As you might know, the Interactive Media Agreement was first negotiated by SAG and AFTRA in the mid-1990s, and this agreement is still the template we use today despite radical changes in what we are required to do on set and in the recording studio. We’re looking to bring this long-standing agreement into the 21st Century by addressing the following issues, which were arrived at after extensive one-on-one, small group and big meeting interactions and discussions with members like you.
Please read What We Stand For and What We Stand to Lose and make sure to navigate to the Get Involved section of the website to sign up for our mailing list. We’ll be using the list to stay in contact with members like you and let you know how you can help.
Slashman wrote on Sep 24, 2015, 17:53:deqer wrote on Sep 24, 2015, 12:53:
Those voice audio files are saved and re-used millions of times. Every time that any one plays the game. That's a lot of use for the little $ that the company paid for it.
How is that different or more significant than the guy who built the UI for the game? Shouldn't he be getting those royalties as well?
deqer wrote on Sep 24, 2015, 12:53:
Those voice audio files are saved and re-used millions of times. Every time that any one plays the game. That's a lot of use for the little $ that the company paid for it.
Slashman wrote on Sep 24, 2015, 08:54:hello newman wrote on Sep 24, 2015, 05:23:
performing is also an art.
without the actors' voice and style for example Thiefs' Garret would not be Garret.
Just choose your favorite character with a voice in a video game and turn the sound off for a bit.
Or better yet just try to record yourself 5 minutes of voice-over for a game you play and listen to yourself afterwards.
Yes but are they doing more than the programming guy creating the framework for the game in the first place?
Games are a slightly different kettle of fish than a stage play or TV series. Lots of people put in more time and effort than voice actors. And honestly, games can be perfectly fine without voice overs. Great, in fact. Not so much without programmers.
Sure they may be some games that are based around the voice actor. Bastion is a great example in terms of the narrator. Not sure it should be a hard and fast rule that they get royalties across the board though.
hello newman wrote on Sep 24, 2015, 05:23:
performing is also an art.
without the actors' voice and style for example Thiefs' Garret would not be Garret.
Just choose your favorite character with a voice in a video game and turn the sound off for a bit.
Or better yet just try to record yourself 5 minutes of voice-over for a game you play and listen to yourself afterwards.
InBlack wrote on Sep 24, 2015, 02:43:
Do movie and TV actors get paid residuals? I mean if its not in their contract?
Creating ART (any kind of art) is one thing. You leave behind a legacy. If it sells, more power to you. But simply performing what someone else wrote....why the fuck would you get paid for eternity for that?
InBlack wrote on Sep 24, 2015, 02:43:
...
Creating ART (any kind of art) is one thing. You leave behind a legacy. If it sells, more power to you. But simply performing what someone else wrote....why the fuck would you get paid for eternity for that?
The Half Elf wrote on Sep 23, 2015, 23:22:
Are you serious? The ONLY decent voice work done in STO is by Worf, Tuvok and Leeta. Whoever was the voice coach and writer for the rest of the Trek cast needs to be shot and fired. It is CRINGE WORTHY.
We’re asking for a reasonable performance bonus for every 2 million copies, or downloads sold, or 2 million unique subscribers to online-only games, with a cap at 8 million units/ subscribers. That shakes out, potentially, to FOUR bonus payments for the most successful games: 2 million, 4 million, 6 million and 8 million copies.
It’s a simple approach to secondary payments, and it’ll net you up to four extra union scale payments for your performance (currently $3300.00).
NewMaxx wrote on Sep 23, 2015, 18:08:Kosumo wrote on Sep 23, 2015, 18:02:
From a gamer point of view - I'm against it due to it then making the deep discounting of games less likely if they have to pay redudals (a cut) on every copy sold.
Allow me to offer a recent, real world example of what happens with things like this.
I'm an avid Star Trek Online player and I know many people here also enjoy the game. In the past we've enjoyed voice work done by many of the original Star Trek actors but we also had random people and game staff doing lesser voices for the game. The most notable example is, of course, Kurland, but there are many others.
Well STO's parent company, Perfect World Entertainment, has decided to go with SAG. This makes it impossible for Kurland's voice actor to reprise his role. It also raises the general rate (cost) for voice actor work, reducing the amount of star voice actors returning to reprise their roles. The game community has of course not responded positively to this and it has had at least some impact on the game.
I'm not pushing this forward as an argument in one direction or another but rather pointing out what this may mean for less popular games and the industry as a whole.
Kosumo wrote on Sep 23, 2015, 18:02:
To turn this round, should publishers get a cut of the money that some actors make from attending 'cons' and paid for signings?
Kosumo wrote on Sep 23, 2015, 18:02:
From a gamer point of view - I'm against it due to it then making the deep discounting of games less likely if they have to pay redudals (a cut) on every copy sold.
Cutter wrote on Sep 23, 2015, 17:17:
I've used the analogy before because it holds true. Just look around you and imagine if you had to pay someone anytime you used something. Sip of coffee? Pay the guy who made the mug, the company that shipped it, the store that bought it, the clerk who stocked it, the cashier who took your money, the people who made the bag it was put in, etc. Now apply that mentality to literally everything else and you see how insane it is. Yet, simply because one judge once ruled that certain kinds of work mean you should get paid repeatedly for only working once is the definition of insanity. And that's not even getting into the bullshit mess of IP, copyright, etc. and that stuff is all beyond fucked up now as well.
And again, there is no such thing as original work anyway. All of it's derivative. When you create a new song you're only moving around things that already exist and were created by other people anyway and the influences of those people directly influence your work. So no, you don't deserve any special protections. There really is nothing new under the sun. It's all connected and is based on what came before it.
jdreyer wrote on Sep 23, 2015, 13:56:
Don't forget about Ellen McClain and Jennifer Hale!