> Many of the benefits of collective bargaining aren't applicable to people who are relatively easily able to switch jobs or work as a consultant.
The other side of the coin is that collective bargaining itself makes switching to a different employer or working as a consultant a lot more difficult than if the sector wasn't unionized. Sure, some people will have trouble doing these things anyway, especially at the low-end of the income distribution. But that's why we should support policies like Basic Income, or at the very least expanding things such as the EITC and getting rid of e.g. payroll taxes for low earned incomes. And I think that many people here on HN would agree, whether or not they self-identify as libertarians.
> ...particularly in game development, where conditions can often be worse.
Game development is the sort of industry that everyone thinks they'll want to work in, only to change their minds very quickly once they see how the sausage is made. Even just raising awareness about the work conditions in the industry - and making it clear that they're not representative of "tech" more generally - would help a lot.
Thank you. As someone who worked in a union before switching jobs, it is not all rainbows and unicorns like so many people try to present it. In one shop I worked in, I was a truck driver delivering fuel to airplanes. If my truck broke down in any way, even something as stupid as the key got jammed, if I pulled out my leatherman and pulled it free, I could be fired for violating union agreements. Even most of the mechanics agreed how dumb it was. I was the sucker sitting out in 100 degree summer sun in the airport with zero shade, waiting 30 to 60 minutes for somebody to come do a job that would take me 10 seconds.
That's before we even talk about collective bargaining. Getting a pay raise was completely out of the question, as raises were almost entirely based on seniority and how long your ass had been in the chair. It was highly punitive to younger people like myself. We also got crap shifts because shift preference was also awarded by seniority in the union. The non-unionized shop paid a shift differential, so people willing to work 2nd and 3rd shift got more money for their time. That was a great solution, as it increased the supply for shift work to approximately the levels of demand (basic economics).
So tl;dr: unions have and had a place, but the cure can sometimes be worse than the disease. Acting like unions are this amazing shining solution with no downsides is pure ignorance.
> Acting like unions are this amazing shining solution with no downsides is pure ignorance.
People are talking about the benefits of unionization in a specific industry in response to the near-automatic narrative that unions are bad.
You gave an example of an absurd regulation in a completely different industry. How does that tie into what collective bargaining in software dev would look like?
Great question. Of course unions in software aren't really a widespread thing, so speculating at what they would look like is fraught with all the problems of speculation, but this is what I think of:
Currently at work, I'm more of a "devops" guy but I get into things all over the stack sometimes too. In previous places I've been a "backend" guy that occasionally got into the frontend, etc. I view this as the optimal arrangement: blurry lines of responsibility (so people aren't pigeon-holed), but you can still develop depth and expertise in an area of specialty.
In a world of unions, if it were analogous to my past experience, there could be a "front end" union, a "back end" union, a "dev ops/operations" union, etc. These unions would then draw up lines, much like the "driver" and "mechanic" unions did in my past. Need to change a line of javascript? Talk to a "front end" guy. Tweak a deploy script? Not if the union agreement forbids it.
Those seem like ludicrous thoughts based on where we are now. But I'm sure at one time the idea that a driver can't effect any repairs to the truck, no matter how small, probably seemed ludicrous as well. Yet here we are.
I know I probably sound very anti-union, but to clarify my position, I'm only anti-forced unions. So long as I can opt out of the union if and when I please, I have no qualms. Sadly that is not the case in many places in the United States.
P.S. If I could edit and re-word this line, I would. I think the language is unclear and unnecessarily harsh:
> Acting like unions are this amazing shining solution with no downsides is pure ignorance.
I would change that to: "Thinking of unions as all upside with no downside (or vice versa) is an argument from ideology, not one from experience."
I can definitely agree with your rephrasing. Unions can be large organizations too, and are certainly not immune to bureaucracy and the pursuit of short-term wins over long-term gains for the people they represent.
The other side of the coin is that collective bargaining itself makes switching to a different employer or working as a consultant a lot more difficult than if the sector wasn't unionized. Sure, some people will have trouble doing these things anyway, especially at the low-end of the income distribution. But that's why we should support policies like Basic Income, or at the very least expanding things such as the EITC and getting rid of e.g. payroll taxes for low earned incomes. And I think that many people here on HN would agree, whether or not they self-identify as libertarians.
> ...particularly in game development, where conditions can often be worse.
Game development is the sort of industry that everyone thinks they'll want to work in, only to change their minds very quickly once they see how the sausage is made. Even just raising awareness about the work conditions in the industry - and making it clear that they're not representative of "tech" more generally - would help a lot.