterwards.

Profit-sharing is basic

Today, companies’ financial results only have a negative impact on workers. When a company loses money, workers, far from getting a raise, can be laid off; on the opposite, when a company sees its profits rise, wages remain unchanged. Where losses are collectivised, profits are privatised.

Yet it is thanks to the industry’s workers and their expertise that games are being released today. It is therefore legitimate to demand that good results be shared between all those involved in production, and not just those who have the means to line their pockets on the backs of others.

Demand 3: work reorganisation and the reduction of work hours

Consideration for work-related health and personal life, through work reorganisation and the reduction of work hours.

The video game industry is notorious for its deplorable working conditions

In recent years, there has been a proliferation of distressing accounts about various companies and schools teaching videogame trades, thanks in particular to press investigations on the subject. We all know the grim reality of the industry, confirmed by statistics: the video game industry is attractive and inspires many people to enter the field, yet no one stays in it for very long because of the deplorable working conditions and widespread discrimination.

We want to be proud of our games – give us the means to do so!

We don’t work in the video game industry because of the working conditions it offers. If ‘passion jobs’ are a reality and workers are enthusiastic, we can’t live on love and fresh water. To be dedicated, we must be able to maintain good health, have a social life and have the option of starting a family… Without having to sacrifice everything on the altar of work.

Let’s put an end to widespread disorganisation

Chaotic productions waste a lot of time, lead to overwork and strain work relationships… All these factors have a strong negative impact on morale and health. Who does what, and why? Efficient production means dividing up tasks clearly and transparently. This will not only benefit employees, but will also result in better games.

Achieving a better work-life balance

By reducing working hours, let’s make room for life outside the workplace. Let’s free up time for ourselves, for our loved ones and, why not, for our personal game projects.

Demand 4: direct participation of workers in decision-making

Direct participation of workers in decision-making at their companies in order to avoid management errors and control the proper use of private and public funding.

Our production, our choices

Workers are at the heart of the machine, as close as possible to the reality of what their game is. They are not only competent but also in a position to make decisions about what they are producing.

Workers always identify problems in advance, and that’s normal since they’re the ones who make the games. They are the first to come up with solutions to problems. They are not listened to only because bosses prefer to maintain their power over workers rather than respect them. It’s more important for them to protect their privileges first and foremost, even when it puts their company and everyone who works there at risk.

But in reality, allowing programmers to make decisions about programming, level designers to make decisions about level design, animators to make decisions about animation, etc…. This isn’t the idea of a bloodthirsty revolutionary, it’s a logical conclusion that becomes obvious when we understand that we’re the only ones who are capable of doing what we do.

We are the industry

Many of us in the video game industry have strong creative desires and the hope of really being able to leave a mark on the games we make. But these days, the prevailing thinking is that the only possible way to gain creative freedom is to set up a company and exploit other workers, to express our vision without giving others the freedom to express themselves on our productions. This would be going down the wrong road and allowing ourselves to be indoctrinated by a bourgeois class imposing its capitalist ideology.

Creativity must be accessible to everyone, not just to a minority with sufficient connections and financial means to impose their creative vision as the only possible one. If we want diverse games that tell stories from different backgrounds and experiences, we need to give creative people from all walks of life the chance to create their own games.

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Video game industry general strike : why ? how ? for whom ?

Why En

The STJV has called for a general strike in the video game industry in France on February 13, 2025. This article addresses a few common questions and explains why we have chosen to go on strike.

Why a strike and not some other action?

Employers have absolute power in the workplace. In practice, the law gives them the right to reject every demand, within a certain framework and as long as they follow the legal procedures. Furthermore, employees are subject to rules laid down by companies, which can punish them for many things, effectively preventing them from speaking out.

For years now, the STJV and other unions active in the industry have been making regular demands to employers to improve the industry and its working conditions. So far, employers have consistently rejected these demands out of hand, without even bothering to comply with the law. As of today, we have only obtained improvements when our demands were backed up by strike action.

The STJV is not calling for a strike for the sake of it, or for the sake of folklore, but because striking is the only genuinely legal and protected way of expressing our discontent and making demands of our bosses, and it works.

A strike is a total stoppage of work for a given period, a way of refusing to continue producing value for our bosses until they agree to our demands.

Why only one day?

For a strike to work reliably in a company, it is necessary to strike over the long term so that the strike costs the company more than the demands made by workers.

The strike on February 13 is not aimed at a specific company but at all companies in the industry. The purpose of the general strike on February 13 is to warn of the mortal danger hanging over the video game industry in France, and to demand the changes necessary to avoid this.

We are therefore calling for a single day of national strike action to come together and demonstrate the will of all workers, past, present and future, not to let our industry die without reaction.

