HereForTheBeer: Some changes to the working conditions, sure. Royalties? As contractors? Uh. no. I don't claim royalties from my customers when my particular highly-specialized talent installs a machine that will help them earn millions in revenue over the long haul. They have 150,000 of them in the union that can do the job (along with all of the people outside the union who can do it), so there's not exactly a niche with a lot of leverage.
I highly doubt those 143,000 members saying "yes" are all working in the video game industry in the US. That seems too high by a factor of 10. The other 90% are not affected but vote Yes for reasons of solidarity or whatever.
Further, a game with 2 million in sales doesn't happen overnight. Bare minimum, one year and more likely three or more. The point is, the game developer has a pretty wide opening in the calendar in which voice acting can occur. Are they expecting to strike for three years?
No, that would be foolish. They make it work (IF it works) by A) bringing the issue to the public via news releases and articles, B) asking for more than they actually expect to get (royalties is the throw-away, because it's ridiculous), and C) they collectively start writing this stuff into their contracts. But they still have to get around the fact that developers can simply wait them out. "Our VA contractors are striking." "No problem - the game isn't due for another 18 months. Plenty of time." It ain't like JIT production at a factory...
HOWEVER, I do not mock or minimize the effect that good voice acting has on a game. As a prime example for me, would Bastion be the game that it is without Logan Cunningham doing his part as wonderfully as he did?
That's because you expect to be paid up front for the work.
Royalties are generally paid because they provide the actors with a more stable source of income and the company can somewhat reduce it's costs in cases where the game flops. They're really the best way to handle the problem of work that's done rarely, but is high value and where the worker needs to be able to pay for things like food and housing on a regular basis.
As far as due dates go, it's not 18 months, most of those games are going to be released either in the near future for this Christmas or next year. I'm guessing there's going to be enough projects caught up in this to be worth dealing with the problem now. Seems a bit much to assume that they haven't considered that.
jjavier: So most people in the union aren't big names.
Its great they ask for better work conditions, kudos for that.
But way on earth they deserve royalties?
They don't risk money, they don't help to sell the game with its name nor are the people who as a collective deliver the core of the product.
cogadh: Risk has never been a requirement for allocating royalties. Royalties are paid for continued use of an artistic performance or composition, everywhere except the gaming industry.
EDIT - I think where some of the confusion lies is in how we have monetized art. For actors, their performance is the product they produce and sell. In the past, when all acting was done live, each performance got paid. With recorded acting, be it in movies, TV or video games, each broadcast, theater showing, DVD sale, etc. is a performance, but in video games, the actors only get paid for the initial recording, rather than each performance like they do in all other media.
Screen and TV actors get royalties mostly because it's easier to get the royalties right than to guess how popular a program is going to be. There's a huge amount of risk that comes from making a one off payment. Sometimes you get it right and you save money, other times you wind up spending too much and they get to keep the extra money.
Royalties are something that tends to mitigate that problem. It's also a way of helping provide a stable income stream so that they aren't having to guess how long it's going to last. There's a trickle coming in over time that gradually diminishes rather than a huge chunk of change that's as big as it's ever going to be..