Unionised EA workers and senators have spoken out against the Battlefield 6 publisher's recently announced acquisition by US and Saudi-backed investors, which (assuming it's approved by regulators) will leave the resulting privately-owned EA with a $20 billion debt. The two sets of complainants appear equally cheesed-off, but for mostly different reasons.
Another group of workers at Microsoft-owned Blizzard have voted to form a union, with the Communications Workers of America (CWA) set to represent them. The CWA say that this union will be made up of "nearly 400" workers across Blizzard's platform and technology department.
Their action follows the formation of a number of other unions at Blizzard over the past couple of years, with developers on World of Warcraft, Overwatch, and Diablo all having recently secured representation.
The future of GZDoom, the community-updated engine behind many thousands of brilliant Doom mods, is in doubt following a bust-up over the lead developer's use of generative AI to create code. The fracas has seen a number of GZDoom developers announce plans to splinter off and maintain their own engine, UZDoom.
I can't remember the first time I felt "immersed" in a videogame, but I can remember the first time I got stuck under a swimming pool float as a kid, scratching at a scabby foam ceiling roamed by mocking silver jellyfish of air. I can remember the first few times I drowned in videogames, fighting the waterlogged handling in Sonic's Labyrinth Zone, or operating the agile sarcophagus that is Lara Croft in Aztec print grottos of antiseptic blue.
I find the continuing use of "immersive" to describe believable videogame worlds weird and a bit alarming. Partial immersion would be one thing - the videogame as nice hot bath at the end of the day, the videogame as splashing around in a stream of thought, the videogame as a kind of apple-bobbing. The "immersion" of the "immersive sim" is a different matter entirely: it's a box of clockwork you're invited to tease apart, not some hyperreal enclosure. But the "full" or "total" sensory immersion repeatedly offered by big-budget, photoreal 3D games seems a lot like suffocation.