We leave it to the workers to transform this national movement into local actions wherever necessary to defend their rights. The STJV is ready to provide support.

Who can participate?

For salaried workers, the call covers companies involved in publishing, distribution, services and/or creation for video games, whatever the company’s field of activity (games, consoles, mobile, serious games, VR/AR, game engines, marketing services, streaming, derivative products, esports, online content creation, etc.), as well as all teachers working in private education linked to video games.

But everyone can take part in the strike, not just salaried workers. Because workers are all the people who depend, depended or will depend on work to live, not just salaried workers.

Student ? You can come and defend your future working conditions and make sure you will have a job when you graduate, and after.

Unemployed ? Let’s improve the industry so that you can have the possibility of finding a job quickly, under good conditions, and to ensure that you can keep it for as long as you want.

Freelancer as a form of undeclared work ? We must fight to ensure that the industry no longer resorts to this illegal practice and that you regain your rights as an employee.

Voluntary freelancer ? If nothing changes and the industry collapses, you will no longer have enough customers to make a living.

Former worker of the video game industry, whether by choice or necessity ? Come and support the industry you left so that the problems you encountered there don’t happen again.

Gamer ? At the current rate, if nothing changes, the quality of games will only deteriorate.

Supporter outside of the video game industry ? Solidarity between workers is what enables everyone to gain new rights. The STJV is also fighting to get video game workers to support the fights in other industries.

How to get involved?

We have a guide to striking as an employee in a private company: The right to strike in private companies – STJV

Generally speaking, the most important thing is to attend the rallies and events that will be organised in your area on February 13. We will organise a count of participants at the strike and rallies to the best of our ability.

If you don’t know if something is being organised where you live, don’t hesitate to ask!

If nothing is planned in your area yet, try to organise something! Even getting together with a few workers for a coffee on February 13 is an important action. Let’s take advantage of this day to get together, discuss our work and what we could do to improve it.

Why now?

As mentioned earlier, workers have been trying for years to improve video game production and working conditions, and have been facing blockages. All these years, workers have anticipated all the problems encountered, have warned their management, and have even proposed realistic solutions to avoid them.

Today, the video game industry is in a critical state, threatening not only our jobs but the existence of the industry itself. We know there are still more disasters to come, to which executives are turning a blind eye. We cannot wait until the last second, on the brink of the abyss, to take action.

We are calling for a strike now as a means to count ourselves among workers, to acknowledge that we are not alone, and to send a strong message of unity, not only to our bosses but also to ourselves. Worker unity is the only force that will bring about the necessary changes.

We will discuss our demands in future articles.

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GG25: Call for a general strike in the video games industry – February 13, 2025

En

Drawing on its years of experience as the majority union in the French video games industry, the STJV was able to draw up an assessment of the industry, which has become a corporate circus. We have drawn up an action plan so that we, the video game workers, can make lasting improvements to our industry.

To demand that the industry finally becomes mature and stable, for workers to benefit from dignified working conditions, and to have confidence in the future, the STJV is calling all workers and students to take part in a general strike of the video game industry on February the 13th, 2025.

We demand:

  1. Preservation of jobs, the cancellation of layoffs and the accountability of decision-makers who must first make sacrifices themselves when their companies face difficulties.
  2. Companies’ full transparency about their financial situation and economic health, so that workers can plan their future, and profit sharing with workers.
  3. Consideration for work-related health and personal life, through work reorganisation and the reduction of work hours.
  4. Direct participation of workers in decision-making at their companies in order to avoid management errors and control the proper use of private and public funding.

These demands are highly practical, and come in response to decades of corporate mismanagement, opacity and denial of workers’ suffering. For example, at the time this call is published, workers at Don’t Nod are on strike against a layoff plan caused by years of mismanagement, and unheeded workers’ alerts. Don’t hesitate to support their strike fund.

Although our bosses systematically ignore polite requests, workers can count on their numbers and the solidarity that binds them together. We need to organise everywhere. We encourage everyone to meet their union representatives to talk about the situation, to contact us, to organise actions and discussions in their own areas, and to go together to the rallies that will be organised on 13 February.

This call covers the STJV’s field of action in the private sector, and therefore applies to any person employed by a video game publishing, distribution, services and/or creation company – whatever their position or status and whatever their company’s area of activity (games, consoles, mobile, serious games, VR/AR, game engines, marketing services, streaming, derivative products, esports, online content creation, etc.) – as well as to all teachers working in private schools in video game-related courses. As this is a national strike call, no action is necessary to go on strike: just don’t go to work.

If you want to reuse our GG25 visuals, we produced a press kit: https://cloud.stjv.fr/s/FBSYLQ7QZcqMLcx

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