SAG-AFTRA continues to sabotage video game strike, signing 80 interim agreements

Sep 9, 2024 at 2:34 AM

Actors Demand Fair Pay and AI Protections in Video Game Industry Standoff

The ongoing strike by over 2,500 video game performers and voice actors has highlighted the stark inequalities in the lucrative video game industry. While the industry rakes in billions, the talent behind the characters and voices often receive meager compensation, with no residuals or protections against the encroachment of artificial intelligence (AI). The Screen Actors Guild-American Federation of Television and Radio Artists (SAG-AFTRA) has attempted to broker interim agreements, but these have been criticized as undermining the strike and failing to address the core issues of fair pay and AI safeguards.

Actors Demand Fair Compensation and AI Protections in Contentious Video Game Industry Standoff

Interim Agreements Undermine Video Game Workers' Strike

SAG-AFTRA officials have announced the signing of interim interactive media agreements (IIMA) or tiered-budget independent interactive agreements with at least 80 separate video game projects. These agreements have been reached during an ongoing strike by over 2,500 video game performers and voice actors that began on July 26. The performers' contract expired nearly two years ago, but SAG-AFTRA delayed calling a strike despite overwhelming support from its members.The use of these interim agreements is a continuation of a tactic employed during the SAG-AFTRA strike against the Alliance of Motion Picture and Television Producers (AMPTP) last year. This allowed the union bureaucrats to weaken the strike from within by taking workers off the picket line and sending them back to work. Not only does this undermine the current seven-week strike of video game workers, but SAG-AFTRA officials have also stated that there has been little to no progress in negotiations since the strike began, with no official negotiations taking place.The announcement of the interim agreements came as SAG-AFTRA also revealed it had signed an IIMA with AAA game publisher Lightspeed L.A., which develops the Massively Multiplayer online (MMO) game LAST SENTINEL. SAG-AFTRA's National Director and Chief Negotiator, Duncan Crabtree-Ireland, praised the agreement, stating that it ensures the "real future will not be a dystopian one for performers."However, the reality for many video game performers and voice actors is far from the rosy picture painted by Crabtree-Ireland. Voice actor Jennifer Hale, known for her work in franchises like Avatar: The Last Airbender, Star Wars: The Clone Wars, and Metal Gear, revealed that she was paid a mere $1,200 for her work on the first Metal Gear game, despite the franchise going on to gross around $176 million.

The Lucrative Video Game Industry and the Plight of its Talent

The video game industry is a tremendously profitable sector, with studios raking in over $183 billion in revenue last year. Yet, the talent behind these games, the voice actors and performers, do not even receive residuals for their work. Union leaders have acknowledged that they have decided to focus their attention this year on the issue of artificial intelligence (AI), effectively putting off discussions on residuals and other crucial issues until the next round of negotiations.This stance by the union leadership has been criticized as prioritizing the AI issue over the immediate concerns of workers, who continue to struggle with meager pay and a lack of protections. Jennifer Hale's experience highlights the stark contrast between the industry's massive profits and the paltry compensation received by the performers who bring these virtual worlds to life.Hale's comments underscore the fundamental issue at the heart of the video game industry's labor practices: "there's a lot of money being made here. Where is it going?" The answer, according to Hale, is that the vast majority of the industry's profits are flowing to the "1%," leaving the workers who create the content with little to show for their efforts.

The Threat of Artificial Intelligence and the Union's Inadequate Response

The union's focus on the issue of AI protections has also been met with skepticism. While the union claims that the current strike is "as much about the start of work with proper A.I. protections as it is stopping work without them," the reality is that there are no meaningful AI protections in place for any of the workers covered by the interim agreements or the film and television industry.In fact, the industry is actively using AI to destroy jobs and lower costs, with little regard for the impact on the workers. As Jennifer Hale aptly stated, "AI is coming for all of us ... Because the truth is, AI is just a tool like a hammer. If I take my hammer, I could build you a house. I can also take that same hammer and I can smash your skin and destroy who you are."The union's proposed language around "informed consent" and "common sense A.I. protections" is largely seen as an attempt to appease its members and save face, rather than a genuine effort to protect workers. The reality is that the corporations, driven by the relentless pursuit of profits, are determined to wipe out entire crafts and professions, with little regard for the well-being of the workers.

The Need for Democratically Controlled Rank-and-File Committees

The suppression of discussion and the signing of the interim agreements behind workers' backs have given the corporations a green light to continue exploiting the talent in the video game industry. The creation of a vast data base of performers' likenesses and creative work will ultimately lead to the destruction of these jobs, as the industry seeks to automate and replace human talent with AI-generated content.The only way for workers to effectively challenge this onslaught is to take the reins of leadership out of the hands of the bureaucrats and place them firmly in the hands of the workers themselves. Democratically controlled rank-and-file committees, independent of the two parties of big business and the union hierarchy, are the key to ensuring that the workers' interests are truly represented and that the struggle is carried forward in a way that benefits the performers and voice actors, rather than the corporate executives.The video game industry's relentless pursuit of profits at the expense of its workers must be confronted head-on. The performers and voice actors who bring these virtual worlds to life deserve fair compensation, residuals, and robust protections against the encroachment of AI. The time has come for a fundamental shift in the power dynamics of the industry, one that prioritizes the well-being of the workers over the insatiable greed of the corporations.